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Date: Tue, 1 Oct 1996 10:16:18 +0800 (HKT)
From: David Chan <tfchan@cs.cuhk.hk>
To: info-performer <info-performer@sgi.com>
Subject: pfApplyHlight problem.
Message-ID: <Pine.SGI.3.91.961001100842.7646B-100000@sgi19>
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Status: O

Hi,
	I need to high light some object in performer 2.0, but there are no 
effect. I do it in this way:
	(1) in perfly.c, I put this code in function updateView();
		pfGroup *door; 
		pfHighlight *doorh;		
		door = (pfGroup*) pfFindNode(ViewState->scene,"door",pfGetGroupClassType());
		doorh = pfNewHlight(pfGetSharedArena()); 
		doorh = (pfHighlight *) door; 
		pfEnable(PFEN_HIGHLIGHTING);
		pfHlightColor(doorh,PFHL_FGCOLOR,1.0f,0.0f,0.0f); 
		pfApplyHlight(doorh); 

		for (i=0;i<5000;i++); 
		pfDisable(PFEN_HIGHLIGHTING);
		
	(2)	but there is no highlight for object "door", and if I remove 
the last line, bus error occured,	I am sure the object door can be 
got.

	Any suggestion are welcome, Thanks very much.

	David
	
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9609302222.ZM14389@rose.asd.sgi.com>
Date: Mon, 30 Sep 1996 22:22:03 -0700
In-Reply-To: David Chan <tfchan@cs.cuhk.hk>
        "pfApplyHlight problem." (Oct  1, 10:16am)
References: <Pine.SGI.3.91.961001100842.7646B-100000@sgi19>
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To: David Chan <tfchan@cs.cuhk.hk>, info-performer <info-performer@sgi.com>
Subject: Re: pfApplyHlight problem.
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+>---- On Oct 1, 10:16am, David Chan wrote:
> Subject: pfApplyHlight problem.
->Hi,
->	I need to high light some object in performer 2.0, but there are no 
->effect. I do it in this way:
->	(1) in perfly.c, I put this code in function updateView();
->		pfGroup *door; 
->		pfHighlight *doorh;		
->		door = (pfGroup*) pfFindNode(ViewState->scene,"door",pfGetGroupClassType());
->		doorh = pfNewHlight(pfGetSharedArena()); 
->		doorh = (pfHighlight *) door; 
->		pfEnable(PFEN_HIGHLIGHTING);

Are you running multiprocessed?  In which case this pfEnable will
be done for the application process and it is needed in the draw process.
We have a libpfutil traversal to run over a subtree of a scene graph enabling
highlighting: 
	extern void pfuTravNodeHlight(pfNode *_node, pfHighlight *_hl)


->		pfHlightColor(doorh,PFHL_FGCOLOR,1.0f,0.0f,0.0f); 
->		pfApplyHlight(doorh); 
->
->		for (i=0;i<5000;i++); 
->		pfDisable(PFEN_HIGHLIGHTING);
->		
->	(2)	but there is no highlight for object "door", and if I remove 
->the last line, bus error occured,	I am sure the object door can be 
->got.
->
->	Any suggestion are welcome, Thanks very much.
->
->	David
->	
->=======================================================================
->List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
->            Submissions:  info-performer@sgi.com
->        Admin. requests:  info-performer-request@sgi.com
+>---- End of excerpt from David Chan



-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
http://www.sgi.com/Technology/Performer/
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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From guest  Tue Oct  1 00:29:10 1996
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Date: Tue, 01 Oct 1996 09:28:20 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: text stuff again
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Status: O

>...i'm wanting to use charstr() to place text next/near
>some 3D models being displayed in a perspective-type channel.
>what relationships can i make to translate the 3D coordinates
>of the models to screen coordinates suitable for GL calls?
>
>
Again !
It seems that further release should  include this kind of function .

Any way, because it is GL call it is easy to pass through.
in the post draw callback   process call cmov(your 3D coordinate)
and then use charstr or fmpstr(your string);
Don't forget to push and pop current GR state.

Take care, cmov has an undefined return if the object is out of the window.
( generally return the last define set of coordinates )

Unfortunatly, if you re running with OpenGL call, it is harder !!
see last month FAQ , Nicolas Gauvin mailed a good paper
(entry header : world coord -> screen coord )
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From guest  Tue Oct  1 02:37:12 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610011023.ZM6732@bitch.reading.sgi.com>
Date: Tue, 1 Oct 1996 10:23:12 +0100
In-Reply-To: janete@pistilmac1.chinalake.navy.mil (Janet Estabridis)
        "Final word on reading the Z-buffer in Performer 2.0" (Sep 27,  2:38pm)
References: <v01540b03ae7196d8986f@[129.131.82.70]>
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To: janete@pistilmac1.chinalake.navy.mil (Janet Estabridis),
        info-performer@sgi.com
Subject: Re: Final word on reading the Z-buffer in Performer 2.0
Mime-Version: 1.0
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This seems misleading, are you saying you managed to read the zbuffer
on RE2 while multisampling?

Did you turn on pfAntialias or just have the visual without actually using
multisampling?

Did you mean Infinite Reality?

Thanks,
Angus.

On Sep 27,  2:38pm, Janet Estabridis wrote:
> Subject: Final word on reading the Z-buffer in Performer 2.0
> Some information:
>
> RE2, IRIX 5.3  --
>
> You can read the zbuffer successfully from Performer 2.0 in a draw callback
> routine using glReadPixels.  You can have texturing enabled and
> multisampling visual enabled.  I have now succeeded thanks to Jenny at SGI.
> Things work like they are supposed to, I just swapped GL_FLOAT and
> GL_DEPTH_COMPONENT in the glReadPixels and I never caught it until I sent
> her my code.
>
>
> Janet Estabridis
> NAWC China Lake
> Code 4722E0D   (619) 939-6984
>
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Janet Estabridis


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Date: Tue, 1 Oct 1996 21:40:20 +1010 (EST)
From: Simon Bennett <simonb@wormald.com.au>
X-Sender: simonb@murad
To: info-performer@sgi.com
Subject: Re: How to start up a remote session
In-Reply-To: <199410252141.OAA03363@netcom8.netcom.com>
Message-Id: <Pine.OSF.3.94.961001213857.2158A-100000@murad>
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Status: O

On Tue, 25 Oct 1994, Lew Hitchner wrote:
> Allan Schaffer replied:
> >> On Oct 25,  6:04pm, Richard Gallery wrote:
> >> >
> >> > I am able to start my Performer application up on my Onyx from an
> >> > Indigo, using rsh to start up the Performer application.  The problem
> >> > with this is that I still have to log onto the Onyx to start up a
> >> > window server on it before it will accept my Performer application.
> >> > So what I need to be able to do is remotely start up a window server
> >> > on the Onyx from my Indigo.
> >> You should be able to accomplish the same thing by using the
> >> "autologin" feature.  Write a script that will create an
> >> /etc/autologin file containing the username to be logged in, touch
> >> /etc/autologin.on, and restart the X server (or perhaps xdm as well).
> >> man autologin for all the details.
> >> Allan

Does this still hold under 6.2?  We're having problems running a Performer
application on our 3-pipe Onyx RE^2 when nobody is logged onto the
console.  clogin is not running.

+----------------------------------------------------------------------------+
  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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From: "Ray Twiddy" <rltwiddy@ohio.neiddd.com>
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Date: Tue, 1 Oct 1996 09:18:08 -0400
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To: info-performer@sgi.com
Subject: pfFog & forked Motif process
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Status: O

PROBLEM:
Our Performer application crashes when using pfFog and the X-Window
server terminates.  The application uses a Motif GUI containing a
glwMDrawingAreaWidget running in a separate forked process.  There
are three channels but fogging is applied only to the main channel
(chan1).  There is a post-draw OpenGL function for a HUD overlay
for chan1.  The application runs successfully when the fogging is
turned off but when the fogging is turned on, it crashes after a
few seconds.

SYSLOG ERROR MESSAGE:
Types of Messages Selected: Critical, Error, Warning, Info
====================================================

  1  Sep 26 17:02:06 ohio        unix:         WARNING: mgras: CFIFO timeout
  1  Sep 26 17:02:06 ohio        unix:
  1  Sep 26 17:02:06 ohio        unix:         WARNING: Graphics error
  1  Sep 26 17:02:06 ohio        unix:         irnode=88458b98
  1  Sep 26 17:02:06 ohio        unix:         gfxp=8d48de00, boundrn=88257718,
rnodep=8b1fe03c
  1  Sep 26 17:02:06 ohio        unix:         gfxp=8ba19a50, boundrn=882578d8,
rnodep=8c76f3b8
  1  Sep 26 17:02:06 ohio        unix:         gfxp=8facbdd8, boundrn=882577f8,
rnodep=8ed643f8
  1  Sep 26 17:02:06 ohio        unix:         gfxp=8bb81ebc, boundrn=88257868,
rnodep=8da8c36c
  1  Sep 26 17:02:06 ohio        unix:         active_rnode=8c76f3b8
  1  Sep 26 17:02:06 ohio        unix:         busy_dma:^Ibf070104/cc
  1  Sep 26 17:02:06 ohio        unix:         status:^I^Ibf070000/148
  1  Sep 26 17:02:06 ohio        unix:         fifo_status:^Ibf070004/78029ab
  1  Sep 26 17:02:06 ohio        unix:         gio_status:^Ibf070100/0
  1  Sep 26 17:02:06 ohio        unix:         rebus_sync:^Ibf05021c/2
  1  Sep 26 17:02:06 ohio        unix:         window:^I^Ibf045000/9e0
  1  Sep 26 17:02:06 ohio        unix:         hqpc:^I^Ibf046000/296
  1  Sep 26 17:02:06 ohio        unix:         flag_set:^Ibf070008/110100
  1  Sep 26 17:02:06 ohio        unix:         hq_config:^Ibf050000/7e86
  1  Sep 26 17:02:06 ohio        unix:         gio_config:^Ibf050114/765b900f
  1  Sep 26 17:02:06 ohio        unix:         re_status:^Ibf07c578/1
  1  Sep 26 17:02:08 ohio                      fatal IO error 131 (Connection
reset by peer)  1  Sep 26 17:02:08 ohio        xdm:          Server for display
:0 terminated unexpectedly: 2304

SOFTWARE:
IRIX 6.2, C++, IRIS Performer 2.0.2, RapidApp 1.2, and ViewKit 1.4.0
(Motif 1.2.4 and X11R6)

C++ CODE FRAGMENTS:
	... in application process

	// Create an earth/sky model that draws sky/ground/horizon
	eSky1 = new pfEarthSky;
	eSky1->setMode(PFES_BUFFER_CLEAR, PFES_SKY_GRND);
	eSky1->setAttr(PFES_GRND_HT, -600.0f);
	eSky1->setAttr(PFES_GRND_FOG_TOP, -0.1f);
	eSky1->setAttr(PFES_HORIZ_ANGLE, 5.0f);
	eSky1->setColor(PFES_CLEAR, 0.0f, 0.0f, 0.5f, 1.0f);
	eSky1->setColor(PFES_SKY_TOP, 0.1f, 0.4f, 0.5f, 1.0f);
	eSky1->setColor(PFES_SKY_BOT, 0.0f, 0.0f, 0.5f, 1.0f);
	eSky1->setColor(PFES_GRND_NEAR, 0.0f, 0.05f, 0.1f, 1.0f);
	eSky1->setColor(PFES_GRND_FAR, 0.05f, 0.1f, 0.4f, 1.0f);
	eSky1->setColor(PFES_HORIZ, 0.1f, 0.2f, 0.5f, 1.0f);
	// create fog to simulate water density
	fog = new pfFog;
	fog->setFogType(PFFOG_PIX_LIN);
	fog->setColor(0.0f, 0.15f, 0.3f);
	fog->setRange(350.0f, 550.0f);
	eSky1->setFog(PFES_GRND, fog);
	...
	eSky2 = new pfEarthSky;
	eSky2->setMode(PFES_BUFFER_CLEAR, PFES_FAST);
	Shared->chan2->setESky(eSky2);
	...
	Shared->chan3->setESky(eSky2);

	... in draw channel 1 callback

	if (Shared->envFlag)
	{
	    Shared->chan1->setESky(eSky1);
	    pfEnable(PFEN_FOG);
	}
	else
	{
	    Shared->chan1->setESky(eSky2);
	    pfDisable(PFEN_FOG);
	}
	// erase framebuffer and draw Earth-Sky model
	channel->clear();

HARDWARE:
Iris Audio Processor: version A2 revision 1.1.0
1 250 MHZ IP22 Processor
FPU: MIPS R4000 Floating Point Coprocessor Revision: 0.0
CPU: MIPS R4400 Processor Chip Revision: 6.0
On-board serial ports: 2
On-board bi-directional parallel port
Data cache size: 16 Kbytes
Instruction cache size: 16 Kbytes
Secondary unified instruction/data cache size: 2 Mbytes on Processor 0
Main memory size: 128 Mbytes
EISA bus: adapter 0
Integral Ethernet: ec0, version 1
Integral SCSI controller 1: Version WD33C93B, revision D
  CDROM: unit 4 on SCSI controller 1
  Disk drive: unit 3 on SCSI controller 1
Integral SCSI controller 0: Version WD33C93B, revision D
  Disk drive: unit 1 on SCSI controller 0
Graphics board: Maximum Impact/TRAM option card

Graphics board 0 is "IMPACT" graphics.
        Managed (":0.0") 1280x1024
        Product ID 0x0, 2 GEs, 2 REs, 4 TRAMs
        MGRAS revision 3, RA revision 5, RB revision 4
        HQ rev A, GE11 rev B, RE4 rev A, PP1 rev A,
        VC3 rev A, CMAP rev E, MC rev C
        19" monitor (id 0x1)

ANY SUGGESTIONS ON HOW TO CORRECT THIS PROBLEM WILL BE APPRECIATED!

-- 
Ray Twiddy                                                  |    /  ____/   /
NEI - Nomura Enterprise Inc.    rltwiddy@neiddd.com         |   /  /       /
14240-G Sullyfield Circle       Bus. (703) 818-1990      /  |  /  ___/    /
Chantilly, VA 20151-1661        FAX  (703) 818-7626     /     /  /       /
___________________________________________________  __/   __/ _____/ __/
=======================================================================
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From guest  Tue Oct  1 06:44:02 1996
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9610010933.ZM7053@eagle.cae.ca>
Date: Tue, 1 Oct 1996 09:33:25 -0400
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Final word on reading the Z-buffer in Performer 2.0" (Oct  1, 10:23am)
References: <v01540b03ae7196d8986f@[129.131.82.70]> 
	<9610011023.ZM6732@bitch.reading.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>,
        janete@pistilmac1.chinalake.navy.mil (Janet Estabridis),
        info-performer@sgi.com
Subject: Re: Final word on reading the Z-buffer in Performer 2.0
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Sep 27, 2:38pm, Janet Estabridis wrote:

> Some information:
>
> RE2, IRIX 5.3  --
>
> You can read the zbuffer successfully from Performer 2.0 in a draw
> callback routine using glReadPixels.  You can have texturing enabled and
> multisampling visual enabled.  I have now succeeded thanks to Jenny at
> SGI. Things work like they are supposed to, I just swapped GL_FLOAT and
> GL_DEPTH_COMPONENT in the glReadPixels and I never caught it until I
sent
> her my code.
>


Angus Dorbie replied:

> This seems misleading, are you saying you managed to read the zbuffer
> on RE2 while multisampling?
>
> Did you turn on pfAntialias or just have the visual without actually
> using multisampling?
>
> Did you mean Infinite Reality?
>


We're using the RE2, IrisGL, IRIX 5.3 and Performer 2.0

In order to read the depth component of a channel, we configured the frame
buffer with

    RGBsize(12);
    zbsize(32);
    stensize(1);
    mssize(4, 32, 1);
    gconfig();

This way, we have anti-aliasing available and the normal Z buffer is also
active so we can read it to obtain the depth component with

    readsource(SRC_ZBUFFER);
    lrectread(x1, y1, x2, y2, parray);

Of course, the Z components obtained correspond to the closest pixels
written to the multisample buffer. It's not an average value - but it's
better than nothing.

As far as I know, there is no way to obtain the resulting depth component
from the multi-sampled buffer. Only the normal Z buffer can be read.

--
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
=======================================================================
List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
            Submissions:  info-performer@sgi.com
        Admin. requests:  info-performer-request@sgi.com

From guest  Tue Oct  1 07:10:02 1996
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	 id JAA12186; Tue, 1 Oct 1996 09:59:30 -0400
From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9610010959.ZM12184@christine.cae.ca>
Date: Tue, 1 Oct 1996 09:59:29 -0400
In-Reply-To: David Chan <tfchan@cs.cuhk.hk>
        "pfApplyHlight problem." (Oct  1, 10:16am)
References: <Pine.SGI.3.91.961001100842.7646B-100000@sgi19>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: tfchan@cs.cuhk.hk
Subject: Re: pfApplyHlight problem.
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 1, 10:16am, David Chan wrote:

> 		doorh = (pfHighlight *) door
                ^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Since door is a pfGroup, it should not be cast to a pfHighlight.
A pfHighlight is associated to a pfGeoSet with pfGeoSet::setHlight.
The function pfuTravNodeHlight will traverse a node an set the highlight
to all its geosets. Try something like this instead:

pfGroup *door;
pfHighlight *doorh;
door = (pfGroup*) pfFindNode(ViewState->scene,"door",pfGetGroupClassType());
doorh = pfNewHlight(pfGetSharedArena());
pfuTravNodeHligh(door,doorh);

And that's it. No need to call pfApplyHlight. pfApplyHlight and pfDisable
are immediate mode calls that should only be done in the draw process
when mp.


-- 
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 guest  Tue Oct  1 07:10:05 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610011458.ZM14946@bitch.reading.sgi.com>
Date: Tue, 1 Oct 1996 14:58:40 +0100
In-Reply-To: "Bernard Leclerc" <bleclerc@cae.ca>
        "Re: Final word on reading the Z-buffer in Performer 2.0" (Oct  1,  9:33am)
References: <v01540b03ae7196d8986f@[129.131.82.70]> 
	<9610011023.ZM6732@bitch.reading.sgi.com> 
	<9610010933.ZM7053@eagle.cae.ca>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Bernard Leclerc" <bleclerc@cae.ca>,
        janete@pistilmac1.chinalake.navy.mil (Janet Estabridis),
        info-performer@sgi.com
Subject: Re: Final word on reading the Z-buffer in Performer 2.0
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

So do you only draw the channel once or do you have to turn off
multisampling & redraw to get z buffer writes?

I find it slightly scary that you seem to get conventional zbuffer writes
with multisample(TRUE). Maybe I'm just being precious but what happens if
you have stencil operation & a different number of z & stencil bits between
msbuffer & framebuffer?

BTW, I like the concept of an average pixel depth, especially with
MStransparent objects :)

Angus.

On Oct 1,  9:33am, Bernard Leclerc wrote:
> Subject: Re: Final word on reading the Z-buffer in Performer 2.0
> On Sep 27, 2:38pm, Janet Estabridis wrote:
>
> > Some information:
> >
> > RE2, IRIX 5.3  --
> >
> > You can read the zbuffer successfully from Performer 2.0 in a draw
> > callback routine using glReadPixels.  You can have texturing enabled and
> > multisampling visual enabled.  I have now succeeded thanks to Jenny at
> > SGI. Things work like they are supposed to, I just swapped GL_FLOAT and
> > GL_DEPTH_COMPONENT in the glReadPixels and I never caught it until I
> sent
> > her my code.
> >
>
>
> Angus Dorbie replied:
>
> > This seems misleading, are you saying you managed to read the zbuffer
> > on RE2 while multisampling?
> >
> > Did you turn on pfAntialias or just have the visual without actually
> > using multisampling?
> >
> > Did you mean Infinite Reality?
> >
>
>
> We're using the RE2, IrisGL, IRIX 5.3 and Performer 2.0
>
> In order to read the depth component of a channel, we configured the frame
> buffer with
>
>     RGBsize(12);
>     zbsize(32);
>     stensize(1);
>     mssize(4, 32, 1);
>     gconfig();
>
> This way, we have anti-aliasing available and the normal Z buffer is also
> active so we can read it to obtain the depth component with
>
>     readsource(SRC_ZBUFFER);
>     lrectread(x1, y1, x2, y2, parray);
>
> Of course, the Z components obtained correspond to the closest pixels
> written to the multisample buffer. It's not an average value - but it's
> better than nothing.
>
> As far as I know, there is no way to obtain the resulting depth component
> from the multi-sampled buffer. Only the normal Z buffer can be read.
>
> --
> 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
>-- End of excerpt from Bernard Leclerc


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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9610011003.ZM7280@eagle.cae.ca>
Date: Tue, 1 Oct 1996 10:03:54 -0400
In-Reply-To: "Chris Ege" <cege@amber.rec.ri.cmu.edu>
        "Re: how to make each channel's Cull & Draw locked to individual CPUs ------ SOS" (Sep 30,  6:08pm)
References: <32449DF1.43B7@public.bta.net.cn>  <9609270926.ZM1784@eagle.cae.ca> 
	<9609301808.ZM19693@amber.rec.ri.cmu.edu>
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To: cege@ux1.sp.cs.cmu.edu, flysiml@public.bta.net.cn
Subject: Re: how to make each channel's Cull & Draw locked to individual CPUs ------ SOS
Cc: info-performer@sgi.com
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Status: O

On Sep 27, I wrote:

> With a single graphics pipe on your machine, I strongly recommend not to
> create multiple DRAW processes. Since you're using pf1.2 you won't be
> able to multithread the CULL stage as oppose to pf2.0
>
> If you've created multiple pfPipe's (one per channel), then your 3 DRAW
> processes will compete for a single resource (the graphics pipe) and
> force unnecessary graphics context switching.
>
> I don't recall Performer 1.2 API since I've been using 2.0 for more than
> a year now. However the principles are the same. With pf2.0 I would
> create a single pfPipe, open one pfPipeWindow and create 3 pfChannel's
on
> it. If the CULL stage becomes the bottleneck, use pfMultithread.
>
> Remember, you have a single pipe, you want to run at 30 Hz (33 ms) and
> you have 3 channels. It turns out each channel can use up to 11 ms max.
> But I would budget only 8 ms since you need spare time.
>
> Now, would you obtain better performance with Performer 2.0? I don't
> think so. Pf2.0 hasn't increased performance over pf1.2 - it improved
the
> API and added a lot of new functionalities. But performance wise, you
can
> expect the same result.



Chris Ege replied:

> We are also working on a project that will use three displays.  Your
> reply worries us since we want 30fps.  We are, however, going to be
> running it on an Infinite Reality Engine.  What type of RE are you
> running your application on that gave you those performance results?
> If it isn't an IRE, would you expect a problem getting 30fps with an
IRE?



Chris,

You can expect better performance with the InfiniteReality (iR). I've been
working so far with the RealityEngine2 (RE2) but I had the chance to try
the new iR. However, it is still true that a single graphics pipe -
whether it's a iR or RE2 makes no difference - should be assigned only one
Performer DRAW process.

Now, answer these simple questions:

	1- How many iR pipes do you have on your Onyx?
	2- What is the resolution of your 3 channels?
	3- How many CPUs do you have on your Onyx?
	4- What type of CPUs are you using? R4400 or R10000?

If you have 3 pipes, then you should not worry. If you only have one pipe,
then the resolution becomes an issue. The higher is the resolution and
more likely you will be fill limited by the depth complexity of your
scene. But your lucky, the iR has Dynamic Video Resolution (DVR) to cope
with that problem. If you have enough CPU, you can also multithread the
CULL stage and obtain 3 culling processes, one for each channel.

The best solution is to have 1 pipe per channel. It's expensive but it
gives you a whole period of 33 ms to draw your scene. On the other hand,
the iR is much more capable than the RE2, and a single pipe could be tuned
to run 3 channels at 30 Hz. You might have to compromise the resolution,
but as I mentioned, DVR helps you anyway.


--
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
=======================================================================
List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
To: cege@ux1.sp.cs.cmu.edu (cege), info-performer@sgi.com (info-performer)
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Organization: Lockheed Martin Engineering & Sciences
Date: Tue, 01 Oct 1996 10:22:11 -0700
Subject: Re: how to make each channel's Cull & D
Status: O


Frames-Per-Second rates are usually application specific and limited to 
hard-ware maximums.  We can easily maintain 30fps on our IR for most 
applications, although we DO have processors to spare and more Raster 
Managers than most.  However, we had some difficulty with our specific 
application when we first got the IR (we were abusing the poor thing on it's 
first week here <grin>).  With some help from SGI we were able to optimize 
it for the new architecture and get our application up to some GREAT speeds 
under the new architecture -- I love the IR's!!
     I can still abuse it to the point of reducing it to 4fps, but it takes 
a LOT of work for me to do it (and I'm still working on improving that rate 
too...).
     Jeffry Brickley
     3D Systems Programmer
     Lockheed Martin
     White Sands Missile Range
P.S. we use dual pipe and dual channel and can still maintain 30fps if we 
try, although for our application we generally limit it to 20fps so the IR 
doesn't run faster than the rest of our equipment....  Thanks SGI!
 ----------
From: cege
To: Bernard Leclerc; flysiml
Cc: info-performer
Subject: Re: how to make each channel's Cull & D
Date: Monday, September 30, 1996 5:28PM

We are also working on a project that will use three displays.  Your reply
worries us since we want 30fps.  We are, however, going to be running it on 
an
Infinite Reality Engine.  What type of RE are you running your application 
on
that gave you those performance results?  If it isn't an IRE, would you 
expect
a problem getting 30fps with an IRE?


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From guest  Tue Oct  1 10:02:19 1996
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Date: Wed, 2 Oct 1996 00:58:08 +0800 (HKT)
From: David Chan <tfchan@cs.cuhk.hk>
To: info-performer <info-performer@sgi.com>
Subject: XmString to C string in performer 
Message-ID: <Pine.SGI.3.91.961002004926.13961A-100000@sgi19>
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Status: O

Hi,
	I have problem with string in performer 2.0, my code is follow:
		..........
		char* query;
		...........
		ViewState->query = (char *)malloc(sizeof(char)*100);
		...........
		strcpy(ViewState->query,"\0"); 
		XmStringGetLtoR(xm_string1,XmSTRING_DEFAULT_CHARSET,&ViewState->query);
		printf("in motif: %s\n",ViewState->query);
		..........
		pfNotify(PFNFY_INFO,PFNFY_PRINT,ViewState->query);

	the problem is the printf() work well, but pfNotify() can't print the 
string . And the string size in xm_string1 is smaller than 100.

	Any suggestion are welcom, Thanks very much.

		Bye!

		David


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From guest  Tue Oct  1 10:42:12 1996
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From: janete@pistilmac1.chinalake.navy.mil (Janet Estabridis)
Subject: Is this possible ??
Date: Tue, 1 Oct 1996 10:40:02 +0000
Status: O

Anyone,

System:  RE2 XRIX 5.3

I have a my scene which I am flying through.  I am constantly doing range
calculations on the z-buffer with multisampling off and shipping them off
to other processors.  I get some feedback from these processors and I would
like to mark an x,y location in my scene, every frame, with a crosshair or
colored dot that will not mess up my z-buffer scene range calculations.
So, I have two questions:

1.  Is there a way to have the crosshair not interfer (i.e., if it is in
front to be seen, it will definitley be in the zbuffer if I use the common
method) ??

2.  What would anyone suggest as a "nice" way and "the fastest way" to draw
the crosshair or colored dot in my draw callback routine even if it
interfers??  Is OpenGL in the draw callback routine going to be the
fastest?

Thanks, I've only been at this stuff for a month and a half and I am
finding everyone very helpful.

Janet Estabridis
Code 4722E0D
NAWC China Lake, CA (619) 939-6984


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From guest  Tue Oct  1 11:42:00 1996
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610011140.ZM1451@quid.csd.sgi.com>
Date: Tue, 1 Oct 1996 11:40:54 -0700
In-Reply-To: janete@pistilmac1.chinalake.navy.mil (Janet Estabridis)
        "Is this possible ??" (Oct  1, 10:40am)
References: <v01540b09ae76a1cce514@[129.131.82.70]>
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To: janete@pistilmac1.chinalake.navy.mil (Janet Estabridis),
        info-performer@sgi.com
Subject: Re: Is this possible ??
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Status: O

On Oct 1, 10:40am, Janet Estabridis wrote:
> Subject: Is this possible ??
> Anyone,
>
> System:  RE2 XRIX 5.3
>
> I have a my scene which I am flying through.  I am constantly doing range
> calculations on the z-buffer with multisampling off and shipping them off
> to other processors.  I get some feedback from these processors and I would
> like to mark an x,y location in my scene, every frame, with a crosshair or
> colored dot that will not mess up my z-buffer scene range calculations.
> So, I have two questions:
>
> 1.  Is there a way to have the crosshair not interfer (i.e., if it is in
> front to be seen, it will definitley be in the zbuffer if I use the common
> method) ??
>
> 2.  What would anyone suggest as a "nice" way and "the fastest way" to draw
> the crosshair or colored dot in my draw callback routine even if it
> interfers??  Is OpenGL in the draw callback routine going to be the
> fastest?
>
> Thanks, I've only been at this stuff for a month and a half and I am
> finding everyone very helpful.
>
> Janet Estabridis
> Code 4722E0D
> NAWC China Lake, CA (619) 939-6984
>
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Janet Estabridis

Hi

See the FAQs for a description/example code of using a post draw call back.
It's probably more efficent for you to just change the zbuffer state 'around'
the drawing of the crosshairs than draw to the overlay planes. If you render
with IrisGL, something like this:

	zfunction(ZF_ALWAYS);
	zwritemask(0x0);
	draw crosshairs
	zfunction(ZF_LEQUAL);
	zwritemask(0xffffffff);

in you call back will ensure the crosshairs are always over your scene, for
OpenGL sustitute:

zfunction( func )   --> glDepthFunc( func )
zwritemask( mask )  --> glDepthMask( boolean )

Cheers
Rob

PS you can get to the FAQs via the web page

-- 
________________________________________________________________
Rob Jenkins
Silicon Graphics
robj@csd.sgi.com
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From: "Jenny Zhao" <zhz@dandan.asd.sgi.com>
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Date: Tue, 1 Oct 1996 11:32:21 -0700
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--- Forwarded mail from Ziv Gigus <ziv@argus>

To: "Jenny Zhao" <zhz>
cc: dorbie@bitch.reading.sgi.com
Subject: Re: (Fwd) Re: Final word on reading the Z-buffer in Performer 2.0
Date: Tue, 01 Oct 1996 11:29:49 -0700
From: Ziv Gigus <ziv@argus>

"Jenny Zhao" writes:
>
> hi, ziv,
>
> there is much confusion about whether
> we could read the depth value on
> machines with multisampling visual.
> could you please help us
> clarify it?
> i have included below the email
> from info-performer on this subject.


IrisGL:
You
  CAN NOT
read the multisampled Z buffer.
To get depth information you do have to allocate a non multisampled
depth buffer (zbsize(>0)) and draw with multisample(FALSE).  Note that
drawing/clearing with multisample(TRUE) will not effect the non
multisampled depth buffer and drawing/clearing with multisample(FALSE)
will not effect the multisampled Z buffer.

OpenGL:
Running on Irix 5.3+patch918 (but not in 5.3 or 5.3+patch154) or Irix 6.2
you
  CAN
read the Z buffer of a multisampled visual.
The value that you get is the depth stored at sample 0 of the pixel.
Note, that you DO NOT have to turn multisampling off, nor do you have
to redraw the scene.

Note, also that in OpenGL you can either have a multisampled visual
with a multisampled Z buffer, or a non multisampled visual with a non
multisampled Z buffer.  When using a multisampled visual, the same z
buffer is used both when multisampling is on or off.

Finally note that spec does not require the implementation to return
the value of sample 0; the implementation is free to return the value
of any of the samples or a reasonable function (i.e., min, max, mean)
of the depth values of all samples.  However, both RE and IR return
the value of sample 0.

> thanks!
>

Ziv

..............................................................
Ziv Gigus              M/S 7U-553
Silicon Graphics Computer Systems       email: ziv@sgi.com
2011 N. Shoreline Blvd.                 voice: (415) 933-2869
Mountain View, CA  94039                fax  : (415) 965-2663


---End of forwarded mail from Ziv Gigus <ziv@argus>

-- 


Jenny Zhao                                   
zhz@asd.sgi.com                    
415 933-5091 (Voice)           
415 965-2658 (Fax)         
Silicon Graphics - IRIS Performer      
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From guest  Tue Oct  1 12:08:07 1996
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From: Kevin_E_Mueller@ccmail.orl.mmc.com
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 01 Oct 1996 11:21:00 -0500 (EST)
Date: Tue, 01 Oct 1996 11:11 -0500 (EST)
Subject: Terrain databases
To: info-performer@sgi.com
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Status: O

Does anyone in this community know of a database converter from
Open Flight to S1000 format.

Thanks Much!

--

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

Senior Software Engineer                               Desk: (407) 306-4455 
ADST II                                                 Fax: (407) 356-0427
SAIC
3045 Technology Parkway
Orlando, FL  32826


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To: nafose@sgi.com
Subject: see ya...
Cc: info-performer@sgi.com
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Status: O


Well folks, its time for me to say goodbye.  Its been real, its been
fun, and, at times, its been real fun.  Final score?  DG 1, DEC 3, SGI 0.

To the new folks...  RTFM!

To the old folks...  political winds do indeed kill!

To everyone else...  Good Luck!

Email plug's pulled so no replys, please.  I'll have a new connection
in a few days, so stay tuned.  Won't be able to be part of the NAFOSE
blizzard, though, but that may be refreshing.

For those who care:

	Dennis Pierce
	POB 321206
	Cocoa Beach, FL 32932
	407.783.7656

Finally, I am looking for work, so if you know of graphics or simulation
opportunities which allow telecommuting or consulting, please call!

see ya...

bye.

-- 
--
Dennis Pierce
SGI / Ste 130 / 900 Winderley PL / Maitland FL 32751

work : 407.660.0073
vmail: 800.326.1020 x58548
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From: jaydee@ATSaerospace.com (Jean Daigle)
Date: Tue, 1 Oct 1996 16:08:28 -0400
In-Reply-To: janete@pistilmac1.chinalake.navy.mil (Janet Estabridis)
       "Is this possible ??" (Oct  1, 10:40am)
X-Mailer: Mail User's Shell (7.2.5 10/14/92)
To: janete@pistilmac1.chinalake.navy.mil (Janet Estabridis)
Subject: Re: Is this possible ??
Cc: info-performer@sgi.com
Status: O

Hi!

On Oct 1, 10:40am, Janet Estabridis wrote:
} Subject: Is this possible ??

It's _always_ possible!  :-)

} System:  RE2 XRIX 5.3

Conventional wisdom says, if you're using RE^2, OpenGL will not
be faster than the legacy IRIS GL.

...
} 1.  Is there a way to have the crosshair not interfer (i.e., if it is in
} front to be seen, it will definitley be in the zbuffer if I use the common
} method) ??

I infer that your crosshair is to be rendered as a 3D object in the
scene; i.e., it's inappropriate to use an overlay plane.


} 2.  What would anyone suggest as a "nice" way and "the fastest way" to draw
} the crosshair or colored dot in my draw callback routine even if it
} interfers??  Is OpenGL in the draw callback routine going to be the
} fastest?
}-- End of excerpt from Janet Estabridis

>From a quick perusal of the man pages, it would seem your objectives
would be well met by an IRIS GL post-draw callback function which:

a)  Disabled z-buffer updates with
	zwritemask(0x0L);

b)  Rendered your crosshair as a 3D object in normal draw mode

c)  Re-enabled z-buffer updates with
	zwritemask(0xFFFFFFFFL);


I hope this helps!


Regards,
Jean Daigle.
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From: Eric Tran <etran@cgsd.com>
To: info-performer@sgi.com
Subject: vout in 6.2
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Hi all,

Do you know why "vout" always core dump on a
REII running 6.2 ?  Any one with the same problem ?

Eric Tran
-------------------------------------------
Computer Graphics Systems Development Corp.
(415)903-4930 (415)903-4932
Fax: (415)967-5252

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From: "Duvideo" <duvideoii@mail.telepac.pt>
To: "Performer" <info-performer@sgi.com>
Subject: Transparent textures - how to create?
Date: Tue, 1 Oct 1996 23:26:47 +0100
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Hello,

How can I create transparent textures to use in Performer?
Is there any simple downloadable tool to do this?

How can I specify a transparent color. ImgWorks doesn't seem to do it.

We have ALIAS PowerAnimator 7.5 but we don't know if it can be done there.


thanks
	Duvideo

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Date: Wed, 2 Oct 1996 13:00:16 +0800 (HKT)
From: David Chan <tfchan@cs.cuhk.hk>
To: info-performer <info-performer@sgi.com>
Subject: pfApplyHlight problem again.
Message-ID: <Pine.SGI.3.91.961002125305.27772A-100000@sgi18>
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Hi,
	Thanks to Sharon Clay and Nicolas Gauvin, I can now high light what 
i need, but I can't disable the high light when i need to do , and 
Nicolas Gauvin said pfDisable should only apply to immediate mode, then how can I 
disable the highlight not in immediate mode?

	Any Suggestion are welcome, Thanks very much.

		Bye!

		David


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From: ceti@worldnet.net (ceti)
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>doesn't cmov(x,y,z) expect screen coordinates?  i only
>know the "map" coordinates in meters and don't know how
>to correctly do the conversion.

 cmov2 expects screen coordinates but cmov(x,y,z) is definitly expecting 
your 3D coordinate in your scene.
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Date: Wed, 02 Oct 1996 11:53:15 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: Transparent textures - how to create?
X-Mailer: <PC Eudora Version 1.4>
Status: O


>Is there any simple downloadable tool to do this?
At the end sample of the code I'm using
>How can I specify a transparent color. ImgWorks doesn't seem to do it.
img works add an alpha layer that is constant and set to opaque.
to be sure , check using import image in showcase, if a layer is present, 
showcase asks to use or discard it.
>We have ALIAS PowerAnimator 7.5 but we don't know if it can be done there.
may be I don't know.
-----
Photoshop is a good tool for this.

--- here a sample c prog addalpha
use : generate your rgb image and a black and white containing
your alpha information in sgi format.
then addalpha file.rgb mask.rgb out.rgba
to check, try the showcase import
/*
*      from readimage
*    BILLARD OLIVIER  - 1992
*      To compile:  cc addalpha.c -o addalpha  -limage
*
*              
*/

#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: addalpha 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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<      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
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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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Date: Wed, 2 Oct 1996 14:29:13 +0200 (METDST)
From: Morten Eriksen <Morten.Eriksen@due.ntnu.no>
To: info-performer@sgi.com
Subject: Fast texturemapping on Indys?
Message-ID: <Pine.HPP.3.94.961002142304.20603A-100000@due.unit.no>
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Status: O

A few months ago there was some talk (from someone in the Performer
team, I believe) about the possibility of making faster software routines
for texturemapping on the SGI machines which lack hardware texturemapping
support. Any news on this?

Morten

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Date: Wed, 2 Oct 1996 21:27:57 +0800 (HKT)
From: David Chan <tfchan@cs.cuhk.hk>
To: info-performer <info-performer@sgi.com>
Subject: mouse input in performer
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Hi,
	When I use perfly to walk-throught some scene, if another window 
overlapping on top of perfly, and then mouse click on that window will 
also recived by the perfly, how to stop this behaviour?

	Any suggestions are welcom, Thanks very much.

	David


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From: ebrisson@lobster.bu.edu (Erik Brisson)
Message-Id: <199610021405.KAA30417@lobster.bu.edu>
Subject: Re: vout in 6.2
To: etran@cgsd.com (Eric Tran)
Date: Wed, 2 Oct 96 10:05:52 EDT
Cc: info-performer@sgi.com
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>
>Hi all,
>
>Do you know why "vout" always core dump on a
>REII running 6.2 ?  Any one with the same problem ?
>
>Eric Tran
>-------------------------------------------
>Computer Graphics Systems Development Corp.
>(415)903-4930 (415)903-4932
>Fax: (415)967-5252

I have a possibly related problem: when I run vout on the console of our
Onyx with REII under IRIX 6.2 it works fine, but when I run it from a remote
machine (Indy, either 5.3 or 6.2), it either dies silently or seg faults.

Erik Brisson

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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9610021013.ZM2818@christine.cae.ca>
Date: Wed, 2 Oct 1996 10:13:02 -0400
In-Reply-To: David Chan <tfchan@cs.cuhk.hk>
        "pfApplyHlight problem again." (Oct  2,  1:00pm)
References: <Pine.SGI.3.91.961002125305.27772A-100000@sgi18>
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On Oct 2,  1:00pm, David Chan wrote:
> Subject: pfApplyHlight problem again.
> how can I disable the highlight not in immediate mode?

pfuTravNodeHlight(node, PFHL_OFF)

PFHL_OFF is defined as 0 so this effectively removed the highlight
reference off all geosets under node. You need to redo
pfuTravNodeHlight(node,hlight) to turn it back on.







-- 
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: "Duvideo" <duvideoii@mail.telepac.pt>
To: "Performer" <info-performer@sgi.com>
Subject: Urgent help with .iv normals
Date: Wed, 2 Oct 1996 16:20:28 +0100
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Hi.
I have a big and urgent problem

I have a complex model of a house in .iv format.
I then applied textures to it in Showcase and loaded the resulting .iv in
Performer.

With horror, I noticed the house is full of holes, i e, some surface
normals are in and other out!

How come Performer does this to people :-)?
Is there a way to make the surfaces appear both sided in Performer, like
they do in Showcase
and PowerAnimator?

PS. Please, don't tell me I have to change the normals one by one... 

			Thank you very much
					Duvideo
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610020824.ZM2463@quid.csd.sgi.com>
Date: Wed, 2 Oct 1996 08:24:10 -0700
In-Reply-To: Morten Eriksen <Morten.Eriksen@due.ntnu.no>
        "Fast texturemapping on Indys?" (Oct  2,  2:29pm)
References: <Pine.HPP.3.94.961002142304.20603A-100000@due.unit.no>
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On Oct 2,  2:29pm, Morten Eriksen wrote:
> Subject: Fast texturemapping on Indys?
> A few months ago there was some talk (from someone in the Performer
> team, I believe) about the possibility of making faster software routines
> for texturemapping on the SGI machines which lack hardware texturemapping
> support. Any news on this?
>
> Morten
>
> =======================================================================
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>-- End of excerpt from Morten Eriksen

This is what was posted ( from George Kyriazis ), I believe it was in Irix 6.2
( note at the bottom it mentions platforms, R5K being best ), gl_dev will have
more details on new features for OpenGL in Irix 6.2:

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

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

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

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

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


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

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

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

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


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

  --george
"

Cheers
Rob


-- 
________________________________________________________________
Rob Jenkins
Silicon Graphics
robj@csd.sgi.com
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From: "Glenn Waldron" <gwaldron@galileo.hpc.org>
Message-Id: <9610021142.ZM13765@galileo.hpc.org>
Date: Wed, 2 Oct 1996 11:42:24 -0400
In-Reply-To: "Duvideo" <duvideoii@mail.telepac.pt>
        "Urgent help with .iv normals" (Oct  2, 16:20)
References: <199610021618.QAA27426@mail.telepac.pt>
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Subject: Re: Urgent help with .iv normals
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On Oct 2, 16:20, Duvideo wrote:
> Subject: Urgent help with .iv normals
> ...
> Is there a way to make the surfaces appear both sided in Performer, like
> ...

pfCullFace(PFCF_OFF);


-- 
Glenn A. Waldron - Sr. Programmer   USC/Information Sciences Institute
email: gwaldron@isi.edu     voice: 703.812.4732     beep: 800.503.8046
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Date: Wed, 02 Oct 1996 10:44:10 -0500
From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  unresolved refereces
Status: O

Performers:
  I am getting a set of unresolved errors at link time for functions which
I am not calling directly. Does anyone know why the following
link errors are occuring:

unresolved references:
pfPipeVideoChannel::nb_getpipe();
pfClipTexture::setUpdateChanMask
pfClipTexture::getUpdateChanMask
pfClipTexture::setUpdateVRegionMask
pfClipTexture::getUpdateVRegionMask
pfClipTexture::setSizeVRegionMask
pfClipTexture::getSizeVRegionMask
pfImageCache::getNumStreamServers

Thanks;

- bryan wasileski
  McDonnell Douglas Training Systems
  St. Louis, MO
  



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        "Urgent help with .iv normals" (Oct  2,  4:20pm)
References: <199610021618.QAA27426@mail.telepac.pt>
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To: "Duvideo" <duvideoii@mail.telepac.pt>,
        "Performer" <info-performer@sgi.com>
Subject: Re: Urgent help with .iv normals
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You could try a two sided lighting model and turning all face culling off.

Rgds,
Angus.

On Oct 2,  4:20pm, Duvideo wrote:
> Subject: Urgent help with .iv normals
> Hi.
> I have a big and urgent problem
>
> I have a complex model of a house in .iv format.
> I then applied textures to it in Showcase and loaded the resulting .iv in
> Performer.
>
> With horror, I noticed the house is full of holes, i e, some surface
> normals are in and other out!
>
> How come Performer does this to people :-)?
> Is there a way to make the surfaces appear both sided in Performer, like
> they do in Showcase
> and PowerAnimator?
>
> PS. Please, don't tell me I have to change the normals one by one...
>
> 			Thank you very much
> 					Duvideo
> =======================================================================
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>-- End of excerpt from Duvideo


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Date: Wed, 2 Oct 1996 10:20:05 -0700 (PDT)
From: Eric Tran <etran@cgsd.com>
To: Steve Baker <steve@mred.bgm.link.com>
cc: info-performer@sgi.com
Subject: Re: vout in 6.2
In-Reply-To: <9610020247.AA11352@mred.bgm.link.com>
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Hi Steve,

> I know that vout core dumps if you try to use it on an MCO
> pipe. The work-around is log in as 'root' and then run it.
> 

It would still coredump as root.  I think this is a bug in 6.2.
Erik Brisson has the exact same problem running "vout" on a remote
5.3 screen.

I only need to use "vout" to correct the gamma value for the screen. 
One way to work around this is to use "mcogamma", but the man page
does not describe how to set the gamma to anything else beside 1.
Any hint on this ?

Eric.
-------------------------------------------
Computer Graphics Systems Development Corp.
(415)903-4930 (415)903-4932
Fax: (415)967-5252




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From: "Marko Srdanovic" <mas@swl.msd.ray.com>
Message-Id: <9610021352.ZM2863@onyx9.msd.ray.com>
Date: Wed, 2 Oct 1996 13:52:16 -0400
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Subject: Color tables
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Status: O

I've got two different views (channels) of the same scene.  I've already set up
indexed geostates so that I can set different attributes for each channel.  Now
I want to change some of the colors of the geometry (but not necessarily of the
textures) in the second view.

Does anyone know where I can find some examples of modifying (and even using
:-) color tables in Performer 2.0?

Thank you in advance.

-- 
-----------------------------------------------------------------------
Marko Srdanovic                             email: mas@swl.msd.ray.com
Raytheon Electronic Systems                 voice: (508) 858-5680
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From: jaf@chem.ucsd.edu (Jeremy Friesner)
Message-Id: <199610021857.SAA13475@sdchemw1.ucsd.edu>
Subject: getUserData() on a pfDCS in the ISECT process?
To: info-performer@sgi.com
Date: Wed, 2 Oct 1996 11:57:40 -0700 (PDT)
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Hi Everyone,

My latest dilemna is this:  I'm doing collision detection in
a separate ISECT process, and when I've detected a collision,
I'd like to be able to get at some user-data that I've stored
using setUserData() on a pfDCS associated with the object
I've collided with.

Using pfHit::query(PFQHIT_PATH, &mypath) I'm able to get a
pfPath containing the pfDCS's above the objected I intersected
with... but getUserData() on these pfDCS's returns NULL... even
though I did do the correct setUserData() in the app process.

Looking at the memory locations of the pfDCS's returned by
query(), it seems that these pfDCS's are actually not even
the same ones I added to the scene graph.  This makes some
sense, as the ISECT process probably requires its own copy
of the scene graph to run asynchronously.

The question, then, is how can I get the userData pointers
in my scene graph to propagate to the ISECT process's copy
of the scene graph?  I do the setUserData() call right after
I create the pfDCS (before I addChild() the pfDCS to the
scene graph)

Thanks,
Jeremy


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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
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Organization: Lockheed Martin Engineering & Sciences
Date: Wed, 02 Oct 1996 15:46:18 -0700
Subject: Shared Memory
Status: O


I have a very large structure of shared memory used between processors since 
I share a great deal of data between application and draw processes running 
on separate processors.  As I have just been tasked to add some more data 
that will need to be shared between application processes and draw 
processes, I have begun to worry about just how much data I'm sharing and 
what overhead is associated with it....  I just passed 240K of shared data 
(allocated with pfMalloc) and I am heading quickly towards 300K.  What is my 
transfer overhead between CPU's with this shared structure?
     I am using an Infinite Reality with 16 R10000 CPUs and Performer 2.1. 
  My application uses a minimum of 5 app processes on different CPUs (only 
one does model placement and other geometry operations -- 4+ handle higher 
math for calculating model placement) with dual pipe (which I gather is 
handled with one draw process per pipe?).  The 5 app processes handle 60% of 
the data between each other and the draw processes transfer the remaining to 
the app process.  Right now, this is one allocation transferring the bulk of 
EVERYTHING to ALL processes which is highly inefficient, but out of lack of 
time, I have never changed it.  Should I worry about transferring ~300K of 
data around 8 to 16 processors?

     Jeffry J. Brickley
     3D Systems Programmer
     Lockheed Martin
     White Sands Missile Range

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From: "Nicolas Gauvin" <nicolas@cae.ca>
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Date: Wed, 2 Oct 1996 16:33:43 -0400
In-Reply-To: jaf@chem.ucsd.edu (Jeremy Friesner)
        "getUserData() on a pfDCS in the ISECT process?" (Oct  2, 11:57am)
References: <199610021857.SAA13475@sdchemw1.ucsd.edu>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: jaf@chem.ucsd.edu
Subject: Re: getUserData() on a pfDCS in the ISECT process?
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Some time ago Rick Weyrauch wrote the following concerning this:

>This is a bug in Performer 2.1 and 2.0.2 where user data attached to a pfNode
>is not copied to the ISECT process.  There is a workaround for this problem
>(thanks to Jenny Zhao at SGI).
>
>The fix is to call pfFrame prior to attaching your user data or you can (from
>the APP process) traverse your scene graph and reattach your user data before
>starting your sim-loop.  The following code snippet fixes the problem....
>
>void fixUserData(pfNode *node)
>{
>    void *ud = NULL;
>    int numKids = 0;
>    int i;
>
>    if (node == NULL) return;
>
>    ud = pfGetUserData(node);
>    if (ud) pfUserData(node, ud);
>
>    if (pfIsOfType(node, pfGetGroupClassType())) {
>         numKids = pfGetNumChildren(node);
>         for (i=0; i<numKids; i++)
>             fixUserData(pfGetChild(node, i));
>    }
>}
>
>main()
>{
>   ...
>   pfScene *scene = LoadScene();
>
>   pfFrame();
>
>   fixUserData((pfNode *)scene);
>
>   while (1) {
>        ...
>   }
>}

-- 
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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Date: Wed, 2 Oct 1996 15:09:31 -0700 (PDT)
From: Eric Tran <etran@cgsd.com>
To: Steve Baker <steve@mred.bgm.link.com>
cc: info-performer@sgi.com
Subject: Re: vout in 6.2
In-Reply-To: <9610021737.AA19622@mred.bgm.link.com>
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Status: O



Hi Steve,

Thank you so much.  Your suggestion works great.
I also find another way around that by using
the older version of "vout" from IRIX5.3  .  It
works ok too.

With appreciation,
Eric.
-------------------------------------------
Computer Graphics Systems Development Corp.
(415)903-4930 (415)903-4932
Fax: (415)967-5252

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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
Message-Id: <9610030106.ZM27485@python.tamu.edu>
Date: Thu, 3 Oct 1996 01:06:35 -0700
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To: info-performer@sgi.com
Subject: Help : texturing problem!!!
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Status: O

Hi,
	This is Ren-Jye Yu. I have a question about applying texture. The
follwoing are parts of my code related to texture:

pfVec2	*texcoords;
ushort	*listcoord, *listtex, *listcolor;
#######################################################################
texcoords = pfMalloc(sizeof(pfVec2) * 4, pfGetSharedArena());
pfSetVec2(texcoords[0], 0.0f, 0.0f);
pfSetVec2(texcoords[1], 1.0f, 0.0f);
pfSetVec2(texcoords[2], 1.0f, 1.0f);
pfSetVec2(texcoords[3], 0.0f, 1.0f);

tex = pfNewTex(pfGetSharedArena());
tev = pfNewTEnv(pfGetSharedArena());

pfFindFile(texfile, path, R_OK);
if(pfLoadTexFile(tex, path) == NULL)
{
	printf("Unable to open texture file\n");
	fclose(infile);
	pfExit();
	exit(-1);
}

listtex  = pfMalloc(sizeof(ushort) * numcoord, pfGetSharedArena());
listtex[0] = 0;
listtex[1] = 1;
listtex[2] = 2;
listtex[3] = 3;
for(i=4;i<numcoord;i++)
	listtex[i] = listtex[i-4];

pfGStateAttr(gstate, PFSTATE_TEXENV, tev);
pfGStateAttr(gstate, PFSTATE_TEXTURE, tex);

pfGSetAttr(gset, PFGS_TEXCOORD2, PFGS_PER_VERTEX, texcoords, listtex);

#######################################################################

I use these code to put texture on three squares. Only the first square show
the texture correctly. The texture of the second square look fuzzy. The third
square only show a dark color. If i increase the "texcoords" and put NULL
instead of "listtex", I will get the correct texture on these three squares. I
checked the value of listtex[i]. There have no mistake. If any of you have same
problem before? Have you seen any mistakes in my code? If you have any solution
or suggestion, please tell me. I need your help. Thanks.

-- 
================================================================================
Ren-Jye Yu                           
Graduate Student                     
Department of Aerospace Engineering  
Texas A&M University                 
College Station 77843                
phone(O) : (409) 845-0729            
phone(H) : (409) 691-8570           
e-mail : renjye@python.tamu.edu      
================================================================================
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Date: Thu, 03 Oct 1996 09:20:29 +0100
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From: ceti@worldnet.net (ceti)
Subject: Re: Urgent help with .iv normals
X-Mailer: <PC Eudora Version 1.4>
Status: O


>With horror, I noticed the house is full of holes, i e, some surface
>normals are in and other out!
what version of performer are you running ?
if it is 1.2 you have to download a new release for Iv loader on SGI site
( the last I heard of was 1.6 )

if not, try to force back facing to be sure of the problem.
(ex BKEY in perfly )
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<      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
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<   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/   _/  >
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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: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  Performers:
Status: O

Performers:
  Here are some errors that seem to be quite frequent at execution of
of many/all of the performer apps on the IR does anyone have know how
to cure this?

 4541 PF Debug:                pfdFindConverterDSO() - can't get version of libpfdu.so, using sgi3.0
 4541 PF Debug:                pfdFindConverterDSO() - trying "./libpfflt_ogl.so" version "sgi3.0"
 4541 PF Debug:                  dlopen said:  4541:./multichan: rld: Fatal Error: cannot successfully map soname
'./libpfflt_ogl.so' under any of the filenames ./libpfflt_ogl.so 
 4541 PF Debug:                pfdFindConverterDSO() - trying "/usr/lib/libpfflt_ogl.so" version "sgi3.0"
 4541 PF Debug:                  dlopen said:  4541:./multichan: rld: Fatal Error: cannot successfully map soname
'/usr/lib/libpfflt_ogl.so' under any of the filenames /usr/lib/libpfflt_ogl.so 
 4541 PF Debug:                pfdFindConverterDSO() - trying "/usr/lib/libpfdb/libpfflt_ogl.so" version "sgi3.0"
 4541 PF Debug:                pfdFindConverterDSO() - using DSO "/usr/lib/libpfdb/libpfflt_o

I see this ALL the time, on my apps, on the demo apps. etc. All the environment variables have the
correct paths; I do not understand why the rld is complaining so much.

- bryan wasileski

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Subject: Morph perofrmance !
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Status: O

Dear performer programmers:


How can I improve the perfomance of pfMorph?
-----------------------------------------------

I build a function that tries to decrease the number of coords and normals that
participate in the morph.


We have two sources that need to be morphed. We wrote a routine to find how many vertices
change in the morph procedure.


For example: We had two sources, each with 10,000 tris and we found out that only 4000 tris
actualy change.


We get the sources information from an existing morph and change it.


The following is the routine.

void morph_optimization(pfMorph *morph);
{
/*The function retreives information from a Morph and checks the differance between the
points in the morph.  ( Which vertexes changed)*/
    
    float *src[2];
    ushort *isrc[2];
    int floatsPerElt;
    int src_length; 
    floatsPerElt=morph->getSrc(0,0, &src[0], &isrc[2], &srcLength)  
    
    int number_of_changes=0;

    for (int i=0;i<src_length;i++)
        if ((abs(src[0][i*floatsPerElt]-src[1][i*floatsPerElt])>tol) ||
	    (abs(src[0][i*floatsPerElt+1]-src[1][i*floatsPerElt+1])>tol) ||
	    (abs(src[0][i*floatsPerElt+2]-src[1][i*floatsPerElt+2])>tol))
	    number_of_changes++;
	
    
/*I built a change_list that contains all the indices that the srcs had changed.
The size of the index_vector is the number_of_changes */
  
    ushort *chang_list=(ushort *)pfMalloc(sizeof(ushort)*number_of_changes
                                                                    , arena);
    int j=0;
    for (int i=0;i<src_length;i++)
        if ((abs(src[0][i*floatsPerElt]-src[1][i*floatsPerElt])>tol) ||
	    (abs(src[0][i*floatsPerElt+1]-src[1][i*floatsPerElt+1])>tol) ||
	    (abs(src[0][i*floatsPerElt+2]-src[1][i*floatsPerElt+2])>tol)) 
	    chang_list[j++]=i;
	
        
/*I copy src to new_src */
    float **new_src=(float **)pfMalloc(sizeof(float*)*2, arena);
    *new_src[0]=(float *)pfMalloc(sizeof(float*)number_of_changes, arena);
    *new_src[1]=(float *)pfMalloc(sizeof(float*)number_of_changes, arena);
    
    for ( j=0;j<2;j++)
       for ( i=0;i<number_of_changes;i++)    	
          {
	    new_src[j][i*floatsPerElt]=src[j][chang_list[i]*floatsPerElt];
	    new_src[j][i*floatsPerElt+1]=src[j][chang_list[i]*floatsPerElt+1];
	    new_src[j][i*floatsPerElt+2]=src[j][chang_list[i]*floatsPerElt+2];
         }
    
    float *dst=morph->getDst(0);
  
/*I copy src[0] to dst; */
    
    for (i=0;i<src_length*floatsPerElt;i++)
        dst[i]=src[0][i];
	
    ushort **ilist=(ushort**)pfMalloc(sizeof(ushort*)*2, arena);
    
    ilist[0]=change_list;
    ilist[1]=change_list;
    
    int *nlist=(int *)pfMalloc(sizeof(int)*2, arena);
   
    nlist[0]=number_of_changes;
    nlist[1]=number_of_changes;
     
    morph->setAttr(0, 3, number_of_changes, dst, 2, new_src , ilist, nlist);
     
 
}


The morph that I send to this function is :

  int nSph  /*the number of vertexes */
  pfVec3 *dst=(pfVec3*) pfMalloc(sizeof(pfVec3)*nSph, arena); 
  pfVec3 **src=(pfVec3*) pfMalloc(sizeof(pfVec3*)*2, arena);
  *src[0]=(pfVec3*) pfMalloc(sizeof(pfVec3)*nSph, arena);
  *src[1]=(pfVec3*) pfMalloc(sizeof(pfVec3)*nSph, arena);

  morph->setAttr(1, 3, nSph, dst, 2, srcs, NULL, NULL);  


I set the Attribute of the GeoSet that belong to the geode that is child of morph

   gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, dst, NULL);


The problem is:


Trying on a single cpu machine (Onyx RE2/1000, Impact Max, Indy r5000 180Mhz):

When I run the program  with this function, I can decrease the time of the 
application from 14.6 msecs to 0.6 msecs but the the number of frames stays
constant 17 frams per sceond;

the number of tris in the scene is about 24000

How can we improve the frame rate.

Someone from the performer team told us that we need to use CycleBuffer in order to tell the
draw that the morph is already being done and only to do morph on the changes vertices.

Does CycleBuffer work on a single cpu machine ?

Why doesn't the frame rate improve, when the app decreases so much ?




Please Help

Tnx

Yotam Froynd
Programmer
DreamTeam Ltd.
Tel: +972-9-559855
Fax: +972-9-559615
Email: dreamt@netvision.net.il
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Subject: Shadow problem
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Status: O

I am sorry for posting so many problems, but I guess that what happens
when you want to push th SGGI machines+Performer to the max.


We have run shadow.C (Comes in the directory libpf directory)

It runs perfect on RE2 R1000 but fails on Impact Max 4TRAM with the

following error:

Shadows require a 32-bit, non-multisample Z-buffer, i.e., zbsize(32)


Is there a workaround this problem - what is the problem ?


Tnx

Roni Kass
V.P. Research & Development
DreamTeam Ltd.
Tel: +972-9-559855
Fax: +972-9-559615
Email: dreamt@netvision.net.il
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Date: Thu, 3 Oct 1996 11:10:52 -0400 (EDT)
From: Bill Riggs <riggs@cornelius.tec.army.mil>
Message-Id: <199610031510.LAA09197@cornelius.tec.army.mil>
To: Kevin_E_Mueller@ccmail.orl.mmc.com, info-performer@sgi.com
Subject: Re:  Terrain databases
Status: O

Sorry, that feature is not supported. S1000 has an older FLT import function
that doesn't work. S1000 also doesn't have an officially recognized write API.
You can either wait for SEDRIS to solve your problems, or try to build an 
importer. Best case, call Dale Miller in Lockmart ADS in Bellevue
(206) 957-3259; he may have some new initiatives ongoing that I don't
know about.

Bill Riggs
LNK Corporation, Inc
(703) 644 - 1111
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Date: Thu, 3 Oct 1996 12:13:28 -0700
In-Reply-To: "DreamTeam Ltd." <dreamt@netvision.net.il>
        "Morph perofrmance !" (Oct  3,  2:57pm)
References: <325436D8.5913@netvision.net.il>
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: "DreamTeam Ltd." <dreamt@netvision.net.il>, info-performer@sgi.com
Subject: Re: Morph perofrmance !
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> Someone from the performer team told us that we need to use CycleBuffer in
order to tell the
> draw that the morph is already being done and only to do morph on the changes
vertices.

 Not exactly. I said that you have to alocate the dst vector in a CycleBuffer
if you want your program to run on a multicpu machine.
 Also, you can tell performer to do a fast pointer swap instead of a copy of
the Buffer when synchronizing the CycleBuffer by using the pfCBufferChanged()
API

> Does CycleBuffer work on a single cpu machine ?

 Yes, but it's not so useful

> Why doesn't the frame rate improve, when the app decreases so much ?

 It is quite unexpected on a single cpu machine. I have no guess

 -- Remi





-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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Subject: MCO Performance
To: info-performer@sgi.com (Performer Mailing List)
Date: Thu, 3 Oct 1996 17:36:36 -0400 (EDT)
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Hi,

I'd like to thank all the nice people who pointed me in the right
direction for doing a star field simulation using 400 points at 
60 hz. The next problem is maintaining the frame rate when using 
our MCO to display Left/Center/Right sides.

Hardware:
1 Onyx, 2 100mz CPU's with 64 megs ram.
2 RM's, 1 hardware pipeline, and the MCO.

Currently , I've modified the code in lpstate.c to have the points 
randomly thoughout an area, then inbetween pfSync and pfFrame I 
translate each point along the y-axis toward the viewer. When the
y value is < 0 , reset the point randomly in the volume. With this
pretty staight forward method I'm getting a steady 60 hz.

I then switched the MCO to 3@960x680(?). With no mods to my program
the frame rate goes from 60 to 8.6! Checking the stats , the draw
part has jumped from 9.5 msec to 90 msec! I've try different cpu 
models with no luck. Anyone have any ideas on what to try next?

Eventually I'm supposed to be displaying 3 views of the field on each
channel, hopefully at 30+ hz.

Thanks for any advice you can give this performer newbie :)
-- Eric



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To: Kevin_E_Mueller@ccmail.orl.mmc.com, info-performer@sgi.com
Subject: Re: Terrain databases
Status: O

For the most part, that capability does not exist. There is a read a S1000 API 
but I don't think there is a write. 
  Dave
_______________________________________________________________________________
Subject: Terrain databases
Author:  Kevin_E_Mueller@ccmail.orl.mmc.com
Date:    10/1/96  16:02

Does anyone in this community know of a database converter from
Open Flight to S1000 format.

Thanks Much!

--

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

Senior Software Engineer                               Desk: (407) 306-4455 
ADST II                                                 Fax: (407) 356-0427
SAIC
3045 Technology Parkway
Orlando, FL  32826


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From: jaf@chem.ucsd.edu (Jeremy Friesner)
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Subject: Playing dmedia libMovieGL's in my Performer window
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Hi Everybody,

I'm trying to create an "intro animation" for my project by
letting my draw process play libmovieGL movies into my Performer 2.0.2 GL/X
window.  To do this, I have to call
  
  mvBindOpenGLWindow(MVid movieid, Display* dpy, Window win, GLXContext ctxt); 

Okay... I have movieid from my previous call to mvOpenFile(), dpy I can get by 
calling pfGetCurWSConnection(), and win (I presume) is either the xWin or
glWin entry in the struct returned by my pfuGLXWinopen() call.  Lastly, ctxt I 
should be able to get by calling the getGLCxt() method of my pfWindow.

So, I plug all of these in and go to run the movie... and surprise, it
doesn't work.  :(  Instead, I get nasty errors from the window manager such as:

X Error of failed request:  BadAccess (attempt to access private resource denied)
  Major opcode of failed request:  141 (GLX)
  Minor opcode of failed request:  5 (X_GLXMakeCurrent)
  Serial number of failed request:  0
  Current serial number in output stream:  14

It seems things are a little more complicated than I had hoped.  :(  Does
anyone out there have experience doing this?  Some hints or example code
would be WAY appreciated here!

Thanks much,
Jeremy
jaf@chem.ucsd.edu
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Date: Thu, 3 Oct 1996 20:04:03 -0700 (PDT)
From: Mark McBride <mmcbride@cgsd.com>
To: info-performer@sgi.com
Subject: No shading on object
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Status: O

hello--

	I am writing a performer app that uses a data glove manufactured 
by Virtual Technologies.  Using their performer demo application, 
everything works fine.  When I integrate it into my hacked version of 
Perfly, the hand appears with no shading.  Can anyone think of a good 
reason why?  My thoughts are:

1)  Is this a result of multiprocessing?  Does all the configuration have 
to be done in shared memory?

2)  Is there some way to look at the lighting/normals/materials for an 
entire pfGroup?

3)  Would setting a DRAW callback, enabling a default material in the Pre 
section, and then disabling it work?

We are using an ONYX RE2, two R4400 200 MHz processors, IRIX 6.2, 
Performer 2.0.  Thanks in advance.

	---Mark McBride

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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: pfApplyHlight problem again.
Date: Wed, 02 Oct 1996 08:02:56 GMT
Organization: Pera
Message-ID: <3253218b.2306866@post.demon.co.uk>
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On Wed, 2 Oct 1996 13:00:16 +0800 (HKT), you wrote:
>Hi,
>	Thanks to Sharon Clay and Nicolas Gauvin, I can now high light what=20
>i need, but I can't disable the high light when i need to do , and=20
>Nicolas Gauvin said pfDisable should only apply to immediate mode, then =
how can I=20
>disable the highlight not in immediate mode?
>
>	Any Suggestion are welcome, Thanks very much.
>

You can remove the highlighting on the subtree by calling
pfuTravNodeHlight with a NULL pfHighlight pointer.

Regards,

Mark.
--=20
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: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199610041130.NAA25327@s00sn1.fel.tno.nl>
Subject: Re: Putting a clock on the screen
To: chris@scotch.physics.ucla.edu (chris)
Date: Fri, 4 Oct 1996 13:30:07 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <199609261648.JAA01566@scotch.physics.ucla.edu> from "chris" at Sep 26, 96 09:48:17 am
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> 	I'm pretty sure this is a stupid question, but I don't see how to do it.
> I would like "glue" a clock to the screen which stays in, say, the lower left hand
> corner regardless of where the viewer's eyepoint roams.
> 	Something like
> 	pfString* str;
> 	pfText* text;
> 	text->pfKeepStringInLowerLeftHandCorner(str);//What's this one?

I would suggest to do it a Head Up Display fashion in the (post)-draw callback.
Some time ago somebody posted code fragments to do a HUD in a performer
manner. Only the disabling of the Z-buffer was done in GL code.

Mario
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Date: Fri, 04 Oct 1996 08:54:33 -0500
From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  problems with IR
Status: O

I sent out a couple of message a few days ago regarding
some error messages and link problems. I haven't gotten a 
response yet so here they are again.....

Here are some errors that seem to be quite frequent at execution of of
many/all of the performer apps on the IR does anyone have know how to
cure this?

 4541 PF Debug:                pfdFindConverterDSO() - can't get version of
libpfdu.so, using sgi3.0
 4541 PF Debug:                pfdFindConverterDSO() - trying
"./libpfflt_ogl.so" version "sgi3.0"
 4541 PF Debug:                  dlopen said:  4541:./multichan: rld: Fatal Error:
cannot successfully map soname
'./libpfflt_ogl.so' under any of the filenames ./libpfflt_ogl.so 
 4541 PF Debug:                pfdFindConverterDSO() - trying
"/usr/lib/libpfflt_ogl.so" version "sgi3.0"
 4541 PF Debug:                  dlopen said:  4541:./multichan: rld: Fatal Error:
cannot successfully map soname
'/usr/lib/libpfflt_ogl.so' under any of the filenames /usr/lib/libpfflt_ogl.so 
 4541 PF Debug:                pfdFindConverterDSO() - trying
"/usr/lib/libpfdb/libpfflt_ogl.so" version "sgi3.0"
 4541 PF Debug:                pfdFindConverterDSO() - using DSO
"/usr/lib/libpfdb/libpfflt_o

AND most important......

  I am getting a set of unresolved errors at link time for functions which
I am not calling directly. Does anyone know why the following link errors
are occuring

unresolved references: pfPipeVideoChannel::nb_getpipe();
pfClipTexture::setUpdateChanMask pfClipTexture::getUpdateChanMask
pfClipTexture::setUpdateVRegionMask
pfClipTexture::getUpdateVRegionMask
pfClipTexture::setSizeVRegionMask pfClipTexture::getSizeVRegionMask
pfImageCache::getNumStreamServers


Help on these issues would be greatly appreciated.....


-bryan wasileski
  McDonnell Douglas Training Systems


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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610041039.ZM29868@vaisyas.engr.multigen.com>
Date: Fri, 4 Oct 1996 10:39:50 -0700
In-Reply-To: Bryan Wasileski <bwasileski@mdc.com>
        "Performers:" (Oct  3,  8:10am)
References: <s2537548.050@mdc.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Performers:
Mime-Version: 1.0
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Status: O

On Oct 3,  8:10am, Bryan Wasileski wrote:
> Subject: Performers:
> Performers:
>   Here are some errors that seem to be quite frequent at execution of
> of many/all of the performer apps on the IR does anyone have know how
> to cure this?

Change your pfNotify level from PFNFY_DEBUG to something less verbose like
PFNFY_INFO, for example:

% setenv PFNFYLEVEL 4
% perfly <blah>

>  4541 PF Debug:                pfdFindConverterDSO() - trying
"/usr/lib/libpfdb/libpfflt_ogl.so" version "sgi3.0"
>  4541 PF Debug:                pfdFindConverterDSO() - using DSO
"/usr/lib/libpfdb/libpfflt_o

At DEBUG level the find dso function is telling you all the places it's looking
for the loader dso.  This can be important when you're not sure if the right
loader is being used.

> I see this ALL the time, on my apps, on the demo apps. etc. All the
> environment variables have the
> correct paths; I do not understand why the rld is complaining so much.

It's not complaining.  You asked for DEBUG diagnostics ... that's all.

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: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
Message-Id: <9610070817.ZM11883@chakotay>
Date: Mon, 7 Oct 1996 08:17:58 +0100
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To: info-performer@sgi.com
Subject: Texturing on MaxImpact
Cc: pe@hni.uni-paderborn.de
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Status: O

Hi Performers,

This is a question for the hardware wizards among you. The texturing quality on
our Onyx RE2 is better than on our MaxImpact (e.g. the road texture in the
performer town demo is much smoother on the RE2). What is the reason for this?
Does the MaxImpact not use trilinear filtering?

Thank you for any comments.

Peter




-- 
-----------------------------------------------------------------------
Dipl.-Ing. Peter Ebbesmeyer                Universitaet-GH  Paderborn    
Raum F0.210                                  Heinz Nixdorf Institut     
Tel. + 49 5251 606234                     Rechnerintegrierte Produktion
Fax. + 49 5251 606268                            Fuerstenallee 11      
email: pe@hni.uni-paderborn.de                   33102 Paderborn           
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199610071144.NAA28378@s00sn1.fel.tno.nl>
Subject: Re: Problem with model flickering in Performer 2.0
To: gewillia@afit.af.mil (Gary E Williams)
Date: Mon, 7 Oct 1996 13:44:05 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <9609201453.ZM21996@rembrandt.afit.af.mil> from "Gary E Williams" at Sep 20, 96 02:53:42 pm
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Status: O

Hello,

Sorry for the late reply because I'm a bit behind my email.

Just as already pointed out it could be fixed with a tweak of the
far and near plane values. Moving near plane away has a much better 
effect than the far plane because the value far/near must be as smal as
possible.
If that still doesn't do the trick maybe a few lines of code might do.
The were mentioned on this list some time ago. They are

    pfdMakeShared((pfNode*)scene);
    /* compute an optimum scene geostate */
    pfdMakeSharedScene(scene);
    /* optimize pfLayer nodes via "DISPLACE POLYGON" */
    pfdCombineLayers((pfNode *)scene);

call them after loading the scene.

Mario
> 
> I recently ported a virtual solar system modeler from Performer 1.2 to 2.0.
>  I'm now having problems with flickering in many of my models.  By flickering,
> I mean models which have texture maps and models which don't have texture maps
> have periodic changes of color.  For example, Africa and other parts of the
> earth flicker between the approriate land colors and blue (the ocean).  That
> model uses a texture map.  With another model, a satellite, the colors flicker
> between what they're supposed to be and other colors.  The satellite doesn't
> use texture maps.  I've also checked for coplanar polygons, averaged vertices,
> etc.  Coryphaeus has attempted to help me, but the problem seems to be
> Performer related, not a model problem.  This conclusion is substantiated by
> the fact that I didn't have these problems in Performer 1.2.  The problem is
> magnified as the viewing distance to the model is increased, i.e. up close the
> flickering isn't too bad or is nonexistent but it gets worse as you move away
> from the model.  Some of the models use LOD and some don't.  This doesn't seem
> to have any impact on the problem.
> 
> Input from anyone experiencing this type of problem or from anyone who knows of
> a solution would be greatly appreciated.  Does this sound like a Z-Buffer
> problem?
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Sender: matrix@erc.msstate.edu
Message-ID: <3258FE41.41C6@erc.msstate.edu>
Date: Mon, 07 Oct 1996 07:57:37 -0500
From: "Steven E. Aukstakalnis" <matrix@erc.msstate.edu>
Organization: NSF Engineering Research Center for Computational Field Simulation
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To: Peter Ebbesmeyer <pe@hni.uni-paderborn.de>
CC: info-performer@sgi.com
Subject: Re: Texturing on MaxImpact
References: <9610070817.ZM11883@chakotay>
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Status: O

Peter Ebbesmeyer wrote:
[Stuff deleted]

>The texturing quality on our Onyx RE2 is better than on our MaxImpact >(e.g. the road texture in the performer town demo is much smoother on >the RE2). What is the reason for this?


We have several of the systems at our facility.
Chalk it up to dithering.


--------------===============--------------===============----------
Steve Aukstakalnis
National Science Foundation
Engineering Research Center for Computational Field Simulation
2 Research Park Blvd
Starkville, MS 39759

601.325.4049
601.325.7692

matrix@erc.msstate.edu
http://www.erc.msstate.edu/~matrix
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Subject: MCO Performace
To: info-performer@sgi.com (Performer Mailing List)
Date: Mon, 7 Oct 1996 09:32:46 -0400 (EDT)
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Status: O

Hi,

Anyone have an tips on how to optimize multipipe.c for use
with a 3 monitor , 1 hw graphics pipe, split using a MCO?
My sim can do 60hz when its just opening one pipe/monitor.
When I go to 2 pipes , performance drops to 20-30hz. Even
when I drop the number of object from 400 to 1!

The hardware: Onyx
2 100 mhz R4400's
64 Meg main memory.
1 RE^2 Graphics board
1 MCO

The Program:



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

#define TRACE()	{ fprintf(stderr,"Line #%d\n",__LINE__); fflush(stderr); }
/*------------------------------------------------------------------*/
static NumScreens=1;
static NumPipes=2;
static void ConfigPipeDraw(int pipe, uint stage);
static void OpenPipeWin(pfPipeWindow *pw);

pfVec3      	*norms, *coords;

static pfGeode*
initLPoints(int NPOINTS)
{
    pfLPointState	*lps;
    pfTexGen            *tgen;
    pfTexture           *tex;
    pfGeoState          *gst;
    pfGeode             *gd;
    pfGeoSet            *gs;
    pfVec4		*colors;
    float       	phi, dphi, theta, dtheta;
    int                 i, j, k;
    void		*arena = pfGetSharedArena();

    /*------------------ Set up pfLPointState -------------------*/

    lps = pfNewLPState(arena);

    /* Enable perspective size computation */
    pfLPStateMode(lps, PFLPS_SIZE_MODE, PF_ON);

    /* Clamp point size between .25 and 4 pixels */
    pfLPStateVal(lps, PFLPS_SIZE_MIN_PIXEL, 0.25f);
    pfLPStateVal(lps, PFLPS_SIZE_MAX_PIXEL, 4.0f);

    /* Real-world point size is .15 meters */
    pfLPStateVal(lps, PFLPS_SIZE_ACTUAL, .45f);

    /* Fade points smaller than 2 pixels */
    pfLPStateVal(lps, PFLPS_TRANSP_PIXEL_SIZE, 2.0f);

    /* Linear fade, scaled by .6 and alpha clamped at .1 */
    pfLPStateVal(lps, PFLPS_TRANSP_EXPONENT, 1.0f);
    pfLPStateVal(lps, PFLPS_TRANSP_SCALE, .6f);
    pfLPStateVal(lps, PFLPS_TRANSP_CLAMP, .1f);

    /* Points are fogged as if 4 times closer than they really are */
    pfLPStateVal(lps, PFLPS_FOG_SCALE, .25f);

    /* Compute true, slant range from eye to points */
    pfLPStateMode(lps, PFLPS_RANGE_MODE, PFLPS_RANGE_MODE_TRUE);

    /* Points are bidirectional with  purple back color */
    pfLPStateMode(lps, PFLPS_SHAPE_MODE, PFLPS_SHAPE_MODE_UNI);
    pfLPStateBackColor(lps, 1.f, 0.0f, 1.f, 1.0f);

    /* 
     * Point shape is 60 horiz and 90 degrees vertical with 
     * no roll, falloff of 1 and ambient intensity of .1 
    */ 
    pfLPStateShape(lps, 60.0f, 90.0f, 0.0f, 1, .9f);

    /*------------------ Set up pfGeoState -------------------*/

    gst = pfNewGState(arena);

    /* Specify high-quality transparency */
    pfGStateMode(gst, PFSTATE_TRANSPARENCY, 
		 PFTR_BLEND_ALPHA | PFTR_NO_OCCLUDE);
    pfGStateVal(gst, PFSTATE_ALPHAREF, 0.0f);
    pfGStateMode(gst, PFSTATE_ALPHAFUNC, PFAF_GREATER);
    pfGStateMode(gst, PFSTATE_ANTIALIAS, PFAA_ON);
    
    pfGStateMode(gst, PFSTATE_ENFOG, 0);
    pfGStateMode(gst, PFSTATE_ENLIGHTING, 0);
    pfGStateMode(gst, PFSTATE_ENTEXTURE, 1);
    pfGStateMode(gst, PFSTATE_ENLPOINTSTATE, 1);
    pfGStateAttr(gst, PFSTATE_LPOINTSTATE, lps);

    /*------------------ Configure texturing -------------------*/

    tgen = pfNewTGen(arena);
    tex = pfNewTex(arena);

    /* 
     * Use texture mapping for range and fog attenuation. CPU 
     * computes size and directionality.
    */
    pfLPStateMode(lps, PFLPS_DIR_MODE, PFLPS_DIR_MODE_ALPHA);
    pfLPStateMode(lps, PFLPS_TRANSP_MODE, PFLPS_TRANSP_MODE_TEX);
    pfLPStateMode(lps, PFLPS_FOG_MODE, PFLPS_FOG_MODE_TEX);
    pfuMakeLPStateRangeTex(lps, tex, 256, pfNewFog(NULL));
    pfGStateAttr(gst, PFSTATE_TEXTURE, tex);
    pfTGenPlane(tgen, PF_S, 0.0f, 0.0f, 1.0f, 0.0f);
    pfTGenPlane(tgen, PF_T, 0.0f, 0.0f, 1.0f, 0.0f);
    pfTGenMode(tgen, PF_S, PFTG_EYE_LINEAR_IDENT);
    pfTGenMode(tgen, PF_T, PFTG_EYE_LINEAR_IDENT);

    pfGStateAttr(gst, PFSTATE_TEXGEN, tgen);
    pfGStateMode(gst, PFSTATE_ENTEXGEN, 1);

    /* Make PFGS_POINTS pfGeoSet arranged in a sphere */

    gd = pfNewGeode();
    gs = pfNewGSet(arena);
    pfGSetPrimType(gs, PFGS_POINTS);
    pfGSetNumPrims(gs, NPOINTS);

    colors = pfMalloc(sizeof(pfVec4) * NPOINTS, arena);
    coords = pfMalloc(sizeof(pfVec3) * NPOINTS, arena);
    norms = pfMalloc(sizeof(pfVec3) * NPOINTS, arena); 
    pfGSetAttr(gs, PFGS_NORMAL3, PFGS_PER_VERTEX, norms, NULL);  
    pfGSetAttr(gs, PFGS_COLOR4, PFGS_PER_VERTEX, colors, NULL);
    pfGSetAttr(gs, PFGS_COORD3, PFGS_PER_VERTEX, coords, NULL);

    pfGSetGState(gs, gst);
    pfAddGSet(gd, gs);

    for (i=0; i<NPOINTS; i++)
    {
	pfSetVec3(norms[i],0,-1,0);
        pfSetVec3(coords[i],rand()%100-50,rand()%1000,rand()%100-50);
	pfSetVec4(colors[i],1,1,1,1);
    }

    return gd;
}


int
main (int argc, char *argv[])
{
    double     t = 0.;
    pfScene     *scene;
    pfDCS	*dcs;
    pfPipe      *pipe[4];
    pfChannel   *chan[4];
    pfSphere 	bsphere;
    pfCoord	view;
    int		SPEED,NPOINTS,DEBUG,MODE,REFRESH,loop;
    char	name[80];
    pfEarthSky	*esky;

    argc--; argv++;

    NPOINTS = 0;
    SPEED = 0;
    DEBUG = 0;
    NumPipes = 0;
    MODE  = 0;
    REFRESH = 0;
    
    while (argc)
    {
	if (argv[0][0] == '-')
	    switch (argv[0][1])
	    {
	      case 'n':
		NPOINTS = atoi(argv[0]+2);
		break;
	      case 's':
		SPEED = atoi(argv[0]+2);
		break;
	      case 'd':
		DEBUG = 1;
		break;
	      case 'p':
		NumPipes = atoi(argv[0]+2);
		break;
	      case 'm':
		MODE = atoi(argv[0]+2);
		break;
	      case 'r':
		REFRESH = atoi(argv[0]+2);
		break;
	    }
	else
	    printf(" Unknown argument %s ",argv[0]);
	argc--;
	argv++;
    }

    if (!SPEED) SPEED = 5;
    if (!NPOINTS) NPOINTS = 100;
    if (!NumPipes) NumPipes = 1;
    if (!REFRESH)
	REFRESH = 60 / NumPipes;


    printf("Loading using :\n");
    printf(" -n%d -s%d -p%d -m%d -r%d\n",NPOINTS,SPEED,NumPipes,MODE,REFRESH);
    printf("\n");
    
    /* Initialize Performer */
    pfInit();	
    if ((NumScreens = ScreenCount(pfGetCurWSConnection())) > 1)
    {
	NumPipes = NumScreens;
    }
    pfMultipipe(NumPipes);

    /* Use default multiprocessing mode based on number of
     * processors.
     */

    switch (MODE)
    {
      case 0:
	pfMultiprocess(PFMP_DEFAULT);
	break;
      case 1:
	pfMultiprocess(PFMP_APPCULLDRAW);
	break;
      case 2:
	pfMultiprocess(PFMP_APPCULL_DRAW);
	break;
      case 3:
	pfMultiprocess(PFMP_APP_CULLDRAW);
	break;
      case 4:
	pfMultiprocess(PFMP_APPCULLoDRAW);
	break; 
      default:
	pfMultiprocess(PFMP_DEFAULT);
	break;
    }
    
    
    /* Configure multiprocessing mode and start parallel
     * processes.
     */

    pfConfig();			
    /* Create and attach morph to a pfScene. */
    scene = pfNewScene();
    dcs = pfNewDCS();
    pfAddChild(dcs, initLPoints(NPOINTS));
    pfAddChild(scene, dcs);
    esky = pfNewESky();
    pfESkyMode(esky, PFES_BUFFER_CLEAR, PFES_FAST);
    pfESkyColor(esky, PFES_CLEAR,0.0,0.0,0.0,0);

    /* determine extent of scene's geometry */
/*     pfGetNodeBSphere (scene, &bsphere); */

    /* Configure and open GL window */
    pfFrameRate(REFRESH); 
    pfFieldRate(REFRESH);
    pfPhase(PFPHASE_LOCK);
    
    /* pfPhase( PFPHASE_FLOAT ); */

   for (loop=0; loop < NumPipes; loop++)
    {
	pfPipeWindow *pw;
	char str[PF_MAXSTRING];
	pipe[loop] = pfGetPipe(loop);
	pfPipeScreen(pipe[loop], loop);
	pw = pfNewPWin(pipe[loop]);
	pfPWinType(pw, PFPWIN_TYPE_X);
	sprintf(name,"Star Fields : %d stars at %d : Pipe %d",
		NPOINTS,SPEED,loop);
	pfPWinName(pw,name);
	if (NumScreens > 1)
	{
	    pfPWinOriginSize(pw, 0, 0, 1025, 768);
	} else
	{
	    switch (loop)
	    {
	      case 0:
		pfPWinOriginSize(pw, 0, 0, 960, 680);
		break;
	      case 1:
		pfPWinOriginSize(pw, 0, 680, 960,680);
		break;
	      case 2:
		pfPWinOriginSize(pw, 0, 1360, 960,680);
		break;
	    }
	}
	pfPWinConfigFunc(pw, OpenPipeWin);
	pfConfigPWin(pw);
    }
    pfStageConfigFunc(-1 /* selects all pipes */, 
		      PFPROC_DRAW /* stage bitmask */, 
		      ConfigPipeDraw);
    pfConfigStage(-1, PFPROC_DRAW);
    for (loop=0; loop < NumPipes; loop++)
    {
	chan[loop] = pfNewChan(pipe[loop]);	
	pfChanScene(chan[loop], scene);
	pfChanNearFar(chan[loop], 1.0f, 40000);
	pfChanFOV(chan[loop], 32.0f, 0.0f);
	
	pfSetVec3(view.xyz, 1 , 0 , 0 );
	switch (loop)
	{
	  case 0:
	    pfSetVec3(view.hpr, 0 , 0,  0);
	    break;
	  case 1:
	    pfSetVec3(view.hpr, 45 , 0 , 0);
	    break;
	  case 2:
	    pfSetVec3(view.hpr, -45 , 0 , 0 );
	    break;
	}
	pfChanView(chan[loop], view.xyz, view.hpr);
	pfChanESky(chan[loop], esky);
	
    }
   

    
    pfInitClock(0.0f);

    /* Simulate for twenty seconds. */
    while (t < 60.0f)
    {
	int i;

	pfSync();

	/* Spin lightpoints */

	i=NPOINTS;
	while (i)
	{
	    i--;
	    if (coords[i][1] < 0)
	    {
		pfSetVec3(coords[i],rand()%200-100,1000,rand()%200-100);
	    }
	    else	
		coords[i][1] -= SPEED;
	}
	

        if (DEBUG)  pfDrawChanStats(chan[0]);  

	/* Initiate cull/draw for this frame. */
	pfFrame();		
	t = pfGetTime();
    }

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

    return 0;
}


static void
ConfigPipeDraw(int pipe, uint stage)
{
    pfPipe *p = pfGetPipe(pipe);
    int x, y;

    pfNotify(PFNFY_NOTICE, PFNFY_PRINT, 
	     "Initializing stage 0x%x of pipe %d on screen %d, connection \"%s\"", 
	     stage, pipe,
	     pfGetPipeScreen(p),
	     pfGetPipeWSConnectionName(p));
    pfGetPipeSize(p, &x, &y);
    pfNotify(PFNFY_NOTICE, PFNFY_PRINT, "Pipe %d size: %dx%d", pipe, x,y);
}

static void
OpenPipeWin(pfPipeWindow *pw)
{
    pfPipe *p;
    pfLight *Sun;
    
    p = pfGetPWinPipe(pw);
    
    /* open the window on the specified screen. By default,
     * if a screen has not yet been set and we are in multipipe mode,
     * a window of pfPipeID i will now open on screen i
     */
    pfOpenPWin(pw);
    pfNotify(PFNFY_NOTICE, PFNFY_PRINT, 
	     "PipeWin of Pipe %d opened on screen %d", 
	     pfGetId(p), pfGetPipeScreen(p));
    
    /* create a light source in the "south-west" (QIII) */
    Sun = pfNewLight(NULL);
    pfLightPos(Sun, -0.3f, -0.3f, 1.0f, 0.0f);
}








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From guest  Mon Oct  7 06:44:37 1996
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Received: by bitch.reading.sgi.com (940816.SGI.8.6.9/911001.SGI)
	 id OAA17480; Mon, 7 Oct 1996 14:33:12 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610071433.ZM17478@bitch.reading.sgi.com>
Date: Mon, 7 Oct 1996 14:33:11 +0100
In-Reply-To: "Steven E. Aukstakalnis" <matrix@erc.msstate.edu>
        "Re: Texturing on MaxImpact" (Oct  7,  7:57am)
References: <9610070817.ZM11883@chakotay>  <3258FE41.41C6@erc.msstate.edu>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Steven E. Aukstakalnis" <matrix@erc.msstate.edu>,
        Peter Ebbesmeyer <pe@hni.uni-paderborn.de>
Subject: Re: Texturing on MaxImpact
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The IMPACT only supports 4 bit per component rgb hardware texturing
with 1 Mb of TRAM, the RE2 typically defaults to 5 bit rgb texturing
with Performer, hence the difference.

If you want to improve your road then either convert the image to a 1
component texture for 8 bit precision, or if you have 4 Mb of TRAM you
can change the internal format to 8 bit per component rgb.

Angus.

On Oct 7,  7:57am, Steven E. Aukstakalnis wrote:
> Subject: Re: Texturing on MaxImpact
> Peter Ebbesmeyer wrote:
> [Stuff deleted]
>
> >The texturing quality on our Onyx RE2 is better than on our MaxImpact >(e.g.
the road texture in the performer town demo is much smoother on >the RE2). What
is the reason for this?
>
>
> We have several of the systems at our facility.
> Chalk it up to dithering.
>
>
> --------------===============--------------===============----------
> Steve Aukstakalnis
> National Science Foundation
> Engineering Research Center for Computational Field Simulation
> 2 Research Park Blvd
> Starkville, MS 39759
>
> 601.325.4049
> 601.325.7692
>
> matrix@erc.msstate.edu
> http://www.erc.msstate.edu/~matrix
> ------------===============---------------================----------
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Steven E. Aukstakalnis


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From guest  Mon Oct  7 07:53:58 1996
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Received: by gate.discreet.qc.ca id <46227>; Mon, 7 Oct 1996 11:09:25 -0400
From: "Jean-Luc Dery" <dery@atlantis.discreet.qc.ca>
Message-Id: <96Oct7.110925edt.46227@gate.discreet.qc.ca>
Date: Mon, 7 Oct 1996 10:50:41 -0400
In-Reply-To: Eric Heft <eheft@dnaco.net>
        "MCO Performace" (Oct  7,  9:32am)
References: <199610071332.JAA06922@picard.dnaco.net>
Reply-To: dery@discreet.qc.ca
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: Re: MCO Performace
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Your application is running in locked phase synchronization method; this means
that drawing only begins on the vertical retraces that are integer multiple of
the basic frame rate.  If a view takes longer than a frame to render, then an
entire frame is skipped rather than a single vertical retrace period. If
rendring at 60 Hz is not possible, then the next interger mutiple of 60 Hz will
be used, thus 30, 20, 15, ...

Maybe you can try to set the method to either

PFPHASE_FREE_RUN or PFPHASE_FLOAT

Check in the man pages for more details.

Hope this helps,



On Oct 7,  9:32am, Eric Heft wrote:
> Subject: MCO Performace
> Hi,
>
> Anyone have an tips on how to optimize multipipe.c for use
> with a 3 monitor , 1 hw graphics pipe, split using a MCO?
> My sim can do 60hz when its just opening one pipe/monitor.
> When I go to 2 pipes , performance drops to 20-30hz. Even
> when I drop the number of object from 400 to 1!
>
> The hardware: Onyx
> 2 100 mhz R4400's
> 64 Meg main memory.
> 1 RE^2 Graphics board
> 1 MCO
>
> The Program:
>
>
>
> #include <stdlib.h>
> #include <math.h>
> #include <Performer/pf.h>
> #include <Performer/pfdu.h>
> #include <Performer/pfutil.h>
>
> ...
>
>     /* Configure and open GL window */
>     pfFrameRate(REFRESH);
>     pfFieldRate(REFRESH);
>     pfPhase(PFPHASE_LOCK);
>
> ...
>
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Eric Heft



-- 
_____________________________________________________________________________

Jean-Luc Dery                         Discreet Logic
System Engineer                       5505 boul. St-Laurent, bureau 5200
3-D Graphics Technology               Montreal (Quebec), Canada, H2T 1S6
                                      Tel: (514) 272-0525 #394
Email: dery@discreet.com              Fax: (514) 272-0585
_____________________________________________________________________________

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Sender: matrix@erc.msstate.edu
Message-ID: <32591C71.2781@erc.msstate.edu>
Date: Mon, 07 Oct 1996 10:06:25 -0500
From: "Steven E. Aukstakalnis" <matrix@erc.msstate.edu>
Organization: NSF Engineering Research Center for Computational Field Simulation
X-Mailer: Mozilla 3.0Gold (X11; I; IRIX 5.3 IP12)
MIME-Version: 1.0
To: info-performer@sgi.com
Subject: Impact and StereoGraphics
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

Interesting Situation moderately related to Performer.


Just prior to SIGGRAPH '96 in Nawlins, SGI shipped us a new
Max Impact w/ 1 250 MHZ IP22 Processor, 384 Mbytes RAM. Nice beefy
machine, except for one difficulty. 

We (myself and about 6 SGI tech types) discovered that there is a bit of
a hardware problem when trying to use StereoGraphics LCD shutter glasses
to view models in stereo using utilities like ivview and SceneViewer.

Now try to follow me on this one....

Seems that when ivview tells the hardware to tell the emitter to tell
the glasses to open, say, the left eye LCD, the right eye opens, and
vica versa. The net result is that the stereo effect is screwed up. BUT,
if you put the glasses on upside down, things work just fine. This is
known as "psuedo stereo".

After digging for several hours, it was detirmined that a temporary work
around on this problem was to open the emitter box and move a jumper.
This in effect causes the emitter to tell the glasses to open the eye
opposite what the hardware has dictated.  

Does anyone know if this difficulty has been addressed? Is there another
workaround or cure so that we don't have to keep switching the jumper
when we move the StereoGraphics unit between different flavors of SGI
machines?



Thank you in advance for your time and assistance in this matter.

--------------===============--------------===============----------
 Steve Aukstakalnis
 National Science Foundation
 Engineering Research Center for Computational Field Simulation
 2 Research Park Blvd
 Starkville, MS 39759

 601.325.4049
 601.325.7692

 matrix@erc.msstate.edu
 http://www.erc.msstate.edu/~matrix
 ------------===============---------------================----------
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Date: Mon, 7 Oct 1996 23:26:58 +0800 (HKT)
From: David Chan <tfchan@cs.cuhk.hk>
To: info-performer <info-performer@sgi.com>
Subject: performer and sybase
Message-ID: <Pine.SOL.3.91.961007232017.15608A-100000@sparc23.cs.cuhk.hk>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

Hi,
	Is it possible that I store 3D model database into sybase, and 
then using performer to retrive these data from sybase by using 
tradtional SQL? 
	Or I just first using performer to load part of the model, 
then when walk through  the scene, I can load another model into 
perfomrer, so that I can avoid loading huge amount of data into 
performer at the same time, assume that the model is very huge, and 
divide into some smaller model.

	Any suggestion are welcome, Thanks.
		David


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Date: Mon, 7 Oct 1996 11:57:36 -0400
To: info-performer@sgi.com
From: "Sandeep S. Mulgund" <ssm@crasun.cra.com>
Subject: Scrolling text displays?
Status: O

Hello,

Is there any easy way to implement a scrolling text box (display-only, not
editable by the user) within a Performer window?  I'd like to set up a status
window within an application I'm building that outputs text periodically.

Thanks,

Sandeep


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610071716.ZM779@bitch.reading.sgi.com>
Date: Mon, 7 Oct 1996 17:16:40 +0100
In-Reply-To: "Steven E. Aukstakalnis" <matrix@erc.msstate.edu>
        "Impact and StereoGraphics" (Oct  7, 10:06am)
References: <32591C71.2781@erc.msstate.edu>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Steven E. Aukstakalnis" <matrix@erc.msstate.edu>, info-performer@sgi.com
Subject: Re: Impact and StereoGraphics
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You want info-inventar.

Anyway, how apout a negative IPD on IMPACT, would this work in Inventar?

Angus.

On Oct 7, 10:06am, Steven E. Aukstakalnis wrote:
> Subject: Impact and StereoGraphics
> Interesting Situation moderately related to Performer.
>
>
> Just prior to SIGGRAPH '96 in Nawlins, SGI shipped us a new
> Max Impact w/ 1 250 MHZ IP22 Processor, 384 Mbytes RAM. Nice beefy
> machine, except for one difficulty.
>
> We (myself and about 6 SGI tech types) discovered that there is a bit of
> a hardware problem when trying to use StereoGraphics LCD shutter glasses
> to view models in stereo using utilities like ivview and SceneViewer.
>
> Now try to follow me on this one....
>
> Seems that when ivview tells the hardware to tell the emitter to tell
> the glasses to open, say, the left eye LCD, the right eye opens, and
> vica versa. The net result is that the stereo effect is screwed up. BUT,
> if you put the glasses on upside down, things work just fine. This is
> known as "psuedo stereo".
>
> After digging for several hours, it was detirmined that a temporary work
> around on this problem was to open the emitter box and move a jumper.
> This in effect causes the emitter to tell the glasses to open the eye
> opposite what the hardware has dictated.
>
> Does anyone know if this difficulty has been addressed? Is there another
> workaround or cure so that we don't have to keep switching the jumper
> when we move the StereoGraphics unit between different flavors of SGI
> machines?
>
>
>
> Thank you in advance for your time and assistance in this matter.
>
> --------------===============--------------===============----------
>  Steve Aukstakalnis
>  National Science Foundation
>  Engineering Research Center for Computational Field Simulation
>  2 Research Park Blvd
>  Starkville, MS 39759
>
>  601.325.4049
>  601.325.7692
>
>  matrix@erc.msstate.edu
>  http://www.erc.msstate.edu/~matrix
>  ------------===============---------------================----------
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Steven E. Aukstakalnis


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Subject: Visual Simulation Programmer Needed
Cc: dca@photon.com, jrk_1@photon.com, cam@photon.com
Status: O


                                Job Offer

Photon Simulations,Inc. located in beautiful San Diego, California, is
seeking applicants for a technical position: 

A programmer position to improve existing visual simulation products and
develop new ones. Growth potential is abundant.

You will be directly involved with Photon's sensor modeling software (e.g.
SensorVision and related products) and Paradigm Simulation's Vega visual
simulation software.  Fluency in the English language is a must to
facilitate customer support.

The position provides for salary, bonus, benefits, and paid vacation time.  

This position is in Photon's main San Diego office. Qualified applicants
should respond to: Mr. Jeff Kass, voice:(619)-597-3020, fax:(619)-455-0658,
or e-mail:jrk@photon.com.



	Best Wishes,

	*** Jeff ***

Jeff Kass
Photon Simulations, Inc.
5720 Oberlin Drive
San Diego, California  92121,  USA

(Office)  619-597-3020
(Fax)	  619-455-0658
(Mobile)  619-871-9741

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From: "Guy Russell" <guyr@thoth.engr.sgi.com>
Message-Id: <9610071118.ZM1106@thoth.engr.sgi.com>
Date: Mon, 7 Oct 1996 11:18:22 -0700
In-Reply-To: "Steven E. Aukstakalnis" <matrix@erc.msstate.edu>
        "Impact and StereoGraphics" (Oct  7, 10:06am)
References: <32591C71.2781@erc.msstate.edu>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Steven E. Aukstakalnis" <matrix@erc.msstate.edu>, info-performer@sgi.com
Subject: Re: Impact and StereoGraphics
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Status: O


There was a known bug in stereo where the left and right were reversed.  This
got fixed in the most recent IMPACT patch, 1447.

Should that fail, contact us again.

-- 
                    Guy Russell
Vis Sim Applied Engineering    	Silicon Graphics Inc.
Email:guyr@engr.sgi.com          2011 N. Shoreline Blvd. M/S 3L-916
Phone:(415)933-6113              Mountain View CA 94043
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From: "Tom McReynolds" <tomcat@proxima.asd.sgi.com>
Message-Id: <9610071024.ZM19032@proxima.asd.sgi.com>
Date: Mon, 7 Oct 1996 10:24:34 -0700
In-Reply-To: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
        "Texturing on MaxImpact" (Oct  7,  8:17am)
References: <9610070817.ZM11883@chakotay>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>, info-performer@sgi.com
Subject: Re: Texturing on MaxImpact
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On Oct 7,  8:17am, Peter Ebbesmeyer wrote:
> Subject: Texturing on MaxImpact
> Hi Performers,
>
> This is a question for the hardware wizards among you. The texturing quality
on
> our Onyx RE2 is better than on our MaxImpact (e.g. the road texture in the
> performer town demo is much smoother on the RE2). What is the reason for
this?
> Does the MaxImpact not use trilinear filtering?
>
> Thank you for any comments.
>
> Peter
>

You might want to check that you have all your texture memory. If you don't,
you'll get color quantization of texture memory.

		-Tom


>
>
>
> --
> -----------------------------------------------------------------------
> Dipl.-Ing. Peter Ebbesmeyer                Universitaet-GH  Paderborn
> Raum F0.210                                  Heinz Nixdorf Institut
> Tel. + 49 5251 606234                     Rechnerintegrierte Produktion
> Fax. + 49 5251 606268                            Fuerstenallee 11
> email: pe@hni.uni-paderborn.de                   33102 Paderborn
>                                                      Germany
> -----------------------------------------------------------------------
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Peter Ebbesmeyer


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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9610071050.ZM14755@rose.asd.sgi.com>
Date: Mon, 7 Oct 1996 10:50:09 -0700
In-Reply-To: "Jean-Luc Dery" <dery@atlantis.discreet.qc.ca>
        "Re: MCO Performace" (Oct  7, 10:50am)
References: <199610071332.JAA06922@picard.dnaco.net> 
	<96Oct7.110925edt.46227@gate.discreet.qc.ca>
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To: dery@discreet.qc.ca, info-performer@sgi.com
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Content-Type: text/plain; charset=us-ascii

+>---- On Oct 7, 10:50am, Jean-Luc Dery wrote:
> Subject: Re: MCO Performace
->
->Your application is running in locked phase synchronization method; this means
->that drawing only begins on the vertical retraces that are integer multiple of
->the basic frame rate.  If a view takes longer than a frame to render, then an
->entire frame is skipped rather than a single vertical retrace period. If
->rendring at 60 Hz is not possible, then the next interger mutiple of 60 Hz will
->be used, thus 30, 20, 15, ...
->
->Maybe you can try to set the method to either
->
->PFPHASE_FREE_RUN or PFPHASE_FLOAT
->
->Check in the man pages for more details.

This will help some (removes one of two points of synchronization) 
but the real problem here is probably that the graphics pipes are
not genlocked.  Every frame we wait for all pipes to finish
before renderng the next frame and so if the pipes are not genlocked
you'll likely overrun by a field every frame unless the pipes 
are WAY underutilized.
If you run with your notify level set to 5 (Or setenv PFNFYLEVEL 5)
you'll probably see lots of Performer messages about not being
genlocked. Check out the genlock man page....

src.

->
->Hope this helps,
->
->On Oct 7,  9:32am, Eric Heft wrote:
->> Subject: MCO Performace
->> Hi,
->>
->> Anyone have an tips on how to optimize multipipe.c for use
->> with a 3 monitor , 1 hw graphics pipe, split using a MCO?
->> My sim can do 60hz when its just opening one pipe/monitor.
->> When I go to 2 pipes , performance drops to 20-30hz. Even
->> when I drop the number of object from 400 to 1!
->>
->> The hardware: Onyx
->> 2 100 mhz R4400's
->> 64 Meg main memory.
->> 1 RE^2 Graphics board
->> 1 MCO
->>
->> The Program:
->>
->>
->>
->> #include <stdlib.h>
->> #include <math.h>
->> #include <Performer/pf.h>
->> #include <Performer/pfdu.h>
->> #include <Performer/pfutil.h>
->>
->> ...
->>
->>     /* Configure and open GL window */
->>     pfFrameRate(REFRESH);
->>     pfFieldRate(REFRESH);
->>     pfPhase(PFPHASE_LOCK);
->>
->> ...
->>
->>
->> =======================================================================
->> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
->>             Submissions:  info-performer@sgi.com
->>         Admin. requests:  info-performer-request@sgi.com
->>-- End of excerpt from Eric Heft
->
->-- 
->_____________________________________________________________________________
->
->Jean-Luc Dery                         Discreet Logic
->System Engineer                       5505 boul. St-Laurent, bureau 5200
->3-D Graphics Technology               Montreal (Quebec), Canada, H2T 1S6
->                                      Tel: (514) 272-0525 #394
->Email: dery@discreet.com              Fax: (514) 272-0585
->_____________________________________________________________________________
->
->=======================================================================
->List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
->            Submissions:  info-performer@sgi.com
->        Admin. requests:  info-performer-request@sgi.com
->
+>---- End of excerpt from Jean-Luc Dery



-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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From: "Jean-Luc Dery" <dery@atlantis.discreet.qc.ca>
Message-Id: <96Oct7.110925edt.46227@gate.discreet.qc.ca>
Date: Mon, 7 Oct 1996 10:50:41 -0400
In-Reply-To: Eric Heft <eheft@dnaco.net>
        "MCO Performace" (Oct  7,  9:32am)
References: <199610071332.JAA06922@picard.dnaco.net>
Reply-To: dery@discreet.qc.ca
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: Re: MCO Performace
Mime-Version: 1.0
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Your application is running in locked phase synchronization method; this means
that drawing only begins on the vertical retraces that are integer multiple of
the basic frame rate.  If a view takes longer than a frame to render, then an
entire frame is skipped rather than a single vertical retrace period. If
rendring at 60 Hz is not possible, then the next interger mutiple of 60 Hz will
be used, thus 30, 20, 15, ...

Maybe you can try to set the method to either

PFPHASE_FREE_RUN or PFPHASE_FLOAT

Check in the man pages for more details.

Hope this helps,



On Oct 7,  9:32am, Eric Heft wrote:
> Subject: MCO Performace
> Hi,
>
> Anyone have an tips on how to optimize multipipe.c for use
> with a 3 monitor , 1 hw graphics pipe, split using a MCO?
> My sim can do 60hz when its just opening one pipe/monitor.
> When I go to 2 pipes , performance drops to 20-30hz. Even
> when I drop the number of object from 400 to 1!
>
> The hardware: Onyx
> 2 100 mhz R4400's
> 64 Meg main memory.
> 1 RE^2 Graphics board
> 1 MCO
>
> The Program:
>
>
>
> #include <stdlib.h>
> #include <math.h>
> #include <Performer/pf.h>
> #include <Performer/pfdu.h>
> #include <Performer/pfutil.h>
>
> ...
>
>     /* Configure and open GL window */
>     pfFrameRate(REFRESH);
>     pfFieldRate(REFRESH);
>     pfPhase(PFPHASE_LOCK);
>
> ...
>
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Eric Heft



-- 
_____________________________________________________________________________

Jean-Luc Dery                         Discreet Logic
System Engineer                       5505 boul. St-Laurent, bureau 5200
3-D Graphics Technology               Montreal (Quebec), Canada, H2T 1S6
                                      Tel: (514) 272-0525 #394
Email: dery@discreet.com              Fax: (514) 272-0585
_____________________________________________________________________________

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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
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Date: Mon, 7 Oct 1996 12:53:18 -0700
In-Reply-To: Eric Heft <eheft@dnaco.net>
        "MCO Performace" (Oct  7,  9:32am)
References: <199610071332.JAA06922@picard.dnaco.net>
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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On Oct 7,  9:32am, Eric Heft wrote:
> Subject: MCO Performace
> Hi,
>
> Anyone have an tips on how to optimize multipipe.c for use
> with a 3 monitor , 1 hw graphics pipe, split using a MCO?
> My sim can do 60hz when its just opening one pipe/monitor.
> When I go to 2 pipes , performance drops to 20-30hz. Even
> when I drop the number of object from 400 to 1!

 You should not use multiple pfPipes on a machine with only one pipe.
 Performer provides multipipes on a single pipe machine for debugging
 purposes only, so you do not need a multipipe machine to develop a program
which target is a multipipe.

 If you want speed, using one pipe and MCO, you have to use a single pfPipe,
with multiple Channels.

 Look at pfChannel and pfPipeVideoChannel man pages.


 -- Remi

PS: The answer Sharon just made is the usual problem seen when running a
multiple pipe application on a multiple pipe machine, but I guess this is not
your case.



-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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From: Simone Analetto <simone@mak.com>
Subject: Employment Listings
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Status: O

MaK Technologies (pronounced mock) of Cambridge, MA is an innovative, 
fast-growing company which provides cutting edge virtual environment and 
Distributed Interactive Simulation research and development services to the 
defense and commercial entertainment communities.  

MaK is seeking to fill the following positions:


Visual Simulation Application Engineer

Responsible for development of new features and ongoing support for
our visual simulation application, a 3D viewer for networked synthetic
worlds.  3 to 5 years experience in the design, implementation, and
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candidate will have a strong C++ skills, experience with SGI
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3D Modeller

Contract position available to develop 3D landscapes for a Virtual Reality
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Please send resumes to MaK Technologies, 185 Alewife Brook Parkway,
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Visit our web site at http://www.mak.com
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Hi.

I wonder if anyone has some code examples showing how to bufferClone
nodes that contain user data.  Perhaps a sample userData callback
function?  I didn't find any examples in the source, and I can't get
it to go.  Any help is greatly appreciated.

Chris

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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9610071630.ZM7016@eagle.cae.ca>
Date: Mon, 7 Oct 1996 16:30:04 -0400
In-Reply-To: Eric Heft <eheft@dnaco.net>
        "MCO Performace" (Oct  7,  9:32am)
References: <199610071332.JAA06922@picard.dnaco.net>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Eric Heft <eheft@dnaco.net>
Subject: Re: MCO Performace
Cc: info-performer@sgi.com (Performer Mailing List)
Mime-Version: 1.0
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Status: O

Eric Heft wrote:

> Hi,
>
> Anyone have an tips on how to optimize multipipe.c for use
> with a 3 monitor , 1 hw graphics pipe, split using a MCO?
> My sim can do 60hz when its just opening one pipe/monitor.
> When I go to 2 pipes , performance drops to 20-30hz. Even
> when I drop the number of object from 400 to 1!
>
> The hardware: Onyx
> 2 100 mhz R4400's
> 64 Meg main memory.
> 1 RE^2 Graphics board
> 1 MCO


Stop here... right now.

How many pipes do you have on your Onyx?  Just one?

I strongly suggest to look at multichan.c instead of multipipe.c


>From the code you supply, I assume you want the MCO mode 3@960x680_60


Then, you should create only one pfPipe, one pfPipeWindow and 3
pfChannels.

	pfPipe* p = pfGetPipe(0);
	pfPipeWindow pw = new pfPipeWindow(p);
	pfChannel* left = new pfChannel(p);
	pfChannel* center = new pfChannel(p);
	pfChannel* right = new pfChannel(p);

I also suggest to share everything between channels except the view
offsets and the viewport.

	center->attach(left);
	center->attach(right);

	left->setViewport  (0, 1, 0/3, 1/3);
	center->setViewport(0, 1, 1/3, 2/3);
	right->setViewport (0, 1, 2/3, 3/3);

	left->setViewOffsets( ... -FOV ... );
	center->setFOV(... FOV ...);
	right->setViewOffsets( ... +FOV ... );

Then in your simulation loop, you'll drive only the center channel
viewpoint position:

	while(1) {
		...
		center->setView( ... );
		pfFrame();
		...
	}


This setup will give you the optimal performance on a single pipe
Onyx/RE2.

To terminate, since you have 2 CPUs, you could pfMultiprocess your
application to ensure maximum throughput.

--
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, 7 Oct 1996 13:37:02 -0700
In-Reply-To: "Guy Russell" <guyr@thoth.engr.sgi.com>
        "Re: MCO Performace" (Oct  7,  1:23pm)
References: <199610071332.JAA06922@picard.dnaco.net> 
	<96Oct7.110925edt.46227@gate.discreet.qc.ca> 
	<9610071050.ZM14755@rose.asd.sgi.com> 
	<9610071323.ZM1426@thoth.engr.sgi.com>
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+>---- On Oct 7,  1:23pm, Guy Russell wrote:
> Subject: Re: MCO Performace
->Hey Sharon,
->
->I thought he was talking about multiple pfPipes not graphics pipes.  If so,
->does the genlock matter.  I thought genlock was for multiple graphics pipes.

Yes - sorry, I didn't read quite carefully enough.
One of those days :-( 

-> Also, he says he has only one graphics pipe, so would he not be better off
->using multiple pfChannels not pfPipes.

Much better!
Separate pfPipes are really intended to drive multiple graphics pipes.
There is a separate draw process for each pfPipe and these rendering processes
then have separate graphics contexts and will synchronously try to own the
graphics pipe and thrash terribly.  It is fine for debuggin purposes to
force multiple pfPipes on a single pipe but your frame rate will be terribly
decreased.

For multiple viewports on a graphics pipeline your best option is multiple
pfChannels in one pfWindow.  If you must have multiple windows for user-interface
reasons, you can have a single pfPipe manage multiple pfWindows.
If you do this, you will get better performance if you share the graphics
context across the multiple windows:
	pfPWinShare(pwin[i],  PFWIN_SHARE_GL_CXT | PFWIN_SHARE_STATE_BIT |
		PFWIN_SHARE_GL_OBJS);
	pfAttachPWin(pwin[0], pwin[i]);



s-too-hyper-about-genlock-for-a-Monday-c.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
http://www.sgi.com/Technology/Performer/
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From: dchapman@pecos.ncsa.uiuc.edu.ncsa.uiuc.edu
To: info-performer@sgi.com
Subject: path following question
Cc: dchapman@ncsa.uiuc.edu, jleboy@students.uiuc.edu
Status: O


Hello,

I'm trying to use the path following support that is available in
libpfutil that allows paths of varying speeds to be built.  It would
be very helpful if someone could send me an example, or direct
me to an example of how to use these functions.  I have not been
able to find examples in the Performer examples that SGI provides.

Thanks!
Dee
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Date: Mon, 7 Oct 96 12:42:42 EDT
From: leed@iplmaster.orl.lmco.com (Lee Dixon)
Message-Id: <9610071642.AA22032@leno.orl.mmc.com>
To: info-performer@sgi.com
Subject: Re: Texturing on MaxImpact
Status: O

I've had the same problem on our High Impact.  In an attempt to solve
the problem, I tried two things:
  Texture images are intensity, not rgb.
  Ensured that internal format was intensity
  Forced Performer to use a 10bit/per rgb visual, although not double buffered.

I still can see dithering in the textures.  From the way the response sounds,
the dithering is taking place because of bit planes in the texture memory,
not because of the visual.  Is this true?  This dithering problem has made
our mini-onyx unusable for the applications we run on our real onyx.

Lee Dixon
lee-dixon@iplmail.orl.mmc.com



{ The IMPACT only supports 4 bit per component rgb hardware texturing
{ with 1 Mb of TRAM, the RE2 typically defaults to 5 bit rgb texturing
{ with Performer, hence the difference.
{ 
{ If you want to improve your road then either convert the image to a 1
{ component texture for 8 bit precision, or if you have 4 Mb of TRAM you
{ can change the internal format to 8 bit per component rgb.
{ 
{ Angus.
{ 
{ On Oct 7,  7:57am, Steven E. Aukstakalnis wrote:
{ > Subject: Re: Texturing on MaxImpact
{ > Peter Ebbesmeyer wrote:
{ > [Stuff deleted]
{ >
{ > >The texturing quality on our Onyx RE2 is better than on our MaxImpact >(e.g.
{ the road texture in the performer town demo is much smoother on >the RE2). What
{ is the reason for this?
{ >
{ >
{ > We have several of the systems at our facility.
{ > Chalk it up to dithering.
{ >
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From: "Rob Jenkins" <robj@quid>
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Date: Mon, 7 Oct 1996 14:42:21 -0700
In-Reply-To: dchapman@pecos.ncsa.uiuc.edu.ncsa.uiuc.edu
        "path following question" (Oct  7,  3:53pm)
References: <199610072053.PAA25565@pecos.ncsa.uiuc.edu>
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Status: O

There's some discussion of this - including a code snippet under the web page.
 See below for address and follow links to the ftp-archives for pfuPath.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins
Silicon Graphics
robj@csd.sgi.com
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From: Mark McBride <mmcbride@cgsd.com>
To: info-performer@sgi.com
Subject: CyberGlove Problems (again)
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Hey all--

	 I recently posted concerning a problemn with a Virtual 
Technologies CyberGlove.  Anyway, half of the problem is solved.  They 
use some global variables that I cannot access that aren't allocated in 
shared memory.  So I run in single process mode.  This solves most 
problems.  However the hand is still not shaded.  When I run their demo 
programs, the hand is shaded.  Everything else in my scene is correctly 
shaded.  Any  suggestions?

	---Mark

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610071535.ZM7461@quid.csd.sgi.com>
Date: Mon, 7 Oct 1996 15:35:32 -0700
In-Reply-To: leed@iplmaster.orl.lmco.com (Lee Dixon)
        "Re: Texturing on MaxImpact" (Oct  7, 12:42pm)
References: <9610071642.AA22032@leno.orl.mmc.com>
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To: leed@iplmaster.orl.lmco.com (Lee Dixon), info-performer@sgi.com
Subject: Re: Texturing on MaxImpact
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Status: O

Here's a dump of Impact texture info accumulated from various people. I'm
pretty sure still it's all up to date - covers the banding issue first:

Banded Textures

Impact machines with 1MB of TRAM ( texture memory ) only support up to 16 bit
textures. If an OpenGL ( or Iris GL ) application uses 4 channel ( RGBA )
textures then the maximum resolution is 4 bits per colour component. This can
mean that on textures with subtle colour gradients in some banding may be
apparent. Note - this is texture HW only limitation not frame buffer. To check
the hardware on the machine do:

/usr/gfx/gfxinfo

If you require 32 bit texture you should upgrade to 4 meg TRAM system, or use
texture formats that are supported by the 1 TRAM system.
In summary, the following are the supported texture formats on different TRAM
configurations.

BITS/COMPONENT  4   4   4   4   8   8   8   8   12   12   12   12
COMPONENTS      1   2   3   4   1   2   3   4    1    2    3    4

1 TRAM          Y   Y   Y   Y   Y   Y   N   N    N    N    N    N
4 TRAM          Y   Y   Y   Y   Y   Y   Y   Y    Y    Y    Y    Y

Texture Summary

1) the largest texture you can load with one TRAM is 512x512... if a polygon is
supposed to be textured but shows up white, this is a good candidate for your
problem.

2) textures *must* be a power of 2 on each edge... i.e. 8x8, 16x16, 32x32, etc.

More specifically, the texture size is bounded by the TRAM size. We have 1M
TRAMs, so the largest texture *size* is 1M. The amount of texture data is
dependent on the number of TRAMs in the system. There can be either 1 or 4
TRAMs. With one TRAM, all channels of a texture are multiplexed into the same
TRAM. With 4 TRAMs, each channel is split out into the individual TRAMs.

So, if you have 2D Luminance textures, you can create 1K x 1K textures on a 1
or 4 TRAM system. But if you have RGBA textures, on a 1 TRAM system, you can
only create a 512 x 512 texture. A 1K x 1K RGBA texture will work on a 4 TRAM
system, each 1M R, G, B, and A channel will fill the full 1M of each of the 4
TRAMs.

Same goes for 1D or 3D textures. The largest 3D texture size is still 1M, a
possible size is 128 * 128 * 64. Depending on the number of channels:
Luminance, Luminance-Alpha, RGB, or RGBA, and the number of TRAMs in the
system, the texture size may have to be reduced.

There is an environment variable to control use of HW or SW texturing on a 1
Meg TRAM Impact.

setenv USE_SOFT_TEXTURE 1

will disable HW texturing - only on 1 TRAM machines though. Obviously just use
unsetenv or set it back to 0 to re-enable. This isn't global, in other words if
you set this in a shell it only effects programs run in that shell afterwards
-if you run the same code in another shell ( without the variable set ) it'll
use HW texturing. Also if you use OpenInventor you can also use the
textureQuality field in a SoComplexity node set to 1.0 to achieve this. This
may be useful if you are suffering from banded textures and can't go to 4 TRAM.

Hope this helps
Rob


-- 
________________________________________________________________
Rob Jenkins
Silicon Graphics
robj@csd.sgi.com
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In-Reply-To: dchapman@pecos.ncsa.uiuc.edu.ncsa.uiuc.edu
        "path following question" (Oct  7,  4:53pm)
References: <199610072053.PAA25565@pecos.ncsa.uiuc.edu>
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On Oct 7,  4:53pm, dchapman@pecos.ncsa.uiuc.edu.ncsa.uiuc.edu wrote:
> Subject: path following question
>
> Hello,
>
> I'm trying to use the path following support that is available in
> libpfutil that allows paths of varying speeds to be built.  It would
> be very helpful if someone could send me an example, or direct
> me to an example of how to use these functions.  I have not been
> able to find examples in the Performer examples that SGI provides.
>
> Thanks!
> Dee
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from dchapman@pecos.ncsa.uiuc.edu.ncsa.uiuc.edu


I know of an example provided with Performer in

/usr/share/Performer/src/lib/libpfutil/path.c

Have you seen that one ???

If not, I'm sure it can help.


-- 
_____________________________________________________________________________

Jean-Luc Dery                         Discreet Logic
System Engineer                       5505 boul. St-Laurent, bureau 5200
3-D Graphics Technology               Montreal (Quebec), Canada, H2T 1S6
                                      Tel: (514) 272-0525 #394
Email: dery@discreet.com              Fax: (514) 272-0585
_____________________________________________________________________________

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610081038.ZM1784@bitch.reading.sgi.com>
Date: Tue, 8 Oct 1996 10:38:00 +0100
In-Reply-To: leed@iplmaster.orl.lmco.com (Lee Dixon)
        "Re: Texturing on MaxImpact" (Oct  7, 12:42pm)
References: <9610071642.AA22032@leno.orl.mmc.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: leed@iplmaster.orl.lmco.com (Lee Dixon), info-performer@sgi.com
Subject: Re: Texturing on MaxImpact
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Yes, the internal format I'm talking about is the texture memory, not
the visual. As I already said, this is a function of the amount of TRAM
on an IMPACT. With 4Mb of TRAM you can fix your problem, changing the
visual to 10 bit rgb won't help you, change the internal format of the
textures. I doubt the effect you are seeing is dithering.

eg:

pfTexFormat(texy, PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8);

I think the RGBA_8 is equivalent of RGB_8 for 3 component textures.

Cheers,
Angus.


On Oct 7, 12:42pm, Lee Dixon wrote:
> Subject: Re: Texturing on MaxImpact
> I've had the same problem on our High Impact.  In an attempt to solve
> the problem, I tried two things:
>   Texture images are intensity, not rgb.
>   Ensured that internal format was intensity
>   Forced Performer to use a 10bit/per rgb visual, although not double
buffered.
>
> I still can see dithering in the textures.  From the way the response sounds,
> the dithering is taking place because of bit planes in the texture memory,
> not because of the visual.  Is this true?  This dithering problem has made
> our mini-onyx unusable for the applications we run on our real onyx.
>
> Lee Dixon
> lee-dixon@iplmail.orl.mmc.com
>
>
>
> { The IMPACT only supports 4 bit per component rgb hardware texturing
> { with 1 Mb of TRAM, the RE2 typically defaults to 5 bit rgb texturing
> { with Performer, hence the difference.
> {
> { If you want to improve your road then either convert the image to a 1
> { component texture for 8 bit precision, or if you have 4 Mb of TRAM you
> { can change the internal format to 8 bit per component rgb.
> {
> { Angus.
> {

From guest  Tue Oct  8 06:21:04 1996
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From: stevef@lads.is.lmco.com (Steve Farsai)
Message-Id: <9610071754.AA08012@sparky.lads.is.lmco.com>
Subject: Re: [prattd@stricom.army.mil: Re: Terrain databases]
To: Kevin_E_Mueller@ccmail.orl.mmc.com, info-performer@sgi.com
Date: Mon, 7 Oct 1996 10:54:03 -0700 (PDT)
In-Reply-To: <199610032303.QAA27437@gonzo.wolfenet.com> from "Timothy Moore" at Oct 3, 96 04:03:42 pm
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Status: O

No such converter exists yet for terrain databases.  We have been working
on a converter for models, and we just recently put it to use.  We have
barely started the beginnings of a "write" S1000 API.

> Subject: Terrain databases
> Author:  Kevin_E_Mueller@ccmail.orl.mmc.com
> Date:    10/1/96  16:02
> 
> Does anyone in this community know of a database converter from
> Open Flight to S1000 format.
> 
> Thanks Much!
> 
> --
> 
> Kevin Mueller                    E-mail: kevin_e_mueller@ccmail.orl.mmc.com 
> 
> Senior Software Engineer                               Desk: (407) 306-4455 
> ADST II                                                 Fax: (407) 356-0427
> SAIC
> 3045 Technology Parkway
> Orlando, FL  32826
> 
> 
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Date: Tue, 8 Oct 1996 09:15:24 -0500
In-Reply-To: "Rob Jenkins" <robj@quid.csd.sgi.com>
        "Re: Texturing on MaxImpact" (Oct  7,  3:35pm)
References: <9610071642.AA22032@leno.orl.mmc.com> 
	<9610071535.ZM7461@quid.csd.sgi.com>
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setenv USE_SOFT_TEXTURE 1
vostok vostok.adf
Segmentation fault (core dumped)

Prodigal ANgus
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From: "Daniel Jia" <xilin@cagiva.cambridge.com>
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Date: Tue, 8 Oct 1996 10:35:29 -0400
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To: info-performer@sgi.com
Subject: billboard does not work on IR or 2.2??
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Status: O

Did anyone ever use pfBillboard on the IR with Performer2.2 runing IRIX64 6.2?
 Apparently it does not work for me.  The example code billboard.c under
/usr/share/Performer/src/pguide/libpf/C does not work, either.  The problem of
course is that the billboard does not orient correctly with respect to the eye.
 Could anyone please confirm with me about your experience, or please inform me
on how to make it work?  Thanks.


-- 
Daniel Jia

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610080741.ZM8578@quid.csd.sgi.com>
Date: Tue, 8 Oct 1996 07:41:04 -0700
In-Reply-To: "Angus Henderson" <angus@despair.paradigmsim.com>
        "Re: Texturing on MaxImpact" (Oct  8,  9:15am)
References: <9610071642.AA22032@leno.orl.mmc.com> 
	<9610071535.ZM7461@quid.csd.sgi.com> 
	<9610080915.ZM7363@despair.paradigmsim.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Angus Henderson" <angus@despair.paradigmsim.com>, info-performer@sgi.com
Subject: Re: Texturing on MaxImpact
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On Oct 8,  9:15am, Angus Henderson wrote:
> Subject: Re: Texturing on MaxImpact
> setenv USE_SOFT_TEXTURE 1
> vostok vostok.adf
> Segmentation fault (core dumped)
>
> Prodigal ANgus
>-- End of excerpt from Angus Henderson

Hi Angus

What's the machine/OS/patches you're running ? This var is for 1TRAM Impact,
running Irix 6.2. Also see if it works with perfly esprit.flt, that worked OK
on my machine.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins
Silicon Graphics
robj@csd.sgi.com
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Has anyone heard of 3Dmf and whose format is it? What I know so far is that
3Dmf is being dubed the new universal standard by several vendors? Is this
true? WHo are the vendors, who thought it up?

Brian

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

Brian Furtaw			(brian@sgi.com)
RSE Graphics/Communications	Office:	(301) 572-3293
Silver Spring, MD		Fax:	(301) 572-3280
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From: "Gary Hall" <gary@rockyorl.orl.mcd.mot.com>
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Date: Tue, 8 Oct 1996 10:38:04 -0400
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Subject: pfDPoolAlloc and byte boundaries
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Hi,

  I have a question about pfDPoolAlloc().  I far as I can tell it allocates
memory only on a four byte boundary (except for the first call).  This is
a problem if one is attempting to use the memory allocated to reference
data type that must be on say a 8 byte boundary (like doubles).  The man
page says that the size of the memory will be rounded up to a 16 byte multiple,
but says nothing about the address it returns.  The pfMalloc() routines seem
to always return addresses on a 8 byte boundary, but this is not the case for
pfDPoolAlloc().  The result is the same under version 2.0 or 2.1 of Performer.
Here is example code fragment of what I am doing:

   pfDataPool      *data_pool;
   int size = 100000;
   void *mem=NULL, *mem2=NULL;

   /* Get memory for data shared between processes */
   if ( !(data_pool=pfAttachDPool("DataPool")) )
   {
        data_pool = pfCreateDPool(size, "DataPool");
   }
   if ( !(mem=(void *) pfDPoolFind(data_pool, 1)) )
   {
      mem= (void *) pfDPoolAlloc(data_pool, size, 1);
      bzero( mem, size );  /* clear if new */
   }

   mem2 = (void *) pfDPoolAlloc(data_pool, size, 10);

   /* mem2 will not always be on a 8 byte boundary */

Unless I am missing something here, I think this is a bug!

Thanks,
Gary

-- 
 ***************************************
* FROM:  Gary Hall                      *
* EMAIL: gary@orl.mcd.mot.com           *
*        Motorola - SSTG                *
*        12424 Research Pkwy, Suite 217 *
*        Orlando, FL  32826             *
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*        Fax:     (407)823-7010         *
 ***************************************

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From: Dennis Pierce <dpierce@digital.net>
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To: Lee Dixon <leed@iplmaster.orl.lmco.com>
CC: info-performer@sgi.com
Subject: Re: Texturing on MaxImpact
References: <9610071642.AA22032@leno.orl.mmc.com>
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Hello folks!

I've seen a seemingly straight-forward question take at least
one fork, so here's an attempt to rejoin the paths.

1. The default number of bits per texel used on the RE and IMPACT are
DIFFERENT.  This is not only based on the amount of TRAM installed,
either none, 1 MB or 4 MB, but also on just what has been "selected"
as the default by whoever wrote what demo you're viewing.  In
the "Performer Town" demo refered to initially, the fewer number
of bits allocated to each chromatic band in the RGB texel does
lend itself to "banding" in the textured road.  16-bits for RE
vs. 12-bits for IMPACT means that 5-bits R is now compressed to
one-half the visual range, namely 4-bits.  Similarly for G and B.

2. Ever since the PI, SGI's desktop machines (of which the IMPACT
is one) have used 12-bit frame buffers.  Deskside and rack machines
have used 24-bit frame buffers.  The 12-bit frame buffer leads to
what some have correctly called dithering.  Remember "virtual 24"?
That was the original purple Indigo slogan and still lives.  O2
does not follow this trend, but remember one RM6 has 160 MB of
frame buffer RAM, so you may approach the 1 GB main memory limit
by the time you configure a great color space, throw in the OS,
and tuck in your app. :^)

So, there are two issues which are distinct but seem to be becoming
blurred in this thread.

Hope this helps and good luck to all!

bye.

--
Dennis Pierce
POB 321206 CCB FL 32932
407.783.7656
dpierce@digial.net
http://www.digital.net/~dpierce
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610081601.ZM706@bitch.reading.sgi.com>
Date: Tue, 8 Oct 1996 16:01:18 +0100
In-Reply-To: "Tom Fuke" <tom@war>
        "(Fwd) Re: Texturing on MaxImpact" (Oct  8,  3:58pm)
References: <9610081558.ZM8230@war.reading.sgi.com>
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dbx vostok

Tom & Angus.
The Reality Centre.

On Oct 8,  3:58pm, Tom Fuke wrote:
> Subject: (Fwd) Re: Texturing on MaxImpact
> here ya go.
>
> --- Forwarded mail from "Angus Henderson" <angus@despair.paradigmsim.com>
>
> From: "Angus Henderson" <angus@despair.paradigmsim.com>
> Date: Tue, 8 Oct 1996 09:15:24 -0500
> To: "Rob Jenkins" <robj@quid.csd.sgi.com>, info-performer@sgi.com
> Subject: Re: Texturing on MaxImpact
>
> setenv USE_SOFT_TEXTURE 1
> vostok vostok.adf
> Segmentation fault (core dumped)
>
> Prodigal ANgus
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>
>
> ---End of forwarded mail from "Angus Henderson"
> <angus@despair.paradigmsim.com>
>
> --
> --------------------------------------------------------------
> Tom Fuke                  email: tom@reading.sgi.com         -
> The Reality Centre        vmail: 59101 (0800 896020 in U.K)  -
> Silicon Graphics Ltd      vox: +44 (1734) 257604             -
> Theale, Reading           fax: +44 (1734) 257608    \   o  _
> RG7 4SB, UK               mailstop: IUK-311         | [][] |
>                                                     | (  ) |
> --------------------------------------------------------------
> Silicon Surf:   www.sgi.com
> Reality Centre: www.sgi.com/International/UK/centre/index.html
>                 (use www-europe.sgi.com for European mirror)
> Tom:            reality.sgi.com/employees/tom_reading/
> --------------------------------------------------------------
>-- End of excerpt from Tom Fuke


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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9610081130.ZM11674@eagle.cae.ca>
Date: Tue, 8 Oct 1996 11:30:35 -0400
In-Reply-To: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
        "Shared Memory" (Oct  2,  3:46pm)
References: <1996Oct02.144300.1074.17602@MKTPO.mkt.lesc.lockheed.com>
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Jeff Brickley wrote:

> I have a very large structure of shared memory used between processors
> since I share a great deal of data between application and draw
> processes running  on separate processors.  As I have just been tasked
> to add some more data that will need to be shared between application
> processes and draw processes, I have begun to worry about just how much
> data I'm sharing and what overhead is associated with it....  I just
> passed 240K of shared data (allocated with pfMalloc) and I am heading
> quickly towards 300K.  What is my transfer overhead between CPU's with
> this shared structure?
>
> I am using an Infinite Reality with 16 R10000 CPUs and Performer 2.1.
> My application uses a minimum of 5 app processes on different CPUs (only
> one does model placement and other geometry operations -- 4+ handle
> higher math for calculating model placement) with dual pipe (which I
> gather is handled with one draw process per pipe?).  The 5 app processes
> handle 60% of the data between each other and the draw processes
transfer
> the remaining to the app process.  Right now, this is one allocation
> transferring the bulk of EVERYTHING to ALL processes which is highly
> inefficient, but out of lack of time, I have never changed it.  Should I
> worry about transferring ~300K of data around 8 to 16 processors?


Jeff,

If you're using shared memory between your processes, you don't need to
worry since the data is not physically copied from producers to consumers.
In fact, this is probably the best approach in sharing a large amount of
data between related processes.


--
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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Date: Tue, 8 Oct 1996 10:51:55 -0500
In-Reply-To: Dennis Pierce <dpierce@digital.net>
        "Re: Texturing on MaxImpact" (Oct  8, 12:48am)
References: <9610071642.AA22032@leno.orl.mmc.com>  <3259DD22.7DE1@digital.net>
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Dennis Pierce @ DIGITAL ?????
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From guest  Tue Oct  8 09:36:59 1996
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Date: Tue, 8 Oct 1996 17:15:49 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Brian Furtaw <brian@sgi.com>
cc: info-performer@fddi-odin.corp.sgi.com
Subject: Re: Whose format is 3Dmf?
In-Reply-To: <9610081219.ZM23285@hotsauce.clubfed.sgi.com>
Message-ID: <Pine.SOL.3.94.961008170916.27965A-100000@calvay.dcs.ed.ac.uk>
Organisation: Department of Computer Science - University of Edinburgh
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> Has anyone heard of 3Dmf and whose format is it? What I know so far is that
> 3Dmf is being dubed the new universal standard by several vendors? Is this
> true? WHo are the vendors, who thought it up?

3DMF is the QuickDraw 3D Metafile Format from Apple. You can find out all
about it from their web page at: <http://quickdraw3d.apple.com/3DMF.HTML>
And there is a list of products which currently support the 3DMF format
at: <http://quickdraw3d.apple.com/Utilities.HTML>. Vendors include
Microsoft, Canto, Kandu & Syndesis.

Seemingly 3DMF will be the basis for the file format for SGI's Moving
Worlds VRML 2.0 proposal (and Live3D too). 

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 guest  Tue Oct  8 09:50:51 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610081738.ZM1079@bitch.reading.sgi.com>
Date: Tue, 8 Oct 1996 17:38:07 +0100
In-Reply-To: Dennis Pierce <dpierce@digital.net>
        "Re: Texturing on MaxImpact" (Oct  8, 12:48am)
References: <9610071642.AA22032@leno.orl.mmc.com>  <3259DD22.7DE1@digital.net>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Dennis Pierce <dpierce@digital.net>,
        Lee Dixon <leed@iplmaster.orl.lmco.com>
Subject: Re: Texturing on MaxImpact
Cc: info-performer@sgi.com
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Status: O

Well said,

these two issues seem to get raised together every time with IMPACT.

Since you mentioned the amazing new O2, there's no danger of you using RM6
levels of framebuffer memory since the O2 won't Multisample but you can
still can line antialias or accumulate.

O2 will use 32 bit or 16 bit pixels and you can select 16 or 32 bit Z.
If you don't have a truckload of RAM you don't have to loose what you've
got to the framebuffer. O2 will dither 16bit rgba when that's what you
need.

At the risk of a little confusion confusion you'll be glad to hear that
O2 supports the much lamented RGBA 1555 format which everyone would like
on IMPACT.

Cheers,
Angus.



On Oct 8, 12:48am, Dennis Pierce wrote:
> Subject: Re: Texturing on MaxImpact
> Hello folks!
>
> I've seen a seemingly straight-forward question take at least
> one fork, so here's an attempt to rejoin the paths.
>
> 1. The default number of bits per texel used on the RE and IMPACT are
> DIFFERENT.  This is not only based on the amount of TRAM installed,
> either none, 1 MB or 4 MB, but also on just what has been "selected"
> as the default by whoever wrote what demo you're viewing.  In
> the "Performer Town" demo refered to initially, the fewer number
> of bits allocated to each chromatic band in the RGB texel does
> lend itself to "banding" in the textured road.  16-bits for RE
> vs. 12-bits for IMPACT means that 5-bits R is now compressed to
> one-half the visual range, namely 4-bits.  Similarly for G and B.
>
> 2. Ever since the PI, SGI's desktop machines (of which the IMPACT
> is one) have used 12-bit frame buffers.  Deskside and rack machines
> have used 24-bit frame buffers.  The 12-bit frame buffer leads to
> what some have correctly called dithering.  Remember "virtual 24"?
> That was the original purple Indigo slogan and still lives.  O2
> does not follow this trend, but remember one RM6 has 160 MB of
> frame buffer RAM, so you may approach the 1 GB main memory limit
> by the time you configure a great color space, throw in the OS,
> and tuck in your app. :^)
>
> So, there are two issues which are distinct but seem to be becoming
> blurred in this thread.
>
> Hope this helps and good luck to all!
>
> bye.
>
> --
> Dennis Pierce
> POB 321206 CCB FL 32932
> 407.783.7656
> dpierce@digial.net
> http://www.digital.net/~dpierce
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Dennis Pierce


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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9610081319.ZM12222@eagle.cae.ca>
Date: Tue, 8 Oct 1996 13:19:01 -0400
In-Reply-To: David Chan <tfchan@cs.cuhk.hk>
        "mouse input in performer" (Oct  2,  9:27pm)
References: <Pine.SGI.3.91.961002212328.23183A-100000@sgi19>
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David Chan wrote:

> Hi,
> 	When I use perfly to walk-throught some scene, if another window
> overlapping on top of perfly, and then mouse click on that window will
> also recived by the perfly, how to stop this behaviour?
>
> 	Any suggestions are welcom, Thanks very much.


Try
	perfly -x ...
or
	perfly -W winsize ...


--
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: "Guy Russell" <guyr@thoth.engr.sgi.com>
Message-Id: <9610081054.ZM3088@thoth.engr.sgi.com>
Date: Tue, 8 Oct 1996 10:54:48 -0700
In-Reply-To: Dennis Pierce <dpierce@digital.net>
        "Re: Texturing on MaxImpact" (Oct  8, 12:48am)
References: <9610071642.AA22032@leno.orl.mmc.com>  <3259DD22.7DE1@digital.net>
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To: Dennis Pierce <dpierce@digital.net>
Subject: Re: Texturing on MaxImpact
Cc: info-performer@sgi.com
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Status: O

On Oct 8, 12:48am, Dennis Pierce wrote:
> Subject: Re: Texturing on MaxImpact
> Hello folks!
>
> I've seen a seemingly straight-forward question take at least
> one fork, so here's an attempt to rejoin the paths.
>
> 1. The default number of bits per texel used on the RE and IMPACT are
> DIFFERENT.  This is not only based on the amount of TRAM installed,
> either none, 1 MB or 4 MB, but also on just what has been "selected"
> as the default by whoever wrote what demo you're viewing.  In
> the "Performer Town" demo refered to initially, the fewer number
> of bits allocated to each chromatic band in the RGB texel does
> lend itself to "banding" in the textured road.  16-bits for RE
> vs. 12-bits for IMPACT means that 5-bits R is now compressed to
> one-half the visual range, namely 4-bits.  Similarly for G and B.

The jist of this is correct (ie 4 bits vs 5 bits of resolution for each color
component), however the Impact is also using 16 bits on 4 component textures.
See Rob Jenkins previous post on available texture formats on Impact.

>
> 2. Ever since the PI, SGI's desktop machines (of which the IMPACT
> is one) have used 12-bit frame buffers.

This is not true for Impact.  The Impact has a configurable framebuffer, which
most apps use in 32 bit double buffered mode with a 24 bit Z buffer.

> Deskside and rack machines
> have used 24-bit frame buffers.  The 12-bit frame buffer leads to
> what some have correctly called dithering.  Remember "virtual 24"?
> That was the original purple Indigo slogan and still lives.  O2
> does not follow this trend, but remember one RM6 has 160 MB of
> frame buffer RAM, so you may approach the 1 GB main memory limit
> by the time you configure a great color space, throw in the OS,
> and tuck in your app. :^)
>
> So, there are two issues which are distinct but seem to be becoming
> blurred in this thread.
>

Guy


-- 
                    Guy Russell
Vis Sim Applied Engineering    	Silicon Graphics Inc.
Email:guyr@engr.sgi.com          2011 N. Shoreline Blvd. M/S 3L-916
Phone:(415)933-6113              Mountain View CA 94043
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Date: Tue, 8 Oct 1996 11:30:29 -0700
From: wade@surf.shoreline-studios.com (Wade Olsen)
Message-Id: <9610081130.ZM8769@slack.shoreline-studios.com>
In-Reply-To: "Fred Clyne" <surf.shoreline-studios.com!sgigate.sgi.com!holodeck.csd.sgi.com!roll.csd.sgi.com!rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!octave!fred>
        "Re: What's wrong" (Sep 10,  1:42pm)
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To: info-performer@sgi.com
Subject: Only 4 multisamples on IR?
Cc: thant@slack.shoreline-studios.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I'm confused as to why I can't get more than 4 multisamples on an IR.

I'm trying to get an OpenGL GLX visual that has RGB and A, double buffer,
z-buffer, and as many multi-samples as I can get. I can use ircombine to
set up the framebuffer to a 800x600 VOF and gfxinfo tells me I have extra
large pixels, but findvis only shows visuals with alpha planes that have 4
multisamples (8 with no alpha planes). All the VOF's I'm running also have
Sirius video configured.

Any ideas? Seems like I should be able to get at least 8, maybe 16.

Here's the code where I configure the window:

    window = new pfPipeWindow(pipe);

    if (larchConfig.exists("windowConfig")) {
        windowConfig = larchConfig.fetch("windowConfig");
    }

    int msample = 0;            // Does this machine support multisampling
    int samples_ix = 0;
    pfQuerySys(PFQSYS_MAX_MS_SAMPLES, & msample);

    Array<int> list;
    list.add(GLX_RGBA);
    list.add(GLX_DOUBLEBUFFER);
    if (msample)                // If supported, use multisamples
      {
        list.add(GLX_SAMPLE_BUFFERS_SGIS);
        list.add(1);
        list.add(GLX_SAMPLES_SGIS);
        samples_ix = list.size();
        list.add(16);
      }
    list.add(GLX_RED_SIZE);
    list.add(1);
    list.add(GLX_GREEN_SIZE);
    list.add(1);
    list.add(GLX_BLUE_SIZE);
    list.add(1);
    list.add(GLX_ALPHA_SIZE);
    list.add(1);
    list.add(GLX_DEPTH_SIZE);
    list.add(1);
    list.add(None);

    if (msample)           // Find the visual with the most multi-samples
      {
        Display * display = XOpenDisplay("");
        XVisualInfo * info;
        while ((info = glXChooseVisual(display, 0, list)) == 0)
          {
            if (list[samples_ix] == 0)
              break;
            list[samples_ix] /= 2;
          }
        if (info)
          XFree(info);
      }

    window->setFBConfigAttrs(list);


-- 
-----------------------------
Wade Olsen, Shoreline Studios
e-mail:	wade@shoreline-studios.com
phone:	415-969-7896
fax:	415-969-7864
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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
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Date: Tue, 8 Oct 1996 13:09:11 -0700
In-Reply-To: wade@surf.shoreline-studios.com (Wade Olsen)
        "Only 4 multisamples on IR?" (Oct  8, 11:30am)
References: <9603011650.ZM13775@media1.rndtm.com.my>  <9609101342.ZM3550@octave> 
	<9610081130.ZM8769@slack.shoreline-studios.com>
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: wade@surf.shoreline-studios.com (Wade Olsen), info-performer@sgi.com
Subject: Re: Only 4 multisamples on IR?
Cc: thant@slack.shoreline-studios.com
Mime-Version: 1.0
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Status: O

On Oct 8, 11:30am, Wade Olsen wrote:
> Subject: Only 4 multisamples on IR?

> I'm confused as to why I can't get more than 4 multisamples on an IR.
.. text removed...

> Any ideas? Seems like I should be able to get at least 8, maybe 16.

 Certainly not 16, 8 is the maximum on IR.

 if glxinfo does not show any 8 ms modes, then you will not be able to get one
!

 Maybe you need more RM's ?
 You may also want to try using less z buffer bits. Note: because of the Z
compression algorithm on IR, a 16 bits Z buffer on IR is almost the same as a
 24 bits Z buffer on RE2.

 -- Remi






-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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To: info-performer@sgi.com
Subject: a problem reading the serial port.
Mime-Version: 1.0
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Status: O

We are trying to run a process that reads info from the serial port and places
it in shared memory that will then be accessable to a performer application
program based on perfly. The process that is polling the serial port runs fine
until perfly starts a pfFrame. The serial read process then hangs...seems to go
to sleep but doesn't die. We don't understand why this is happening...the
performer application runs merrily along but the ability of the other process
to feed performer data is gone. We are using the standard shmget and shmat
stuff for our process.

Thanks for the help! Larry

-- 
larry cathey
ford research lab
20000 rotunda md 2122-srl
dearborn, michigan 48121
ph 313 337-5327  fax 313 248-4602
email:   lcathey@smm002.srl.ford.com

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From: panisset@discreet.qc.ca (Jean-Francois Panisset)
Message-Id: <96Oct8.182639edt.46566@gate.discreet.qc.ca>
To: info-performer@sgi.com, wade@surf.shoreline-studios.com (Wade Olsen)
Subject: Re:  Only 4 multisamples on IR?
References: <9603011650.ZM13775@media1.rndtm.com.my> 
    <9609101342.ZM3550@octave>
Status: O

  I'm confused as to why I can't get more than 4 multisamples on an IR.
	
  I'm trying to get an OpenGL GLX visual that has RGB and A, double buffer,
  z-buffer, and as many multi-samples as I can get. I can use ircombine to
  set up the framebuffer to a 800x600 VOF and gfxinfo tells me I have extra
  large pixels, but findvis only shows visuals with alpha planes that have 4
  multisamples (8 with no alpha planes). All the VOF's I'm running also have
  Sirius video configured.
	
  Any ideas? Seems like I should be able to get at least 8, maybe 16.


IR has basically two frame buffer formats: RGBA 12/12/12/12 and RGB 10/10/10.
In RGBA, the maximum you can do is 4 multi-samples: in RGB, you can
get a maximum of 8. To convince yourself of this, look at the
output of glxinfo when runnign with small, medium, large and extra-large
pixels.

JF

Jean-Francois Panisset                                panisset@discreet.com
Software Engineer
Discreet Logic 

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610081506.ZM10408@quid.csd.sgi.com>
Date: Tue, 8 Oct 1996 15:06:20 -0700
In-Reply-To: wade@surf.shoreline-studios.com (Wade Olsen)
        "Only 4 multisamples on IR?" (Oct  8, 11:30am)
References: <9603011650.ZM13775@media1.rndtm.com.my>  <9609101342.ZM3550@octave> 
	<9610081130.ZM8769@slack.shoreline-studios.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: wade@surf.shoreline-studios.com (Wade Olsen), info-performer@sgi.com
Subject: Re: Only 4 multisamples on IR?
Cc: thant@slack.shoreline-studios.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi

iR won't do RGBA with 12 bits per component and 8 multisamples, irrespective of
pixel size. You can get RGB (no alpha) 10 bits per component with 8
multisamples or RGBA12 with 4 multisamples. Note, for screen-door or blended
transparency ( pfTransparency with PFTR_MS_ALPHA or PFTR_BLEND_ALPHA ) - you
don't need source alpha so you could use RGB10 and get 8 samples. This doesn't
help you if you need the source alpha for other purposes though...

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins
Silicon Graphics
robj@csd.sgi.com
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From: Simon Bennett <simonb@wormald.com.au>
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To: Daniel Jia <xilin@cagiva.cambridge.com>
Cc: info-performer@sgi.com
Subject: Re: billboard does not work on IR or 2.2??
In-Reply-To: <9610081035.ZM24332@cagiva>
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On Tue, 8 Oct 1996, Daniel Jia wrote:

> Did anyone ever use pfBillboard on the IR with Performer2.2 runing IRIX64 6.2?
>  Apparently it does not work for me.  The example code billboard.c under
> /usr/share/Performer/src/pguide/libpf/C does not work, either.  The problem of
> course is that the billboard does not orient correctly with respect to the eye.
>  Could anyone please confirm with me about your experience, or please inform me
> on how to make it work?  Thanks.

I had a similar problem some time ago.....  try  calling 

pfFeature(PFFTR_GLSPRITE, PFQFTR_FALSE);

and see if you get any more joy....

+----------------------------------------------------------------------------+
  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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From guest  Wed Oct  9 00:42:40 1996
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From: desmond@iss.nus.sg (Desmond Hii Toh Onn)
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Subject: video->texture with alpha using Sirius
To: info-performer@sgi.com
Date: Wed, 9 Oct 1996 15:45:58 +0800 (SST)
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Hi guys,
  Just want to check before getting my hands dirty.
Is it possible to channel video input to texture with
the alpha values (from blender) intact using Sirius Board
on our RE?

  If it is, is there any example code for doing this kind
of thing with performer? 

thanks.
Desmond Hii
Institute of Systems Science
Singapore
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From: "Neil Phillips" <neil@biggles.reading.sgi.com>
Message-Id: <9610090926.ZM1851@biggles.reading.sgi.com>
Date: Wed, 9 Oct 1996 09:26:42 +0100
In-Reply-To: "Angus Dorbie" <dorbie@bitch>
        "Re: Texturing on MaxImpact" (Oct  8,  5:38pm)
References: <9610071642.AA22032@leno.orl.mmc.com>  <3259DD22.7DE1@digital.net> 
	<9610081738.ZM1079@bitch.reading.sgi.com>
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To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>,
        Dennis Pierce <dpierce@digital.net>,
        Lee Dixon <leed@iplmaster.orl.lmco.com>
Subject: Re: Texturing on MaxImpact
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On Oct 8,  5:38pm, Angus Dorbie wrote:
> Subject: Re: Texturing on MaxImpact
> Well said,
>
> these two issues seem to get raised together every time with IMPACT.
>
> Since you mentioned the amazing new O2, there's no danger of you using RM6
> levels of framebuffer memory since the O2 won't Multisample but you can
> still can line antialias or accumulate.
>
> O2 will use 32 bit or 16 bit pixels and you can select 16 or 32 bit Z.
> If you don't have a truckload of RAM

Sounds like a sales opportunity to me!!

Regards,

Neil (The token salesman on info-performer)

PS. Hello Angus! See you in November!

> you don't have to loose what you've
> got to the framebuffer. O2 will dither 16bit rgba when that's what you
> need.
>
> At the risk of a little confusion confusion you'll be glad to hear that
> O2 supports the much lamented RGBA 1555 format which everyone would like
> on IMPACT.
>
> Cheers,
> Angus.
>
>
>
> On Oct 8, 12:48am, Dennis Pierce wrote:
> > Subject: Re: Texturing on MaxImpact
> > Hello folks!
> >
> > I've seen a seemingly straight-forward question take at least
> > one fork, so here's an attempt to rejoin the paths.
> >
> > 1. The default number of bits per texel used on the RE and IMPACT are
> > DIFFERENT.  This is not only based on the amount of TRAM installed,
> > either none, 1 MB or 4 MB, but also on just what has been "selected"
> > as the default by whoever wrote what demo you're viewing.  In
> > the "Performer Town" demo refered to initially, the fewer number
> > of bits allocated to each chromatic band in the RGB texel does
> > lend itself to "banding" in the textured road.  16-bits for RE
> > vs. 12-bits for IMPACT means that 5-bits R is now compressed to
> > one-half the visual range, namely 4-bits.  Similarly for G and B.
> >
> > 2. Ever since the PI, SGI's desktop machines (of which the IMPACT
> > is one) have used 12-bit frame buffers.  Deskside and rack machines
> > have used 24-bit frame buffers.  The 12-bit frame buffer leads to
> > what some have correctly called dithering.  Remember "virtual 24"?
> > That was the original purple Indigo slogan and still lives.  O2
> > does not follow this trend, but remember one RM6 has 160 MB of
> > frame buffer RAM, so you may approach the 1 GB main memory limit
> > by the time you configure a great color space, throw in the OS,
> > and tuck in your app. :^)
> >
> > So, there are two issues which are distinct but seem to be becoming
> > blurred in this thread.
> >
> > Hope this helps and good luck to all!
> >
> > bye.
> >
> > --
> > Dennis Pierce
> > POB 321206 CCB FL 32932
> > 407.783.7656
> > dpierce@digial.net
> > http://www.digital.net/~dpierce
> > =======================================================================
> > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
> >             Submissions:  info-performer@sgi.com
> >         Admin. requests:  info-performer-request@sgi.com
> >-- End of excerpt from Dennis Pierce
>
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Angus Dorbie


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Hi,

is there a performer loader for VRML 2.0 available? If not has  
the SGI performer team plans to develop such a loader?

Thanks,

Christoph Brandt
Integrated manufacturing
Heinz Nixdorf Institut
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Date: Wed, 09 Oct 1996 09:13:00 -0700 (PDT)
From: "Gamble, Murray - Kan AV" <gamblem@kan.marconi.ca>
Subject: Moving Viewpoints
To: SGI Performer Info <info-Performer@sgi.com>
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Status: O


Hi,

Our local SGI sales representative, Jim Merson, referred me to this address. 
 I was hoping that someone might be able to answer a question I have
regarding viewpoints(i.e. ChanView) in Performer.  Obviously, a viewpoint
can be moved or animated via x,y,z and h,p,r inputs to ChanView - but is
there an easy was to attach a viewpoint to a DCS?  Specifically, I am
creating a visual simulation that involves animating the flight deck motion
on a ship - I have created a new DCS for the ship and have attached a model
to it.  We now need to place the viewpoint as if we were an individual
standing at different points on the flight deck as it is pitching, rolling
and heaving.  Essentially, I'd like to be able to attach the viewpoint to
the ship's DCS but have been unable to find any reference to such an
operation in the literature.  How can this be done?  I assume there has to
be provisions for this, as I believe this type of scenario is quite
frequent.  So far I've been playing trigonometry games and have only met
with limited success.

Your help is much appreciated.

Murray G. Gamble
Human Factors Engineering - Aerospace
Canadian Marconi Company
Kanata, Ontario, Canada
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From: "Spencer, Dan" <DSR@trasys.be>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Dynamic resolution
Date: Wed, 09 Oct 96 12:13:00 +2
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/usr/share/Performer/src/pguide/libpf/C/
     dynamic_resolution_demo.c

     is respectfully requested.
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From: "Jude Anthony" <jude@p3.enzian.com>
Organization: Enzian Technology, Inc.
To: info-performer@sgi.com
Date: Wed, 9 Oct 1996 10:28:49 EST
Subject: listing textures
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Status: O

I've been trying to clean out my texture directories for a while now. 
 I'd like to be able to list all the textures used in a particular 
.flt file to standard output (or maybe to a file).  I've been 
scouring the Performer man pages on textures, but nothing says where 
the texture list is kept.  

Anybody know how to do this?

Thanks,
Jude Anthony
jude@p3.enzian.com
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Date: Wed, 9 Oct 1996 10:27:18 EST
Subject: local lighting
X-mailer: Pegasus Mail for Windows (v2.42a)
Message-ID: <10168E20F3B@P3.ENZIAN.COM>
Status: O

We are contractually obligated to provide lighted docks whenver we 
simulate night.  We know that extra light sources use lots of system 
resources, so we're trying to find a way to reduce the impact.  Can 
we apply a light to only selected geometry, or something similar?  We 
thought about shading, but at night things get too dark to simulate 
lighting with that kind of an effect.  

Let me know if you come up with anything,
Jude Anthony
jude@p3.enzian.com
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From guest  Wed Oct  9 07:39:44 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610091527.ZM9290@bitch.reading.sgi.com>
Date: Wed, 9 Oct 1996 15:27:40 +0100
In-Reply-To: "Gamble, Murray - Kan AV" <gamblem@kan.marconi.ca>
        "Moving Viewpoints" (Oct  9,  9:13am)
References: <325BCF9F@avgate.kan.marconi.ca>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Gamble, Murray - Kan AV" <gamblem@kan.marconi.ca>,
        SGI Performer Info <info-Performer@sgi.com>
Subject: Re: Moving Viewpoints
Mime-Version: 1.0
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Status: O

Multiply the matrices together then:

pfChanViewMat

Cheers,
Angus.

On Oct 9,  9:13am, Gamble, Murray - Kan AV wrote:
> Subject: Moving Viewpoints
>
> Hi,
>
> Our local SGI sales representative, Jim Merson, referred me to this address.
>  I was hoping that someone might be able to answer a question I have
> regarding viewpoints(i.e. ChanView) in Performer.  Obviously, a viewpoint
> can be moved or animated via x,y,z and h,p,r inputs to ChanView - but is
> there an easy was to attach a viewpoint to a DCS?  Specifically, I am
> creating a visual simulation that involves animating the flight deck motion
> on a ship - I have created a new DCS for the ship and have attached a model
> to it.  We now need to place the viewpoint as if we were an individual
> standing at different points on the flight deck as it is pitching, rolling
> and heaving.  Essentially, I'd like to be able to attach the viewpoint to
> the ship's DCS but have been unable to find any reference to such an
> operation in the literature.  How can this be done?  I assume there has to
> be provisions for this, as I believe this type of scenario is quite
> frequent.  So far I've been playing trigonometry games and have only met
> with limited success.
>
> Your help is much appreciated.
>
> Murray G. Gamble
> Human Factors Engineering - Aerospace
> Canadian Marconi Company
> Kanata, Ontario, Canada
> =======================================================================
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>-- End of excerpt from Gamble, Murray - Kan AV


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610091529.ZM9333@bitch.reading.sgi.com>
Date: Wed, 9 Oct 1996 15:29:07 +0100
In-Reply-To: "Spencer, Dan" <DSR@trasys.be>
        "Dynamic resolution" (Oct  9, 12:13pm)
References: <325BD112@smtpgate.trasys.be>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Spencer, Dan" <DSR@trasys.be>,
        "'info-performer@sgi.com
 '" <info-performer@sgi.com>
Subject: Re: Dynamic resolution
Mime-Version: 1.0
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Status: O

There are about 3 lines of code in perfly which tell you all you need.

See last weeks post to find where.

On Oct 9, 12:13pm, Spencer, Dan wrote:
> Subject: Dynamic resolution
>
> /usr/share/Performer/src/pguide/libpf/C/
>      dynamic_resolution_demo.c
>
>      is respectfully requested.
> =======================================================================
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>-- End of excerpt from Spencer, Dan


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From: "Marko Srdanovic" <mas@swl.msd.ray.com>
Message-Id: <9610091112.ZM1810@onyx9.msd.ray.com>
Date: Wed, 9 Oct 1996 11:12:57 -0400
In-Reply-To: "Jude Anthony" <jude@p3.enzian.com>
        "listing textures" (Oct  9, 10:28am)
References: <1016FEB48FE@P3.ENZIAN.COM>
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To: "Jude Anthony" <jude@p3.enzian.com>, info-performer@sgi.com
Subject: Re: listing textures
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Status: O

On Oct 9, 10:28am, Jude Anthony wrote:
> Subject: listing textures
> I've been trying to clean out my texture directories for a while now.
>  I'd like to be able to list all the textures used in a particular
> .flt file to standard output (or maybe to a file).  I've been
> scouring the Performer man pages on textures, but nothing says where
> the texture list is kept.
>
> Anybody know how to do this?

Check the man pages on "pfuMakeTexList"

"pfuMakeTexList constructs a list of textures by recursively traversing
the IRIS Performer scene graph rooted by node.  Since this traversal is
exhaustive no texture will be missed."

-- 
-----------------------------------------------------------------------
Marko Srdanovic                             email: mas@swl.msd.ray.com
Raytheon Electronic Systems                 voice: (508) 858-5680
Mailstop: T3MR8                             fax:   (508) 858-4336
50 Apple Hill Drive, Tewksbury, MA 01876    #include <std/disclaimer.h>
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To: info-performer@sgi.com, "Spencer, Dan" <DSR@trasys.be>
Subject: Re: Dynamic resolution
Status: O

     Dan, your message looks like something I posted a couple of weeks ago. 
     Be advised that you are plagiarizing my public displays of ignorance 
     at your own risk.
     
     I incorporated DVR in my app with about 5 lines of code from perfly.c
     
     Mine works, but looks like poop when the resolution switches in auto 
     mode. I played a little with the pfPVChanStressFilter without success 
     at this point. I only have one RM, FWIW.
     
     


______________________________ Reply Separator _________________________________
Subject: Dynamic resolution
Author:  "Spencer, Dan" <DSR@trasys.be> at SMTPLINK-NTSC
Date:    10/9/96 12:13 PM


     
/usr/share/Performer/src/pguide/libpf/C/
     dynamic_resolution_demo.c
     
     is respectfully requested.
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From: "Angus Henderson" <angus@despair.paradigmsim.com>
Message-Id: <9610091033.ZM2872@despair.paradigmsim.com>
Date: Wed, 9 Oct 1996 10:33:39 -0500
In-Reply-To: "Jude Anthony" <jude@p3.enzian.com>
        "listing textures" (Oct  9, 10:28am)
References: <1016FEB48FE@P3.ENZIAN.COM>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Jude Anthony" <jude@p3.enzian.com>
Subject: Re: listing textures
Cc: info-performer@sgi.com
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Status: O

     pfuMakeTexList constructs a list of textures by recursively traversing
     the IRIS Performer scene graph rooted by node.  Since this traversal is
     exhaustive no texture will be missed.

(SO the manual says - I think it used to miss out the detail textures though )

ANgus
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610091635.ZM9590@bitch.reading.sgi.com>
Date: Wed, 9 Oct 1996 16:35:14 +0100
In-Reply-To: "Jude Anthony" <jude@p3.enzian.com>
        "local lighting" (Oct  9, 10:27am)
References: <10168E20F3B@P3.ENZIAN.COM>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Jude Anthony" <jude@p3.enzian.com>, info-performer@sgi.com
Subject: Re: local lighting
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You can build the light effect into the database using vertex colouring
or texture information. This is an extremely common technique.

You could also use texgen if you want a pool of light which the ship
sails through. It could even include some directional component using a
distant source, it would also give you a better phong like effect compared
to vertex colouring, it would probably be more expensive than a local light
but with the right texture you could simulate lots of local lights with one
texgen.

Cheers,
Angus.

On Oct 9, 10:27am, Jude Anthony wrote:
> Subject: local lighting
> We are contractually obligated to provide lighted docks whenver we
> simulate night.  We know that extra light sources use lots of system
> resources, so we're trying to find a way to reduce the impact.  Can
> we apply a light to only selected geometry, or something similar?  We
> thought about shading, but at night things get too dark to simulate
> lighting with that kind of an effect.
>
> Let me know if you come up with anything,
> Jude Anthony
> jude@p3.enzian.com
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Jude Anthony


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From: "Greg Newton" <gregn@cc.gatech.edu>
Message-Id: <9610091208.ZM6481@swift.cc.gatech.edu>
Date: Wed, 9 Oct 1996 12:08:46 -0400
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: problem with locks
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


I am having a problem trying to use shared arena locks within a Performer
program.  I'm using Performer 2.0 and have run into this problem on an IR, a
Max Impact and on a Solid Impact, all running IRIX 6.2.

I have a fastrak class that sprocs off a reader process to read the data from
the serial port.  The class has a lock that I want to use to ensure mutual
exclusion when updating or reading some member variables that contain the
position and rotation info.

Here's how I allocate the lock :

// =========================================

void* semaArena = pfGetSemaArena();
if (!arena)
  return 0;

mutex = usnewlock(arena);
if (!mutex)
  return 0;

usinitlock(mutex);

// =========================================

It is always allocated and initialized okay.


When I'm ready to write to the member variables, I make the following call :

ussetlock(mutex);

I've checked the return value for ussetlock and it's always 1, indicating that
the lock was acquired.

I then write to a few variables and make the following call to unlock the lock
:

usunsetlock(mutex);

Here's where the problem arises.  My program core dumps when the usunsetlock
function is called.  According to cvd, it dies at
_r4kup_unsetlock()["r4k.s":243, 0x0fa3cce4]


The lock is valid and was acquired so I don't understand what could be causing
this.  I use the same locking/unlocking methods in other programs that don't
use Performer and never have any problems.

Anybody have any suggestions?

Thanks,
Greg



-- 

_______________________________________________________________________________
Greg Newton                          Graphics, Visualization & Usability Center
M.S. Student                                               College of Computing
gregn@cc.gatech.edu                             Georgia Institute of Technology
http://www.cc.gatech.edu/people/home/gregn                       (404) 894-9635

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Date: Wed, 09 Oct 1996 09:48:05 -0700
From: Randy Stiles <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
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To: Christoph Brandt <brandt@hni.uni-paderborn.de>
Cc: info-performer@sgi.com
Subject: Re: VRML 2.0 Loader for Performer ?
References: <325B9C59.353C51DE@hni.uni-paderborn.de>
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Status: O

Hi,

We have been working on a performer loader for VRML 2.0 here, and 
have it up and running, though only for about 90% of the VRML 2.0 
nodes, using the Bison Parser that SGI's Gavin Bell built for 
distribution.

As you probably know, its more complex than a simple loader for raw 
geometry because there are Sensors, Interpolators, etc whose semantics
must be maintained inside of Performer.  It would have been 
extremely difficult to do this in Performer without the C++ classes that
are now supported in Performer 2.0.

We may at some point make this available to other groups.  We use
it for running VRML 2.0 scenes immersed, probably after we get
ahold of Performer 2.2.

I believe that at some point after Performer is moved to work
atop CosmoRender then you will have VRML 2.0 capability 
direct from SGI.  Folks from SGI are in a better position to 
comment on that with authority.

-Randy

Christoph Brandt wrote:
> 
> Hi,
> 
> is there a performer loader for VRML 2.0 available? If not has
> the SGI performer team plans to develop such a loader?
> 
> Thanks,
> 
> Christoph Brandt
> Integrated manufacturing
> Heinz Nixdorf Institut
> =======================================================================
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-- 
// Randy Stiles mailto:stiles@aic.lockheed.com Orgn H142 Bldg 255
// Lockheed Martin Advanced Technology Center  3251 Hanover Street 
// office: 415.354.5256  fax: 415.354.5235     Palo Alto, CA 94304-1192
// http://vet.parl.com/~vet/people/stiles/
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From guest  Wed Oct  9 10:03:58 1996
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From: rmorris@tswl.co.uk (Roger Morris)
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To: info-performer@sgi.com, jude@p3.enzian.com
Subject: Re: listing textures
Status: O


You could use the standard UNIX facilities:

(My X-terminal won't let me do the "pipe" symbol, so replace the "!")
strings - <dbname>.flt ! fgrep '.rgb'
strings - <dbname>.flt ! fgrep '.rgba'
strings - <dbname>.flt ! fgrep '.int'
strings - <dbname>.flt ! fgrep '.inta'
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Message-ID: <325BE055.6668@ivex3d.com>
Date: Wed, 09 Oct 1996 13:26:45 -0400
From: "ram munjulur" <ram@ivex3d.com>
Organization: IVEX
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Subject: Multiple reference to an object in a Database !!
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Status: O

Hi guys :

If we have a forest full of trees in the database, and all trees 
being the same *.flt (tree.flt) file, is there a LOADER that doesn't
load each tree.flt, instead creates instances from the first
tree.flt that was loaded ??  

Thanks

Ram
ram@ivex3d.com
IVEX Corp
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From: "Guy Russell" <guyr@thoth.engr.sgi.com>
Message-Id: <9610091019.ZM4721@thoth.engr.sgi.com>
Date: Wed, 9 Oct 1996 10:19:03 -0700
In-Reply-To: "Angus Henderson" <angus@despair.paradigmsim.com>
        "Re: listing textures" (Oct  9, 10:33am)
References: <1016FEB48FE@P3.ENZIAN.COM> 
	<9610091033.ZM2872@despair.paradigmsim.com>
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On Oct 9, 10:33am, Angus Henderson wrote:
> Subject: Re: listing textures
>      pfuMakeTexList constructs a list of textures by recursively traversing
>      the IRIS Performer scene graph rooted by node.  Since this traversal is
>      exhaustive no texture will be missed.

There are two functions, pfuMakeTexList and pfuMakeSceneTexList that perform
that function.  The difference between them is whether you pass a pfNode* or a
pfScene* to the respective functions.  The code is distributed in the libpfutil
directory in the file tex.c, if you want to see how it is done.

>
> (SO the manual says - I think it used to miss out the detail textures though
)

Detail textures are not treated as seperate textures, but instead, they are
tied directly to a base texture.  For this reason, you will not see them in
your texture list.  If you want to know about them as well, look at the tex.c
example in the CalculateNumPage function.  Down near the bottom of the
function, there is a check to see if a given texture has a detail texture
associated with it.  In Performer2.2 the code for this is in tex.c.  In
Performer 2.0.2 it is in tex.c.impact.

Guy



-- 
                    Guy Russell
Vis Sim Applied Engineering    	Silicon Graphics Inc.
Email:guyr@engr.sgi.com          2011 N. Shoreline Blvd. M/S 3L-916
Phone:(415)933-6113              Mountain View CA 94043
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	 id KAA21165; Wed, 9 Oct 1996 10:28:54 -0700
Sender: stiles@aic.lockheed.com
Message-Id: <325BE0D5.167E@aic.lockheed.com>
Date: Wed, 09 Oct 1996 10:28:53 -0700
From: Randy Stiles <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
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To: "Gamble, Murray - Kan AV" <gamblem@kan.marconi.ca>
Cc: SGI Performer Info <info-Performer@sgi.com>
Subject: Re: Moving Viewpoints
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Status: O

Gamble, Murray - Kan AV wrote:
> 
> Hi,
> 
> Our local SGI sales representative, Jim Merson, referred me to this address.
>  I was hoping that someone might be able to answer a question I have
> regarding viewpoints(i.e. ChanView) in Performer.  Obviously, a viewpoint
> can be moved or animated via x,y,z and h,p,r inputs to ChanView - but is
> there an easy was to attach a viewpoint to a DCS?  Specifically, I am
> creating a visual simulation that involves animating the flight deck motion
> on a ship - I have created a new DCS for the ship and have attached a model
> to it.  We now need to place the viewpoint as if we were an individual
> standing at different points on the flight deck as it is pitching, rolling
> and heaving.  Essentially, I'd like to be able to attach the viewpoint to
> the ship's DCS but have been unable to find any reference to such an
> operation in the literature.  How can this be done?  I assume there has to
> be provisions for this, as I believe this type of scenario is quite
> frequent.  So far I've been playing trigonometry games and have only met
> with limited success.

You need to calculate the world matrix, from the root pfScene down
to the ship's dcs.  Then multiply the desired point of the observer on the 
ship against this world matrix.

It should be possible for you to make a subclass of pfDCS that updates the
view. Call it viewDCS.  You make an instance of this class the child 
of your ship dcs. Then you move the viewer relative to the ship by 
setting this viewDCS's translation and orientation relative only to the ship.
The update is done by traversing the scene graph from the viewDCS up
to the pfSCene, post multiplying matrices to get a world matrix.  Then 
the translation and orientatin of this world matrix is used to 
update the pfChanMat.

In your viewDCS class, you would handle semantics of which viewDCS owns
the viewer at any time, so that but one has ownership.  We have done
something similar, so I know this approach works.

-Randy

-- 
// Randy Stiles mailto:stiles@aic.lockheed.com Orgn H142 Bldg 255
// Lockheed Martin Advanced Technology Center  3251 Hanover Street 
// office: 415.354.5256  fax: 415.354.5235     Palo Alto, CA 94304-1192
// http://vet.parl.com/~vet/people/stiles/
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Date: Wed, 9 Oct 1996 13:50:18 -0400 (EDT)
From: Jim Parsons <jparsons@ist.ucf.edu>
X-Sender: jparsons@mongo.ist.ucf.edu
To: Greg Newton <gregn@cc.gatech.edu>
cc: info-performer@sgi.com
Subject: Re: problem with locks
In-Reply-To: <9610091208.ZM6481@swift.cc.gatech.edu>
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Status: O

Greg,
  I also run my fastrack and flock of birds as separate processes. It
works very well...and really helps keep the app time down. My approach
differs from yours the following ways:
1) I fork my process and pass into it's constructor a pointer to a
shared memory struct called 'Shared' that contains fields for the sensor
data and locks:
  Shared = (SharedData*)pfMalloc(sizeof(SharedData), pfGetSharedArena());
I understand that sproc'ing vs. forking should automatically provide a
shared arena, but this works! :)

2) I don't use 'usinitlock', just 'usnewlock'. My Shared struct
contains an array of locks which I initialize like this:
 for( i=0; i < MAX_FOB_TRACKER; i++ )
  {
   Shared->FOBcoord_lock[i] = usnewlock(pfGetSemaArena());
   if( !Shared->FOBcoord_lock[i] )
   {
     perror("FOBmgr could not allocate a lock");
     exit(0);
   }
  }

Now my parent process and the sensor process both use the
typical ussetlock - usunsetlock calls to write and access data.

When I have an experiment (simulation) set to go, I use the
sysmp call with MP_MUSTRUN to assert that it runs on processor 0 of
my 4 processor onyx, along with the scheduler, etc. while app, cull,
and draw run on processors 1,2, and 3. A kind of load balancing...

Hope this helps,
Jim



On Wed, 9 Oct 1996, Greg Newton wrote:

>
> I am having a problem trying to use shared arena locks within a Performer
> program.  I'm using Performer 2.0 and have run into this problem on an IR, a
> Max Impact and on a Solid Impact, all running IRIX 6.2.
>
> I have a fastrak class that sprocs off a reader process to read the data from
> the serial port.  The class has a lock that I want to use to ensure mutual
> exclusion when updating or reading some member variables that contain the
> position and rotation info.
>
> Here's how I allocate the lock :
>
> // =========================================
>
> void* semaArena = pfGetSemaArena();
> if (!arena)
>   return 0;
>
> mutex = usnewlock(arena);
> if (!mutex)
>   return 0;
>
> usinitlock(mutex);
>
> // =========================================
>
> It is always allocated and initialized okay.
>
>
> When I'm ready to write to the member variables, I make the following call :
>
> ussetlock(mutex);
>
> I've checked the return value for ussetlock and it's always 1, indicating that
> the lock was acquired.
>
> I then write to a few variables and make the following call to unlock the lock
> :
>
> usunsetlock(mutex);
>
> Here's where the problem arises.  My program core dumps when the usunsetlock
> function is called.  According to cvd, it dies at
> _r4kup_unsetlock()["r4k.s":243, 0x0fa3cce4]
>
>
> The lock is valid and was acquired so I don't understand what could be causing
> this.  I use the same locking/unlocking methods in other programs that don't
> use Performer and never have any problems.
>
> Anybody have any suggestions?
>
> Thanks,
> Greg
>
>
>
> --
>
> _______________________________________________________________________________
> Greg Newton                          Graphics, Visualization & Usability Center
> M.S. Student                                               College of Computing
> gregn@cc.gatech.edu                             Georgia Institute of Technology
> http://www.cc.gatech.edu/people/home/gregn                       (404) 894-9635
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>

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Date: Wed, 09 Oct 1996 19:01:38 +0300
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Desmond Hii Toh Onn <desmond@iss.nus.sg>
CC: info-performer@sgi.com
Subject: Re: video->texture with alpha using Sirius
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Desmond Hii Toh Onn wrote:
> 
> Hi guys,
>   Just want to check before getting my hands dirty.
> Is it possible to channel video input to texture with
> the alpha values (from blender) intact using Sirius Board
> on our RE?
> 
Never from the internal Sirius blender, (or better said "key
generator"), only from an external device creating the alpha
video channel.
To my best knowledge, RE2 is unable to do this in strict
real-time (50/60 Hz). It can barely do real-time single video
channel to texture.
iR can do both in real-time.

Moshe Nissim
Orad Hi-Tec Systems
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Date: Wed, 9 Oct 1996 11:01:06 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <9610091101.ZM7482@babar.asd.sgi.com>
In-Reply-To: "Angus Henderson" <angus@despair.paradigmsim.com>
        "Re: listing textures" (Oct  9, 10:33am)
References: <1016FEB48FE@P3.ENZIAN.COM> 
	<9610091033.ZM2872@despair.paradigmsim.com>
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To: "Angus Henderson" <angus@despair.paradigmsim.com>,
        "Jude Anthony" <jude@p3.enzian.com>
Subject: Re: listing textures
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On Oct 9, 10:33am, Angus Henderson wrote:
> Subject: Re: listing textures
>      pfuMakeTexList constructs a list of textures by recursively traversing
>      the IRIS Performer scene graph rooted by node.  Since this traversal is
>      exhaustive no texture will be missed.
>
> (SO the manual says - I think it used to miss out the detail textures though
)

Angus' comment brings to light a difference in the use pfuMakeTexList() was
designed for and that which Jude Anthony is seeking.

Since pfuMakeTexList() was written as a helper function for pre-loading
textures, the list it makes is exhaustive with respect to Performer, but
that won't be complete for Jude. Here's why:

1. When you call pfuDownloadTex, it applies each texture in the list. Since
   detail textures are referenced by non-detail textures, the list does not
   contain detail textures. This is not an error, since they will in fact
   be downloaded and bound in the normal process of texture loading.

2. In the "what textures can I delete" case, you want the name of each
   referenced texture, both base and detail. This is a different situation
   (since "rm" is not going to know about the base texture -> detail texture
   pairing ;-)
/*
 *      processGeoSet() -- add textures referenced by geoset to list
 */

static void
processGeoSet (pfGeoSet *geoset, pfList *list)
{
    pfGeoState  *geostate;
    pfTexture   *mainTex;

    /* validate argument */
    if (geoset == NULL || (geostate = pfGetGSetGState(geoset)) == NULL)
        return;

    /* add main texture (if defined) to list */
    if (((mainTex = pfGetGStateAttr(geostate, PFSTATE_TEXTURE)) != NULL)&&
        ((pfGetGStateInherit(geostate)&PFSTATE_TEXTURE) == 0))
        if (pfSearch(list, mainTex) < 0)
            pfAdd(list, mainTex);
}

New code simply needs to change the last action to:

    if (a main is texture defined)
        if (it's not already in the list)
            {
            add it.

            if (a detail texture is defined for this main texture)
                if (the detail texture is not already in the list)
                    add it.
            }

Michael
The solution is easy - change libpfutil/tex.c to also add detail textures
to the list (but *don't* use the new version for normal texture prepaging).

Current code:

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Organization: TASC, Inc.
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All the examples I've seen of multi-pass shadow casting require
local lights. Is there any way to generate shadows using only
global illumination. Perhaps, by rendering the shadow pass in 
an orthographic view?

TIA,
Thom
-- 
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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9610091425.ZM8917@christine.cae.ca>
Date: Wed, 9 Oct 1996 14:25:02 -0400
In-Reply-To: Randy Stiles <stiles@aic.lockheed.com>
        "Re: Moving Viewpoints" (Oct  9, 10:28am)
References: <325BCF9F@avgate.kan.marconi.ca>  <325BE0D5.167E@aic.lockheed.com>
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On Oct 9, 10:28am, Randy Stiles wrote:
> Subject: Re: Moving Viewpoints
>
> The update is done by traversing the scene graph from the viewDCS up
> to the pfSCene, post multiplying matrices to get a world matrix.  Then
> the translation and orientatin of this world matrix is used to
> update the pfChanMat.
>

And an easy way to automate the update of the view matrix without reverse
traversing the scene graph yourself is to use the convenient virtual app
function of pfNode. Something like:

int viewDCS::app( pfTraverser* trav )
{
  pfMatrix travMat;

  trav->getMat(travMat);

  pfChannel* chan = trav->getChan();

  chan->setViewMat(travMat);

  return pfDCS::app(trav);
}



-- 
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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Date: Wed, 09 Oct 1996 18:54:58 +0300
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Rob Jenkins <robj@quid>
CC: Wade Olsen <wade@surf.shoreline-studios.com>, info-performer@sgi.com,
        thant@slack.shoreline-studios.com
Subject: Re: Only 4 multisamples on IR?
References: <9603011650.ZM13775@media1.rndtm.com.my>  <9609101342.ZM3550@octave> 
		<9610081130.ZM8769@slack.shoreline-studios.com> <9610081506.ZM10408@quid.csd.sgi.com>
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Rob Jenkins wrote:
> 
> Hi
> 
> iR won't do RGBA with 12 bits per component and 8 multisamples, irrespective of
> pixel size.

True, but it gets even worse: iR won't do RGBA even with 10 bits per component and 8
multisamples, irrespective of pixel size!
But why is that?
By bit consumption calculation you can see that extra-large pixel depth could hold
8 samples, RGBA-12 (and Z).
Even smaller depths could hold 8 samples, RGBA-10 (and Z).
There must be something other than pixel depth holding back those visuals...


> You can get RGB (no alpha) 10 bits per component with 8
> multisamples or RGBA12 with 4 multisamples. Note, for screen-door or blended
> transparency ( pfTransparency with PFTR_MS_ALPHA or PFTR_BLEND_ALPHA ) - you
> don't need source alpha so you could use RGB10 and get 8 samples. This doesn't
> help you if you need the source alpha for other purposes though...

I guess you mean "framebuffer alpha", not "source alpha".


Moshe Nissim
Orad Hi-Tec systems
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610091303.ZM14431@vaisyas.engr.multigen.com>
Date: Wed, 9 Oct 1996 13:03:52 -0700
In-Reply-To: "Jude Anthony" <jude@p3.enzian.com>
        "listing textures" (Oct  9, 10:28am)
References: <1016FEB48FE@P3.ENZIAN.COM>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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Subject: Re: listing textures
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On Oct 9, 10:28am, Jude Anthony wrote:
> Subject: listing textures
> I've been trying to clean out my texture directories for a while now.
>  I'd like to be able to list all the textures used in a particular
> .flt file to standard output (or maybe to a file).

Since you're using the OpenFlight loader, you can ask it for its shared
palette.
Among other things, the palette contains a list of all the textures from all
the .flt files that it has loaded.

#include <pfflt.h>

{
    pfdLoadFile( "file.flt" );

    fltSharedPalette* pal = fltGetCurSharedPalette();

    for ( int which = 0; which < pfGetNum( pal->texList ); which ++ )
    {
	fltSharedObj*	obj = pfGet( pal->texList, which );
	pfTexture*	tex = ( pfTexture* ) obj->object;
	// do something with tex
    }
}


Regards.
--
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  / __ `__ \/ __ `( )   MultiGen Inc. 550 S. Winchester Blvd. STE 500
 / / / / / / /_/ / /    San Jose CA 95128 WEB: http://www.multigen.com
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        "Re: Only 4 multisamples on IR?" (Oct  9,  6:54pm)
References: <9603011650.ZM13775@media1.rndtm.com.my>  <9609101342.ZM3550@octave> 
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On Oct 9,  6:54pm, Orad Hi-Tec Systems wrote:
..snip..
> True, but it gets even worse: iR won't do RGBA even with 10 bits per
component > and 8 multisamples, irrespective of pixel size!
> But why is that?
> By bit consumption calculation you can see that extra-large pixel depth could
> hold 8 samples, RGBA-12 (and Z).
> Even smaller depths could hold 8 samples, RGBA-10 (and Z).
> There must be something other than pixel depth holding back those visuals...
>

Correct - the visuals have been disabled. There's a HW problem that mean't they
don't work so it's not a framebuffer resource limitation.

>
> > You can get RGB (no alpha) 10 bits per component with 8
> > multisamples or RGBA12 with 4 multisamples. Note, for screen-door or
blended
> > transparency ( pfTransparency with PFTR_MS_ALPHA or PFTR_BLEND_ALPHA ) -
you
> > don't need source alpha so you could use RGB10 and get 8 samples. This
doesn't
> > help you if you need the source alpha for other purposes though...
>
> I guess you mean "framebuffer alpha", not "source alpha".

Yes, bad choice of words on my part. The man page for blendfunction() has a
good description of this for anyone interested.

I'll try and wrap this up, this is a bit generalised so I realise it won't be
true for all customers and applications.

If you're doing gfx only then this shouldn't cause a problem. You'll most
likely really want 8 multisamples. This means you can't have alpha *but* as you
don't need alpha for transparency this should be OK. You should also be OK with
10 bits per component - no matter what the resolution of the framebuffer ( and
your textures ) in the gfx pipe, the final output from the DG has been dithered
to <= 10 bits so as long as you're using that output ( to
monitor/projector/glasses ) you should see any difference for 10 bits/component
pixels.

The people who really want alpha are typically those wanting to blend gfx over
video, where the gfx has transparency in ( eg virtual sets ). They want high
quality multisampling too - Mmmmm. You can only get alpha with 12 bit visuals
on iR, so if you can jiggle your vof such that you have 12 bits/comp RGBA with
4 multisamples ( 1280x1024 with 1RM I think ) there's an OpenGL extension to
support accumulating two multisampled images hence increasing image quality. On
iR you should be able to 2 pass render your scene in real-time. Especially if
you hava a small ( video sized ) scene or more than one RM - Note 2RM boards
you can acheive RGBA12, 4 multisamples up to 1920x1080. Playing with
ircomine/glxinfo and all that is the clearest way to see this. I'll paste some
words on Accumulating Multisampled Images below:


Cheers
Rob

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

Accumulating Multisampled Images

You can enhance the quality of the image even more by making several passes,
adding the result in the accumulation buffer. The accumulation buffer averages
several renderings of the same primitive. For multipass rendering, different
sample locations need to be used in each pass to achieve high quality.

When an application uses multisampling in conjunction with accumulation, it has
to call glSamplePatternSGIS() with one of the following patterns as an
argument:

     GL_1PASS_SGIS is designed to produce a well-antialiased result in a single
      rendering pass (this is the default).

     GL_2PASS_0_SGIS and GL_2PASS_1_SGIS together specify twice the number of
        sample points per pixel. You should first completely render a scene
using        pattern GL_2PASS_0_SGIS, then completely render it again
                        usingGL_2PASS_1_SGIS. When the two images are averaged
using the                 accumulation buffer, the result is as if a single
pass had been rendered         with 2GL_SAMPLES_SGIS sample points.

     GL_4PASS_0_SGIS, GL_4PASS_1_SGIS, GL_4PASS_2_SGIS, and GL_4PASS_3_SGIS
     together define a pattern of 4GL_SAMPLES_SGIS sample points. They can be
        used to accumulate an image from four complete rendering passes.

Accumulating multisample results can also extend the capabilities of your
system. For example, if you have only enough resources to allow four
subsamples, but you are willing to render the image twice, you can achieve the
same effect as multisampling with eight subsamples. Note that you do need an
accumulation buffer, which also takes space.

To query the sample pattern, call glGetIntegerv() with pname set to
GL_SAMPLE_PATTERN_SGIS. The pattern should be changed only between complete
rendering passes.

For more information, see "The Accumulation Buffer," in Chapter 10, "The
Framebuffer," of the
OpenGL Programming Guide.
-----------------------------------------------------

-- 
________________________________________________________________
Rob Jenkins
Silicon Graphics
robj@csd.sgi.com
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Date: Wed, 9 Oct 1996 15:11:00 -0700
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 Here is a message from Ziv Gigus <ziv@argus>


IR's hardware was designed to support either 10 bit RGB (no A) or 12
bit RGBA.  It was never designed to support 10 bit RGBA and no future
flavour of IR ever will.

Due to bugs in imp8 it can not support 8 samples RGBA (12 bit).  It
does support 8 sample RGB (10 bit) which are advertised in all pixels
depths.

Finally, note that both on IR and RE we dither glSampleAlpha(...) over
4 pixels, so with N samples you get 4N + 1 levels.  This is done not
done for AlphaToMask, however.

Ziv


-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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To: prattd@stricom.army.mil
From: dstipe@indy3.gstone.com (Daniel Stipe)
Subject: Re: Terrain databases
Cc: info-performer@sgi.com, slakins@indy3.gstone.com,
        dshillcutt@indy3.gstone.com
Status: O

Dear Dave,

Where can I find out more about, or get my hands on a copy of, the S1000
read API?

Thanks,

Dan Stipe


>For the most part, that capability does not exist. There is a read a S1000 API
>but I don't think there is a write.
>  Dave
>_______________________________________________________________________________
>Subject: Terrain databases
>Author:  Kevin_E_Mueller@ccmail.orl.mmc.com
>Date:    10/1/96  16:02
>
>Does anyone in this community know of a database converter from
>Open Flight to S1000 format.
>
>Thanks Much!
>
>--
>
>Kevin Mueller                    E-mail: kevin_e_mueller@ccmail.orl.mmc.com
>
>Senior Software Engineer                               Desk: (407) 306-4455
>ADST II                                                 Fax: (407) 356-0427
>SAIC
>3045 Technology Parkway
>Orlando, FL  32826
>
>
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To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: Multiple reference to an object in a Database !!
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Status: O

>Hi guys :
>
>If we have a forest full of trees in the database, and all trees 
>being the same *.flt (tree.flt) file, is there a LOADER that doesn't
>load each tree.flt, instead creates instances from the first
>tree.flt that was loaded ??  

just load one of yours flt and then try the basic pfClone that allows you to 
share geometry and attributes.
======================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/   _/  
  _/  _/  _/        _/    _/   _/    _/    _/       _/_/_/   
 _/  _/  _/        _/     _/ _/     _/    _/       _/   _/  
 _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Ingeneer R&D   @  C&I Software 
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE 
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
     Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti 
========================================

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From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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Subject: Re: Only 4 multisamples on IR?
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		<9610081130.ZM8769@slack.shoreline-studios.com> 
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Status: O

Rob Jenkins wrote:
> 
> On Oct 9,  6:54pm, Orad Hi-Tec Systems wrote:
> ..snip..
Rob Jenkins wrote:
 
> The people who really want alpha are typically those wanting to blend gfx over
> video, where the gfx has transparency in ( eg virtual sets ). They want high
> quality multisampling too - Mmmmm. You can only get alpha with 12 bit visuals
> on iR, so if you can jiggle your vof such that you have 12 bits/comp RGBA with
> 4 multisamples ( 1280x1024 with 1RM I think ) there's an OpenGL extension to
> support accumulating two multisampled images hence increasing image quality. On
> iR you should be able to 2 pass render your scene in real-time. Especially if
> you hava a small ( video sized ) scene or more than one RM - Note 2RM boards
> you can acheive RGBA12, 4 multisamples up to 1920x1080. Playing with
> ircomine/glxinfo and all that is the clearest way to see this.

Even more, in a video application scenario, you can set tup a cmb that
manages less than 1280x1024 pixels, only large enough to contain a
video-sized window (720x576, 720x486), plus maybe some small GUI area.
The monitor channel(s) can still get 1280x1024 format (below which most will
blank) by using the DG4 bi-linear interpolator.

The suggestion about 2-pass rendering is usually NOT applicable for a strict
real-time application like virtual studios. It is true that you can pile RM6's,
but pretty quickly you'll get bounded by the geometry. You have to go through
all the geometry transformations, lighting, etc. again for the second pass.

You can't add more GE's,
and also the CPU->IO4->GE path will bottleneck first. Maybe not on the Onyx2...
Speaking about the Onyx2, is the iR pipeline there free of the 8-samples + alpha
problem?

Just a thought, if the GE kept the data it sends to the RM's (2D-triangles
with Z and RGBA per vertex) and re-send it for the second pass, the geometry
calculations will not be repeated. This will also
work for accumulation-buffer, multi-pass anti-aliasing since the jitter is in
screen-space.

Another thing. The two-pass rendering will get you better anti-aliasing results.
This is what it was designed for. Will it also help the multisampled transparency
(double the number of transparency levels)? I am not sure.

Moshe Nissim
Orad Hi-Tec Systems
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Date: Thu, 10 Oct 1996 09:39:28 +0300
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Remi Arnaud <remi@remi.asd.sgi.com>
CC: info-performer@remi.asd.sgi.com
Subject: Re: RGBA with 8 samples on IR
References: <9610091511.ZM26564@remi.asd.sgi.com>
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Remi Arnaud wrote:
> 
>  Here is a message from Ziv Gigus <ziv@argus>
> 
> IR's hardware was designed to support either 10 bit RGB (no A) or 12
> bit RGBA.  It was never designed to support 10 bit RGBA and no future
> flavour of IR ever will.
> 
WHY !?
As was mentioned, the alpha in the framebuffer is mostly needed by
applications in a video environment. Highest quality digital video
is 10 bits, never 12. (Also on the monitor side, it was mentioned that
the DACs dither to 10 bit). So what is really needed is 10 bit RGBA,
not 12 bit RGBA.

> Due to bugs in imp8 it can not support 8 samples RGBA (12 bit).  It
> does support 8 sample RGB (10 bit) which are advertised in all pixels
> depths.
> 
What is imp8 ?
Is it a ucode release? A hardware release?
a programmable-hardware release?
Is it now fixed? Is it in the process of being fixed?
How will customers get this fixed?

> Finally, note that both on IR and RE we dither glSampleAlpha(...) over
> 4 pixels, so with N samples you get 4N + 1 levels.  This is done not
> done for AlphaToMask, however.
> 

Is this a bug or a feature?

Moshe Nissim
Orad Hi-Tec Systems
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610101043.ZM12736@bitch.reading.sgi.com>
Date: Thu, 10 Oct 1996 10:43:46 +0100
In-Reply-To: Orad Hi-Tec Systems <orad_u@netvision.net.il>
        "Re: RGBA with 8 samples on IR" (Oct 10,  9:39am)
References: <9610091511.ZM26564@remi.asd.sgi.com> 
	<325C9A20.167E@netvision.net.il>
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To: Orad Hi-Tec Systems <orad_u@netvision.net.il>,
        Remi Arnaud <remi@remi.asd.sgi.com>
Subject: Re: RGBA with 8 samples on IR
Cc: info-performer@remi.asd.sgi.com
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On Oct 10,  9:39am, Orad Hi-Tec Systems wrote:
> Subject: Re: RGBA with 8 samples on IR
> Remi Arnaud wrote:
> >
> >  Here is a message from Ziv Gigus <ziv@argus>
> >
> > IR's hardware was designed to support either 10 bit RGB (no A) or 12
> > bit RGBA.  It was never designed to support 10 bit RGBA and no future
> > flavour of IR ever will.
> >
> WHY !?
> As was mentioned, the alpha in the framebuffer is mostly needed by
> applications in a video environment. Highest quality digital video
> is 10 bits, never 12. (Also on the monitor side, it was mentioned that
> the DACs dither to 10 bit). So what is really needed is 10 bit RGBA,
> not 12 bit RGBA.

But you may need more precision if you want to gamma correct before
the DACs which is exactly what you do on iR.

>
> > Due to bugs in imp8 it can not support 8 samples RGBA (12 bit).  It
> > does support 8 sample RGB (10 bit) which are advertised in all pixels
> > depths.
> >
> What is imp8 ?
> Is it a ucode release? A hardware release?
> a programmable-hardware release?
> Is it now fixed? Is it in the process of being fixed?
> How will customers get this fixed?

It's the ASIC on the RMs which processes the pixel operations, I think
there are 80 of them per RM.
A bug in this context will be with the design of the ASIC, not the software.

InfiniteReality in Onyx2 may have different imps so there
is some hope of doing this in the new architecture but I don't
have that information.

You can forget about doing this on your existing hardware. Use the
methods described in earlier posts. The Onyx iR was not advertised
as being cabable of doing this.

Cheers,
Angus.

>
> > Finally, note that both on IR and RE we dither glSampleAlpha(...) over
> > 4 pixels, so with N samples you get 4N + 1 levels.  This is done not
> > done for AlphaToMask, however.
> >
>
> Is this a bug or a feature?
>
> Moshe Nissim
> Orad Hi-Tec Systems
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Orad Hi-Tec Systems


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From guest  Thu Oct 10 03:51:29 1996
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199610101041.MAA20785@s00sn1.fel.tno.nl>
Subject: Re: Text inside a billboard
To: bgus@cts.com (Bob Gustafson)
Date: Thu, 10 Oct 1996 12:41:26 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <m0v6p3Y-00006zC@crash.cts.com> from "Bob Gustafson" at Sep 27, 96 07:23:00 pm
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Hi Curt,

> 	Is there a way to put text (pfText or pfString) in/on a billboard?
> 
> By doing this, I believe that the text will always be oriented properly for viewing.  Is this true?
> I guess I could load a textured representation of the string.  I have found very little in the way of 
> examples relating to billboards.  How does a texture get mapped onto a billboard?  Any help here would be 
> greatly appreciated.

Have you looked at the pfSprite objects.

Mario
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From guest  Thu Oct 10 06:29:21 1996
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Date: Thu, 10 Oct 1996 15:28:52 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199610102228.PAA07024@sirssg1.epfl.ch>
To: info-performer@sgi.com
Status: O


Hi Performers,

I have a lots of Inventor files that use the same textures,
the Inventor loader reloads these textures each time it sees
in IV_files and fills texture memories. the question is :

- Is there a way to avoid reloading the same textures ?

I am using Performer2.0 and Irix 5.3 on Onyx RE2.

Thanks in advance for your times and helps.


			Kind regards.

			   Tran


/-------------------------------------------------------/
|           TRAN                                        |
|           IDERALPE  Lausanne  SWITZERLAND             |
|           Email:   tran@sirssg1.epfl.ch               |
/-------------------------------------------------------/

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From: "Chris Thornborrow" <chris@avalon.manchester.sgi.com>
Message-Id: <9610101419.ZM9356@avalon.manchester.sgi.com>
Date: Thu, 10 Oct 1996 14:19:42 +0100
In-Reply-To: "Neil Phillips" <neil@biggles.reading.sgi.com>
        "Re: Texturing on MaxImpact" (Oct  9,  9:26am)
References: <9610071642.AA22032@leno.orl.mmc.com>  <3259DD22.7DE1@digital.net> 
	<9610081738.ZM1079@bitch.reading.sgi.com> 
	<9610090926.ZM1851@biggles.reading.sgi.com>
Organisation: Silicon Graphics
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To: "Neil Phillips" <neil@biggles.reading.sgi.com>,
        "Angus Dorbie" <dorbie@bitch.reading.sgi.com>,
        Dennis Pierce <dpierce@digital.net>,
        Lee Dixon <leed@iplmaster.orl.lmco.com>
Subject: Re: Texturing on MaxImpact
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On Oct 9,  9:26am, Neil Phillips wrote:
> Subject: Re: Texturing on MaxImpact
> On Oct 8,  5:38pm, Angus Dorbie wrote:
> > Subject: Re: Texturing on MaxImpact
> > Well said,
> >
> > these two issues seem to get raised together every time with IMPACT.
> >
> > Since you mentioned the amazing new O2, there's no danger of you using RM6
> > levels of framebuffer memory since the O2 won't Multisample but you can
> > still can line antialias or accumulate.
> >
> > O2 will use 32 bit or 16 bit pixels and you can select 16 or 32 bit Z.
> > If you don't have a truckload of RAM

Or you could render at 2000 x 2000 offscreen and then pump this through ICE and
get a filtered version down at screen resolution as a cheapish anti-aliasing
solution.

Chris.


-- 
-------------------------------------------------------------------------------
|Chris Thornborrow	email : chris@manchester.sgi.com                      |
|Silicon Graphics        tel   : +44 161 877 8801 ext 309                     |
|                                                                             |
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|Arthurian URL : http://reality.sgi.com/employees/chris_manchester/arthur.html|
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Date: Thu, 10 Oct 1996 14:47:26 +0300
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Angus Dorbie <dorbie@bitch.reading.sgi.com>
CC: Remi Arnaud <remi@remi.asd.sgi.com>, info-performer@remi.asd.sgi.com
Subject: Re: RGBA with 8 samples on IR
References: <9610091511.ZM26564@remi.asd.sgi.com> 
		<325C9A20.167E@netvision.net.il> <9610101043.ZM12736@bitch.reading.sgi.com>
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Angus Dorbie wrote:
> 
> On Oct 10,  9:39am, Orad Hi-Tec Systems wrote:
> > Subject: Re: RGBA with 8 samples on IR
> > Remi Arnaud wrote:
> > >
> > >  Here is a message from Ziv Gigus <ziv@argus>
> > >
> > > IR's hardware was designed to support either 10 bit RGB (no A) or 12
> > > bit RGBA.  It was never designed to support 10 bit RGBA and no future
> > > flavour of IR ever will.
> > >
> > WHY !?
> > As was mentioned, the alpha in the framebuffer is mostly needed by
> > applications in a video environment. Highest quality digital video
> > is 10 bits, never 12. (Also on the monitor side, it was mentioned that
> > the DACs dither to 10 bit). So what is really needed is 10 bit RGBA,
> > not 12 bit RGBA.
> 
> But you may need more precision if you want to gamma correct before
> the DACs which is exactly what you do on iR.
> 


Does the iR apply gamma tables on the Sirius channel (either
when it is independent or when it "steals" from another DG4 channel)?

Bye,
Moshe Nissim
Orad Hi-Tec Systems
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From: straussn@atc.boeing.com (Nick Strauss)
Message-Id: <9610101440.AA12759@atc.boeing.com>
To: info-performer@sgi.com
Subject: MultiGen OpenFlight V14.2g
Status: O

Hi all,

MultiGen distributes their loader OpenFlight V14.2g 
at www.multigen.com in object form only. Apparently,
they have hard-wired paths looking for environments
(libs and includes) that may or may not be there...

What to do?

......................................................................
Nicholas Strauss, Ph.D.                straussn@pgate.he.boeing.com
Military Technology                    (610)591-3351
MS P38-61                              FAX: x5636
Boeing Helicopters                    
PO 16858
Philadelpha, PA 19142
......................................................................
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Date: Thu, 10 Oct 1996 08:20:59 -0700
From: mtj@isdn-celeste.corp.sgi.com (Michael Jones)
Message-Id: <199610101520.IAA00753@isdn-celeste.corp.sgi.com>
To: info-performer@sgi.com
Subject: re: Performer S1000 support
Status: O

Dan Stipe (Hi Dan!) Asked:

:Where can I find out more about, or get my hands on a copy of, 
:the S1000 read API?

There is an S1000 loader that was developed by Texas Instruments on the
IRIS Performer 2.0 CD. Also, the printed and on-line versions of the
Programmer's Guide give the name and address of the contact point. Look
in the index.

Michael

Be seeing you,      Phone:415.390.1455  Fax:415.965.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311

"Competition is a by-product of productive work, not its goal.  A 
creative man is motivated by the desire to achieve, not by the desire 
to beat others." -Ayn Rand
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610100902.ZM14461@quid.csd.sgi.com>
Date: Thu, 10 Oct 1996 09:02:45 -0700
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: RGBA with 8 samples on IR" (Oct 10, 10:43am)
References: <9610091511.ZM26564@remi.asd.sgi.com> 
	<325C9A20.167E@netvision.net.il> 
	<9610101043.ZM12736@bitch.reading.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Orad Hi-Tec Systems <orad_u@netvision.net.il>,
        Remi Arnaud <remi@remi.asd.sgi.com>
Subject: Re: RGBA with 8 samples on IR
Cc: info-performer@remi.asd.sgi.com
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Status: O

As Angus pointed out previously, this is a HW issue. The Imp chips are
different on Onyx2 but apparently don't change this situation.

Cheers
Rob



-- 
________________________________________________________________
Rob Jenkins
Silicon Graphics
robj@csd.sgi.com
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Date: Thu, 10 Oct 1996 12:00:50 -0400
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199610101600.MAA05261@christine.cae.ca>
To: info-performer@sgi.com
Subject: acbuf and convolve on Infinite Reality?
Status: O


I would like to know if any of you have tried accumulation buffer
and convolution filter operations with the Infinite Reality using
the proper OpenGL extensions. I don't have access to an IR so basically
I want to make sure those two works before ordering one! 

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: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610100956.ZM16286@vaisyas.engr.multigen.com>
Date: Thu, 10 Oct 1996 09:56:21 -0700
In-Reply-To: "ram munjulur" <ram@ivex3d.com>
        "Multiple reference to an object in a Database !!" (Oct  9,  1:26pm)
References: <325BE055.6668@ivex3d.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Multiple reference to an object in a Database !!
Mime-Version: 1.0
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Status: O

On Oct 9,  1:26pm, ram munjulur wrote:
> Subject: Multiple reference to an object in a Database !!
> Hi guys :
>
> If we have a forest full of trees in the database, and all trees
> being the same *.flt (tree.flt) file, is there a LOADER that doesn't
> load each tree.flt, instead creates instances from the first
> tree.flt that was loaded ??

The OpenFlight loader already does instancing of external references in this
way.  The first external reference to a .flt file is remembered and
arrangements are made to correctly pfClone any subsequent references during the
_same_ invokation of pfdLoadFile_flt().

The only way a subsequent reference will be loaded from disk again is if the
referencing file overrides one or more of its palettes in a unique combination.

If you set your pfNotifyLevel to PFNFY_DEBUG, the loader will tell you when it
loads or references a file.

PS: It may appear that each instance is real because pfFlatten is called in the
loader by default (disable with pfdConverterMode( "flt", PFFLT_FLATTEN, FALSE
))

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: Harri Kaimio <harri.kaimio@yle.fi>
Organization: Finnish Broadcasting Company
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To: info-performer@sgi.com
Subject: Texture memory corruption
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Content-Transfer-Encoding: 7bit
Status: O

Hi all Performers!

This is probably my fault, I am just asking if someone would have a
hint...

In my application I am getting my texture memory corrupted when I move
to a different partof my scene hierarchy that has mostly different
textures. The problem clearly has something to do with texture loading,
since nothing weird happens if I start from the offending part of the
scene. I am running on Hing Impact with 4TRAM, IRIX 6.2 and Performer
2.1.

Questions:

1. Should Performer automatically unload textures from hardware tex
memory when all geometry that uses them is out of view/removed from
graph? I have an image billboard that changes from time to time, and
according to Performer statistics, the system starts paging textures
constantly after 5 or 6 texture changes (the texture is 256x256, 8 bit
per component)

2. Should Performer handle correctly situation where all textures don't
fit in HW tex memory?

If you have any other ideas about what could cause texture corruption, I
would be very happy  to hear of them.


-- 
-----------------------------------------------------------------
Harri Kaimio                    |             harri.kaimio@yle.fi
Computer Graphics Specialist    |   http://cartes.hut.fi/~hkaimio
Finnish Broadcasting Company    |          Tel. +358-40-50 67 679
TV Production Operations        |           Fax. +358-0-1480 4769
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Status: O

                      Subject:                              Time:  3:32 PM
  OFFICE MEMO         Performer List                        Date:  10/10/96

add

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9610102103.ZM13710@bitch.reading.sgi.com>
Date: Thu, 10 Oct 1996 21:03:02 +0100
In-Reply-To: Harri Kaimio <harri.kaimio@yle.fi>
        "Texture memory corruption" (Oct 10,  8:50pm)
References: <325D4589.2781@yle.fi>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Harri Kaimio <harri.kaimio@yle.fi>, info-performer@sgi.com
Subject: Re: Texture memory corruption
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 10,  8:50pm, Harri Kaimio wrote:
> Subject: Texture memory corruption
> Hi all Performers!
>
> This is probably my fault, I am just asking if someone would have a
> hint...
>
> In my application I am getting my texture memory corrupted when I move
> to a different partof my scene hierarchy that has mostly different
> textures. The problem clearly has something to do with texture loading,
> since nothing weird happens if I start from the offending part of the
> scene. I am running on Hing Impact with 4TRAM, IRIX 6.2 and Performer
> 2.1.
>
> Questions:
>
> 1. Should Performer automatically unload textures from hardware tex
> memory when all geometry that uses them is out of view/removed from
> graph? I have an image billboard that changes from time to time, and
> according to Performer statistics, the system starts paging textures
> constantly after 5 or 6 texture changes (the texture is 256x256, 8 bit
> per component)

No it doesn't. It sounds like you have exceeded texture memory capacity
so it starts paging. You could try explicitly paging the texture in your
code using sub texture loads as a workaround.

You describe texture paging but you don't seem to describe any corruption.
Is your problem just paging? If so then this is some sort of texture
fragmentation problem, it's not really fair to describe this as corruption.

It is easily possible that in your case the
different download order results in less efficient memory usage.

Guy Russell has rewritten the texture list & download utility to sort textures
for efficient use on IMPACT.

>
> 2. Should Performer handle correctly situation where all textures don't
> fit in HW tex memory?

Yes, but you should really thank OpenGL for this.

>
> If you have any other ideas about what could cause texture corruption, I
> would be very happy  to hear of them.

Texture memory corruption shouldn't happen.
If it does then it's most likely an OpenGL bug, check with your
local support office for the recommended patch list on IMPACT for
your OS.

>
>
> --
> -----------------------------------------------------------------
> Harri Kaimio                    |             harri.kaimio@yle.fi
> Computer Graphics Specialist    |   http://cartes.hut.fi/~hkaimio
> Finnish Broadcasting Company    |          Tel. +358-40-50 67 679
> TV Production Operations        |           Fax. +358-0-1480 4769
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Harri Kaimio


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Date: Thu, 10 Oct 1996 15:57:41 -0500
From: "Dee A. Chapman" <dchapman@ncsa.uiuc.edu>
Message-Id: <199610102057.PAA10804@eads.ncsa.uiuc.edu>
To: info-performer@sgi.com
Subject: Billboards
Cc: dchapman@ncsa.uiuc.edu
Status: O


Hi,

Can anyone tell me if it is possible to load a Inventor format
file as a billboard?  The Inventor file already has a texture
applied.  If this is possible, could you please provide a code
snippet of how to do it?

Thanks much in advance,
Dee
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From: scott@ht.com (Scott McMillan)
Message-Id: <199610102213.SAA04117@ir.ht.com>
Subject: pfCycleBuffers
To: info-performer@sgi.com
Date: Thu, 10 Oct 1996 18:13:01 -0400 (EDT)
X-Mailer: ELM [version 2.4 PL22]
Content-Type: text
Status: O


Somebody please tell me where I am going wrong....

My pass-through data (for frame accurate data passing from APP to DRAW) is
getting rather large and from what I understand it actually copies data from
one process to the next.  I would like to replace this with pfCycleBuffers,
but so far I have had no success.  I have read the examples in the man pages
and I assume I want to follow the libpf example (like in morph.C).  Here's
what I am doing:

Global variable:

      pfCycleBuffer *G_cbuf;


In APP, after pfConfig, pfMultiprocess, and pfInit and before the main loop:

      G_cbuf = new(pfGetSharedArena()) pfCycleBuffer(sizeof(myDataStruct));
      myDataStruct *curr_data = (myDataStruct *) G_cycle_buffer->getCurData();

      // initialize curr_data here

      G_cbuf->init(G_cycle_buffer->getData());


In APP, during main sim loop, just before pfFrame:

      curr_data = (myDataStruct *) G_cycle_buffer->getCurData();
      // update data here
      G_cycle_buffer->changed();


In DRAW callback:

      myDataStruct *draw_data (myDataStruct *) G_cycle_buffer->getCurData();
      // do something with the data here


When I run this, I get the following message and a core dump (bus error):

PF Notice:   Caught SIGCHLD. Exiting due to death of child with pid 4103.

And dbx reports the following:

PC value from core file (0x40d7f0) is not part of the program.
Assuming return register value (0x40d7f0) usable to locate PC.
Core from signal SIGBUS: Bus error
(dbx) where      
>  0 drawChannel(pfChannel*,void*)(0x1807b0d0, 0x0, 0x0, 0x3f800000) ["pfchannels.C":229, 0x40d7f0]
   1 pfChannel::pf_callDrawFunc(void)(0x181a62e0, 0x0, 0x0, 0x3f800000) ["../../../lib/libpf/pfChannel.C":1996, 0x5b33e04c]
   2 doDraw(pfChannel*,pfPipe*,int*)(0x181a62e0, 0x1807fdf0, 0x7fff28d4, 0x3f800000) ["../../../lib/libpf/pfProcess.C":4493, 0x5b379018]
   3 mpDraw(void)(0x0, 0x0, 0x0, 0x3f800000) ["../../../lib/libpf/pfProcess.C":4924, 0x5b37a16c]
   4 pfConfig(0x0, 0x1807ad00, 0x0, 0x3f800000) ["../../../lib/libpf/pfProcess.C":1765, 0x5b37264c]
   5 ::initializePerformer(void)(0x0, 0x0, 0x0, 0x3f800000) ["pfchannels.C":99, 0x40cecc]
   6 main(0x7fff2e98, 0x7fff2f04, 0x0, 0x3f800000) ["main.C":87, 0x409ae0]
   7 __istart() ["crt1tinit.s":13, 0x409740]


Line 229 in drawChannel() is the first line in the DRAW callback snippet above.

Also note: I have a 2 processor IR, I am using PFMP_APPCULL_DRAW,
	   and G_cbuf->getConfig() returns 4. (????)


As always, any help is greatly appreciated,
scott

-- 
  Scott McMillan  |       HT Medical, Inc.      | Developing virtual environ-
   scott@ht.com   |      http://www.ht.com      | ment medical and surgical
 Ph: 301-984-3706 | 6001 Montrose Rd., Ste. 902 | simulations and surgery
Fax: 301-984-2104 |     Rockville, MD 20852     | simulation creation tools.

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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
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Date: Thu, 10 Oct 1996 16:24:38 -0700
In-Reply-To: scott@ht.com (Scott McMillan)
        "pfCycleBuffers" (Oct 10,  6:13pm)
References: <199610102213.SAA04117@ir.ht.com>
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To: scott@ht.com (Scott McMillan), info-performer@sgi.com
Subject: Re: pfCycleBuffers
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Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 10,  6:13pm, Scott McMillan wrote:
> Subject: pfCycleBuffers
>
> Somebody please tell me where I am going wrong....
>
> My pass-through data (for frame accurate data passing from APP to DRAW) is
> getting rather large and from what I understand it actually copies data from
> one process to the next.  I would like to replace this with pfCycleBuffers,
> but so far I have had no success.  I have read the examples in the man pages
> and I assume I want to follow the libpf example (like in morph.C).  Here's
> what I am doing:
>
> Global variable:
>
>       pfCycleBuffer *G_cbuf;
>
>
> In APP, after pfConfig, pfMultiprocess, and pfInit and before the main loop:

 It maybe a typo, but here you declare G_cbuf,

>       G_cbuf = new(pfGetSharedArena()) pfCycleBuffer(sizeof(myDataStruct));

 And here, you use G_cycle_buffer ?

>       myDataStruct *curr_data = (myDataStruct *)
G_cycle_buffer->getCurData();
>
>       // initialize curr_data here
>
>       G_cbuf->init(G_cycle_buffer->getData());
>
>
> In APP, during main sim loop, just before pfFrame:
>
>       curr_data = (myDataStruct *) G_cycle_buffer->getCurData();
>       // update data here
>       G_cycle_buffer->changed();
>
>
> In DRAW callback:
>
>       myDataStruct *draw_data (myDataStruct *) G_cycle_buffer->getCurData();
>       // do something with the data here

 You cannot acces to G_cbuf from here, as the Draw process is forked BEFORE the
Cycle buffer is declared. So the G_cbuf is not initialized for DRAW.

>
> When I run this, I get the following message and a core dump (bus error):
>
> PF Notice:   Caught SIGCHLD. Exiting due to death of child with pid 4103.
>
> And dbx reports the following:
>
> PC value from core file (0x40d7f0) is not part of the program.
> Assuming return register value (0x40d7f0) usable to locate PC.
> Core from signal SIGBUS: Bus error
> (dbx) where
> >  0 drawChannel(pfChannel*,void*)(0x1807b0d0, 0x0, 0x0, 0x3f800000)
["pfchannels.C":229, 0x40d7f0]
>    1 pfChannel::pf_callDrawFunc(void)(0x181a62e0, 0x0, 0x0, 0x3f800000)
["../../../lib/libpf/pfChannel.C":1996, 0x5b33e04c]
>    2 doDraw(pfChannel*,pfPipe*,int*)(0x181a62e0, 0x1807fdf0, 0x7fff28d4,
0x3f800000) ["../../../lib/libpf/pfProcess.C":4493, 0x5b379018]
>    3 mpDraw(void)(0x0, 0x0, 0x0, 0x3f800000)
["../../../lib/libpf/pfProcess.C":4924, 0x5b37a16c]
>    4 pfConfig(0x0, 0x1807ad00, 0x0, 0x3f800000)
["../../../lib/libpf/pfProcess.C":1765, 0x5b37264c]
>    5 ::initializePerformer(void)(0x0, 0x0, 0x0, 0x3f800000)
["pfchannels.C":99, 0x40cecc]
>    6 main(0x7fff2e98, 0x7fff2f04, 0x0, 0x3f800000) ["main.C":87, 0x409ae0]
>    7 __istart() ["crt1tinit.s":13, 0x409740]
>
>
> Line 229 in drawChannel() is the first line in the DRAW callback snippet
above.

 Yes, And I bet G_cycle_buffer is NULL

> Also note: I have a 2 processor IR, I am using PFMP_APPCULL_DRAW,
> 	   and G_cbuf->getConfig() returns 4. (????)

 This is ok.

>
>
> As always, any help is greatly appreciated,
> scott

 To solve this problem, allocate a pointer to a pfCyclebuffer in shared memory,
before pfConfig. All processes will have a pointeur to a (pfCycleBuffer*) in
shared memory.

 -- Remi

-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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Sender: olivier@sgidev.mdc.com
Message-ID: <325D8610.59E2@sgidev.mdc.com>
Date: Thu, 10 Oct 1996 16:26:08 -0700
From: Olivier Schreiber <olivier@sgidev.mdc.com>
Organization: McDonnell Douglas
X-Mailer: Mozilla 3.0Gold (X11; I; IRIX 5.3 IP22)
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To: info-performer@sgi.com
Subject: how to make pfuGetGLXWin work
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

I tried a simple performer example to use
pfuGetGLXWin and I cannot get anything else
than a NULL pointer for the pfuGLXWindow
Would anybody know how to make this work? Thanks.

cc -g -c simple.c                                                 
cc -g -c xwin.c                                                 
export LIBOGL="-lGLU -lGL
-lXext"                                           
export SYSTEM_OPENGL="-lmld \
        -lmpc \
        -limage \
        ${LIBOGL} \
        -lXmu \
        -lX11 \
        -lXi\
        -lfpe \
        -lm \
        -lmalloc \
        -laudio \
        -lC"
cc -g simple.o xwin.o -lpf_ogl -lpfdu_ogl -lpfutil_ogl $SYSTEM_OPENGL
a.out cow.obj
Where the source files are simply:
$ rfind / simple.c
/usr/share/Performer/src/pguide/libpf/C/simple.c
$ rfind / xwin.c  
/usr/share/Performer/src/lib/libpfutil/xwin.c
$
with simple.c modified this way:
$ rcsdiff simple.c
===================================================================
RCS file: RCS/simple.c,v
retrieving revision 1.1
diff -r1.1 simple.c
58a59,60
> pfuGLXWindow *win;
> 
113a116,120
> 
> {
> pfuGetGLXWin(p, win);
> }
> 
$ 
$ 
-- 

Olivier Schreiber olivier@sgidev.mdc.com 310 593 9739 FAX 593 0296
CSSL, Military Transport Aircraft, McDonnell Douglas Corporation
Mail Code 41/56, 3855 Lakewood Blvd. Long Beach Ca. 90846-0001
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From: scott@@ht.com (Scott McMillan)
Message-Id: <199610111437.KAA00759@er.ht.com>
Subject: Re: pfCycleBuffers
To: remi@remi.asd.sgi.com (Remi Arnaud)
Date: Fri, 11 Oct 1996 10:37:01 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <9610101624.ZM10722@remi.asd.sgi.com> from "Remi Arnaud" at Oct 10, 96 04:24:38 pm
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Content-Type: text
Status: O


>  It maybe a typo, but here you declare G_cbuf,
>  And here, you use G_cycle_buffer ?

yep a typo...they are actually the same

> You cannot acces to G_cbuf from here, as the Draw process is forked BEFORE
> the Cycle buffer is declared. So the G_cbuf is not initialized for DRAW.
> 
>  Yes, And I bet G_cycle_buffer is NULL

yes again...I suspected this but why does the morph example work?  The cycle
buffer appears to be allocated after the pfConfig?

> To solve this problem, allocate a pointer to a pfCyclebuffer in shared
> memory, before pfConfig. All processes will have a pointeur to a
> (pfCycleBuffer*) in shared memory.

There's another point about my code (and the morph code) that I don't
understand...the pfCycleBuffer _pointer_ is not even in shared memory to
begin with.  The only difference between the morph code and mine is that my
G_cbuf is an extern variable.  Does this make a difference?

scott

-- 
  Scott McMillan  |       HT Medical, Inc.      | Developing virtual environ-
   scott@ht.com   |      http://www.ht.com      | ment medical and surgical
 Ph: 301-984-3706 | 6001 Montrose Rd., Ste. 902 | simulations and surgery
Fax: 301-984-2104 |     Rockville, MD 20852     | simulation creation tools.

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From: Ion Barosan <I.Barosan@urc.tue.nl>
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Subject: CAD/CAM design
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Dear Performer's guru,



I have to give a demo with Performer and I need some examples from
CAD/CAM design .
Does someone can provide me with some databases or executables (based on Performer)
from CAD/CAM world ?
I used Performer, but not for this kind of applications.



Any help will be appreciated,
Best regards,
  -Ion
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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9610111706.ZM1814@remi.asd.sgi.com>
Date: Fri, 11 Oct 1996 17:06:41 -0700
In-Reply-To: scott@@ht.com (Scott McMillan)
        "Re: pfCycleBuffers" (Oct 11, 10:37am)
References: <199610111437.KAA00759@er.ht.com>
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: scott@@ht.com (Scott McMillan)
Subject: Re: pfCycleBuffers
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

On Oct 11, 10:37am, Scott McMillan wrote:
> Subject: Re: pfCycleBuffers
>
> >  It maybe a typo, but here you declare G_cbuf,
> >  And here, you use G_cycle_buffer ?
>
> yep a typo...they are actually the same
>
> > You cannot acces to G_cbuf from here, as the Draw process is forked BEFORE
> > the Cycle buffer is declared. So the G_cbuf is not initialized for DRAW.
> >
> >  Yes, And I bet G_cycle_buffer is NULL
>
> yes again...I suspected this but why does the morph example work?  The cycle
> buffer appears to be allocated after the pfConfig?

 Yes, but it's allocated (and further used) in the APP process only.

> > To solve this problem, allocate a pointer to a pfCyclebuffer in shared
> > memory, before pfConfig. All processes will have a pointeur to a
> > (pfCycleBuffer*) in shared memory.
>
> There's another point about my code (and the morph code) that I don't
> understand...the pfCycleBuffer _pointer_ is not even in shared memory to
> begin with.  The only difference between the morph code and mine is that my
> G_cbuf is an extern variable.  Does this make a difference?

 I don't see any difference:
 in morph.c, cbuf is declared as a global too.

 -- Remi

-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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From: Christopher R Volpe <volpe@ash.crd.ge.com>
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Status: O

Hi folks-
  Does anyone know where I can find tank and/or helicopter models in a
format that Performer can read, preferably OpenFlight? Also, if any of
these models contain articulated parts (tank turrets, etc), how does one
find the pfDCS for those parts within the tree returned by the loader?

thanks,
Chris
--

Chris Volpe			Phone: (518) 387-7766 
GE Corporate R&D		Fax:   (518) 387-6560
PO Box 8 			Email: volpecr@crd.ge.com
Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
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Date: Sat, 12 Oct 1996 16:55:43 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Christopher R Volpe <volpe@ash.crd.ge.com>
cc: info-performer@sgi.com
Subject: Re: moving models 
In-Reply-To: <325E6BFF.14EF@ash.crd.ge.com>
Message-ID: <Pine.SOL.3.94.961012164649.19278A-100000@calvay.dcs.ed.ac.uk>
Organisation: Department of Computer Science - University of Edinburgh
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> Does anyone know where I can find tank and/or helicopter models in a
> format that Performer can read, preferably OpenFlight? Also, if any of
> these models contain articulated parts (tank turrets, etc),

There are a number of repositories which hold objects in various formats.
One of the best sources would be the Avalon site which is now maintained
by Viewpoint DataLabs. Take a look at:

	http://avalon.viewpoint.com/

They have a good collection of military vehicles and aircraft, mostly in
OBJ or 3DS format which Performer should be able to handle okay. Although
I don't know for sure, I would imagine that these are just plain
geometries and I doubt that they will have any articulated parts.

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: Sat, 12 Oct 1996 13:48:07 -0400
To: Christopher R Volpe <volpe@ash.crd.ge.com>
From: "Sandeep S. Mulgund" <ssm@crasun.cra.com>
Subject: Re: moving models
Cc: info-performer@sgi.com
Status: O

>Hi folks-
>  Does anyone know where I can find tank and/or helicopter models in a
>format that Performer can read, preferably OpenFlight? Also, if any of
>these models contain articulated parts (tank turrets, etc), how does one
>find the pfDCS for those parts within the tree returned by the loader?

The Performer 2.0 CD comes with several OpenFlight models, as part of the
Hunter-Liggett terrain database.  The HL database contains numerous
aircraft, helicopters, tanks, etc., that are stored on disk as single
entities (e.g., tank body and turret together, no articulation), and
separate files (one each for the tank body, turret, and gun).  What you
could do is load in the separate pieces into individual pfNodes, and
construct your own pfDCSs to combine them.  I did the latter, and it works
just fine.  Unfortunately, the filenames are rather non-descriptive, so
you'll have to do a lot of experimentation with perfly to find what you're
looking for.

Good luck,

Sandeep


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Date: Sun, 13 Oct 1996 14:22:32 -0700
From: graham@beast.asd.sgi.com (Graham)
Message-Id: <9610131422.ZM28907@beast.asd.sgi.com>
In-Reply-To: Christopher R Volpe <volpe@ash.crd.ge.com>
        "moving models" (Oct 11, 11:47am)
References: <325E6BFF.14EF@ash.crd.ge.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Christopher R Volpe <volpe@ash.crd.ge.com>
Subject: Re: moving models
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Like other folks, I'd recommend viewpoint datalabs, further for articulating
parts I'd ask about models that comply with "the warbreaker entity spec", these
are DIS ready modes where we care about articulated parts,  I doubt whether any
of these are available for free but my past experience has shown these models
to be superior and an absolute bargain when compared with traditional models.
 Further questions I'd recommend Barlow Blake at Viewpoint 1-800-DATASET.

Grambo



On Oct 11, 11:47am, Christopher R Volpe wrote:
> Subject: moving models
> Hi folks-
>   Does anyone know where I can find tank and/or helicopter models in a
> format that Performer can read, preferably OpenFlight? Also, if any of
> these models contain articulated parts (tank turrets, etc), how does one
> find the pfDCS for those parts within the tree returned by the loader?
>
> thanks,
> Chris
> --
>
> Chris Volpe			Phone: (518) 387-7766
> GE Corporate R&D		Fax:   (518) 387-6560
> PO Box 8 			Email: volpecr@crd.ge.com
> Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Christopher R Volpe



-- 
----------------------------------------------------------------------
Graham (Grambo) Beasley		Silicon Graphics, Inc.
MTS (Simulator Guy)		(415) 933-5420		graham@sgi.com
----------------------------------------------------------------------

The opinions expressed above are expressly those of the author, in no way
representative of those of SGI, ASD, APP eng, the country he is exiled from,
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Anybody ever run across a model of the earth created using
DMA vector shoreline data?


-- 
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 Sam Watters                     | phone: 612-893-3611
 Systems Application Engineer    | vmail: 800-326-1020 x57912
 Silicon Graphics, Inc.          | email: watters@minneapolis.sgi.com
 5601 Green Valley Dr.           |
 Bloomington, MN  55437          |
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From: "Matsumura Makoto" <matumura@matsumura.nsg.sgi.com>
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Subject: glRasterPos* in perfly??
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Status: O

Hi!

I'd like to image mapping in perfly. i.e. draw background and render the
scene near to the eye point. 

I insert the following code in "localPreDraw in perfly.C "

I expect the raster position is set as (0.0, 0.0, 0.0, 1.0) and it is VALID.

I run the perfly (perfly -W 300) with this piece of code and get:
Current Raster Position 0.000000, 0.000000, 0.000000, 1.000000, 1

== After pressing "g" key:
PF Notice/Usage:               OpenGL Error 0x504 - stack underflow
Current Raster Position 0.000000, 0.000000, 0.000000, 1.000000, 1


Is anything wrong with the code? way of doing this?

Thanks In Advance

best regards,
==========  Code : localPreDraw in perfly.C ===============

    {
      float rp[4];
      GLboolean vf;

      glMatrixMode( GL_PROJECTION );
      glPushMatrix();
      glLoadIdentity();
      glOrtho( 0.0, 1.0, 0.0, 1.0,0.0,1.0);
      glMatrixMode( GL_MODELVIEW );
      glPushMatrix();
      glLoadIdentity();

      glRasterPos4f( 0.0, 0.0, 0.0, 1.0);

      glGetFloatv( GL_CURRENT_RASTER_POSITION , rp );
      glGetBooleanv( GL_CURRENT_RASTER_POSITION_VALID , &vf  );
      printf("Current Raster Position %f, %f, %f, %f, %d\n",
           rp[0], rp[1], rp[2], rp[3],vf);
/***
    glDrawBuffer( GL_BACK );
    glDrawPixels(xs,ys, GL_RGBA, GL_UNSIGNED_BYTE,
                 color_buffer_image);
***/
      glMatrixMode( GL_MODELVIEW );
      glPopMatrix();
      glMatrixMode( GL_PROJECTION );
      glPopMatrix();
    }

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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: moving models 
Date: Mon, 14 Oct 1996 08:09:34 GMT
Organization: Pera
Message-ID: <3261f373.2028382@post.demon.co.uk>
References: <325E6BFF.14EF@ash.crd.ge.com>
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On Fri, 11 Oct 1996 11:47:11 -0400, you wrote:
>Hi folks-
> <snip>
>Also, if any of
>these models contain articulated parts (tank turrets, etc), how does one
>find the pfDCS for those parts within the tree returned by the loader?

Assuming you know the name of the DCS node created (I believe the flt
loader uses the first seven (or eight?) characters of the flt node
name) then you can use (performer 2):

pfFindNode(node, "dcsname", pfGetDCSClassType());

where node is the root of the tree returned by the loader.

Regards.

Mark.
--=20
Mark Baranowski at work (baranowski@marklynn.demon.co.uk)
Pera, VR Division. Melton Mowbray, Leicestershire. UK.
Tel: +44 1664 501501, Fax: +44 1664 501553
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From guest  Mon Oct 14 05:07:53 1996
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199610141158.NAA23104@s00sn1.fel.tno.nl>
Subject: Re: glRasterPos* in perfly??
To: matumura@matsumura.nsg.sgi.com (Matsumura Makoto)
Date: Mon, 14 Oct 1996 13:58:15 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <9610141349.ZM28808@matsumura.nsg.sgi.com> from "Matsumura Makoto" at Oct 14, 96 01:49:31 pm
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> == After pressing "g" key:
> PF Notice/Usage:               OpenGL Error 0x504 - stack underflow
> Current Raster Position 0.000000, 0.000000, 0.000000, 1.000000, 1
> 
> 
> Is anything wrong with the code? way of doing this?

You forget to restore the original Matrix Mode that was when entering the
local Predraw. Use glGetIntegerv(GL_MATRIXMODE), or so, to get this setting
and call glMatrixMode(prevValue) when leaving the function.
I don't know if this will solve your problem but performer might
have trouble when it's not restored to the right state.

Mario
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Date: Mon, 14 Oct 1996 14:25:55 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: Billboards
X-Mailer: <PC Eudora Version 1.4>
Status: O

>Can anyone tell me if it is possible to load a Inventor format
>file as a billboard?  The Inventor file already has a texture
>applied.  If this is possible, could you please provide a code
>snippet of how to do it?
yes , this should work :
when you retrieve your pfNode with the pfLoadFile, use a cast to redirect 
this node in a Billboard.
mybill=(pfBillboard)pfLoadFile("billboard.iv");
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/  
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Ingeneer R&D  -   C&I Software 
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE 
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
  Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti 
=================================================================
                          \\\|||///
                         \\  - -  //
                          (  @ @  )
       +----------------oOOo-(_)-oOOo----------------------+
       | " We don't inherit the world from our ancestors,  |
       |      it's only a loan from our children ."        |
       |             Antoine de Saint Exupery.             |
       +-------------------------Oooo----------------------+
                         oooO   (   )
                        (   )    ) /
                         \ (    (_/
                          \_)

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From guest  Mon Oct 14 06:59:39 1996
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Date: Mon, 14 Oct 1996 09:02:29 -0500
From: Jimmy Moore <moore@axpc.rdbewss.redstone.army.mil>
Subject: concave polygons in performer
To: info-performer@SGI.com
Message-id: <9610140902.ZM16678@onyxd.rdbewss.redstone.army.mil>
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Status: O

I have a database with thousands of polygons and I am getting a warning that
the loader cannot decompose on of the polygons.  All of my polygons are 3 or 4
sided and I have tried searching for concave polygons in MultiGen but I have
not been able to find it.

Is there some way that I can configure the debug mode to return the polygon id
so that I can find the polygon while running perfly?

I am currently running Performer 2.0 with the MultiGen OpenFlight loader R14.2a
on an Infinite Reality machine.

Thanks,

-- 

-- 
Jimmy Moore			"Virtually recreating the world."	
Engineer
Computer Sciences Corporation	

moore@axpc.rdbewss.redstone.army.mil
phone: (205) 842-0038
fax: (205) 842-0969
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From guest  Mon Oct 14 07:39:14 1996
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From: "Chris Ege" <cege@amber.rec.ri.cmu.edu>
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Date: Mon, 14 Oct 1996 10:37:38 -0400
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Subject: Dynamic Video Resolution
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Status: O

We've heard about using dynamic video resolution (DVR) for Performer 2.1 and
the Infinite Reality Engine.  It is a method of generating less pixels for a
frame when processing the frame is more difficult and more pixels when
processing is easy so that you can maintain a high frame rate.  What we are
looking for is some sample code that illustrates how to use the functions that
do DVR.  If someone could give us some sample code it would be very much
appreciated.

Thank you,

-- 
Chris Ege
SIMLAB, Robotics Engineering Consortium, Carnegie Mellon University
TEL: (412) 681-7125 
send replies to cege@cs.cmu.edu
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From guest  Mon Oct 14 09:38:47 1996
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Date: Mon, 14 Oct 1996 09:36:36 -0700
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Status: O

Chris Ege wrote:

|We've heard about using dynamic video resolution (DVR) for Performer 2.1 and
|the Infinite Reality Engine.  It is a method of generating less pixels for a
|frame when processing the frame is more difficult and more pixels when
|processing is easy so that you can maintain a high frame rate.  What we are
|looking for is some sample code that illustrates how to use the functions that
|do DVR.  If someone could give us some sample code it would be very much
|appreciated.

Here's some email that I sent out this weekend to a newsgroup answering
the same question. Funny, that I suggested the newsgroup poster ask his
question here on the mailing list ;-)

Michael Jones wrote:
> 
> Ed asks how to enable and direct the InfiniteReality graphics
> system's ability to render images at a chosen size and perform
> a smooth zoom back up to video resolution. This is quite handy
> for managing pixel-fill overload situations.
> 
> In article <53plii$vd@newsbf02.news.aol.com>, edlantz@aol.com writes:
> > We are projecting three edge-blended video images onto a very wide
> > field-of-view display from a single pipe RE3 with 4 R10000's and 4 RM's
> > running Performer 2.1.  Even with extensive optimizations we occasionally
> > get dropped frames which cause discontinuities in the "optic flow."  We
> > would rather loose resolution than make everyone sick.  I have seen demo's
> > of "Dynamic Video Resolution," but can't seem to locate any detailed
> > explanation.  Anyone know how to implement DVR?
> 
> It's easy, so you'll have plenty of time to do it before your exhibit
> opens. Here is my advice:
> 
> 1. Subscribe to info-performer, the IRIS Performer mailing list. There
>    are about 800 people who exchange 5-10 ideas/tips/suggestions there
>    each day. The development team answers these questions (unless they
>    get answered by users before we get a chance ;-) Send email to the
>    address "info-performer-request" saying that you want to be added.
>    If you'd asked the question there, you'd have gotten answers even
>    sooner.
> 
> 2. Type "man performer" and look for "Dynamic Video Resolution". It is
>    true that this 92-page "man-page" is a bit long, but it does have a
>    sense of completeness that can be very helpful.
> 
>    From page 20:
>    pfPipeVideoChannel C++ API
>      The pfPipeVideoChannel capability is used to direct the output of
>      pfChannels to different video outputs. A pfPipeVideoChannel is
>      created from a pfPipe and can only be used to manage video
>      channels on the graphics pipeline managed by the parent pfPipe.
>      They are similar to pfVideoChannels but are tracked and
>      maintained by libpf and are needed by libpf to draw pfChannels.
> 
>    From page 58:
>    pfVideoChannel C++ API
>      Each pfVideoChannel provides the capability to query and control
>      the state and output area of a hardware video channel. This
>      support is provided via the XSGIvc video control X extension for
>      Silicon Graphics platforms. This is the mechanism through which
>      dynamic video resolution and other video hardware features are
>      managed.
> 
> 3. Type "man pfPipeVideoChannel" and "man pfVideoChannel" to learn all
>    the details of DVR control.
> 
> 4. Type "insight" (if you installed the online books) and search for
>    pfPipeVideoChannel, pfVideoChannel, or "Dynamic Video Resolution"
>    in the index.
> 
> 5. Take a look at the "perfly" source code (C or C++) for an example
>    of how to manage DVR. When the IRIS Performer 2.1 perfly is run
>    on an InfiniteReality or Reality system, it enable the use of the
>    keyboard arrow keys to control DVR scaling in 4-pixel increments
>    from full screen (1:1) down to 320x320 or so. Enable the stats
>    ("s" key) to have the "rendered .vs displayed" dimensions shown
>    on the status line, and press "I" (upper case I) to have a red
>    box showing the rendered size superimposed on the screen. This is
>    what we showed at the Friends of Performer talk at SIGGRAPH.
> 
> 6. Alternate approach (outside of IRIS Performer) is to investigate
>    the lower-level system calls that Performer uses to control the
>    DVR capability. Type "man xsgivc" for this information.
> 
> > This exhibit is supposed
> > to open at the Carnegie Science Center in Pittsburgh this month, so
> > specifics or code examples would be greatly appreciated.  As always,
> > thanks a million.
> >
> > Ed Lantz
> > Spitz, Inc.
> > edlantz@aol.com
> 
> An additional point: Once you know *how* to control DVR, you need to
> know *when* to do so. One choice is to simply fix the rendered size
> to be small enough that overload never happens. The other route is
> to use DVR as a "resolution bellows" that swings the scale factor
> between 1:1 in normal cases and zooms up as much as is required to
> avoid short-term dynamnic overload problems. If you go for this
> more elaborate route, be sure to read about IRIS Performer's high
> precision "Pipeline Instrumentation" notions in the statistics
> section of the programming guide. You need to be able to separate
> the pixel fill time from the geometry processing time to control
> this properly, and the advanced stats are the key to making it
> work well.
> 
> Be seeing you,      Phone:415.390.1455  Fax:415.965.2658 M/S:8U-590
> Michael T. Jones    Silicon Graphics, Advanced Graphics Division
> mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
> 
> "Competition is a by-product of productive work, not its goal.  A
> creative man is motivated by the desire to achieve, not by the desire
> to beat others." -Ayn Rand

-- 

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: "Dewey Anderson" <dewey@evt.com>
Message-Id: <9610141239.ZM2863@snowmass>
Date: Mon, 14 Oct 1996 12:39:28 -0700
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.com
Subject: Alpha in textures
Mime-Version: 1.0
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Status: O


Let's say I take a rectangle and texture map solid white onto it with a 50%
alpha value.  (I think this also applies to just coloring the rectangle, but my
particular application is texturing.)  When I look at the alpha signal out on
our High Impact (connecting a monitor to the alpha spigot) the alpha looks
considerably lower than 50%.  It's as if the alpha value is applied not only to
the r,g,b values but to the alpha value itself.

If this is so, the reasoning escapes me.  That sounds to me like buying
something for $1000 and being told the tax rate is 10%.  So the salesman
multiplies 10% times $1000 and says "The tax is $100".  And THEN he multiplies
10% times 10% and says "The tax rate is 1%."  It makes no sense to do that 2nd
multiplication.

Similarly, if I have a color of r=1, g=1 and b=1 and the alpha value is 50%, I
take 50% and mulitply it times the color and get r=0.5, g=0.5 and b=0.5.  I
don't then want to multiply 50% by 50% and say "The alpha value is 25%."

Anyway, is there some way to make this not happen?  (Perhaps this is more of an
OpenGL issue.  Can Performer control this aspect of OpenGL?)

(Also, I recognize that while in MY application this behavior makes no sense,
it might in others.  I'd be interested in hearing an explanation of why this
might be a good thing to do.)

Dewey Anderson
dewey@evt.com
Evolving Video Technologies

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From guest  Mon Oct 14 14:17:16 1996
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Message-ID: <n1366808938.78672@esplt14m-s.grumman.com>
Date: 14 Oct 1996 17:18:09 -0400
From: "Shawn Soeder" <shawn_soeder@esplt14m-s.grumman.com>
Subject: z-buffer values in ortho pr
To: "info-performer" <info-performer@sgi.com>
X-Mailer: Mail*Link SMTP-QM 3.0.2
Status: O

Performers,

I am reading the z-buffer values in ortho projection, but I do not understand
the results.  My understanding is that for ortho projection, the z-buffer
values are scaled linearly with distance.  I am using a Onyx/RE2, Performer
2.0, Irix 5.3 and Iris GL.

I thought that if my near clipping plane is at 8000 and my far clipping plane
is at 12000 and my object is at 10000, then my z-buffer value should be
(2^24)/2 or 7fffff.  This is not the case, and I get numbers more like ffbff0.

Is the z-buffer scaled non-linearly in ortho projection (like perspective
projection), or am I doing something else wrong?  If it is scaled
non-linearly, does anyone know the algorithm?

Thanks,
Shawn

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From guest  Mon Oct 14 15:30:25 1996
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610141532.ZM23208@vaisyas.engr.multigen.com>
Date: Mon, 14 Oct 1996 15:32:43 -0700
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Re: moving models" (Oct 14,  8:09am)
References: <325E6BFF.14EF@ash.crd.ge.com>  <3261f373.2028382@post.demon.co.uk>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: moving models
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 14,  8:09am, Mark Baranowski wrote:
> Subject: Re: moving models
> On Fri, 11 Oct 1996 11:47:11 -0400, you wrote:
> >Hi folks-
> > <snip>
> >Also, if any of
> >these models contain articulated parts (tank turrets, etc), how does one
> >find the pfDCS for those parts within the tree returned by the loader?
>
> Assuming you know the name of the DCS node created (I believe the flt
> loader uses the first seven (or eight?) characters of the flt node
> name) then you can use (performer 2):

By default, the OpenFlight loader uses bead short id's which are seven
characters, plus a <nil>, to name pfNodes.  There's a loader mode to use bead
long id's, PFFLT_USELONGIDS, but the good old loader callback still uses the
short id's.  I plan (for Performer 2.2) to revamp the loader's callback to use
long id's and to add discrete callbacks for the different nodes types.  Submit
your RFE's now! ;-)

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 guest  Mon Oct 14 15:42:48 1996
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610141544.ZM23215@vaisyas.engr.multigen.com>
Date: Mon, 14 Oct 1996 15:44:38 -0700
In-Reply-To: Jimmy Moore <moore@axpc.rdbewss.redstone.army.mil>
        "concave polygons in performer" (Oct 14,  9:02am)
References: <9610140902.ZM16678@onyxd.rdbewss.redstone.army.mil>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: concave polygons in performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 14,  9:02am, Jimmy Moore wrote:
> Subject: concave polygons in performer
> I have a database with thousands of polygons and I am getting a warning that
> the loader cannot decompose on of the polygons.

This warning is coming from the pfdGeoBuilder().  It has different limitations
on its tesselatation then MultiGen does.

> All of my polygons are 3 or 4
> sided and I have tried searching for concave polygons in MultiGen but I have
> not been able to find it.

It's probably a 4 sided polygon that's not coplaner.  Typically these polygons
occur in the walls of areal culture (tree blocks) where there's a change in
direction or the wall in conjunction with a change in slope of the terrain.

In MultiGen, search for faces with 4 or more vertices and choose isolate
select. Next, check all those faces for coplanerity with zero (epsilon)
tolerance.  Triangulate the faces that fail the test.

> Is there some way that I can configure the debug mode to return the polygon
id
> so that I can find the polygon while running perfly?

Nope.  The pfdGeoBuilder doesn't give a loader any feedback wrt this failure,
other than the pfNotigy and the pfdGeom structure doesn't have a name field.

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 guest  Tue Oct 15 07:47:15 1996
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From: "Angus Henderson" <angus@despair.paradigmsim.com>
Message-Id: <9610150945.ZM24748@despair.paradigmsim.com>
Date: Tue, 15 Oct 1996 09:45:08 -0500
In-Reply-To: "Marcus Barnes" <marcus@multigen.com>
        "Re: concave polygons in performer" (Oct 14,  3:44pm)
References: <9610140902.ZM16678@onyxd.rdbewss.redstone.army.mil> 
	<9610141544.ZM23215@vaisyas.engr.multigen.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: concave polygons in performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

>It's probably a 4 sided polygon that's not coplaner.

It must be not coplanar and not convex. You should have bought a Megatek. They
could render any old twisted thing - all the good it did them.
( Now mtj's gonna say "oh yes, a Star could do that too!" )

ANgus
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From guest  Tue Oct 15 08:18:50 1996
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Message-ID: <3263AB75.41C6@intersim.co.uk>
Date: Tue, 15 Oct 1996 14:19:17 -0100
From: John Wintle <modellers@intersim.co.uk>
Organization: Intersim Limited
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To: Performer Group Submissions <info-performer@sgi.com>
Subject: Occulting problems with polygon subfaces in Performer
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

Help Performer people,

We are currently using ModelGen/Multigen II to create databases for use
in Performer 2.0. The problem that we have is that subfaces (polygons
attached to polygons) do occult properly. The child polygon is in the
same plane as the parent, but still occasionally seems to get occulted
by it. The subfaces also occult 3d items in the database, which are not
attached to the parent polygon, i.e. a building on top of a concrete
base.
   We are using Performer 2.0 on High Impact machines with Irix6.2, and
we get the same problem whether we use our own app or perfly.

Does anyone have any idea what is going wrong here.

-- 

Regards,

John Wintle,
Principal Visual Modeller,
Intersim Limited, Units 7-8, Thorgate Road, Littlehampton. Sussex. UK
Tel: +44 (0)1903 733428
Fax: +44 (0)1903 730246
email: modellers@intersim.co.uk

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From: "Daniela Rainer" <rus3d@viserv.rus.uni-stuttgart.de>
Message-Id: <9610151729.ZM21801@viserv.rus.uni-stuttgart.de>
Date: Tue, 15 Oct 1996 17:29:21 +0000
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Organization: Visualization Group Comp.Center (RUS) U of Stuttgart, FRG
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To: info-performer@sgi.com
Subject: Headtracking with the screen (not HMD) as projection plane
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

This is not a Performer question, but perhaps someone can give me a hint:

What is the best projection for headtracking (with a ultrasonic or magnetic
tracker) with the workstation or other screen as projection plane?

I tried two ways:

1. Way

Off axis projection (asymmetric frustum) with the frustum defined by a near
plane parallel to the screen:


 .------------------------------. far
   .                           .
     .	                      .
       ---------------------- screen
	.                   .
	  .	           .
	    .    l      r .				l...left
              .------|---.  near			r...right
                .    |  .
	          .  | .
                    .|.
                    eye = tracker position


The problem is, that objects are distorted.

2. Way:

With an on axis projection (symmetric frustum) the objects look ok but if you
move the head, it looks as they are moving.


Thanks for any answers
Regards
Daniela

-- 
-------------------------------------------------------------------------
Daniela Rainer                       | email: rainer@rus.uni-stuttgart.de
Rechenzentrum Uni Stuttgart (RUS)    | Tel:   +49 (0) 711 685 5970	
Allmandring 30a, 70550 Stuttgart     | Fax:   +49 (0) 711 678 7672
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610150936.ZM24241@vaisyas.engr.multigen.com>
Date: Tue, 15 Oct 1996 09:36:32 -0700
In-Reply-To: "Angus Henderson" <angus@despair.paradigmsim.com>
        "Re: concave polygons in performer" (Oct 15,  9:45am)
References: <9610140902.ZM16678@onyxd.rdbewss.redstone.army.mil> 
	<9610141544.ZM23215@vaisyas.engr.multigen.com> 
	<9610150945.ZM24748@despair.paradigmsim.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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Subject: Re: concave polygons in performer
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On Oct 15,  9:45am, Angus Henderson wrote:
> Subject: Re: concave polygons in performer
> >It's probably a 4 sided polygon that's not coplaner.
>
> It must be not coplanar and not convex.

Not exactly.  In the several cases that I've seen, they have always been 4
sided, non-coplaner (wrt Z axis) polygons.  It's simply a case where
pfdGeoBuilder's triangulation fails.  Both IRISGL and OpenGL (and hence
MultiGen) can directly render the original quad.  As I recall they were always
trapazoidal too.

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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From: mtj@babar.asd.sgi.com (Michael T. Jones)
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In-Reply-To: "Angus Henderson" <angus@despair.paradigmsim.com>
        "Re: concave polygons in performer" (Oct 15,  9:45am)
References: <9610140902.ZM16678@onyxd.rdbewss.redstone.army.mil> 
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To: "Angus Henderson" <angus@despair.paradigmsim.com>, info-performer@sgi.com
Subject: Re: concave polygons in performer
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On Oct 15,  9:45am, Angus Henderson wrote:
> Subject: Re: concave polygons in performer
> >It's probably a 4 sided polygon that's not coplaner.
>
> It must be not coplanar and not convex. You should have bought a Megatek.
They
> could render any old twisted thing - all the good it did them.
> ( Now mtj's gonna say "oh yes, a Star could do that too!" )

Well, as a matter of fact, the Graphicon 2000 did an ok job
on such things. It could render quads directly since it had four
edge evaluators that gave a thumbs-up/thumbs-down signal for all
the pixels inside the bounding box.

Rendering bow-ties (the phrase for such quads) is not really a
virtue in many cases:

 1. you know that it's bad when you're loading it so why not
    deal with it then rather than at the 11M/sec part of the
    graphics pipeline.

 2. color, lighting, clipping, and other such interpolation
    related issues are almost sure to be inconsistently done
    on any machine that renders more than 3-sided polygons
    directly.

 3. intersection results are going to give inconsistent normals
    anywhere "in" the non-planar quad. This is the same as #2,
    but it's generally host-based rather than in the pipeline.

My view on this is that points, lines, and triangles are not
only all that you need -- they're all that you want!


Michael
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     Ah, yes, the old z-fighting problem with coplanar polygons.  On pure 
     z-buffer systems (i.e. SGI's), roundoff errors in the rasterization 
     process can cause subface pixels to be "behind" the parent face.  
     Either elevate the subface slightly, use pfLayers, or don't use 
     subfaces.  The OpenFlight loader will create pfLayers for you, and by 
     using pfdConverterMode_flt(), you can control the type of rendering it 
     uses.  Check the pfLayer man page and the OpenFlight loader docs for 
     more info.
     
     
     Don Tidrow
     Visual Simulation Developer
     US Army TACOM


______________________________ Reply Separator _________________________________
Subject: Occulting problems with polygon subfaces in Performer
Author:  John Wintle <modellers@intersim.co.uk> at TWLAN-SMTP
Date:    10/15/96 2:19 PM


Help Performer people,

We are currently using ModelGen/Multigen II to create databases for use
in Performer 2.0. The problem that we have is that subfaces (polygons
attached to polygons) do occult properly. The child polygon is in the
same plane as the parent, but still occasionally seems to get occulted
by it. The subfaces also occult 3d items in the database, which are not
attached to the parent polygon, i.e. a building on top of a concrete
base.
   We are using Performer 2.0 on High Impact machines with Irix6.2, and
we get the same problem whether we use our own app or perfly.

Does anyone have any idea what is going wrong here.

-- 

Regards,

John Wintle,
Principal Visual Modeller,
Intersim Limited, Units 7-8, Thorgate Road, Littlehampton. Sussex. UK
Tel: +44 (0)1903 733428
Fax: +44 (0)1903 730246
email: modellers@intersim.co.uk

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Date: Tue, 15 Oct 96 15:54:33 EDT
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Hello:

I want to see the inside of an object.  When I turn face culling off...
	pfCullFace(PFCF_OFF);
...the faces appear black from the inside and properly colored on the 
outside.  Does anyone know how to make the inside faces appear colored just 
as the outside faces are colored.


Dave Heskamp


Lockheed Martin	Tactical Defense Systems	
1210 Massillon Road			
Akron, Ohio 44315-0001		
	
phone: (330) 796 - 5383
fax:   (330) 796 - 7009
email: david.heskamp@lmco.com

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From: Olivier Schreiber <olivier@sgidev.mdc.com>
Organization: McDonnell Douglas
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Would anybody point me at an example of code
which textures on one pipe a polygon with the image
being rendered on the other pipe?
We used to do that with RE + performer 1.2 + IGL + Sirius Video
but since then, we've had to go to IR + performer 2.1 + OGL
and we've been unsuccessful in converting Sirius Video/IGL
to Sirius Video/OGL.
Thanks in advance.

-- 
Olivier Schreiber olivier@sgidev.mdc.com 310 593 9739 FAX 593 0296
CSSL, Military Transport Aircraft, McDonnell Douglas Corporation
Mail Code 41/56, 3855 Lakewood Blvd. Long Beach Ca. 90846-0001
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In-Reply-To: "Daniela Rainer" <rus3d@viserv.rus.uni-stuttgart.de>
        "Headtracking with the screen (not HMD) as projection plane" (Oct 15,  5:29pm)
References: <9610151729.ZM21801@viserv.rus.uni-stuttgart.de>
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Your first method with off-axis projections is correct, you probably just have
some measurement wrong. To get this to work well, you have to have screen to
source, source to tracker, tracker to eye transformations, screen dimensions
and eye separation measured very accurately and in the same units. If any of
these are wrong, the object can looked warped with motion, but if they are all
correct, it will look great. What kind of tracker are you using? Is the tracker
coords to inches/meteres factor correct?

On Oct 15,  5:29pm, Daniela Rainer wrote:
> What is the best projection for headtracking (with a ultrasonic or magnetic
> tracker) with the workstation or other screen as projection plane?
>
> 1. Way
>
> Off axis projection (asymmetric frustum) with the frustum defined by a near
> plane parallel to the screen:
>
>
>  .------------------------------. far
>    .                           .
>      .	                      .
>        ---------------------- screen
> 	.                   .
> 	  .	           .
> 	    .    l      r .				l...left
>               .------|---.  near			r...right
>                 .    |  .
> 	          .  | .
>                     .|.
>                     eye = tracker position
>
>
> The problem is, that objects are distorted.
>
> 2. Way:
>
> With an on axis projection (symmetric frustum) the objects look ok but if you
> move the head, it looks as they are moving.
>
>
> Thanks for any answers
> Regards
> Daniela
>
> --
> -------------------------------------------------------------------------
> Daniela Rainer                       | email: rainer@rus.uni-stuttgart.de
> Rechenzentrum Uni Stuttgart (RUS)    | Tel:   +49 (0) 711 685 5970
> Allmandring 30a, 70550 Stuttgart     | Fax:   +49 (0) 711 678 7672
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>
>-- End of excerpt from Daniela Rainer



--

Nat Bletter
SRI International
nat@od.sri.com
http://os.sri.com/people/nat/
(415) 859-4358
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Date: Tue, 15 Oct 1996 18:18:35 -0700 (PDT)
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To: david.heskamp@lmco.com
In-reply-to: david.heskamp@lmco.com's message of Tue, 15 Oct 96 15:54:33 EDT <9610151954.213D88@pc1197.ldsa>
Subject: Re: colors on both sides ???????
Cc: info-performer@sgi.com
Status: O

   From: david.heskamp@lmco.com
   Date: Tue, 15 Oct 96 15:54:33 EDT

   Hello:

   I want to see the inside of an object.  When I turn face culling off...
	   pfCullFace(PFCF_OFF);
   ...the faces appear black from the inside and properly colored on the 
   outside.  Does anyone know how to make the inside faces appear colored just 
   as the outside faces are colored.

You need to have a lighting model in effect which supports two-sided
lighting.  You can either do this through globally changing the
lighting model e.g.:
	pfLModelTwoSide (lmodel, PF_ON);
	pfApplyLModel (lmodel);
somewhere in the draw process (like in the initialization callback) or
by setting the lighting model attribute of the GeoState associated
with the GeoSets whose backfaces should be rendered:

pfGStateAttr (gstate, PFSTATE_LIGHTMODEL, lmodel);

Tim
tmoore@lads.is.lmco.com
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Date: Wed, 16 Oct 1996 09:36:55 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: Billboards
X-Mailer: <PC Eudora Version 1.4>
Status: O

> if (bill = (pfBillboard *)pfdLoadFile("tree.iv")) {
>
>        pfVec3 billaxis = pfVec3(1.0f, 0.0f, 0.0f);
>        bill->setMode(PFBB_ROT, PFBB_AXIAL_ROT);
>        bill->setAxis(billaxis);
>        parent->addChild(bill);
> }
>
>I get a core dump when it gets to the setMode line.  Does this code look
>reasonable, or have I missed something?

The setting for the Bboard seems to be correct.
I don't work with the C++ api and so the only point that strikes me is the 
vector setting, I'd better try pfSetVec3(billaxis,1.0f, 0.0f, 0.0f);

>Also, the Inventor file I am using has a transparent texture , but
>transparency doesn't seem to be working.  Any suggestions?
Yes, and certainly a good one !
you have to set transparency at high quality
pfGStateMode(TheGeoStateThatNeedsIt,PFSTATE_TRANSPARENCY,PFTR_HIGH_QUALITY)

If you have still problem, I can send you a recurse function that takes a 
pfNode as input and sets transparency for all GState childs.
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/  
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Ingeneer R&D  -   C&I Software 
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE 
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
  Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti 
=================================================================
                          \\\|||///
                         \\  - -  //
                          (  @ @  )
       +----------------oOOo-(_)-oOOo----------------------+
       | " We don't inherit the world from our ancestors,  |
       |      it's only a loan from our children ."        |
       |             Antoine de Saint Exupery.             |
       +-------------------------Oooo----------------------+
                         oooO   (   )
                        (   )    ) /
                         \ (    (_/
                          \_)

=======================================================================
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From guest  Wed Oct 16 01:06:38 1996
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Date: Wed, 16 Oct 1996 10:05:45 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: 2 USED VIDEO CONVERTER FOR SALE
X-Mailer: <PC Eudora Version 1.4>
Status: O

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

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

Both are available right now in france and shipping is possible


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

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

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

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

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

One front panel allows the user to change each parameters of the configuration.
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/  
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Ingeneer R&D  -   C&I Software 
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE 
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
  Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti 
=================================================================
                          \\\|||///
                         \\  - -  //
                          (  @ @  )
       +----------------oOOo-(_)-oOOo----------------------+
       | " We don't inherit the world from our ancestors,  |
       |      it's only a loan from our children ."        |
       |             Antoine de Saint Exupery.             |
       +-------------------------Oooo----------------------+
                         oooO   (   )
                        (   )    ) /
                         \ (    (_/
                          \_)

=======================================================================
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199610160918.LAA23744@s00sn1.fel.tno.nl>
Subject: Re: Billboards
To: info-performer@sgi.com (Performer)
Date: Wed, 16 Oct 1996 11:18:40 +0200 (MET DST)
In-Reply-To: <199610160731.JAA09424@storm.certix.fr> from "ceti" at Oct 16, 96 09:36:55 am
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O

> 
> > if (bill = (pfBillboard *)pfdLoadFile("tree.iv")) {
> >
> >        pfVec3 billaxis = pfVec3(1.0f, 0.0f, 0.0f);
> >        bill->setMode(PFBB_ROT, PFBB_AXIAL_ROT);
> >        bill->setAxis(billaxis);
> >        parent->addChild(bill);
> > }
> >
> >I get a core dump when it gets to the setMode line.  Does this code look
> >reasonable, or have I missed something?
I think it's very reasonable you get a coredump because
a pfNode ISNOT a pfBillboard. What is true is: a pfBillboard ISA pfNode.
You may cast a pfBillboard* to a pfNode* but not the otherway round.
A pfNode lacks some info (variables) that a pfBillboard need.

> 
> The setting for the Bboard seems to be correct.
> I don't work with the C++ api and so the only point that strikes me is the 
> vector setting, I'd better try pfSetVec3(billaxis,1.0f, 0.0f, 0.0f);
It's just the copying of class members so it's alright to do it that way.

Mario
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From: "Frederic kunegel" <fredk@atwin.lyon.sgi.com>
Message-Id: <9610161407.ZM11728@atwin.lyon.sgi.com>
Date: Wed, 16 Oct 1996 14:07:21 +0000
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Virtual Reality World in catalog ??
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

hi there,


I'm working with the International Space University, and they are involved in
experiences to test the influence of a Virtual Reality Escape on isolate people
psychological behaviour.

They are looking for partners with Know How in this type of experiences and
looking also for a company developing or selling "Escaping World".

I'm not sure this is the good mailing list for this type of questions, but I'm
sure some of you guys can help and give me pointers.

Thank you.

-- 

Frederic Kunegel                         _______         
Silicon Graphics France                   /
Telebase - Batiment 3                    /-   _    _   _ /
69771 Saint Didier au Mont d'Or Cedex   /  _ / '_ /-'_/_/ 
phone : (33) 78.64.33.33
Fax   : (30) 78.64.31.88       Vmail : 5-9733

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Message-ID: <1A7E8A13328@P3.ENZIAN.COM>
Status: O

Hi.  We've been having similar problems with coplanar faces.  We 
found that even separating the polygons will not necessarily stop the 
effect, which is called Z-fighting or "flimmering." (I'm not making 
this up.)  Sometimes reducing the distance between your near and far 
clipping planes can make a difference, as can increasing your 
Z-buffer bits.  Sometimes separating the faces can help.

There are only two certain fixes that we have found for this 
behavior.  The first is to change the mode used with subfaces (I'd 
tell you the name of the function and mode, but we're doing 
cold-start and I can't find it.  If no one else comes up with it, 
I'll tell you next week).  That method often requires extra app time. 
 The other possibility is to actually cut the subface out of the 
geometry (so there's nothing behind it to fight with).  This adds 
some polygons, and therefore some draw time, but we minimized the 
impact by making certain we meshed properly.  In fact, with a 
visible database often exceeding 10,000 polygons, the extra eight or 
ten was insignificant.

Good Luck!
Jude Anthony
jude@p3.enzian.com
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Sender: olivier@sgidev.mdc.com
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Date: Wed, 16 Oct 1996 07:40:05 -0700
From: Olivier Schreiber <olivier@sgidev.mdc.com>
Organization: McDonnell Douglas
X-Mailer: Mozilla 3.0Gold (X11; I; IRIX 5.3 IP22)
MIME-Version: 1.0
To: info-performer@sgi.com
Subject: pfuGetGLXWin not working?
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

I tried a simple performer example to use
pfuGetGLXWin and I cannot get anything else
than a NULL pointer for the pfuGLXWindow
Would anybody know this does not work? Thanks.

I just modified
/usr/share/Performer/src/pguide/libpf/C/simple.c
this way:

ksh> rcsdiff simple.c
===================================================================
RCS file: RCS/simple.c,v
retrieving revision 1.1
diff -r1.1 simple.c
58a59
> 
68a70
>     pfuGLXWindow *win;
113a116,117
> win=(pfuGLXWindow *)pfMalloc(sizeof(pfuGLXWindow),pfGetSharedArena());
> pfuGetGLXWin(p,win);
ksh> 

(IRIX 6.2, performer 2.1)
and am using:
/usr/share/Performer/src/lib/libpfutil/xwin.c
cc -g -c simple.c                                                 
cc -g -c xwin.c                                                 
export LIBOGL="-lGLU -lGL
-lXext"                                           
export SYSTEM_OPENGL="-lmld \
        -lmpc \
        -limage \
        ${LIBOGL} \
        -lXmu \
        -lX11 \
        -lXi\
        -lfpe \
        -lm \
        -lmalloc \
        -laudio \
        -lC"
cc -g simple.o xwin.o -lpf_ogl -lpfdu_ogl -lpfutil_ogl $SYSTEM_OPENGL
-- 
Olivier Schreiber olivier@sgidev.mdc.com 310 593 9739 FAX 593 0296
CSSL, Military Transport Aircraft, McDonnell Douglas Corporation
Mail Code 41/56, 3855 Lakewood Blvd. Long Beach Ca. 90846-0001
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From: david.heskamp@lmco.com
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To: moore@WOLFENET.com, info-performer@sgi.com
Subject: Re: colors on both sides ???????
Date: Wed, 16 Oct 96 11:02:47 EDT
Message-Id: <9610161502.2F45D4@pc1197.ldsa>
X-Mailer: SelectMAIL 1.2
Status: O

Thanks to all who responded to my problem.

Especially, thanks to Tim Moore for the advice (see included message 
below).  It worked, sort of...

After turning on the two-sided light model, I now get polygons illuminated 
on both sides.  However, the back sides are not colored, but are rendered 
in shades of gray.  Any more advice Tim?  



--- Begin Included Message ---

You need to have a lighting model in effect which supports two-sided
lighting.  You can either do this through globally changing the
lighting model e.g.:
	pfLModelTwoSide (lmodel, PF_ON);
	pfApplyLModel (lmodel);
somewhere in the draw process (like in the initialization callback) or
by setting the lighting model attribute of the GeoState associated
with the GeoSets whose backfaces should be rendered:

pfGStateAttr (gstate, PFSTATE_LIGHTMODEL, lmodel);

Tim
tmoore@lads.is.lmco.com

--- 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: david.heskamp@lmco.com

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From guest  Wed Oct 16 09:26:36 1996
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Date: Wed, 16 Oct 1996 12:18:35 -0400 (EDT)
From: "David A. Southard" <southard@draper.com>
Subject: Re: Headtracking with the screen (not HMD) as projection plane
In-reply-to: <9610151729.ZM21801@viserv.rus.uni-stuttgart.de>
X-Sender: das1183@pop.draper.com
To: rainer@rus.uni-stuttgart.de
Cc: info-performer@sgi.com
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Status: O

The off-axis method should be best.  One issue to consider is whether the
offsets between the tracker sensor and your actual eye position, and
between the tracker receiver and the screen, are taken into consideration.
If all the offsets are accounted for, then the objects should not be
distorted nor will they appear to move as you move your head.  They should
appear stationary in space, except for any tracking/update delay.

Check out my article on this subject:

D. A. Southard, Viewing model for virtual environment displays, Journal of
Electronic Imaging 4(4) 413-420 (October 1995).

It gives algorithms for HMDs or head tracking based on matrix
transformations, which are compatible with Performer, and measurements that
you take from your display setup.

If you end up using it please let me know your results and comments.

>This is not a Performer question, but perhaps someone can give me a hint:
>
>What is the best projection for headtracking (with a ultrasonic or magnetic
>tracker) with the workstation or other screen as projection plane?
>
>I tried two ways:
>
>1. Way
>
>Off axis projection (asymmetric frustum) with the frustum defined by a near
>plane parallel to the screen:
>
>
> .------------------------------. far
>   .                           .
>     .	                      .
>       ---------------------- screen
>	.                   .
>	  .	           .
>	    .    l      r .				l...left
>              .------|---.  near			r...right
>                .    |  .
>	          .  | .
>                    .|.
>                    eye = tracker position
>
>
>The problem is, that objects are distorted.
>
>2. Way:
>
>With an on axis projection (symmetric frustum) the objects look ok but if you
>move the head, it looks as they are moving.
>
>
>Thanks for any answers
>Regards
>Daniela
>
>--
>-------------------------------------------------------------------------
>Daniela Rainer                       | email: rainer@rus.uni-stuttgart.de
>Rechenzentrum Uni Stuttgart (RUS)    | Tel:   +49 (0) 711 685 5970
>Allmandring 30a, 70550 Stuttgart     | Fax:   +49 (0) 711 678 7672
>=======================================================================
>List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>            Submissions:  info-performer@sgi.com
>        Admin. requests:  info-performer-request@sgi.com


Dr. David A Southard                    mailto:southard@draper.com
Charles Stark Draper Laboratory MS-3F             tel:617-258-4276
555 Technology Square                             fax:617-258-2555
Cambridge MA 02139-3563




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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9610161003.ZM22537@rose.asd.sgi.com>
Date: Wed, 16 Oct 1996 10:03:46 -0700
In-Reply-To: Olivier Schreiber <olivier@sgidev.mdc.com>
        "pfuGetGLXWin not working?" (Oct 16,  7:40am)
References: <3264F3C5.167E@sgidev.mdc.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Olivier Schreiber <olivier@sgidev.mdc.com>, info-performer@sgi.com
Subject: Re: pfuGetGLXWin not working?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Oct 16,  7:40am, Olivier Schreiber wrote:
> Subject: pfuGetGLXWin not working?
->
->I tried a simple performer example to use
->pfuGetGLXWin and I cannot get anything else
->than a NULL pointer for the pfuGLXWindow
->Would anybody know this does not work? Thanks.
->
->I just modified
->/usr/share/Performer/src/pguide/libpf/C/simple.c
->this way:
->
->ksh> rcsdiff simple.c
->===================================================================
->RCS file: RCS/simple.c,v
->retrieving revision 1.1
->diff -r1.1 simple.c
->58a59
->> 
->68a70
->>     pfuGLXWindow *win;
->113a116,117
->> win=(pfuGLXWindow *)pfMalloc(sizeof(pfuGLXWindow),pfGetSharedArena());
->> pfuGetGLXWin(p,win);
->ksh> 

I don't know what you are really trying to do here but
pfuGetGLXWin() looks up a previous pfu GLX Window tht was 
previously recorded for libpfutil with the pfPipe.
If you just want windowing utlities you should be using pfPipeWindows
if you have Performer2.X.


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: rob@indian.paradigmsim.com, info-performer@sgi.com
Subject: Re: colors on both sides ???????
Date: Wed, 16 Oct 96 13:21:15 EDT
Message-Id: <9610161721.0F4B18@pc1197.ldsa>
X-Mailer: SelectMAIL 1.2
Status: O

Thanks to Robert C. Rossow (see included message below) ... I now have 
colors on both sides.  The fix looks like this ...

myGeostate->setAttr(PFSTATE_BACKMTL,myGeostate->getAttr(PFSTATE_FRONTMTL));

Thanks Robert!


--- Begin Included Message ---


look at pfMaterial.  each face has a material which is applied to
either the front face, the back face, or both faces.

-- 
---------------------------------------------------------------------------
-
Robert C. Rossow					office:	
972-960-2301				
Paradigm Simulation, Inc.				fax:	
972-960-2303
Dallas, Texas
---------------------------------------------------------------------------
-
--- 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: david.heskamp@lmco.com

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In-reply-to: david.heskamp@lmco.com's message of Wed, 16 Oct 96 11:02:47 EDT <9610161502.2F45D4@pc1197.ldsa>
Subject: Re: colors on both sides ???????
Cc: info-performer@sgi.com
Status: O

   From: david.heskamp@lmco.com
   Date: Wed, 16 Oct 96 11:02:47 EDT

   Thanks to all who responded to my problem.

   Especially, thanks to Tim Moore for the advice (see included message 
   below).  It worked, sort of...

   After turning on the two-sided light model, I now get polygons illuminated 
   on both sides.  However, the back sides are not colored, but are rendered 
   in shades of gray.  Any more advice Tim?  

Oh yeah, I forgot the other thing :)  You need a backface material too
e.g.:
	pfGStateAttr (gstate, PFSTATE_BACKMTL, material);

Generally you would want the front and back materials to be the same.
If you aren't creating GeoSets and GeoStates "by hand", there should
be an option in your modelling tool to do the right thing for back
faces.

Note that in IrisGL the color mode for the backface material can't be
changed from LMC_COLOR (or, in Performer, PFMTL_CMODE_COLOR).  Most
Performer databases are defined with PFMTL_CMODE_AD so the lighting
may look anomalous.

Tim
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
Message-Id: <9610161721.ZM1642@python.tamu.edu>
Date: Wed, 16 Oct 1996 17:21:49 -0700
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Subject: Multi-Channel Option(MCO) problem
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Status: O

Hi,
	This is Ren-Jye Yu. I have some problems when I use Multi-Channel
Option(MCO). I use Performer to write the code and use MCO to show the scene in
three different monitors. When I start the MCO, the average video frame rate
will drop down seriously. At least 70% below running the same Performer code on
the default monitor.  Why does the MCO destroy the refresh rate time?  The MCO
is running three channels (2 @ 640x480 and 1 @ 1280x1024.)  We have a reality
engine 2, R4400 processor, 256 Mb RAM, and 2 video raster boards.

-- 
============================================================================
Ren-Jye Yu                           
Graduate Student                     
Department of Aerospace Engineering  
Texas A&M University                 
College Station 77843                
phone(O) : (409) 845-0729            
phone(H) : (409) 691-8570           
e-mail : renjye@python.tamu.edu      
============================================================================
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Date: Thu, 17 Oct 1996 09:21:01 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: more for dream team:  USED VIDEO
X-Mailer: <PC Eudora Version 1.4>
Status: O


>Have you got any with PAL system for sale ?
>
>Roni Kass
>V.P. Research & Development
>DreamTeam Ltd.
>
Because I have the problem with PAL in France, here are the 3 solutions
I know for this:

first, if you just need a good quality that doesn't reach the PAL broadcast 
standards
convert the NTSC ( Broadcast Standard) to PAL using a VCR
as the Panasonic worldwide ( I ll have to check the reference )
or the Samsung SV 300W ( I own one, it is as good as the panasonic i've 
tried at half price )
price is less than 2000$ for the samsung

second, ask an upgrade by Vas Group to change Eprom from NTSC to PAL
This solution is broadcast and is around 10000 $
( need to be confirmed, this was more than one year ago )

third use a broadcast converter
solution is the more expensive 
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/  
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Ingeneer R&D  -   C&I Software 
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE 
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
  Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti 
=================================================================
                          \\\|||///
                         \\  - -  //
                          (  @ @  )
       +----------------oOOo-(_)-oOOo----------------------+
       | " We don't inherit the world from our ancestors,  |
       |      it's only a loan from our children ."        |
       |             Antoine de Saint Exupery.             |
       +-------------------------Oooo----------------------+
                         oooO   (   )
                        (   )    ) /
                         \ (    (_/
                          \_)

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Date: Thu, 17 Oct 1996 10:51:24 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199610171751.KAA06712@sirssg1.epfl.ch>
To: info-performer@sgi.com
Subject: texture of Inventor file
Status: O


Hi Performers,

I mailed this question some days ago without any response. Again,
I mail it with some hope.

I have a lots of Inventor files that use the same textures. The
Inventor loader reloads these textures each time it sees in
IV_FILE and fills textures memory. The question is :
 - Is thre a way to avoid reloading the same textures ?

I have Performer2.0 Irix5.3 on Onyx RE2.

Any help will be very appreciated.

			   Kind regards.

			      Tran
/-------------------------------------------------------/
|           TRAN                                        |
|           IDERALPE  Lausanne  SWITZERLAND             |
|           Email:   tran@sirssg1.epfl.ch               |
/-------------------------------------------------------/

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From: "Kim Juh-Han" <bluesky@chopin.kist.re.kr>
To: <info-performer@sgi.com>
Subject: Light Question???
Date: Thu, 17 Oct 1996 18:08:10 +0900
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Status: O

Hi, 

I want to use pfLightSource and pfLight together. pfLightSource used for
sun and
pfLight used for local light for geode. 

Here is source fragment
--
pfLight 	*light[PF_MAX_LIGHTS] ; 
....
....

lmodel->setlocal(PF_ON);
gstate->setAttr(PFSTATE_LIGHTMODEL, lmodel) ;

gstate->setAttr(PFSTATE_LIGHTS, light);
gset->setGState(gstate) ;
geode->addGSet(gset) ;
--
Also pfLight array is set to NULL initially. 

Problem is 

1. pfLightSource doesn't work with pfLight. Only pfLight worked in Scene.

2. If geode is moving,  Light Effect is also moving. But I don't want to
move pfLight.

Does anyone know how to solve above problem ??
Thanks for reading.

 Juh-Han Kim
 Email : bluesky@chopin.kist.re.kr
	bluesky@renoir.sait.samsung.co.kr

 Phone : 958-5637 ( KIST CAD/CAM Lab.)
 Fax	: +82-2-958-5639


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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199610170952.LAA09532@s00sn1.fel.tno.nl>
Subject: Re: Multi-Channel Option(MCO) problem
To: renjye@python.tamu.edu (Ren-Jye Yu)
Date: Thu, 17 Oct 1996 11:52:35 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <9610161721.ZM1642@python.tamu.edu> from "Ren-Jye Yu" at Oct 16, 96 05:21:49 pm
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O

> 	This is Ren-Jye Yu. I have some problems when I use Multi-Channel
> Option(MCO). I use Performer to write the code and use MCO to show the scene in
> three different monitors. When I start the MCO, the average video frame rate
> will drop down seriously. At least 70% below running the same Performer code on
> the default monitor.  Why does the MCO destroy the refresh rate time?  The MCO
> is running three channels (2 @ 640x480 and 1 @ 1280x1024.)  We have a reality
> engine 2, R4400 processor, 256 Mb RAM, and 2 video raster boards.

I think is because the draw process has to draw the scene three times.
Show the statistics and look whats different in the app, cull and draw times
for the two distinct situations.
When the only difference is that you set the MCO board in MCO mode or not
then it's very strange you get a frame drop. Make sure that in the non MCO mode
the screen that is served by the X-window manager is large enough to hold
the performer window with the three channels

Mario
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From: "Tom Fuke" <tom@war.reading.sgi.com>
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Date: Thu, 17 Oct 1996 12:52:52 +0100
In-Reply-To: Mario Veraart <rioj7@fel.tno.nl>
        "Re: Multi-Channel Option(MCO) problem" (Oct 17, 11:52)
References: <199610170952.LAA09532@s00sn1.fel.tno.nl>
X-Face: (%+h@d^QtgD5P'vSaMK,85TeXMhh+{<8]$Htk]p5K42=-?TE*NdftIL)|(O+:m6F32S3KF*
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To: Mario Veraart <rioj7@fel.tno.nl>
Subject: Re: Multi-Channel Option(MCO) problem
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 17, 11:52, Mario Veraart wrote:
> Subject: Re: Multi-Channel Option(MCO) problem
> > 	This is Ren-Jye Yu. I have some problems when I use Multi-Channel
> > Option(MCO). I use Performer to write the code and use MCO to show the
scene in
> > three different monitors. When I start the MCO, the average video
frame rate
> > will drop down seriously. At least 70% below running the same
Performer code on
> > the default monitor.  Why does the MCO destroy the refresh rate time?
 The MCO
> > is running three channels (2 @ 640x480 and 1 @ 1280x1024.)  We have a
reality
> > engine 2, R4400 processor, 256 Mb RAM, and 2 video raster boards.


Assuming your non-MCO "default" case is a single channel at 1280x1024, it
should not surprise you to see a performance drop when you add two more
640x480 channels.  The pipeline not only has to process the extra geometry
in the two new channels (Geometry Engines), but also deal with filling
more pixels (Raster Managers).  Your graphics application is likely to be
either "geometry" OR "pixel-fill" limited at any one time (geometry
operations and pixel-fill operations can work in parallel due to beefy
FIFOs in the graphics pipe).  I think you are seeing pixel-fill limits
(especially at those resolutions with 2RMs)...

Pixel fill rate is a function of Depth Complexity and Total Pixels, i.e.
if you add two more 640x480 channels at the same DC (same scene in each)
but increase the TP by 50% then you will see a performance drop in a
pixel-fill limited scene by about 33%.  To reduce pixel-fill limitations
you either reduce Depth Complexity or Total Pixels.

Your MCO is not impeding the performance in itself - the MCO is purely a
digital video-splitter that works at the back-end of the pipeline (after
geometry/pixel processing) - it is the increase in Total Pixels/Geometry
that causes a hit.


tom
---

-- 
--------------------------------------------------------------
Tom Fuke                  email: tom@reading.sgi.com         -
The Reality Centre        vmail: 59101 (0800 896020 in U.K)  -
Silicon Graphics Ltd      vox: +44 (1734) 257604             -
Theale, Reading           fax: +44 (1734) 257608    \   o  _
RG7 4SB, UK               mailstop: IUK-311         | [][] |
                                                    | (  ) |
--------------------------------------------------------------
Silicon Surf:   www.sgi.com
Reality Centre: www.sgi.com/International/UK/centre/index.html
                (use www-europe.sgi.com for European mirror)
Tom:            reality.sgi.com/employees/tom_reading/ 
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Date: Thu, 17 Oct 1996 16:48:34 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199610172348.QAA07458@sirssg1.epfl.ch>
To: info-performer@sgi.com
Status: O


Subject : Inventor format to OpenFlight format


Hi Performers,

Does anyone know:

Where can I get a Converter from Inventor File
to OpenFlight File ?

Thanks in advance for any help.


			Best Rgeards

			    Tran
/-------------------------------------------------------/
|           TRAN                                        |
|           IDERALPE  Lausanne  SWITZERLAND             |
|           Email:   tran@sirssg1.epfl.ch               |
/-------------------------------------------------------/

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From: russell@ctasim.com ("Russell Suter" )
Message-Id: <9610170953.ZM9845@random.ctasim.com>
Date: Thu, 17 Oct 1996 09:53:35 -0600
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.com
Subject: Port problems from 1.2 to 2.0 IRIX gl an MultiGen
Cc: russell@random.ctasim.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hello fellow Performers,

I've got two problems:

1) In porting from IRIX 5.3 to 6.2 and Performer 1.2 to 2.0, I'm getting a
   Segmentation violation when I do a IRIX gl drawmode call.

   The call in LoadColorTable is simply drawmode (UNDERDRAW).  I've tried
   NORMALDRAW and OVERDRAW...  Same thing.  This is what I've got from dbx

Process  4634 (mss) stopped on signal SIGSEGV: Segmentation violation (default)
at [gl_g_drawmode:1314 ,0xf0b34ec]
         Source (of ../VENICE/modes.c) not available for Process  4634
(dbx) where
>  0 gl_g_drawmode(0x10, 0x100e2b44, 0xa, 0xf913090) ["../VENICE/modes.c":1314,
0xf0b34ec]
   1 LoadColorTable() ["/usr/icsim/camiIR/src/simlib/visual/color.c":223,
0x5bb650]

...

2) I've got several MultiGen databases.  When I try to load them with my
   application (or perfly for that matter) I get the following output:

PF Info:                       All 1 processors available on this machine.

========================================================================
                MultiGen Inc. OpenFlight (r) loader R14.2
             for IRIS Performer 2.0 $Date: 1995/12/02 11:37:02 $
========================================================================
The OpenFlight (r) Loader software contained in this program is the
confidential property of MultiGen Inc.. Copyright 1995 MultiGen Inc..
All rights reserved. For further information about OpenFlight (r) Scene
Description Database, contact: MultiGen Inc., 550 South Winchester Blvd,
STE 500, San Jose CA 95128.  Phone: 1-408-556-2600, Fax: 1-408-261-4102
========================================================================

PF Info:                       pfdLoadFile_flt: database Colorado.flt
PF Info/Resource:                loading file Colorado.flt
PF Info/Resource:                loading file N39_0_0W106_0_0.flt
PF Info/Usage:                 IRIS GL spline specification is obsolete - use
OpenGL style
PF Info/Usage:                 IRIS GL spline specification is obsolete - use
OpenGL style
PF Info/Usage:                 IRIS GL spline specification is obsolete - use
OpenGL style
PF Notice/Assert:                polygon p16 missing detail texture index, but
is using base texture with detail filter.
PF                                 base texture:
../../visual/texture/aerial_6.rgb
PF                                 bound detail: (null)
PF Notice/Assert:                polygon p17 missing detail texture index, but
is using base texture with detail filter.
PF                                 base texture:
../../visual/texture/aerial_6.rgb
PF                                 bound detail: (null)

...

PF Notice/Assert:                polygon p7702 missing detail texture index,
but is using base texture with detail filter.
PF                                 base texture:
../../visual/texture/grass10.rgb
PF                                 bound detail: (null)
PF Info/Resource:                loading file N39_30_0W105_30_0.flt
PF Warning/Usage(11):          pfMemory::new() Unable to allocate 26640 bytes
from the heap.
Segmentation fault

Thousands of those Notice/Assert messages pass by.  All of the databases
fly fine in the perfly that came with Performer 1.2.

So, what am I missing here??

Thanks


-- 
Russ
________________________________________________ ______________________________
Though my eyes could see                        | Russell Suter
         I still was a blind man.               |    Voice : (303) 889-1262
                Though my mind could think      |      Fax : (303) 889-1210
                        I still was a mad man.  | Internet : russell@ctasim.com
________________________________________________|______________________________
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To: info-performer@sgi.com
Subject: Motion with keyboard
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Date: Thu, 17 Oct 1996 19:03:20 +0200
From: Luc Renambot <Luc.Renambot@irisa.fr>
Status: O


Hi,
I have tried to modify perfly to be able to use the keyboard
in the fly or drive mode because it's more precise than mouse 
when using big models.
I would like something like that : + and - for increase and decrease
the speed. Up and down arrow to go forward and backward.
Left and riht key to turn. And some keys to go up and down.

For example, I put this for the '-' key to decrease the speed :

if (ViewState->xformerModel == PFITDF_FLY) {
	pfiInputXformFly *ff = pfiGetTDFXformerFly(ViewState->xformer);
	pfiIXformFlyMode(ff, PFIXFLY_MODE_ACCEL, PFIXFLY_ACCEL_DECREASE);
}

I doens't work.

To change view direction, I put :
            case PFUDEV_RIGHTARROWKEY:
              if (ViewState->xformerModel == PFITDF_FLY) {
                pfiInputXformFly *ff = pfiGetTDFXformerFly(ViewState->xformer);
                pfiIXformFlyMode(ff, PFIXFLY_MODE_MOTION, PFIXFLY_MOTION_HP);
                float pos[2];
                pos[0] = 0.7; pos[1] = 0.5;
                pfiInputCoordVec(pfiGetIXformInputCoordPtr(ff), pos);
              }
It seems not very good ... And that stops the fly and I can't move anymore
(without the help of the mouse ;-).

Someone have already done something like that before ?
Thanks in advance.

Luc.
-- 
Renambot Luc      : renambot@irisa.fr
Irisa - CAPS Team : http://www.irisa.fr/caps
-------------------
"There is a crack in everything, that's how the light gets in" L.C.


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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610171036.ZM28802@vaisyas.engr.multigen.com>
Date: Thu, 17 Oct 1996 10:36:03 -0700
In-Reply-To: Tran cong Tam <tran@sirssg1.epfl.ch>
        "" (Oct 17,  4:48pm)
References: <199610172348.QAA07458@sirssg1.epfl.ch>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: .iv to .flt
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 17,  4:48pm, Tran cong Tam wrote:
> Subject:
>
> Subject : Inventor format to OpenFlight format
>
> Hi Performers,
>
> Does anyone know:
>
> Where can I get a Converter from Inventor File
> to OpenFlight File ?

MultiGen sells a Import/Export option includes several popular conversions.
 See our web page at http://www.multigen.com/options.htm :

""
Import/Export Option: Gain the flexibility to create, import and export models.
Import models for modification and application within MultiGen, where data is
reduced, reorganized, and provided with the attributes necessary for optimized
realtime image generation.

DXF import/export. Access a huge variety of source data with this proven
Import Alias, Wavefront .obj and 3D Studio data. Import models from these
widely-used animation modeling systems and convert them into realtime
models using MultiGen.
""

This is a bit dated.  We can now export Open Inventor 2.1.1 and Alias 7.0.1

Regards.
--
   __  ___     ____  _ _____        Marcus Barnes, marcus@multigen.com
  /  |/  /_ __/ / /_(_) ___/__ ___  Technical Staff, MultiGen Inc.
 / /|_/ / // / / __/ / (_ / -_) _ \ http://www.multigen.com
/_/  /_/\_,_/_/\__/_/\___/\__/_//_/ PH:1-408-556-2654 FX:1-408-261-4102
=======================================================================
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610171137.ZM28867@vaisyas.engr.multigen.com>
Date: Thu, 17 Oct 1996 11:37:26 -0700
In-Reply-To: russell@ctasim.com ("Russell Suter" )
        "Port problems from 1.2 to 2.0 IRIX gl an MultiGen" (Oct 17,  9:53am)
References: <9610170953.ZM9845@random.ctasim.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Port problems from 1.2 to 2.0 IRIX gl an MultiGen
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 17,  9:53am, Russell Suter wrote:
> Subject: Port problems from 1.2 to 2.0 IRIX gl an MultiGen
> Hello fellow Performers,
>
> I've got two problems:

[munch]

> 2) I've got several MultiGen databases.  When I try to load them with my
>    application (or perfly for that matter) I get the following output:

The 2.0 based OpenFlight loaders do extensive validity checking of texture
usage.  This is because of semantic changes between IRISGL and OpenGL texuring.
 Usages that were okay before may not be anymore.  It also tests the Performer
api a bit more too.

> PF Info/Usage:                 IRIS GL spline specification is obsolete - use
> OpenGL style

This is a message from pfTexSpline().  Your control points are IRISGL style and
it would like you to use OpenGL style.

> PF Notice/Assert:                polygon p16 missing detail texture index,
but
> 				   is using base texture with detail filter.
> PF                                 base texture:
>					../../visual/texture/aerial_6.rgb
> PF                                 bound detail: (null)

This is a notice from the OpenFlight loader.  It means exactly what is says.
 Polygon "p16" doesn't have a detail texture index.  The texture it's using has
a detail mag. filter setting.  There is no detail texture bound to it however.

> PF Warning/Usage(11):          pfMemory::new() Unable to allocate 26640 bytes
> from the heap.
> Segmentation fault

You ran out of heap space.  This may be true or more likely you are running on
IRIX 6.2 which has a shared memory arena placement bug.  This can cause the
arena to be placed to near the heap, preventing reasonble heap growth.

> Thousands of those Notice/Assert messages pass by.  All of the databases
> fly fine in the perfly that came with Performer 1.2.
>
> So, what am I missing here??

It could be the result of several factors.  You're databases might have always
had these inconsitancies.  You are using textures whose attributes have changed
over time.  You have upgraded some .flt files to V14.2 from older version and
your external reference override flags are not set right (see loader mode
PFFLT_OLD_STYLE_XREFS).

Regards.
--
   __  ___     ____  _ _____        Marcus Barnes, marcus@multigen.com
  /  |/  /_ __/ / /_(_) ___/__ ___  Technical Staff, MultiGen Inc.
 / /|_/ / // / / __/ / (_ / -_) _ \ http://www.multigen.com
/_/  /_/\_,_/_/\__/_/\___/\__/_//_/ PH:1-408-556-2654 FX:1-408-261-4102
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Date: Thu, 17 Oct 1996 11:53:42 -0700 (PDT)
From: Mark McBride <mmcbride@cgsd.com>
To: info-performer@sgi.com
Subject: Re: Motion with keyboard
In-Reply-To: <199610171703.TAA13681@rising.irisa.fr>
Message-ID: <Pine.SUN.3.91.961017114911.1164B-100000@firewall.cgsd.com>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

Hi all--

   I ran into this problem trying to make a joystick control the flight...
I looked in the source for the Performer libraries.  In pfiTDFXformer (I 
think), there is a SetUpdateFunc function that allows you to specify the 
callback for the Xformer model.  Unfortunately, this is private.  I made 
the pfiFly member of the pfiTDFXformer public, and recompiled the 
libraries.  Then I could set the update the callback.  The one 
I substituted was mostly copied from the default update 
function from pfiFly. It may be easier to 
derive a class from pfiTDFXformer (if these members are protected)  and 
create a wrapper function that updates the callback.  If anyone has a 
better way I would like to hear it, as this seems like sort of a hack.

	---Mark McBride

        mmcbride@cgsd.com

On Thu, 17 Oct 1996, Luc Renambot wrote:

> 
> Hi,
> I have tried to modify perfly to be able to use the keyboard
> in the fly or drive mode because it's more precise than mouse 
> when using big models.
> I would like something like that : + and - for increase and decrease
> the speed. Up and down arrow to go forward and backward.
> Left and riht key to turn. And some keys to go up and down.
> 
> For example, I put this for the '-' key to decrease the speed :
> 
> if (ViewState->xformerModel == PFITDF_FLY) {
> 	pfiInputXformFly *ff = pfiGetTDFXformerFly(ViewState->xformer);
> 	pfiIXformFlyMode(ff, PFIXFLY_MODE_ACCEL, PFIXFLY_ACCEL_DECREASE);
> }
> 
> I doens't work.
> 
> To change view direction, I put :
>             case PFUDEV_RIGHTARROWKEY:
>               if (ViewState->xformerModel == PFITDF_FLY) {
>                 pfiInputXformFly *ff = pfiGetTDFXformerFly(ViewState->xformer);
>                 pfiIXformFlyMode(ff, PFIXFLY_MODE_MOTION, PFIXFLY_MOTION_HP);
>                 float pos[2];
>                 pos[0] = 0.7; pos[1] = 0.5;
>                 pfiInputCoordVec(pfiGetIXformInputCoordPtr(ff), pos);
>               }
> It seems not very good ... And that stops the fly and I can't move anymore
> (without the help of the mouse ;-).
> 
> Someone have already done something like that before ?
> Thanks in advance.
> 
> Luc.
> -- 
> Renambot Luc      : renambot@irisa.fr
> Irisa - CAPS Team : http://www.irisa.fr/caps
> -------------------
> "There is a crack in everything, that's how the light gets in" L.C.
> 
> 
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 
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From: Ken Lindsay <kl@ptolemy-ethernet.arc.nasa.gov>
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To: info-performer@sgi.com
Subject: texture assigned to non-geoset
Cc: kl@ptolemy-ethernet.arc.nasa.gov
Status: O


is there any way to attach a texture to geometry which is not of type
geoset? i am loading an .obj file for terrain and want to texture it,
but all the examples for texture and texgen use a geoset, whereas the
pfLoadFile returns a pfNode type. i've been ttrying to do various
casting and addChild or assign UserData type tricks, but nothing so
far has worked for me.

has anyone solved this already or have a work-around?

i'm not on the mailing list, so please send answers directly to me.

thanks

ken


-==-

ken "fire a few neurons" lindsay        kl@ptolemy.arc.nasa.gov
neuro-graphic engineer                  Neuro-Engineering Team (NET)
NASA Ames Research Center               Caelum Research Corp.
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Date: Fri, 18 Oct 1996 10:53:01 +0900
From: Minori MIZOGUCHI <mizo@sgb.kobe.mhi.co.jp>
Message-Id: <199610180153.KAA17907@sun4.sgb.kobe.mhi.co.jp>
To: info-performer@sgi.com
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Status: O

Hi,

I want to render the scene with mirror reflection on Performer.
I'm trying to apply multipass rendering method with the stencil
buffer. But I don't know how to render the scene from different
viewpoints in a draw callback. Does anyone know how to do this?

Thanks in advance
--
Minori Mizoguchi
Mitsubishi Heavy Industries, Ltd.
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Date: Fri, 18 Oct 1996 07:56:11 +0100
From: Christoph Brandt <brandt@hni.uni-paderborn.de>
Organization: Heinz Nixdorf Institut
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To: Marcus Barnes <marcus@multigen.com>
CC: info-performer@sgi.com
Subject: Re: .iv to .flt
References: <199610172348.QAA07458@sirssg1.epfl.ch> <9610171036.ZM28802@vaisyas.engr.multigen.com>
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Marcus

We tried to import Wavefront OBJ files in ModelGen II with the
Import/Export,
option but got only the pure geometry converted, no texture coordinates,
no material definitions.

Is this still valid ?

Christoph Brandt
Heinz Nixdorf Institut

Marcus Barnes wrote:
> 
> MultiGen sells a Import/Export option includes several popular conversions.
>  See our web page at http://www.multigen.com/options.htm :
> 
> ""
> Import/Export Option: Gain the flexibility to create, import and export models.
> Import models for modification and application within MultiGen, where data is
> reduced, reorganized, and provided with the attributes necessary for optimized
> realtime image generation.
> 
> DXF import/export. Access a huge variety of source data with this proven
> Import Alias, Wavefront .obj and 3D Studio data. Import models from these
> widely-used animation modeling systems and convert them into realtime
> models using MultiGen.
> ""
> 
> This is a bit dated.  We can now export Open Inventor 2.1.1 and Alias 7.0.1

[------------------------<<<(((|)))>>>-------------------------------]
              Christoph Brandt |
          Virtuelle Umgebungen | 
 Rechnerintegrierte Produktion | e-mail: brandt@hni.uni-paderborn.de
        Heinz Nixdorf Institut | Tel.  : 0049-(0)5251-60-6233
              Fuerstenallee 11 | Fax   : 0049-(0)5251-60-6268
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                       Germany |
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Date: Fri, 18 Oct 1996 11:18:38 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199610181818.LAA09086@sirssg1.epfl.ch>
To: info-performer@sgi.com
Status: O


Subject : Inventor loader and Textures


> I have a lots of Inventor files that use the same textures. The
> Inventor loader reloads these textures each time it sees in
> IV_FILE and fills textures memory. The question is :
>  - Is there a way to avoid reloading the same textures ?



Hi Performers,

Many thanks, Merci beaucoup, Grazie mille, Besten Dank, muchas
grazias to

Martin reddy,Marcus Barnes, Billard Olivier, Dirk Scheffter,  
Dee A. Chapman and All Performers.

All your suggestions are so precious. Be proud of Performer
International Community. 

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

To avoid reloading the same textures I modified the file :

/usr/share/Performer/src/lib/libpfdb/libpfiv/pfiv.C

And recompile with the Makefile of this directory. Who creates
itself a library :

libpfiv_igl.so     in directory ./OPT.032.IRISGL

Then copy this new library into /usr/lib/libpfdb directory, and 
recompile my program.

When running my program I get message :

PF Warning:                    pfdLoadFile() - Unable to load 
file file.iv because of problem finding pfdLoadFile_iv

           WHY ???  

Do you have any suggestion ?

Your helps will be very appreciated.

                                       Kind regards
    
                                           Tran



/-------------------------------------------------------/
|           TRAN                                        |
|           IDERALPE  Lausanne  SWITZERLAND             |
|           Email:   tran@sirssg1.epfl.ch               |
/-------------------------------------------------------/

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From: reymond@corysmailserv.corys.fr (Gilles Reymond)
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Hi,

I am investigating on the performance of the different screen clear modes 
provided by Performer 2.1 on an Infinite Reality (with iR-specific patch 1355 
installed). Two questions :
	- is z-buffer "tag" clear mode still supported or even relevant on this 
platform ? Using perfly, the PFES_TAG option does not appear on the GUI. 
	- when using pfESky mode PFES_SKY, what is actually being done on the 
lower part of the horizon? According to the man pages, nothing. But obviously, 
some resetting of the z-buffer is done, since any moving objet within this zone 
is acually drawn properly...

In any case, what is _really_ the best performance solution when it comes to 
clearing the screen on an iR ?

Thanks for any kind help,

 Gilles
 
------------------------------------------------------------------------
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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Status: O

>.  If you would be so kind as to share your recurse function, I would really
>appreciate it.  Again, thanks for your help and suggestions.


First, sorry for the basic cast that doesn't work ...

for the function :
/*****************************************************************************/

void transpa(pfNode *node)

/*****************************************************************************/

{
int i;

pfGeoState      *fortranspa;

if(pfGetNumChildren(node)==1)

	{

	fortranspa=pfGetGSetGState(pfGetGSet(node,0));

	pfGStateMode(fortranspa,PFSTATE_TRANSPARENCY,PFTR_HIGH_QUALITY);

	pfGStateMode(fortranspa,PFSTATE_ALPHAFUNC, PFAF_NOTEQUAL);

	/* eventualy play on alpharef */
                   /*pfGStateVal(fortranspa,PFSTATE_ALPHAREF, 0.5f);*/
	pfGSetGState(pfGetGSet(node,0),fortranspa);

	}

else

	for(i=0;i<pfGetNumChildren(node);i++)

		transpa((pfNode *)pfGetChild(node,i));

}

/*****************************************************************************/

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From: Thomas Cheng <cheng@VirtualPrototypes.CA>
Message-Id: <199610181201.MAA17572@cohen.VirtualPrototypes.CA>
Subject: screen resolution
To: info-performer@sgi.com
Date: Fri, 18 Oct 1996 08:01:15 -0400 (EDT)
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Status: O

Dear Performers,

Changing the screen resolution of a High Impact to 1600x1200 and running
a Perf2.1 app causes the following errors and a core dump:

PF Warning/Resource:           pfWindow::chooseFBConfig() failed to get fram
ebuffer configuration for window.
PF Warning/Internal:           pfWindow::open - null visual for "Performer
Scene". returning...

With the resolution set back to 1280x1024, I have no problems.

Any ideas?  A bug?

Regards,

Thomas
____________________________________________________________________________

   :::     ::: ::::::::: ::::::::::: Thomas Cheng, Sim. Products Specialist
  :+:     :+: :+:    :+:    :+:      Virtual Prototypes Inc.
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Date: 18 Oct 1996 10:48:18 -0700
From: "Daniel Dougherty" <Daniel.Dougherty@trw.com>
Subject: information gathering
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                      Subject:                              Time:  10:21 AM
  OFFICE MEMO         information gathering                 Date:  10/18/96

hello,
   I am new to this list and hopefully this is the right place to send my questions to.  I am fairly new to Performer 2.0, IrisGl/OpenGL and their capibilites, I have an understanding but not very technical, so please stay with me.  We use these tools for military training purposes to show the ability to roam around a 3D virtual world.  We use dted data and lay terrain over it.   We were originally working on IRIX 5.3 on a Crimson Reality Engine and  have ported to 6.2 on an Onyx.  We brought the IGL libraries over to the new system.  When we run the "Stealth" view, in debug mode, there seems to be a problem with loading textures. There also apprears Warning:  PfGeoState. When I move around the 3D environment and zoom in on the terrain, lots of tiny black dots appear, but only to a certain point on the screen while looking into the distance. I believe the term is "graininess".
     To try to make it simple, what are the major differences, pitfalls to look out for going from 5.3 to 6.2 in terms of IGL and OGL. I am assuming that OGL function calls are non-existent and need to be, since there were no problems using 5.3.  I hope this makes some sense.  Any help would be greatly appreciated.    thanx in advance

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From: "Edward Patel" <edward@prosolvia.se>
Message-Id: <9610181650.ZM1885@claws01.prosolvia.se>
Date: Fri, 18 Oct 1996 16:50:43 -0600
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To: info-performer@sgi.com
Subject: Transparency on iR??
Mime-Version: 1.0
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Status: O

Hi Performers,

Having a slightly strange effect on an iR and on a High Impact but not on our
RE2. Maybe someone have noticed some similar stuff?

We have a .flt model of a city. When we get to a crossing we can see the
roadmarkings through some of the houses when using the OpenGL perfly. This
don't happen on our RE2...wonder why?? The roadmarkings is done as a textured
subface of the road...are we missing a patch??

...will appreciate any comments...

Edward

  _______                 Edward Patel            Phone: +46 31 703 51 09
 / ___/ /__ _______ _____ Prosolvia Clarus AB     Fax:   +46 31 703 51 20
/ /__/ / _ `/ __/ // (_-< Gardavagen 1            Email: edward@clarus.se
\___/_/\_,_/_/  \_,_/___/ S-412 50 Gothenburg     www:   http://www.clarus.se
 SIXTH SENSE TECHNOLOGY   SWEDEN
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From: "Dennis Pierce" <dpierce@ddi.digital.net>
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Date: Fri, 18 Oct 1996 12:06:08 -0400
In-Reply-To: "Daniel Dougherty" <Daniel.Dougherty@trw.com>
        "information gathering" (Oct 18, 10:48)
References: <n1366497748.27211@qmgate.trw.com>
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To: "Daniel Dougherty" <Daniel.Dougherty@trw.com>,
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Daniel,

Do you mean you brought the IRISGL libraries from 5.3 to 6.2?
In other words, did you "copy" the libraries from one machine
to the other?  If so, for starters you would be well advised
to "install" the IRISGL libraries from a 6.2 IRIS Development
Option CD.  And while we're at it, what version of Performer
are you using?  In general, re-install all of the old 5.3
functionality that you had on the Crimson, but use the 6.2
products.

Ok, now for the BIG question -- what's the difference between
IRISGL and OpenGL, and what should I look out for?  As part of
the 6.2 IDO, there is a nice Insight guide that addresses that
very question.  Any other answer is way way too big to send
for a first "info-performer" encounter.  After you've looked at
the book, reviewed the code, and searched the relevant archives
at www.sgi.com/Technology/Performer/, then come back with whatever
bounded questions you have.  Otherwise, the porting is something
of a big subject with dozens of nuances that may or may not be
relevant.

As for the "graininess", well its either detail texture that you
never saw before and didn't know you had bound, or its the
mismatch between texture "styles" on the RE and IR.  Oh yeah, that
brings up another question -- is it a Crimson/RE -> Onyx/IR port
or a Crimson/RE to an Onyx/RE port?

Good Luck!


On Oct 18, 10:48, Daniel Dougherty wrote:
> Subject: information gathering
>                       Subject:                              Time:
 10:21 AM
>   OFFICE MEMO         information gathering                 Date:
 10/18/96
>
> hello,
>    I am new to this list and hopefully this is the right place to
send my questions to.  I am fairly new to Performer 2.0, IrisGl/OpenGL
and their capibilites, I have an understanding but not very technical,
so please stay with me.  We use these tools for military training
purposes to show the ability to roam around a 3D virtual world.  We use
dted data and lay terrain over it.   We were originally working on IRIX
5.3 on a Crimson Reality Engine and  have ported to 6.2 on an Onyx.  We
brought the IGL libraries over to the new system.  When we run the
"Stealth" view, in debug mode, there seems to be a problem with loading
textures. There also apprears Warning:  PfGeoState. When I move around
the 3D environment and zoom in on the terrain, lots of tiny black dots
appear, but only to a certain point on the screen while looking into
the distance. I believe the term is "graininess".
>      To try to make it simple, what are the major differences,
pitfalls to look out for going from 5.3 to 6.2 in terms of IGL and OGL.
I am assuming that OGL function calls are non-existent and need to be,
since there were no problems using 5.3.  I hope this makes some sense.
 Any help would be greatly appreciated.    thanx in advance
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Daniel Dougherty



-- 
--
Dennis Pierce				dpierce@digital.net
POB 321206 CCB FL 32932			http://ddi.digital.net/~dpierce
011.407.784.8371
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610180916.ZM10373@quid.csd.sgi.com>
Date: Fri, 18 Oct 1996 09:16:09 -0700
In-Reply-To: "Edward Patel" <edward@prosolvia.se>
        "Transparency on iR??" (Oct 18,  4:50pm)
References: <9610181650.ZM1885@claws01.prosolvia.se>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Edward Patel" <edward@prosolvia.se>, info-performer@sgi.com
Subject: Re: Transparency on iR??
Mime-Version: 1.0
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Status: O

On Oct 18,  4:50pm, Edward Patel wrote:
> Subject: Transparency on iR??
> Hi Performers,
>
> Having a slightly strange effect on an iR and on a High Impact but not on our
> RE2. Maybe someone have noticed some similar stuff?
>
> We have a .flt model of a city. When we get to a crossing we can see the
> roadmarkings through some of the houses when using the OpenGL perfly. This
> don't happen on our RE2...wonder why?? The roadmarkings is done as a textured
> subface of the road...are we missing a patch??
>
> ...will appreciate any comments...
>
> Edward

Edward

I remember something similar to this on Impact ( at Irix 5.3 ) that was fixed
in a later patch but I don't know about iR. The latest gfx patches are:

Impact:
Irix 6.2 patch 1447
Irix 5.3 patch 1332

iR
Irix 6.2 patch 1355 ( iR 2nd Release )

Performer
These patches are binary compatible with and
update all of Performer2.0[.X], including the 2.0.1 compatibility DSOs
shipped with IRIX6.2 and Performer 2.1.

There are three patches:
	patch 1414 for IRIX 5.3-6.1 (requires that you have Performer2.0).
	patch 1392 - dev for IRIX 6.2 (requires that you have Performer2.0).
	patch 1347 - eoe for IRIX 6.2

If possible try your db on tha latest OS/patches. If you still have a problem
it would be a good idea for you to log a support call via your local SGI office
who can work with us here in Mtn View to sort it.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins
Silicon Graphics
robj@csd.sgi.com
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Subject: performer
To: jschen@cs.wright.edu
Date: Fri, 18 Oct 1996 13:42:00 -0400 (EDT)
Cc: info-performer@sgi.com (Performer Mailing List)
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Hi,

I'd like to drop the pixel depth and see if we pickup 
speed under the MCO mode. The only problem is figuring
out how. Any ideas? code fragments? 

Thanks.
Eric
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610181055.ZM1442@vaisyas.engr.multigen.com>
Date: Fri, 18 Oct 1996 10:55:11 -0700
In-Reply-To: "Edward Patel" <edward@prosolvia.se>
        "Transparency on iR??" (Oct 18,  4:50pm)
References: <9610181650.ZM1885@claws01.prosolvia.se>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Transparency on iR??
Mime-Version: 1.0
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Status: O

On Oct 18,  4:50pm, Edward Patel wrote:
> Subject: Transparency on iR??
> Hi Performers,
>
> Having a slightly strange effect on an iR and on a High Impact but not on our
> RE2. Maybe someone have noticed some similar stuff?
>
> We have a .flt model of a city. When we get to a crossing we can see the
> roadmarkings through some of the houses when using the OpenGL perfly. This
> don't happen on our RE2...wonder why?? The roadmarkings is done as a textured
> subface of the road...are we missing a patch??
  ^^^^^^^

This means that a pfLayer node is created that has your subface as a decal
child.  The texture apparently has alpha? so you are dealing with a couple of
problem areas:

o 2.[01] PFCULL_SORT conflict wrt decaled, transparent geosets.  I have test
databases that show this problem (I sent one to SGI months ago along with a bug
report).  I suspect that this is your problem.  See the pfChannel(3) man page:

""
     By default, the opaque bin rendering order is PFSORT_OPAQUE_BIN_ORDER (0)
     and the transparent bin is PFSORT_TRANSP_BIN_ORDER (1) so that
     transparent surfaces are rendered after opaque surfaces.
""

... but pfLayer/pfDecal is also trying to enforce some draw ordering and the
two mechanisms conflict with each other.


o 2.x pfLayerMode() doesn't work as well as it did in Performer 1.2 .  The most
functional mode to use in Performer 2.[01] is PFDECAL_BASE_STENCIL .  Try this
to see if it helps.

Regards.
--
   __  ___     ____  _ _____        Marcus Barnes, marcus@multigen.com
  /  |/  /_ __/ / /_(_) ___/__ ___  Technical Staff, MultiGen Inc.
 / /|_/ / // / / __/ / (_ / -_) _ \ http://www.multigen.com
/_/  /_/\_,_/_/\__/_/\___/\__/_//_/ PH:1-408-556-2654 FX:1-408-261-4102
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610181141.ZM1617@vaisyas.engr.multigen.com>
Date: Fri, 18 Oct 1996 11:41:44 -0700
In-Reply-To: Christoph Brandt <brandt@hni.uni-paderborn.de>
        "Re: .iv to .flt" (Oct 18,  7:56am)
References: <199610172348.QAA07458@sirssg1.epfl.ch> 
	<9610171036.ZM28802@vaisyas.engr.multigen.com> 
	<32672A0B.41C67EA6@hni.uni-paderborn.de>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: .iv to .flt
Mime-Version: 1.0
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	boundary="PART-BOUNDARY=.19610181141.ZM1617.engr.multigen.com"
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--
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Content-Type: text/plain; charset=us-ascii

On Oct 18,  7:56am, Christoph Brandt wrote:
> Subject: Re: .iv to .flt
> Marcus
>
> We tried to import Wavefront OBJ files in ModelGen II with the
> Import/Export, option but got only the pure geometry converted,
> no texture coordinates, no material definitions.
>
> Is this still valid ?

Yes in part.  Texture coordinates are supposed to be imported, but that bug has
only recently been fixed (not released yet).  Material conversion is done, but
only a subset of the definition is imported.  Please see the attached man page
for details.

Please send RFE and bug reports to support@multigen.com

Regards.
--
   __  ___     ____  _ _____        Marcus Barnes, marcus@multigen.com
  /  |/  /_ __/ / /_(_) ___/__ ___  Technical Staff, MultiGen Inc.
 / /|_/ / // / / __/ / (_ / -_) _ \ http://www.multigen.com
/_/  /_/\_,_/_/\__/_/\___/\__/_//_/ PH:1-408-556-2654 FX:1-408-261-4102

--PART-BOUNDARY=.19610181141.ZM1617.engr.multigen.com
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     obj2flt(1)      UNIX System V (February 9, 1996)       obj2flt(1)

     NAME
          obj2flt - converts Wavefront (.obj) files to OpenFlight
          (.flt) format

     SYNOPSIS
          obj2flt [ -h ] [ -oname ] [ -r ] [ -t ] [ file ]

     DESCRIPTION
          obj2flt converts Wavefront (.obj) format files to OpenFlight
          (.flt) format files.

     OPTIONS
          -h   Prints a help message.

          -oname
               Saves the output file as name instead of using the
               default extension substitution naming convention.

          -r   Overwrites the output file, if one exists.

          -t   Triangulates non-coplanar polygons.

     NOTES
          Compatibility
               ASCII .obj and .mtl files

          Import
               Geometry and index assignments (.obj file)

               - Geometry vertices (v)
               - Vertex normals (vn)
               - Texture vertices (vt)
               - Faces (f) (fo)
               - Non-coplanar faces can be automatically triangulated
               on import
               - Wavefront group (g) names form MultiGen groups and
               objects.  (Ordering in .obj file is significant.)
               - Material assignments (usemtl)
               - Material libraries (mtllib)
               - Face and vertex colors are undefined in Wavefront;
               imported face colors are set to white; vertex color is
               left unset.

          Materials
               (.mtl file)

               - Names (newmtl)
               - Ambient (Ka)
               - Specular (Ks)
               - Diffuse (Kd)
               - Shininess (Ns)
               - All other data lines not processed

     Page 1                                          (printed 8/29/96)

     obj2flt(1)      UNIX System V (February 9, 1996)       obj2flt(1)

          Unsupported features

               - Point, line, and surface primitives
               - Curves and free-form surfaces
               - Smoothing groups, merging groups, objects
               - Display/render attributes
               - Texture files (texture vertices are imported, but not
               the textures themselves)

     SEE ALSO
          intro_fltcnv(1)

     COPYRIGHT
          Copyright c 1996 MultiGen, Inc.

     Page 2                                          (printed 8/29/96)

--PART-BOUNDARY=.19610181141.ZM1617.engr.multigen.com--

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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9610181156.ZM17215@remi.asd.sgi.com>
Date: Fri, 18 Oct 1996 11:56:48 -0700
In-Reply-To: reymond@corysmailserv.corys.fr (Gilles Reymond)
        "Tag clear on iR ?" (Oct 18, 11:11am)
References: <9610181011.AA00455@neptune.corys>
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: reymond@corysmailserv.corys.fr (Gilles Reymond), info-performer@sgi.com
Subject: Re: Tag clear on iR ?
Mime-Version: 1.0
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On Oct 18, 11:11am, Gilles Reymond wrote:
> Subject: Tag clear on iR ?
> Hi,
>
> I am investigating on the performance of the different screen clear modes
> provided by Performer 2.1 on an Infinite Reality (with iR-specific patch 1355
> installed). Two questions :
> 	- is z-buffer "tag" clear mode still supported or even relevant on this
> platform ? Using perfly, the PFES_TAG option does not appear on the GUI.

 As the man pages says:
 NOTES
     PFCL_MSDEPTH is only available on RealityEngine systems, and then only in
     the multisample antialiasing mode.

> 	- when using pfESky mode PFES_SKY, what is actually being done on the
> lower part of the horizon? According to the man pages, nothing. But
obviously,
> some resetting of the z-buffer is done, since any moving objet within this
zone
> is acually drawn properly...

 The earth/sky force the writting of Z into the z-buffer, initializing it.

>
> In any case, what is _really_ the best performance solution when it comes to
> clearing the screen on an iR ?

 It is best to force the Z-buffer [glDepthFunc(GL_ALWAYS)], and write a full
screen background 3d mesh, or a full screen 2d polygon at Zmax.
 You can keep the call to tag clear, so your application will do the right
thing on IR and on RE2.

 -- Remi

-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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From: "R.Stephenson" <m234365@svappl04.mdc.com>
Subject: Reality Monster
To: info-performer@sgi.com
Date: Fri, 18 Oct 1996 17:16:45 CDT
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Status: O


  Will an upcoming release of Performer have direct support for parallel 
rendering for Reality Monsters?  Where can I find info on the Reality 
Monster OpenGL libraries?

thanks

Ray Stephenson                   McDonnell Douglas Corp.
m234365@svappl04.mdc.com         P.O. Box 516
Phone: (314)232-7013             MC: 0642809
FAX:   (314)234-5010             St. Louis, MO 63166
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9610181815.ZM18464@sixty.asd.sgi.com>
Date: Fri, 18 Oct 1996 18:15:20 -0700
In-Reply-To: "R.Stephenson" <m234365@svappl04.mdc.com>
        "Reality Monster" (Oct 18,  5:16pm)
References: <199610182216.PAA27828@sgi.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "R.Stephenson" <m234365@svappl04.mdc.com>, info-performer@sgi.com
Subject: Re: Reality Monster
Mime-Version: 1.0
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>   Will an upcoming release of Performer have direct support for parallel
> rendering for Reality Monsters?

No. You must not expect an explicit  RealityMonster support in the next
Performer release.

 However it does not mean that you are unable to take advantage of the
RealityMonster hardware from performer. Performer is designed in a way in which
the user code can control almost everything.

In fact some customers have been using multiple pipe rendering on the same
window since the version 1.0., via user callbacks and the proper
semaphore/syncronization user code.

> Where can I find info on the Reality Monster OpenGL libraries?

The first customer shipment of RealityMonsters is schedule for January 97.
We have demostrations working TODAY in multiple pipe rendering for the
supported modes: 2D composition and 3D composition (additive 3D texture).

The initial software definition and examples will be available through the
developer program toolbox Web page and CDs before the end of the year.

We are in the process of deciding which is the exposed glu. I will post the web
pointer on this mailing list as soon as it is final. The information will be
located in the SGI developer toolbox web page.

Both the glu, technical report and examples will be available before the FCS.

-Javier

On Oct 18,  5:16pm, R.Stephenson wrote:
> Subject: Reality Monster
>
>   Will an upcoming release of Performer have direct support for parallel
> rendering for Reality Monsters?  Where can I find info on the Reality
> Monster OpenGL libraries?
>
> thanks
>
> Ray Stephenson                   McDonnell Douglas Corp.
> m234365@svappl04.mdc.com         P.O. Box 516
> Phone: (314)232-7013             MC: 0642809
> FAX:   (314)234-5010             St. Louis, MO 63166
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from R.Stephenson



-- 
*************************************************************************
* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
*                                   * Vmail:            	 3-1589 *            
* Member of Technical Staff         * Phone:  415-933-1589 / 2108 (lab) *
* Core Design - 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"
						Hardin Seldon
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Date: Sun, 20 Oct 1996 17:41:23 -0400
From: Thom DeCarlo <tdecarlo@rayva.org>
Reply-To: trdecarlo@tasc.com
Organization: TASC, Inc.
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I'm not sure that this message got anywhere, so I'm posting it again.
Sorry if you're seeing double.

Thom DeCarlo wrote:
> 
> All the examples I've seen of multi-pass shadow casting require
> local lights. Is there any way to generate shadows using only
> global illumination. Perhaps, by rendering the shadow pass in
> an orthographic view?
> 
> TIA,
> Thom

-- 
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I have tried to use detailed textures on an Onyx+RE with SGI's example
detail.c. But the pfQuerySys function couldn't detect the ability to use
textures this way ("no detailed textures supported on this platform...")
although in the C-reference of performer2.0 it is marked as a special
ability of REs.
Maybe someone managed this problem and can explain me what to do?
Thanks in advance, Peter
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610211024.ZM1163@quid.csd.sgi.com>
Date: Mon, 21 Oct 1996 10:24:21 -0700
In-Reply-To: Peter Schulze <schulze@tnt.uni-hannover.de>
        "detail-texture" (Oct 21,  4:13pm)
References: <326B9329.41C67EA6@tnt.uni-hannover.de>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Peter Schulze <schulze@tnt.uni-hannover.de>
Subject: Re: detail-texture
Cc: info-performer@sgi.com
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On Oct 21,  4:13pm, Peter Schulze wrote:
> Subject: detail-texture
> I have tried to use detailed textures on an Onyx+RE with SGI's example
> detail.c. But the pfQuerySys function couldn't detect the ability to use
> textures this way ("no detailed textures supported on this platform...")
> although in the C-reference of performer2.0 it is marked as a special
> ability of REs.
> Maybe someone managed this problem and can explain me what to do?
> Thanks in advance, Peter
> =======================================================================
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>-- End of excerpt from Peter Schulze

Peter

I believe there was a bug under Irix 6.2 + pf 2 - make sure you have the
appropriate pf patch loaded:

There are three patches:
	patch 1414 for IRIX 5.3-6.1 (requires that you have Performer2.0).
	patch 1392 - dev for IRIX 6.2 (requires that you have Performer2.0).
	patch 1347 - eoe for IRIX 6.2

So I guess you're running 6.2 and would need 1392

Cheers
Rob

-- 
________________________________________________________________
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Silicon Graphics
robj@csd.sgi.com
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Date: Mon, 21 Oct 1996 10:48:47 -0700
From: Andrew Walker <awalker@multigen.com>
Organization: MultiGen, Inc.
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To: John Wintle <modellers@intersim.co.uk>
CC: info-performer@sgi.com, mlibby@engr.multigen.com
Subject: Re: Occulting problems with polygon subfaces in Performer
References: <3263AB75.41C6@intersim.co.uk>
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John Wintle wrote:
> We are currently using ModelGen/Multigen II to create databases for use
> in Performer 2.0. The problem that we have is that subfaces (polygons
> attached to polygons) do occult properly. The child polygon is in the
> same plane as the parent, but still occasionally seems to get occulted
> by it. The subfaces also occult 3d items in the database, which are not
> attached to the parent polygon, i.e. a building on top of a concrete
> base.

Some things to think about when using subfaces.

1. They are very slow on the SGI.  I would recommend acvoiding them.

2. Create your nested faces all at the same level in the hierarchy and offset them a
distance greater than one zbuffer unit.  This depends upon your interoperability
range with the nested polygons.  The problem with this aproach is that you are adding
depth complexity which also slows down a Z buffer system.  

3. Use the cut subfaces tool in MultiGen.  This will cut out the subfaces and place
them at the same level in the hierarchy allowing for longer T-strips and reduced
depth complexity.  This tool is not completly bombproof but is improving. 

4. Use a combination of 3 and 4.  Use the offset face approach on your distant LOD's,
you won't be able to see that they are floating from a distance.  And when you
require the most detail up close use cut in faces.  your polygon count may be higher
but your t-strip length will be longer and your depth complexity will be lower which
will allow you to draw more polygons in your budgeted time.

If you have more modeling questions let me know.
 
-- 
Andrew R. Walker			awalker@multigen.com
Member of Technical Staff		( 408 ) - 556 - 2627 DIRECT
MultiGen Inc.				( 408 ) - 261 - 4100 MAIN
550 S. Winchester Blvd. Suite 500	( 408 ) - 261 - 4101 FAX
San Jose, CA 95128                      http://www.multigen.com/
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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Mon, 21 Oct 1996 12:01:31 -0700
In-Reply-To: "Rob Jenkins" <robj@quid.csd.sgi.com>
        "Re: detail-texture" (Oct 21, 10:24am)
References: <326B9329.41C67EA6@tnt.uni-hannover.de> 
	<9610211024.ZM1163@quid.csd.sgi.com>
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To: "Rob Jenkins" <robj@quid>, Peter Schulze <schulze@tnt.uni-hannover.de>
Subject: Re: detail-texture
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+>---- On Oct 21, 10:24am, Rob Jenkins wrote:
> Subject: Re: detail-texture

->I believe there was a bug under Irix 6.2 + pf 2 - make sure you have the
->appropriate pf patch loaded:

FYI, the bug was with specifying the proper detail level in OpenGL on 6.2.
This happened becuause the level changed from being a positive number
to a negative number in the GL before it was released in 6.2 and
we tried to internally detect what to do on what release and then had a bug.
I don't think detail texture was publically released for OpenGL on RE before 6.2
so if your machine things it does not have it then I suspect you are
running 5.3 and OpenGL.

->There are three patches:
->	patch 1414 for IRIX 5.3-6.1 (requires that you have Performer2.0).
->	patch 1392 - dev for IRIX 6.2 (requires that you have Performer2.0).
->	patch 1347 - eoe for IRIX 6.2

Definitely get the patches if you haven't already. Lots of stuff fixed!


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: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <9610211226.ZM18995@babar.asd.sgi.com>
In-Reply-To: Andrew Walker <awalker@multigen.com>
        "Re: Occulting problems with polygon subfaces in Performer" (Oct 21, 10:48am)
References: <3263AB75.41C6@intersim.co.uk>  <326BB77F.446B@multigen.com>
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To: Andrew Walker <awalker@multigen.com>,
        John Wintle <modellers@intersim.co.uk>
Subject: Re: Occulting problems with polygon subfaces in Performer
Cc: info-performer@sgi.com, mlibby@engr.multigen.com
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On Oct 21, 10:48am, Andrew Walker wrote:
> Subject: Re: Occulting problems with polygon subfaces in Performer

> Some things to think about when using subfaces.
>
> 1. They are very slow on the SGI.  I would recommend acvoiding them.

I'm not defensive, but I should clarify this. Subfaces per se are
neither fast nor slow. Subface rendering methods (of which there
are several) *do* range from fast to slow as a function of style,
situation, and system.

Here goes:

cut-out-subfaces
   +less fill (less than *any* of the other methods)
   -more polys

don't-cut-out-subfaces
   a) use stencil
       1. on RE, RE2 - 50% fill penalty for base and layer geom
       2. on iR, only a 5% fill penalty
      either way, though, the draw order *must* be base, then each
      layer from bottom to top, which reduces our chances to sort
      the database by texture and lighting model (probably not a
      big deal for the typical decals)
   b) use displace ("glPolygonOffset")
       1. in IRIS GL, simplistic implementation
       2. in OpenGL, fancy/robust implementation
      either way, this should be fast.
   c) use reference plane
       -only on iR.
       +full speed
       +our idea, so we're proud if you use it. ;-)
   d) static manual offset ("stipes hover off runway")
       -no "proper" place if eye-to-layer distance can vary greatly.
   e) dynamic manual offset ("displace a DCS as a function of range")
       -never better than opengl-style polygon offset
       -DCS prevents geoset bbox culling  :-(
       -just say no.

Quality:

   Perfect: cut-out-subfaces, and layer styles a and c
   Seemingly Perfect (can be made indetectable from Perfect): b, e
   Expensive and not-perfect: d

So, my vote is:
   1. cut-outs if you can afford the extra polygons (you can on iR)
   2. reference plane (only available on iR)
   3. displace (OpenGL method only)
   4. stencil (fast on iR only)

Michael
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Subject: 3DTexture examples ?
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Status: O

	hello Everybody

	is there anybody who could tell me where I could find an sample code of
3Dtexture with Performer?

	Thanks a lot!

___________________________ Christian _________________________________________

-- 
login IRIX
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To: info-performer@sgi.com
Subject: polygon layers
Status: O

     
     
     I notice that if I model coplanar polygons in multigen with the 
     following hierarchy ....
     
     g1
     |
     |
     o1
     |___________
     |  |  |  |  |
     p1 p2 p3 p4 p5
     
     then I run into the typical z buffer resolution problems that one 
     would expect with coplanar when I diplay the geometry in perfly. 
     
     OTOH if I model the same geometry in with this hierarchy....
     
     g1
     |
     |
     o1
     |
     |
     p1   (ground)
     |
     |
     p2   (airstrip)
     |_____
     |  |  |
     p3 p4 p5   (stripes)
     
     ...then the problem simply goes away. Hence we don't have to model the 
     roads 6 feet above the ground (MTJ might still get a little passionate 
     when he hears about this) or play with the near/far clip. The 
     performer scene graph seems to indicate that this modeling technique 
     generates some sort of layer in perfly.
     
     Question - is the reason for this because the loader recognizes the 
     "parent/daughter" polygons and invokes pfLayer or is it some other 
     sort of magic?
     
     Regards,
     
------------------------------------------------------------------//////|\\\\
Bill Marinelli                                          _______   |;;;;/~\\\|
electronic engineer                                    /        \ (|(0)-(0)|)
My ancestors swung by their necks, not their tails.   | Hello!   > |   ,   |
I suport publick skools                                \________/   \  -  /
-------------------------------------------------------------------_<|\-/|>_-

      

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From: mtj@isdn-celeste.corp.sgi.com (Michael Jones)
Message-Id: <199610221327.GAA08102@isdn-celeste.corp.sgi.com>
To: info-performer@sgi.com
Subject: re: layers
Status: O

Bill Marinelli wrote:

|  I notice that if I model coplanar polygons in multigen with the
|  following hierarchy ....
|
|  g1
|  |
|  |
|  o1
|  |___________
|  |  |  |  |  |
|  p1 p2 p3 p4 p5
|
|  then I run into the typical z buffer resolution problems that one
|  would expect with coplanar when I diplay the geometry in perfly.

Yes. You have said "here are five polygons. draw them in any order and
resolve them with the Z-buffer". Since they are coplanar in spirit,
but not in the finite precision of any floating point number of any 
resolution (32-bit, 64-bit, 5000-bit, ...) the Z-buffer can never
resolve these consistently. Instead, we need a hint.

|  OTOH if I model the same geometry in with this hierarchy....
|
|  g1
|  |
|  |
|  o1
|  |
|  |
|  p1   (ground)
|  |
|  |
|  p2   (airstrip)
|  |_____
|  |  |  |
|  p3 p4 p5   (stripes)
|
|  ...then the problem simply goes away. Hence we don't have to model the
|  roads 6 feet above the ground (MTJ might still get a little passionate
|  when he hears about this) or play with the near/far clip. The
|  performer scene graph seems to indicate that this modeling technique
|  generates some sort of layer in perfly.

Exactly correct. You have now let the hardware (via MultiGen, Performer,
and IRIS GL/OpenGL) in on your secret: that a fixed-ordered layering
relationship exists between sets of these five polygons: the ground
is BELOW the airstrip which is BELOW the stripes. You let us know the
score, and we'll do the right thing!

|  Question - is the reason for this because the loader recognizes the
|  "parent/daughter" polygons and invokes pfLayer or is it some other
|  sort of magic?

It's exactly as you first suggest--subfaces in multigen imply *exactly*
the ordering that we need to know. (FYI, take a look at your database 
in Perfly and press the "h" key to see the scene-graph structure. You'll
see that layer nodes have been built from the input geometry. If you
pick things in that mode, the scene-graph will slide to show the selected 
object, and if you pick the node in the display, the object in the 
scene will be highlighted. It's a handy feature...)

In the case above, IRIS Performer will do one of the following (depending 
on the pfLayerMode selected):

Stencil:
  enable z-buffer
  enable "set stencil based on z pass/fail"
  draw p1
  disable z-buffer
  enable "draw where stencil is set" (e.g. where the ground was visible)
  draw p2
  draw (in *any order*) p3, p4, and p5
  disable stencil
  enable z-buffer

  This is the exact rendering order and can not be changed.

Displace:
  A: draw p1 without displacement

  B: set a displacement toward the eye of 1 lsb of Z
     draw p2 with displacement enabled

  C: set a displacement toward the eye of 2 lsb of Z
     draw p3, p4, p5 (in *any order*) with displacement enabled

  Note the advantage of displacement: the phases A, B, and C can happen
  in *any* order. Sorting by texture and light model as is the default
  in Performer will likely as not permute the order from A,B,C in the
  quest of speed. This is a luxury not allowed Performer by the stencil
  approach, but it works fine here.

Reference Plane:
  A: draw p1

  B: draw p2 using the plane equation of p1

  C: draw p3, p4, p5 (in *any order*) using the plane equation of p1

  A different set of restrictions are in force here. Performer *must*
  draw them in the order A,B,C but we're free to draw anything we want
  before, during, or after doing so:

     stuff, A, stuff, B, stuff, C, stuff

  This is not as flexible as Displace, but is less restrictive than
  Stencil. We can still sort as long as the internal ordering of 
  (possibly hundreds of) Reference Plane pfLayers is honored. For
  example, we could draw:

    A0, A1, A2, ..., B0, B1, B2, ..., C0, C1, C2, ...

  if there were hundreds of layers each as described in Bill's
  example where the ground, airstrip, and stripes had some
  common textures. Also, within the A's, the ordering is 
  arbitrary (this applies mutatis mutandis to B's and C's as
  well).

Michael Jones

Be seeing you,      Phone:415.933.1455   Fax:415.965.2658   MS:8U-590
Michael T. Jones    Silicon Graphics, SSG--Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
120 Mario 64 Stars  OpenGL/ImageVision/OpenInventor/Performer/Cosmo3D
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Date: 22 Oct 96 10:16:09 EDT
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: info_performer <info-performer@sgi.com>
Subject: pfLightPoint nodes
Message-ID: <961022141609_101372.3460_JHP80-1@CompuServe.COM>
Status: O

I use performer 2.0 with MultiGen data base.
To keep informationabout nodes, I use the function
pfdConverterAttr("flt",PFFLT_REGISTER_NODE,fltcb).
In Performer 2.1, I find the pfLightPoint node with a pfGetType(node)and its
works!
in 2.0 version, I can't keep this pfLightPoint node, and when I print the
hierarchy,with the pfPrint function, I haven't a pfLigthpoint node.So how can I
do to detect lightpoint node now. 

thanks 

Yo.

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Status: O

I'd like to thank Dennis Pierce, Martin Reddy, Sandeep Mulgund,
Damon Curry, Grambo Beasley, Mark Baranowski, Dan Brockway, Tom Avery,
Marcus Barnes, and Jean Benoit for responding to my request for
information on Moving Models. I apologize if I left anyone out. I
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you gave me. Thanks again for all your help.

-Chris
--

Chris Volpe			Phone: (518) 387-7766 
GE Corporate R&D		Fax:   (518) 387-6560
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Date: Tue, 22 Oct 1996 12:11:09 -0400 (EDT)
From: "Konstantin (Yehuda) Weiner" <weiner@slinky.cs.nyu.edu>
To: info-performer@sgi.com
Subject: igloo error
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Status: O

what does the following error msg mean:

igloo: ERROR #2  failed to allocate 131072 bytes: ERR_OUTMEM

occures after about 24 hours of application running

any pointers are welcome!!!!!!
thanks


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Date: Tue, 22 Oct 1996 12:48:23 -0500
From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  onyx2 and 6.4 irix
Status: O

Performers:
  Does anyone have the scoope on Performer updates for Irix 6.4 for the
new Onyx2 systems. We just recently upgraded to performer 2.1 under
Irix 6.2;  the new systems we ordered (Onyx2 IR's) will be obviously
running Irix 6.4.
  I'm currently looking at the parts break-down on the quote and it is
quoting both Iris Performer 2.1 and ProDev for Irix 6.2. Does anyone see
new versions for either one of these packages for the Onyx2 systems?

- Bryan Wasileski
  McDonnell Douglas Training Systems
  St. Louis, MO
  (314) 232-8496

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Date: Tue, 22 Oct 1996 10:57:53 -0800
From: Michael Campbell <mike_campbell@wssagw.chinalake.navy.mil>
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Subject: Lat, Long, Alt conversion to X, Y, Z.
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Status: O

Hi,
     I plan on using Performer to drive the Out-The-Window display for 
our F/A-18 flight simulator.  The simulator generates WGS-84 earth 
Latitude, Longitude, and Altitude positions plus Yaw, Pitch, Roll 
(Euler Angles).

Question: How does one convert the Lat., Long., and Alt. to Performer 
World Coordinates X,Y, and Z ??? ie for positioning the aircraft in 
the Terrain DB.

The Terrain DataBase loaded will be MultiGen flight format generated 
from DMA DTED.

I'm just getting started, but any help that points me in the right 
direction would be appreciated.

-Mike Campbell
 F/A-18 Facilities Branch, NAWC
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From: "Angus Henderson" <angus@despair.paradigmsim.com>
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Do I really have to unpick all my geosets as below to delete them ?

I never was much good a knitting....

gset = pfNewGSet( pfGetSharedArena() );
gstate = pfNewGState( pfGetSharedArena() );
texenv = pfNewTEnv(pfGetSharedArena());
pfGStateAttr( gstate, PFSTATE_TEXENV, texenv);
pfGSetGState( gset, gstate);

pfGSetGState( gset, NULL); //???? gstate won't delete if I don't unref it
myself
pfDelete( gset );
pfGStateAttr( gstate, PFSTATE_TEXENV, NULL);	//???? same for texenv
pfDelete( gstate );
pfDelete( texenv );

Now that they charge money for it, I can't leave memory lying around like I
used to.....

ANgus

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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9610221106.ZM10251@remi.asd.sgi.com>
Date: Tue, 22 Oct 1996 11:06:10 -0700
In-Reply-To: Jean BENOIT <101372.3460@CompuServe.COM>
        "pfLightPoint nodes" (Oct 22, 10:16am)
References: <961022141609_101372.3460_JHP80-1@CompuServe.COM>
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Status: O


I'm not quite sure to understand the question.
More over, the pfLightPoint is obsolete, you should use pfLPointState instead.

Ecrivez-moi directement !

 -- Remi

On Oct 22, 10:16am, Jean BENOIT wrote:
> Subject: pfLightPoint nodes
> I use performer 2.0 with MultiGen data base.
> To keep informationabout nodes, I use the function
> pfdConverterAttr("flt",PFFLT_REGISTER_NODE,fltcb).
> In Performer 2.1, I find the pfLightPoint node with a pfGetType(node)and its
> works!
> in 2.0 version, I can't keep this pfLightPoint node, and when I print the
> hierarchy,with the pfPrint function, I haven't a pfLigthpoint node.So how can
I
> do to detect lightpoint node now.
>
> thanks
>
> Yo.
>



-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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Date: Tue, 22 Oct 1996 14:32:08 -0400
From: "ram munjulur" <ram@ivex3d.com>
Organization: IVEX
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Hi :

We intend to build a user interface for our Vega App using 
performer libpfui* (user interface), the kind of GUI built in 
perfly.  

I am having problems viewing the Vega Scene in my pfPipeWindow.
I am trying to use the code from .../movie.c and and was able to 
get the scene into the Window, but my GUi doesn't seem to respond to 
the mouse input.

Has anyone tried this sort of GUI earlier ?  Thanks in advance


Ram

ram@ivex3d.com
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From: "Lee Willis" <lee@multigen.com>
Message-Id: <9610221135.ZM6925@wheezer.engr.multigen.com>
Date: Tue, 22 Oct 1996 11:35:58 -0700
In-Reply-To: Michael Campbell <mike_campbell@wssagw.chinalake.navy.mil>
        "Lat, Long, Alt conversion to X, Y, Z." (Oct 22, 10:57am)
References: <326D1931.1A0E@wssagw.chinalake.navy.mil>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Michael Campbell <mike_campbell@wssagw.chinalake.navy.mil>,
        info-performer@sgi.com
Subject: Re: Lat, Long, Alt conversion to X, Y, Z.
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On Oct 22, 10:57am, Michael Campbell wrote:
> Subject: Lat, Long, Alt conversion to X, Y, Z.
> Hi,
>      I plan on using Performer to drive the Out-The-Window display for
> our F/A-18 flight simulator.  The simulator generates WGS-84 earth
> Latitude, Longitude, and Altitude positions plus Yaw, Pitch, Roll
> (Euler Angles).
>
> Question: How does one convert the Lat., Long., and Alt. to Performer
> World Coordinates X,Y, and Z ??? ie for positioning the aircraft in
> the Terrain DB.
>
> The Terrain DataBase loaded will be MultiGen flight format generated
> from DMA DTED.
>
> I'm just getting started, but any help that points me in the right
> direction would be appreciated.

How to convert depends on what projection you generated the database
in.  The simplest (and fastest at runtime) conversion is using the MultiGen
FLAT EARTH projection.  In this, along with you're lat,lon,alt, you need
the origin of the database, and the units of the database (you can get
these from the database attribute page in MultiGen)

   #define METERS_PER_DEGREE 111120.0
   #define RADIANS_PER_DEGREE ( PI / 180.0 )

   double convergance; /* scale to compensate for convergance at poles */
   double x_meters, y_meters;

   convergance = cos( origin_lat * RADIANS_PER_DEGREE );
   /* compute this value once and cache it - it doesn't change */

   /* x,y,z units are now in _meters_ */
   x = (lon - origin_lon) * convergance * METERS_PER_DEGREE;
   y = (lat - origin_lat) * METERS_PER_DEGREE
   z = alt;

  /* if you're units are not in meters, multiply by <units_per_meter> */


If you're not using the Flat Earth projection, the computation
is more complex.  email me directly for help.

-- 
Lee Willis	MultiGen Inc. 550 S Winchester Blvd. Suite 500
		San Jose, CA 95128 		(408) 261-4100
"Sure, everyone knows [software] reusability is wonderful for the 
consumer side of the reuse transaction.  But what makes it wonderful 
for the producers?"  -- Brad Cox, _Superdistribution_
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610221152.ZM6410@vaisyas.engr.multigen.com>
Date: Tue, 22 Oct 1996 11:52:38 -0700
In-Reply-To: Jean BENOIT <101372.3460@CompuServe.COM>
        "pfLightPoint nodes" (Oct 22, 10:16am)
References: <961022141609_101372.3460_JHP80-1@CompuServe.COM>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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Subject: Re: pfLightPoint nodes
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On Oct 22, 10:16am, Jean BENOIT wrote:
> Subject: pfLightPoint nodes
> I use performer 2.0 with MultiGen data base.
> To keep informationabout nodes, I use the function
> pfdConverterAttr("flt",PFFLT_REGISTER_NODE,fltcb).
> In Performer 2.1, I find the pfLightPoint node with a pfGetType(node)and its
> works!

I seriously doubt this because the OpenFlight loaders for Performer 2.x do not
even create pfLightPoint nodes.  They create the fundamental combination of:

pfGeode -> pfGeoSet -> pfGeoState -> pfLPointState

> in 2.0 version, I can't keep this pfLightPoint node, and when I print the
> hierarchy,with the pfPrint function, I haven't a pfLigthpoint node. So how
can
> I do to detect lightpoint node now.

Search your pfGeoSet's for pfGeoState's that have a pfLPointState.

Regards.
--
   __  ___     ____  _ _____        Marcus Barnes, marcus@multigen.com
  /  |/  /_ __/ / /_(_) ___/__ ___  Technical Staff, MultiGen Inc.
 / /|_/ / // / / __/ / (_ / -_) _ \ http://www.multigen.com
/_/  /_/\_,_/_/\__/_/\___/\__/_//_/ PH:1-408-556-2654 FX:1-408-261-4102
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610221205.ZM6437@vaisyas.engr.multigen.com>
Date: Tue, 22 Oct 1996 12:05:10 -0700
In-Reply-To: WILLIAM_MARINELLI@ntsc.navy.mil
        "polygon layers" (Oct 22,  7:11am)
References: <9609228459.AA845993756@CCMAIL.NTSC.NAVY.MIL>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Oct 22,  7:11am, WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> Subject: polygon layers
>
>      I notice that if I model coplanar polygons in multigen with the
>      following hierarchy ....
>
>      g1
>      |
>      |
>      o1
>      |___________
>      |  |  |  |  |
>      p1 p2 p3 p4 p5
>
>      then I run into the typical z buffer resolution problems that one
>      would expect with coplanar when I display the geometry in perfly.

Given what you have modelled, this is correct behavior.  Sibling faces have no
relationship to each other wrt coplanar rendering in Performer.

>      OTOH if I model the same geometry in with this hierarchy....
>
>      g1
>      |
>      |
>      o1
>      |
>      |
>      p1   (ground)
>      |
>      |
>      p2   (airstrip)
>      |_____
>      |  |  |
>      p3 p4 p5   (stripes)
>
>      ...then the problem simply goes away.

[munch]

>      Question - is the reason for this because the loader recognizes the
>      "parent/daughter" polygons and invokes pfLayer or is it some other
>      sort of magic?

The OpenFlight loader translates subfaces (your 2nd example) into pfLayer
geometry.  The superface becomes the base layer, and for efficiency, the
subfaces are "unwound" in a breadth first order as decal layers.  Because the
subfaces are not unwound depth first (correct way, but would require 1 face per
geoset), sibling subfaces should not overlap each other.

Regards.
--
   __  ___     ____  _ _____        Marcus Barnes, marcus@multigen.com
  /  |/  /_ __/ / /_(_) ___/__ ___  Technical Staff, MultiGen Inc.
 / /|_/ / // / / __/ / (_ / -_) _ \ http://www.multigen.com
/_/  /_/\_,_/_/\__/_/\___/\__/_//_/ PH:1-408-556-2654 FX:1-408-261-4102
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Date: Tue, 22 Oct 1996 17:57:50 -0400
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9610221757.ZM6375@hotsauce.clubfed.sgi.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@fddi-odin.corp.sgi.com
Subject: How are these nodes applied to the geometry.
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Status: O

A branch of my scene database looks like this,

pfGroup
/   |   \
    |
  pfSCS
    |
    |
  pfDCS
    |
    |
  pfGeode

how are the SCS and DCS applied to the geometry? I am trying to recreate this
myself using a couple pfMatrix to attach something to the pfGeode. I do this


    pfMatrix cableMat, tMat, ptMat;

	    DCS[3]->getMat(tMat);
	    // scale from inches to feet
	    SCS[3]->getMat(cableMat);
	    cableMat.preMult(tMat);
	    ptMat.makeTrans(cableSpace[PF_X], cableSpace[PF_Y],
						cableSpace[PF_Z]);
	    cableMat.preMult(ptMat);
	    cablecoords[cab].fullXformPt(cablecoords[cab], cableMat);

The ptMat was added to move the attachment point to somewhere other then the
pfGeode's origin.

Thanks,

Brian

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

Brian Furtaw				(brian@sgi.com)
VisSim/Graphics Technical Consultant	Office:	(301) 572-3293
12200-G Plum Orchard Drive
Silver Spring, Maryland 20904		Fax:	(301) 872-3293
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Date: 22 Oct 96 17:14:25 EDT
From: Meiner <101717.2510@CompuServe.COM>
To: info-performer <info-performer@sgi.com>
Subject: live video texture -> frame rate
Message-ID: <961022211425_101717.2510_IHN71-1@CompuServe.COM>
Status: O

Hello, 

I'm trying to use live-video-textures within a performer-application. The
video-signal 
comes from crystaleyes-cameras through the siriusboard into an ONYX with RE2. 

The video-texture-stuff bases upon the 'vidtotex.c'-example coming with the
videolibrary 
for the sirius-board. 

Now, the problem is, that the framerate is going down to 20Hz when I'm using the

videotextures. I'm getting the videosignal noninterlaced, so it should be
possible to 
get a framerate of 50/60Hz.

The bottleneck seems to be the GL's 'subtexload'. I found it very surprising
that the frame 
rate stays the same, no matter if I grab 1024x1024 or 1024x512 pixels from the
siriusboard. 

So if anybody has an idea, ...

Thanks a lot, 

Ulrich Huenemoerder.

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From: jaf@chem.ucsd.edu (Jeremy Friesner)
Message-Id: <199610222253.WAA13399@sdchemw1.ucsd.edu>
Subject: More fun with the ISECT process and setUserData()
To: info-performer@sgi.com
Date: Tue, 22 Oct 1996 15:53:11 -0700 (PDT)
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Status: O


Hi Everyone,

A few weeks ago I encountered the Performer bug that caused
pfDCS::getUserData() to return NULL when accessed from the
ISECT process, even after that node had been set using setUserData()
in the APP process.

It turned out the problem was that the setUserData()'s were being
issued before the first call to pfFrame.  Due to a bug in Performer,
the setUserData()'s were not being propagated to the ISECT process.
Calling following routine after the first pfFrame() call was suggested 
as a work-around:

// must be called AFTER the first pfFrame() call to have an effect!
void fixUserData(pfNode *node)
{
    void *userdata;

    if (node == NULL) return;

    // RE-set the userdata so the ISECT process will see it!
    if (userdata = node->getUserData()) node->setUserData(userdata);

    // recurse to all children of this node
    if (node->isOfType(pfGroup::getClassType()))
    {
         pfGroup * g = (pfGroup *)node;
         int numKids = g->getNumChildren();

         for (int i=0; i<numKids; i++) fixUserData(g->getChild(i));
    }
}

This works fine for scenery that I had generated earlier, but now
I need to add more objects to the scene at various times during
the course of the simulation.

So in the APP process, I do:

myData = new ObjectInfo();  // (ObjectInfo is derived from pfObject)
dcs = new pfDCS;
dcs->setUserData(myData);
myScene->addChild(dcs);

...and the same problem is back.  As far as the ISECT process sees
it, the user-data for the newly added dcs is NULL.

I know that the ISECT process gets its own copy of the pfDCS's
(the pointer is different)... what is the mechanism by which
setUserData()'s are propagated from the APP process's scene graph
to the ISECT process's scene graph?  An override of pfObject::setUserData(),
perhaps?  

Finally, can anyone shed any light on why my setUserData() call is
not being seen by the ISECT process?

Thanks very much,
Jeremy
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From: Scott Watson <scott@disney.com>
To: info-performer@sgi.com
Subject: Malloc, amalloc and usmalloc
Status: O


Is there some reason why I can't use all of these at once if I use the
appropriate free?

Any ideas?

-Scott
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Sender: internet@mail.netvision.net.il
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Date: Wed, 23 Oct 1996 07:10:39 +0300
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Meiner <101717.2510@CompuServe.COM>
CC: info-performer <info-performer@sgi.com>
Subject: Re: live video texture -> frame rate
References: <961022211425_101717.2510_IHN71-1@CompuServe.COM>
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Status: O

Meiner wrote:
> 
> Hello,
> 
> I'm trying to use live-video-textures within a performer-application. The
> video-signal
> comes from crystaleyes-cameras through the siriusboard into an ONYX with RE2.
> 
> The video-texture-stuff bases upon the 'vidtotex.c'-example coming with the
> videolibrary
> for the sirius-board.
>
I don't think vidtotex from SGI runs realtime, but... 

> Now, the problem is, that the framerate is going down to 20Hz when I'm using the
> 
> videotextures. I'm getting the videosignal noninterlaced, so it should be
> possible to
> get a framerate of 50/60Hz.
> 
> The bottleneck seems to be the GL's 'subtexload'. I found it very surprising
> that the frame
> rate stays the same, no matter if I grab 1024x1024 or 1024x512 pixels from the
> siriusboard.
> 

Video textures in RE2 require *very* special care

1. Use 1024x256, even if you have PAL (yes, you loose the last 32=576/2-256 lines)
2. Use RGB5 internal texture format (PFTEX_RGB_5 in performer, GL_RGB5_EXT
     in OpenGL, TX_RGB_5 in IrisGL)
3. Make sure your video source, Sirius, *and* graphics (DG) are all in sync.
4. Make the subtexload the last GL command (after the drawing, before the next
     vertical sync)
5. If the time you issue the subtexload is later than 11 ms after the start of
     the frame, you can forget about real-time. (This is for PAL, NTSC is about 8.5 ms)
6. If NTSC, you'll have to get some late Sirius patch for 5.3, or use 6.2


> So if anybody has an idea, ...

Buy an iR.
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: User interface using Perf ???
Date: Wed, 23 Oct 1996 08:03:24 GMT
Organization: Pera
Message-ID: <326ecd76.1459368@post.demon.co.uk>
References: <326D1328.1072@ivex3d.com>
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Status: O

On Tue, 22 Oct 1996 14:32:08 -0400, Ram wrote:
>Hi :
>
>We intend to build a user interface for our Vega App using=20
>performer libpfui* (user interface), the kind of GUI built in=20
>perfly. =20
>
>I am having problems viewing the Vega Scene in my pfPipeWindow.
>I am trying to use the code from .../movie.c and and was able to=20
>get the scene into the Window, but my GUi doesn't seem to respond to=20
>the mouse input.
>
>Has anyone tried this sort of GUI earlier ?  Thanks in advance

We have used the Performer GUI functions in most of our Vega
applications. Are you letting Vega get the mouse and keyboard inputs.
If so then you need to map the results from vgGetWinKey, vgGetWinEvent
and vgGetMouse into a pfuEventStream and pfuMouse so that the GUI can
use them.

Alternatively you can get Performer to read the keyboard and mouse
(pfuCollectInput if I remember correctly), but I think you will need
to be careful where you do it.

Regards.

Mark.
--=20
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: rweyrauch@camus.paradigmsim.com
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Date: Wed, 23 Oct 1996 04:57:17 -0500
In-Reply-To: jaf@chem.ucsd.edu (Jeremy Friesner)
        "More fun with the ISECT process and setUserData()" (Oct 22,  3:53pm)
References: <199610222253.WAA13399@sdchemw1.ucsd.edu>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: jaf@chem.ucsd.edu (Jeremy Friesner), info-performer@sgi.com
Subject: Re: More fun with the ISECT process and setUserData()
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Status: O

On Oct 22,  3:53pm, Jeremy Friesner wrote:
> Subject: More fun with the ISECT process and setUserData()
>
> Hi Everyone,
>
> A few weeks ago I encountered the Performer bug that caused
> pfDCS::getUserData() to return NULL when accessed from the
> ISECT process, even after that node had been set using setUserData()
> in the APP process.
>
> It turned out the problem was that the setUserData()'s were being
> issued before the first call to pfFrame.  Due to a bug in Performer,
> the setUserData()'s were not being propagated to the ISECT process.
> Calling following routine after the first pfFrame() call was suggested
> as a work-around:
>
> // must be called AFTER the first pfFrame() call to have an effect!
> void fixUserData(pfNode *node)
> {
>     void *userdata;
>
>     if (node == NULL) return;
>
>     // RE-set the userdata so the ISECT process will see it!
>     if (userdata = node->getUserData()) node->setUserData(userdata);
>
>     // recurse to all children of this node
>     if (node->isOfType(pfGroup::getClassType()))
>     {
>          pfGroup * g = (pfGroup *)node;
>          int numKids = g->getNumChildren();
>
>          for (int i=0; i<numKids; i++) fixUserData(g->getChild(i));
>     }
> }
>
> This works fine for scenery that I had generated earlier, but now
> I need to add more objects to the scene at various times during
> the course of the simulation.
>
> So in the APP process, I do:
>
> myData = new ObjectInfo();  // (ObjectInfo is derived from pfObject)
> dcs = new pfDCS;
> dcs->setUserData(myData);
> myScene->addChild(dcs);
>
> ...and the same problem is back.  As far as the ISECT process sees
> it, the user-data for the newly added dcs is NULL.
>

All pfNodes created in APP do not have their user data propogated to the ISECT
process correctly.  Just as for pfNodes created initially, you must reattach
each node's userdata after a pfFrame.  Every time you add nodes to the scene
call fixUserData after the next call to pfFrame.

Nodes added to the scene from the DBASE process do not have the userdata
problem.

>
> Thanks very much,
> Jeremy
>-- End of excerpt from Jeremy Friesner

Rick

-- 

Rick Weyrauch				voice: (972) 960-2301
Paradigm Simulation Inc.		fax:   (972) 960-2303
14900 Landmark Blvd., Suite 400		rweyrauch@paradigmsim.com
Dallas TX 75240				www.paradigmsim.com
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Date: Wed, 23 Oct 1996 08:17:15 -0500
From: cvillarm@magellan.bgm.link.com (Cris Villarma)
Message-Id: <199610231317.IAA04358@magellan.bgm.link.com>
To: info-performer@sgi.com
Subject: pfDCSScale
Status: O

When using pfDCSScale on a Multigen object, if I make the scale
factor too large (above 5) the object starts to "break" apart.
That is, some of the polygons start disappearing and only a
fraction of the object remains.

This would be great for an explosion(!) but for now, what am
I doing wrong?  Does matter how far away the eyepoint is?
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To: info-performer@sgi.com
Subject: Problems with local light source in OpenGL on Onyx.
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Status: O

Hello,
I am developing a Performer 2.0 (OpenGL) based application and I am using
one local lightsource. It works fine on Impacts and IRs, but on an Onyx the
colors of the geometry totally flips.
Can anyone help? Is there a patch for this?

/Tomas

-- 

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From: "Tomas Moller" <tompa@clarus.se>
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Date: Wed, 23 Oct 1996 05:55:19 -0700
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To: info-performer@sgi.com
Subject: Draw image with alpha
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Status: O

Hello again.

I have a RGBA image and I use

glDrawPixels(160,60,GL_RGBA,GL_UNSIGNED_BYTE,img);

to display the image in a performer window. The image is drawn but there is no
transparency.
Is there a special mode or something that you must be in, to display RGBA
images?

/Tomas

-- 

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610230830.ZM2735@quid.csd.sgi.com>
Date: Wed, 23 Oct 1996 08:30:16 -0700
In-Reply-To: "Tomas Moller" <tompa@clarus.se>
        "Problems with local light source in OpenGL on Onyx." (Oct 23,  5:48am)
References: <9610230548.ZM5246@prost24.prosolvia.se>
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To: "Tomas Moller" <tompa@clarus.se>, info-performer@sgi.com
Subject: Re: Problems with local light source in OpenGL on Onyx.
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On Oct 23,  5:48am, Tomas Moller wrote:
> Subject: Problems with local light source in OpenGL on Onyx.
> Hello,
> I am developing a Performer 2.0 (OpenGL) based application and I am using
> one local lightsource. It works fine on Impacts and IRs, but on an Onyx the
> colors of the geometry totally flips.
> Can anyone help? Is there a patch for this?

Tomas

There was bug on 5.3/6.3 RE2 with local lights and GL_AMBIENT_AND_DIFFUSE
lighting. It's fixed in the Irix 6.2 patch 1442 ( RE rollup patch ). Try
installing that. I think that'll do it but you ought to have it on RE2 running
6.2 anyway.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610230837.ZM2740@quid.csd.sgi.com>
Date: Wed, 23 Oct 1996 08:37:51 -0700
In-Reply-To: "Konstantin (Yehuda) Weiner" <weiner@slinky.cs.nyu.edu>
        "igloo error" (Oct 22, 12:11pm)
References: <Pine.GSO.3.92.961022115738.9685A-100000@slinky.cs.nyu.edu>
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To: "Konstantin (Yehuda) Weiner" <weiner@slinky.cs.nyu.edu>,
        info-performer@sgi.com
Subject: Re: igloo error
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On Oct 22, 12:11pm, Konstantin (Yehuda) Weiner wrote:
> Subject: igloo error
> what does the following error msg mean:
>
> igloo: ERROR #2  failed to allocate 131072 bytes: ERR_OUTMEM
>
> occures after about 24 hours of application running

Igloo is 'Iris GL On OpenGL' it's a SW layer that translates Iris GL commands
to OpenGL on the new SGI machines. All SGI platforms from Impact onwards ( so
including iR and O2 etc ) are native OpenGL so use Igloo to run IrisGL code.

I'm assuming you're that same person that has a call logged with this problem,
you should be gettinng some feedback from that soon. Let me know if it's not
you but basically you either have:

Incorrect patches - for Impact check you have patch 1447 for Irix 6.2 or 1332
for 5.3 ( should upgrade to 6.2 if you haven't ) OR you have an application
error OR Igloo has a slow memory leak. If it's either of the latter try to
profile your app ( say with Workshop ), see what calls trigger high memory
usage. If you get a core dump then the stack trace will probably show the
hungry calls. It ought to be pretty easy to narrow this down to a small piece
of code with the same problem - the person handling you support call can work
with you on this.

Cheers
Rob


-- 
________________________________________________________________
Rob Jenkins robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Salvador Cabaruvias" <sal@mbsgi1.mdc.com>
Message-Id: <9610230948.ZM6331@mbsgi1.mdc.com>
Date: Wed, 23 Oct 1996 09:48:19 -0700
In-Reply-To: Orad Hi-Tec Systems <orad_u@netvision.net.il>
        "Re: live video texture -> frame rate" (Oct 23,  7:10am)
References: <961022211425_101717.2510_IHN71-1@CompuServe.COM> 
	<326D9ABF.167E@netvision.net.il>
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To: Orad Hi-Tec Systems <orad_u@netvision.net.il>
Subject: Re: live video texture -> frame rate
Cc: info-performer@sgi.com
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On Oct 23,  7:10am, Orad Hi-Tec Systems wrote:
> Subject: Re: live video texture -> frame rate
> Meiner wrote:
> >
> > Hello,
> >
> > I'm trying to use live-video-textures within a performer-application. The
> > video-signal
> > comes from crystaleyes-cameras through the siriusboard into an ONYX with
RE2.
> >
> > The video-texture-stuff bases upon the 'vidtotex.c'-example coming with the
> > videolibrary
> > for the sirius-board.
> >
> I don't think vidtotex from SGI runs realtime, but...
>
> > Now, the problem is, that the framerate is going down to 20Hz when I'm
using the
> >
> > videotextures. I'm getting the videosignal noninterlaced, so it should be
> > possible to
> > get a framerate of 50/60Hz.
> >
> > The bottleneck seems to be the GL's 'subtexload'. I found it very
surprising
> > that the frame
> > rate stays the same, no matter if I grab 1024x1024 or 1024x512 pixels from
the
> > siriusboard.
> >
>
> Video textures in RE2 require *very* special care
>
> 1. Use 1024x256, even if you have PAL (yes, you loose the last 32=576/2-256
lines)
> 2. Use RGB5 internal texture format (PFTEX_RGB_5 in performer, GL_RGB5_EXT
>      in OpenGL, TX_RGB_5 in IrisGL)
> 3. Make sure your video source, Sirius, *and* graphics (DG) are all in sync.
> 4. Make the subtexload the last GL command (after the drawing, before the
next
>      vertical sync)
> 5. If the time you issue the subtexload is later than 11 ms after the start
of
>      the frame, you can forget about real-time. (This is for PAL, NTSC is
about 8.5 ms)
> 6. If NTSC, you'll have to get some late Sirius patch for 5.3, or use 6.2
>
>
> > So if anybody has an idea, ...
>
> Buy an iR.
         ^^^
          Even that is not a sure bet. I have one with sirius option and it
took several patches, etc... just to get the examples working with OpenGL. I
am now working on getting the Performer examples working.  Oh what is fun!!

-- 
--------------------------------------------------------------------------------
Salvador Cabaruvias                       |     sal@sgidev.mdc.com             |
--------------------------------------------------------------------------------
CSSL                                      |     "Well I be done seen about every  
McDonnell Douglas                         |      thing when I see an elephant 
(310) 593-6719                            |      fly"  --Dumbo--
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Date: Tue, 22 Oct 1996 16:55:59 +0100
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To: info-performer@sgi.com
Subject: Genlocking Sirius and Monitor
Mime-Version: 1.0
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Status: O

IR + Sirius + Onyx + 6.2

Not really a performer question, but...

Could someone please explain very clearly how to create a combination that
produces a monitor output and a sirius output that are both locked to an
external source?  I've tried the obvious ch1 + sirius + external sync (in edit
globals) - it produces bad frames on the sirius.  Presumably the genlock should
go to the BOB and the Onyx?  What is the external sync format really for?

Also on the Sirius, on RE2, flicker filter does what you would think, but on IR
it also vertically shrinks the image by about 4% producing nasty banding,
degrading the image rather than improving it.

Many thanks for any help,

Hal

P.S.  If there is an info-sirius elsewhere I'll happily go and ask there...

-- 
Hal Bertram
Jim Henson's Creature Shop
30 Oval Road, London NW1 7DE, UK

hal@jhcs.co.uk

Tel: +44 171 428 4000
Fax: +44 171 284 2218


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From: david.heskamp@lmco.com
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To: info-performer@sgi.com
Subject: The node is gone but not forgotten... segmentation fault
Date: Wed, 23 Oct 96 14:07:52 EDT
Message-Id: <9610231807.3436DC@pc1197.ldsa>
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Status: O

Hello:

When I remove a node from my Performer graph, it appears to work and is not 
displayed in the resulting scene.  However if I then delete the node, I get 
a segmentation fault.  A code fragment which is short and representative is 
given below.

One more item to consider... geodes below the problem node in the graph 
were operated on by pfdBreakup.  This problem does NOT occur if I do not 
use pfdBreakup.  
     
     pfFrame();   //dcs and its children are visible here
     pfGroup *group;
     for (int i=0; i < dcs->getNumParents(); i++)
     {
       group = dcs->getParent(i);
       group->removeChild(dcs);
     }
     pfFrame();  //dcs and its children are no longer visible
     pfDelete( dcs   );
     pfFrame();  //segmentation fault occurs here!$#@%#*$

Any help would be appreciated.


Dave 

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Date: Wed, 23 Oct 96 20:58:17 PDT
Subject: RE: Genlocking Sirius and Monitor 
To: Hal Bertram <hal@jhcscg.dircon.co.uk>, info-performer@sgi.com
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--- On Tue, 22 Oct 1996 16:55:59 +0100  Hal Bertram <hal@jhcscg.dircon.co.uk> wrote:

>IR + Sirius + Onyx + 6.2
>

Are you running with patch1355 for the iR, and patch1431 for Sirius ? Those are the 
latest (as for three weeks ago) patches. Anyway - Irix 6.2 without any patch will get 
you into trouble when dealing with Sirius. More specifically, genlocking on PAL wasn't 
supported until some patches ago.


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From: scott@ht.com (Scott McMillan)
Message-Id: <199610232227.SAA08947@ir.ht.com>
Subject: Projected Texture spotlights and regular lights
To: info-performer@sgi.com
Date: Wed, 23 Oct 1996 18:27:51 -0400 (EDT)
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I am currently working on an iR/OpenGL/Performer 2.2 beta.  I don't think it
is a beta problem, so I will ask here first.

I have a scene that is lit by a pfLight.  When I add a spotlight via
projected textures (following the sample code in shadows.C not including the
shadow stuff), the spotlight appears, but the original effects of the pfLight
disappear.  Is it possible to have both?

Also, with the spotlight, I get a regular pattern of "speckles" on the
polygons that are being projected onto anywhere the projected texture is not
completely white (i.e, r*g*b != 1).  Note that this pixel pattern is constant
with respect to the viewport but the color is equal to any geometry is there.
Anybody ever seen anything like this and know how to fix it?

Thanks in advance,
scott

-- 
  Scott McMillan  |       HT Medical, Inc.      | Developing virtual environ-
   scott@ht.com   |      http://www.ht.com      | ment medical and surgical
 Ph: 301-984-3706 | 6001 Montrose Rd., Ste. 902 | simulations and surgery
Fax: 301-984-2104 |     Rockville, MD 20852     | simulation creation tools.

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From: "Salvador Cabaruvias" <sal@control.mdc.com>
Message-Id: <9610231520.ZM3176@control.mdc.com>
Date: Wed, 23 Oct 1996 15:20:50 -0700
In-Reply-To: "Hal Bertram" <hal@jhcscg.dircon.co.uk>
        "Genlocking Sirius and Monitor" (Oct 22,  4:55pm)
References: <9610221655.ZM20474@kermit>
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Subject: Re: Genlocking Sirius and Monitor
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On Oct 22,  4:55pm, Hal Bertram wrote:
> Subject: Genlocking Sirius and Monitor
> IR + Sirius + Onyx + 6.2
>
> Not really a performer question, but...
>
> Could someone please explain very clearly how to create a combination that
> produces a monitor output and a sirius output that are both locked to an
> external source?  I've tried the obvious ch1 + sirius + external sync (in
edit
> globals) - it produces bad frames on the sirius.  Presumably the genlock
should

That is the ircombine command.  Did you also use the vcp (video control panel)
to define to the Sirius what the expected inputs and outputs to it?

> go to the BOB and the Onyx?  What is the external sync format really for?
>
> Also on the Sirius, on RE2, flicker filter does what you would think, but on
IR
> it also vertically shrinks the image by about 4% producing nasty banding,
> degrading the image rather than improving it.
>
> Many thanks for any help,
>
> Hal
>
> P.S.  If there is an info-sirius elsewhere I'll happily go and ask there...
>



-- 
--------------------------------------------------------------------------------
Salvador Cabaruvias                       |     sal@sgidev.mdc.com             |
--------------------------------------------------------------------------------
CSSL                                      |     "Well I be done seen about every  
McDonnell Douglas                         |      thing when I see an elephant 
(310) 593-6719                            |      fly"  --Dumbo--
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From guest  Thu Oct 24 00:37:53 1996
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Message-Id: <199610240619.QAA23692@chopin.kist.re.kr>
From: "Kim Juh-Han" <bluesky@chopin.kist.re.kr>
To: <info-performer@sgi.com>
Subject: Does anyone has a local Light Example ??
Date: Thu, 24 Oct 1996 16:15:09 +0900
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 Does anyone has a local Light Example Code ??

 Currently I'm looking for Good pfLight Example for local light.

 If you has a example program, please send to me.

 Thanks in advance.

 Kim Juh-Han
 Email : bluesky@chopin.kist.re.kr
	
 Phone : 958-5637 ( KIST CAD/CAM Lab. )
 

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Date: Thu, 24 Oct 1996 07:57:59 +0300
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Hal Bertram <hal@jhcscg.dircon.co.uk>
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References: <9610221655.ZM20474@kermit>
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Status: O

Hal Bertram wrote:
> 
> IR + Sirius + Onyx + 6.2
> 
> Not really a performer question, but...
> 
> Could someone please explain very clearly how to create a combination that
> produces a monitor output and a sirius output that are both locked to an
> external source?  I've tried the obvious ch1 + sirius + external sync (in edit
> globals) - it produces bad frames on the sirius.  Presumably the genlock should
> go to the BOB and the Onyx?  What is the external sync format really for?
> 
Don't know what its for, but it should be
768x576_25i for PAL
640x486_30i for NTSC

Also, be sure to patch up to 1355 for gfx, 1431 for Sirius.
Otherwise, you'll be in SGI iR+Sirius debugging phase (vs. product phase).
Also check your hardware is up to date via /usr/gfx/gfxinfo -v
The DG "Part #" should end with -004 or larger.
Also the DGOPT (alias PAB) "Part #" should end with -004 or larger.

> Also on the Sirius, on RE2, flicker filter does what you would think, but on IR
> it also vertically shrinks the image by about 4% producing nasty banding,
> degrading the image rather than improving it.
> 

Strange, didn't notice that.


> Many thanks for any help,
> 
> Hal
> 
> P.S.  If there is an info-sirius elsewhere I'll happily go and ask there...
> 

Yes, its called
trial+error+trial+error+trial+error+trial+error+trial+error+trial+error+trial+error...

Moshe Nissim
Orad Hi-Tec Systems
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Date: Thu, 24 Oct 1996 10:30:08 +0100
From: Igor-Sunday Pandzic <Igor.Pandzic@cui.unige.ch>
Subject: Texture problems
To: info-performer@sgi.com
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Hello,

I have a strange problem with textures: I can't get them rendered on the
Indy or Indigo 2 machines, while everything works well on the Impacts
and Onyx RE2. This happens with both Open GL and Iris GL versions of
perfly, as well as with my own apps. Everything looks normal, no
warning messages are displayed, and perfly even displays the texture
images in the window while loading, but the geometry is finally
not textured. Does anyone have an idea why this happens?

Regards,
Igor

-- 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Igor Pandzic                         Igor.Pandzic@cui.unige.ch
MIRALab
University of Geneva                 tel. +41/22/705 76 56
24, rue General-Dufour                           705 77 63
CH-1211 GENEVE 4
SWITZERLAND                          fax  +41/22/705 77 80
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9610250806.ZM2563@eclipse.rtset.co.il>
Date: Fri, 25 Oct 1996 08:06:26 +0000
In-Reply-To: Igor-Sunday Pandzic <Igor.Pandzic@cui.unige.ch>
        "Texture problems" (Oct 24, 10:30am)
References: <9610241030.ZM27727@cuisg2.unige.ch>
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To: Igor-Sunday Pandzic <Igor.Pandzic@cui.unige.ch>
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On Oct 24, 10:30am, Igor-Sunday Pandzic wrote:
> I have a strange problem with textures: I can't get them rendered on the
> Indy or Indigo 2 machines, while everything works well on the Impacts
> and Onyx RE2. This happens with both Open GL and Iris GL versions of
> perfly, as well as with my own apps. Everything looks normal, no
> warning messages are displayed, and perfly even displays the texture
> images in the window while loading, but the geometry is finally
> not textured. Does anyone have an idea why this happens?

The default texture enable/disable mode in Performer is set according to the
type of the machine you're running on. In the case of Indy and Indigo2, texture
is implemented in software, slowly, so the default is disable. You can enable
it by pfEnable(PFEN_TEXTURE); in the code, or by selecting texture display in
the perfly GUI.

Ran

-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
  Work : 972-9-552236                |          rany@netvision.net.il
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Fax    : 972-9-552239                |
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From: "Spencer, Dan" <DSR@trasys.be>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: pfLightSource-How-does-it-work-?
Date: Thu, 24 Oct 96 14:08:00 +2
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Hi,
     I am using a pfLightSource to generate shadows, I have two channels, 
both use  the same scene,  illuminated by the pfLightSource. Both channels 
are set up in the same way looking at the same scene etc. The light source 
illuminates the scene as you would expect (the effects of the light source 
can be seen in both channels), but only one channel has shadows in it ?

I assumed that the texture generated by the pfLightSource was applied to the 
objects in the scene - in which case the channel which you see the objects 
in, is not important ?

 The light source is illuminating all the objects in both channels (there 
are no other light sources of any kind).

What is the exact operation of the pfLightSource shadows ?
Why am I getting shadows in only one channel ?

Any info or idears appreciated

     Dan
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From: Jason Buksh <JASON@vrsolns.co.uk>
To: info-performer@sgi.com
Date: Thu, 24 Oct 1996 14:13:51 +0000
Subject: Powerflip & YAODL convereters 
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Hi,
I'm trying to view individual objects, the file format they are in are
FLT and BGF.  I've tried using Powerflip to view these objects but it
only uses a file format called YAODL (Yet Another Object Description
Language).  Are there any converters to this format or are there any
other standard applications that will do the same job (Perfly seems a
bit OTT).

 Thanks in advance

J.Buksh

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From: janete@pistilmac1.chinalake.navy.mil (Janet Estabridis)
Subject: Lighting differences from 1.2 to 2.0
Date: Thu, 24 Oct 1996 08:32:45 +0000
Status: O

I'm relatively new to Performer so I never learned Performer 1.2.  I am
currently upgrading old Performer 1.2 code to Performer 2.0 code.  My
question is this:

Are there any major differences with lighting effects from 1.2 to 2.0 ??

My problem is I have ported the code from 1.2 to 2.0, but the sides of my
buildings (which have textures) are now black like the top of the building
(which does not have a texture).  The texture is a grey color.  I enabled a
infinite light for the scene using

pLight = pfNewLSource();
pfAddChild( scenenode, pLight );

Any new knowledge on lighting is appreciated.  Thanks

Janet Estabridis
NAWC Code 4722E0D
China Lake, CA  (619) 939-6984


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From: knoepfle@igd.fhg.de
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To: info-performer@sgi.com
Subject: Genlocking...
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Status: O

Hy everybody,

this is not a performer-question, but I don't know a better a place...

We want to use Shutter-Stereo on a 3-Pipe ONYX IR (format: 1024x768_120s). We
get the stereo-sync from Pipe 0. When you wear your stereo-glasses the picture
on Pipe 0 is ok, but on pipe 1 and 2 we see a horiz. dark bar [shutter signal
doesn't correspond to vertical sync of the pipe].

It seems that we have to genlock(!) all three pipes. We tried several ways, but
none of them really worked.

Does anyone of you know how to do
a) the cabeling
b) configuration via ircombine [unfortunatelly we can't use setmon, because it
crashes on pipe 1 and 2 :(]

to genlock all three pipes ?

Any help is highly appreciated...

Thanks in advance

		Christian

PS: If you know a better place to ask, please tell me...

-- 

******************************************************************************
* Christian Knoepfle   | " Due to budget cuts,                               * 
* FhG-IGD / Germany    |        the lights and the end of the tunnel         *
* knoepfle@igd.fhg.de  |                               has been turned off"  *
******************************************************************************


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From: scott@ht.com (Scott McMillan)
Message-Id: <199610241647.MAA10130@ir.ht.com>
Subject: More on Projected Texture spotlights....
To: info-performer@sgi.com
Date: Thu, 24 Oct 1996 12:47:52 -0400 (EDT)
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> I am currently working on an iR/OpenGL/Performer 2.2 beta.  I don't think it
> is a beta problem, so I will ask here first.
> 
> I have a scene that is lit by a pfLight.  When I add a spotlight via
> projected textures (following the sample code in shadows.C not including the
> shadow stuff), the spotlight appears, but the original effects of the pfLight
> disappear.  Is it possible to have both?
> 
> Also, with the spotlight, I get a regular pattern of "speckles" on the
> polygons that are being projected onto anywhere the projected texture is not
> completely white (i.e, r*g*b != 1).  Note that this pixel pattern is constant
> with respect to the viewport but the color is equal to any geometry is there.
> Anybody ever seen anything like this and know how to fix it?

Here's some more info, I compiled and ran the same program on a High Impact,
Irix 6.2, Performer 2.0.2.  The speckles disappear, but the pfLightSource and
pfLight interaction problems are still present.  I seem to remember a
previous discussion related to this...can anyone refresh my memory?

Thanks,
scott

-- 
  Scott McMillan  |       HT Medical, Inc.      | Developing virtual environ-
   scott@ht.com   |      http://www.ht.com      | ment medical and surgical
 Ph: 301-984-3706 | 6001 Montrose Rd., Ste. 902 | simulations and surgery
Fax: 301-984-2104 |     Rockville, MD 20852     | simulation creation tools.

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610241035.ZM11796@quid.csd.sgi.com>
Date: Thu, 24 Oct 1996 10:35:09 -0700
In-Reply-To: knoepfle@igd.fhg.de
        "Genlocking..." (Oct 24,  6:03pm)
References: <9610241803.ZM1880@macke>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: knoepfle@igd.fhg.de, info-performer@sgi.com
Subject: Re: Genlocking...
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Status: O

On Oct 24,  6:03pm, knoepfle@igd.fhg.de wrote:
> Subject: Genlocking...
> Hy everybody,
>
> this is not a performer-question, but I don't know a better a place...
>
> We want to use Shutter-Stereo on a 3-Pipe ONYX IR (format: 1024x768_120s). We
> get the stereo-sync from Pipe 0. When you wear your stereo-glasses the
picture
> on Pipe 0 is ok, but on pipe 1 and 2 we see a horiz. dark bar [shutter signal
> doesn't correspond to vertical sync of the pipe].
>
> It seems that we have to genlock(!) all three pipes. We tried several ways,
but
> none of them really worked.
>
> Does anyone of you know how to do
> a) the cabeling
> b) configuration via ircombine [unfortunatelly we can't use setmon, because
it
> crashes on pipe 1 and 2 :(]
>
> to genlock all three pipes ?
>
> Any help is highly appreciated...
>
> Thanks in advance
>
> 		Christian
>
> PS: If you know a better place to ask, please tell me...

I had some info from a colleague on this recently, I'll pass it on. I think you
need to check you have patch 1355 installed as it fixes some stereo genlock
things, the cabling should be something like:

                IR   IR   IR
                #1   #2   #3
H/C Sync       o-\   o    o
Genlock in     o   \-o  /-o
Genlock out    o     o-/   * 75ohm terminate

To set up genlock in ircombine, insert appropriate channels, click on edit
globals, set sync source to be external and select sync format to be
whatever format you are trying to genlock to (in this case 1024x768_120s). Then
either download the format or save to eeprom.  With 1355 installed, gfxinfo
should return whether gfx thinks it is genlocked or not.

If you want to control this programmatically, check out the XSGIvcextension (X
SGI video control), specifically XSGIvcSetScreenInputSyncSource.

Hope this helps
Rob

-- 
________________________________________________________________
Rob Jenkins robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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	 id RAA23667; Thu, 24 Oct 1996 17:39:58 GMT
From: "Tom Fuke" <tom@war.reading.sgi.com>
Message-Id: <9610241739.ZM23665@war.reading.sgi.com>
Date: Thu, 24 Oct 1996 17:39:58 +0000
In-Reply-To: knoepfle@igd.fhg.de
        "Genlocking..." (Oct 24, 18:03)
References: <9610241803.ZM1880@macke>
X-Face: (%+h@d^QtgD5P'vSaMK,85TeXMhh+{<8]$Htk]p5K42=-?TE*NdftIL)|(O+:m6F32S3KF*
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To: knoepfle@igd.fhg.de, info-performer@sgi.com
Subject: Re: Genlocking...
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Christian,

I had to do some info-gathering on genlocking multiple pipes with
differing video formats just recently, so here's my advice...

On Oct 24, 18:03, knoepfle@igd.fhg.de wrote:
>...
> It seems that we have to genlock(!) all three pipes.

yes.


>
> Does anyone of you know how to do
> a) the cabeling

Cabling connections should be:
    C/H_SYNC_OUT (PIPE 0, CHAN 0) -> GEN_IN (PIPE 1)
    GEN_OUT (PIPE 1) -> GEN_IN (PIPE 2)
    GEN_OUT (PIPE 2) -> 75ohm terminator

You must use 75ohm video cable.


> b) configuration via ircombine...

Need to tell pipes 1 & 2 what the input sync format is...

    PIPE 0:    Edit Globals -> SYNC_SOURCE=Internal
    PIPES 1/2: Edit Globals -> SYNC_SOURCE=External
               Edit Globals -> SYNC_FORMAT=1024x768_120s.vfo



Kind regards,
Tom
---

-- 
--------------------------------------------------------------
Tom Fuke                  email: tom@reading.sgi.com         -
The Reality Centre        vmail: 59101 (0800 896020 in U.K)  -
Silicon Graphics Ltd      vox: +44 (1734) 257604             -
Theale, Reading           fax: +44 (1734) 257608    \   o  _
RG7 4SB, UK               mailstop: IUK-311         | [][] |
                                                    | (  ) |
--------------------------------------------------------------
Silicon Surf:   www.sgi.com
Reality Centre: www.sgi.com/International/UK/centre/index.html
                (use www-europe.sgi.com for European mirror)
Tom:            reality.sgi.com/employees/tom_reading/ 
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9610241106.ZM23788@sixty.asd.sgi.com>
Date: Thu, 24 Oct 1996 11:06:34 -0700
In-Reply-To: brian@sgi.com (Brian Furtaw)
        "Latency critical viewing transformation updates?" (Oct 24, 11:30am)
References: <9610241130.ZM14853@hotsauce.clubfed.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.com, brian@sgi.com
Subject: Re: Latency critical viewing transformation updates?
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Status: O

If you run in APPCULLDRAW (single process) then the internal performer latency
will be ZERO, but then you will not take adavantage of multiprocessing.

You can reduce the latency while using multiprocessing to one frame intead of
two (from point of view of the APP and without counting the "video" frame)
using a mode named CULLoDRAW. In this mode, CULL and DRAW are processing the
same frame at the same time (well, actually draw is slightly behind).

In previous versions of performer CULLoDRAW only worked with single pipe, I did
not tried on the latest versions in multipipe.

Keep in mind that the culling creates a "list of things to do in the draw" from
the APP point of view, which means that the point of view in the draw has to be
consistent, becasue the culling is clipping out database out of the point of
view. If the point of view in the draw is different it means that you could run
out of database.

Typically performer will "transport" the initial point of view across the
software pipeline, adding 0, 1 or 2 frames latency depending of the
multiprocessing mode (see pfMultiprocess).

Typically the users will have another asyncronous process reading the head
tracker using a serial port. it will add a 1/2 frame latency to put the data in
to the APP.

In order to compensate both the tracker and the performer latency some people
has developed prediction of the point of view.

Instead of using the point of view from the tracker you can stimate where is
going to be after 2 frames in function of the previous history of the tracker
data. Since the humans are not androids yet, there are limits in both angular
speed and angular acceleration (traslation is not so demanding) that you can
take in count to design the "digital filter".

Some people even included accelerometer sensors in addition to the tracker,
building a much faster predictive digital filter.

You may find interesting a siggraph paper from Hughes, in wich they descrive
this kind of set up.

There is a very high end helment buit by Hughes that reduce the user latency
(we should say that reduce the error), looking like a "latency free" tracking.

Also running a higher vertical retraces may help since the latency due to
multiprocessing is n_frames*1/frame_rate

-Javier

-- 
*************************************************************************
* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
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From: jaydee@ATSaerospace.com (Jean Daigle)
Date: Thu, 24 Oct 1996 14:34:03 -0400
In-Reply-To: knoepfle@igd.fhg.de
       "Genlocking..." (Oct 24,  6:03pm)
X-Mailer: Mail User's Shell (7.2.5 10/14/92)
To: knoepfle@igd.fhg.de
Subject: Re: Genlocking...
Cc: info-performer@sgi.com
Status: O

Hi!

On Oct 24,  6:03pm, knoepfle@igd.fhg.de wrote:
...
} this is not a performer-question, but I don't know a better a place...

Ditto.

} We want to use Shutter-Stereo on a 3-Pipe ONYX IR (format: 1024x768_120s). We
} get the stereo-sync from Pipe 0. When you wear your stereo-glasses the picture
} on Pipe 0 is ok, but on pipe 1 and 2 we see a horiz. dark bar [shutter signal
} doesn't correspond to vertical sync of the pipe].
} 
} It seems that we have to genlock(!) all three pipes. We tried several ways, but
} none of them really worked.

I think all pipes must be using the same video rate in order for
genlocking to work.  Is this the case with your setup?  I.e., are
you running the same .cmb file on each iR pipe?


} Does anyone of you know how to do
} a) the cabeling
} b) configuration via ircombine [unfortunatelly we can't use setmon, because it
} crashes on pipe 1 and 2 :(]
} 
} to genlock all three pipes ?
...
}-- End of excerpt from knoepfle@igd.fhg.de


a) For cabling, use video-impedance (75 ohm?) coax to cable
	- pipe 0 H/C Sync Out to pipe 1 Genlock In
	- pipe 1 Genlock Out to pipe 2 Genlock In

Also, terminate pipe 2's Genlock Out connector with a 75-ohm
terminator.

Here's a question for more knowledgeable people:  Are the framelock
(a.k.a. Swap Ready) outputs still used on iR?  If so, it's necessary
to put a BNC tee on one pipe's Swap Ready, and cable the remaining
two to it.


b) You should be able to use ircomine in command-line mode, something
like
	setenv DISPLAY :0.0
	/usr/gfx/ircombine -source file x.cmb -destination eeprom \
		-target 0:0
	/usr/gfx/ircombine -source file x.cmb -destination eeprom \
		-global syncsource=EXTERNAL -target 0:1
	/usr/gfx/ircombine -source file x.cmb -destination eeprom \
		-global syncsource=EXTERNAL -target 0:2
	/usr/gfx/stopgfx; /usr/gfx/startgfx

That is, genlock is enabled on the higher two pipes by activating
external sync.  This is _not_ specified for pipe 0, which is the
sync MASTER (i.e., generates sync internally).

Also note that pipe 0's Genlock Out is _not_ the sync source.  SGI
documenation sometimes refers to this as "Genlock Loop" -- it's wired
internally to Genlock In on the same pipe to facilitate driving
multiple slaves from a single master.


This being said, I still have problems with genlock on a
3-pipe Onyx iR running Performer 2.1 and IRIX 6.2.

I have cabled as above (Swap Ready & Genlock), and run setmon
on the 3 pipes with the same .cmb format, and -g specified for
pipes 1 and 2 (not pipe 0).

Everything seems fine -- no crashes, and graphics come up on
all three pipes.

However, running perfly produces dire warnings about lack of
genlock on the various pipes, and indicates rather large phase
offsets between pipes.

I ultimately conceded defeat in this matter with Performer 2.0/
IRIX 5.3/3-pipe Onyx RE^2 + MCO.  Has anyone succeeded with Performer
2.1/IRIX 6.2/3-pipe Onyx iR?

Are the warnings issued by Performer spurious?  If so, how can
one convince oneself that genlock is working?

I would _really_ appreciate hearing anyone's success story with
multipipe iR genlock.


Regards,
Jean Daigle.

 --------------------------------------------------------------------
 | Jean Daigle                            ATS Aerospace Inc.        |
 | Manager,                               1250 Boul Marie-Victorin  |
 | Real Time Graphics & Entertainment     St. Bruno, QC     J3V 6B8 |
 |                                        Tel: (514) 441-9000       |
 | Jean.Daigle@ATSaerospace.com           Fax: (514) 441-6789       |
 --------------------------------------------------------------------
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From: "Daniela Rainer" <rus3d@visvr1.rus.uni-stuttgart.de>
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Date: Thu, 24 Oct 1996 20:59:33 +0000
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Organization: Visualization Group Comp.Center (RUS) U of Stuttgart, FRG
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To: info-performer@sgi.com
Subject: pfiXformerModelMat, pfiGetXformerModelMat
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Status: O

Hi,

I don't understand, how pfiXformerModelMat works. I try to set the matrix of an
xformer with pfiXformerModelMat and then get the pfiXformerModelMat after it
was set and they are not equal.

Does anybody know how to set the matrix of an pfiXformer?

Regards
Daniela

-- 
-------------------------------------------------------------------------
Daniela Rainer                       | email: rainer@rus.uni-stuttgart.de
Rechenzentrum Uni Stuttgart (RUS)    | Tel:   +49 (0) 711 685 5970	
Allmandring 30a, 70550 Stuttgart     | Fax:   +49 (0) 711 678 7672
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To: info-performer@sgi.com
Subject: Another public display of ignorance
Status: O

     by me. This time it concerns stats. As far as I can tell the stats in 
     perfly or in stats.c in /usr/share/Performer/src/pguide/libpf/C 
     displays the geometry (tris) that exit the cull process. Cool.
     
     My notes indicate that with Performer 2.1 on an Infinite Reality we 
     should be able to see how many tris are pruned out by backface 
     removal, how many are shaved to fit the viewing frustrum, how many 
     tris are actually on the screen, perhaps more good stuff. Any comments 
     on how realistic my notes are?
     
     Did not notice the man page going into these details.
     

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610241219.ZM12252@quid.csd.sgi.com>
Date: Thu, 24 Oct 1996 12:19:52 -0700
In-Reply-To: Jason Buksh <JASON@vrsolns.co.uk>
        "Powerflip & YAODL convereters" (Oct 24,  2:13pm)
References: <846163839.14344.0@vrsolns.demon.co.uk>
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To: Jason Buksh <JASON@vrsolns.co.uk>, info-performer@sgi.com
Subject: Re: Powerflip & YAODL convereters
Mime-Version: 1.0
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Status: O

On Oct 24,  2:13pm, Jason Buksh wrote:
> Subject: Powerflip & YAODL convereters
> Hi,
> I'm trying to view individual objects, the file format they are in are
> FLT and BGF.  I've tried using Powerflip to view these objects but it
> only uses a file format called YAODL (Yet Another Object Description
> Language).  Are there any converters to this format or are there any
> other standard applications that will do the same job (Perfly seems a
> bit OTT).
>
>  Thanks in advance
>
> J.Buksh
>
> =======================================================================
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>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Jason Buksh

Mailing the Performer list to ask how to use something other than Performer
=8-0

You really don't want to convert anything to YAODL, it's obsolete. It's nearest
and superior relation would be Inventor I guess but actually if you already
have .flt and .bgf why not use use some of the apps in
/usr/share/Performer/src/pguide/libpf for example simple.c is only 149 lines of
code and will read your models and display them.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Thu, 24 Oct 1996 13:25:42 -0500 (CDT)
From: Nebojsa Jojic <jojic@ifp.uiuc.edu>
To: info-performer@sgi.com
Subject: sproc and pfNodeIsectSegs
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Status: O


In the guide, I found a sentence mentioning the possibility of
parallizing intersection testing by using sproc(). However, there is not
a sample code nor any further information on this.

I need to test intersection of large number of line segments (1000-10000) 
with a large number of triangles in a static geometry set (2000-3000
polygons) for each frame. I do not need my simulation to run in real time,
but I need to get the most of the computer power, as testing 10000 segment
against 2500 polygons take about 40 seconds on ONYX using one processor.
We have 6 processors, and I would like to use them all. I'll cut on the
computation by partitioning space into cells, but additional processing
power will still be a very nice thing. Does anybody have a sample code
demonstrating the use of pfNodeIsectSegs and sproc? 

Nebojsa Jojic
Image Formation and Processing Group
Beckman Institute
U of Illinois at Urbana-Champaign


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Date: Thu, 24 Oct 96 15:02:18 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9610242002.AA14420@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: Latency critical viewing transformation updates?
Status: O


Javier said:

> Some people even included accelerometer sensors in addition to the tracker,
> building a much faster predictive digital filter.
> 
> You may find interesting a siggraph paper from Hughes, in wich they descrive
> this kind of set up.
> 
> There is a very high end helment buit by Hughes that reduce the user latency
> (we should say that reduce the error), looking like a "latency free" tracking.

I don't work for the part of Hughes that makes the helmet - but I have played
with it. I understand that there is a demo planned for I/ITSEC this year - and
it uses a Performer application on iR hardware - so what you'll be seeing is
"real".

It does indeed have accellerometers that feed the Performer code to allow a
little predictive stuff. I recollect that it also does some video raster
shifting to take out some of the high yaw rate effects.

I don't think the SigGraph paper is talking about the same helmet as the one
that we sell - but there are several on offer so I could easily be wrong.

If you are interested, check out:

    http://www.hti.com/clearvue.html

    also

    http://www.hti.com/avs.html




Steve Baker                     817-619-1361 (Vox-Lab)
Hughes Training Inc.            817-619-8776 (Vox-Office/Vox-Mail)
2200 Arlington Downs Road       817-619-4028 (Fax)
Arlington, Texas. TX 76005-6171 Steve@MrEd.bgm.link.com (eMail)
http://www.hti.com (external)   http://MrEd.bgm.link.com/staff/steve (intranet)

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From: "Angus Henderson" <angus@despair.paradigmsim.com>
Message-Id: <9610241556.ZM1582@despair.paradigmsim.com>
Date: Thu, 24 Oct 1996 15:56:27 -0500
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To: info-performer@sgi.com
Subject: Lost Cat - Reward
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Status: O

I know this has nothing to do with performer but...

Has anyone seen my cat ? His hame is "Dave" and he was all black with short fur
& a short tail. He was last seen in Neuchatel in a sort of half eaten by a fox
condition.

distressed of Dallas
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--- Forwarded mail from hutchins@peigu (Ed Hutchins)

   --- Forwarded mail from knoepfle@igd.fhg.de

   From: knoepfle@igd.fhg.de
   Date: Thu, 24 Oct 1996 18:03:35 +0200
   To: info-performer@sgi.com
   Subject: Genlocking...

   Hy everybody,

   this is not a performer-question, but I don't know a better a place...

   We want to use Shutter-Stereo on a 3-Pipe ONYX IR (format: 1024x768_120s).
We
   get the stereo-sync from Pipe 0. When you wear your stereo-glasses the
picture
   on Pipe 0 is ok, but on pipe 1 and 2 we see a horiz. dark bar [shutter
signal
   doesn't correspond to vertical sync of the pipe].

   It seems that we have to genlock(!) all three pipes. We tried several ways,
but
   none of them really worked.

Yes, you need to genlock. Patch 1355 should be installed to get good results
(it
has a fix that lets our monitors sync without power-cycling the monitor).

   Does anyone of you know how to do
   a) the cabeling

H/C sync output from pipe 0 -> genlock in on pipe 1
genlock out from pipe 1 -> genlock in on pipe 2
genlock out from pipe 2 terminate with a 75Ohm terminator (not the same as a
50Ohm network
terminator!)

   b) configuration via ircombine [unfortunatelly we can't use setmon, because
it
   crashes on pipe 1 and 2 :(]

With patch 1355, ircombine on pipe 1 should automatically select Horizontal for
the sync output of the channel you're using as the stereo timing master. This
setting should be left as-is (stereo and some field-sequential formats actually
output a serrated csync signal as their hsync output, which is needed for
proper
genlock). The other two pipes should have their global settings set to external
sync, with the stereo format specified as the sync format.

P.S. What exactly do you type to crash pipes with setmon?

   to genlock all three pipes ?

    - Ed hutchins@sgi.com

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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9610241536.ZM24226@sixty.asd.sgi.com>
Date: Thu, 24 Oct 1996 15:36:31 -0700
In-Reply-To: "Angus Henderson" <angus@despair.paradigmsim.com>
        "Lost Cat - Reward" (Oct 24,  3:56pm)
References: <9610241556.ZM1582@despair.paradigmsim.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Angus Henderson" <angus@despair.paradigmsim.com>, info-performer@sgi.com
Subject: Re: Lost Cat - Reward
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I saw Dave's remains in the stomach of the RealityMonster.

Other computers have bugs, this one is so big that has cats.

-Javier



On Oct 24,  3:56pm, Angus Henderson wrote:
> Subject: Lost Cat - Reward
> I know this has nothing to do with performer but...
>
> Has anyone seen my cat ? His hame is "Dave" and he was all black with short
fur
> & a short tail. He was last seen in Neuchatel in a sort of half eaten by a
fox
> condition.
>
> distressed of Dallas
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Angus Henderson



-- 
*************************************************************************
* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
*                                   * Vmail:            	 3-1589 *            
* Member of Technical Staff         * Phone:  415-933-1589 / 2108 (lab) *
* Core Design - 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"
						Hardin Seldon
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From guest  Thu Oct 24 15:49:35 1996
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To: info-performer@sgi.com
From: BRIAN.J.HENNEN@CDEV.COM (Brian J. Hennen)
Subject: Calculating normals for terrain coords
Date: Thu, 24 Oct 96 17:50:26 -0500
Status: O

I am trying to automate a process to create terrain
with texture.  By automate I mean no user interaction
required.  I have xyz coords, no normals, and imagery.
I would like to generate an Inventer(.iv) or Superview
(.sv) file.  Does anyone know where I can get source
code which calculates the normals and textures.

Thanks in advance.
B. Hennen

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From guest  Fri Oct 25 00:19:22 1996
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Date: Fri, 25 Oct 1996 09:18:54 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: Lat, Long, Alt conversion to X, Y, Z.
X-Mailer: <PC Eudora Version 1.4>
Status: O

>On Oct 22, 10:57am, Michael Campbell wrote:
>> Subject: Lat, Long, Alt conversion to X, Y, Z.
>   convergance = cos( origin_lat * RADIANS_PER_DEGREE );
>   /* compute this value once and cache it - it doesn't change */
>
>   /* x,y,z units are now in _meters_ */
>   x = (lon - origin_lon) * convergance * METERS_PER_DEGREE;
>   y = (lat - origin_lat) * METERS_PER_DEGREE
>   z = alt;


Ok If you don't search a real map matching with your 3D world and your DEM 
this works and if the area is small it is as good and faster than other 
mathematicals models.

But if you are searching the real match, you'll face problems that are the 
geodethic earth model and the used projection.
( for instance , GPS is working mainly  in WGS 84 that parsely fits with the 
nautical maps, so you have to change its geodetic model for output)
This is a problem I've been already faced with, and you need a library to 
cross convert your data. If you need more, I may help you for this because I 
own a tool to do this.
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/  
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Ingeneer R&D  -   C&I Software 
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE 
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
  Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti 
=================================================================
                          \\\|||///
                         \\  - -  //
                          (  @ @  )
       +----------------oOOo-(_)-oOOo----------------------+
       | " We don't inherit the world from our ancestors,  |
       |      it's only a loan from our children ."        |
       |             Antoine de Saint Exupery.             |
       +-------------------------Oooo----------------------+
                         oooO   (   )
                        (   )    ) /
                         \ (    (_/
                          \_)

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From: "Paolo Farinelli" <paolof@relay.infobyte.it>
Message-Id: <9610251234.ZM666@paolof.infobyte.it>
Date: Fri, 25 Oct 1996 12:34:33 +0000
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To: info-performer@sgi.com, Tomas Moller <tompa@clarus.se>
Subject: Re: Problems with local light source in OpenGL on Onyx.
Mime-Version: 1.0
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Status: O

Tomas Moller wrote:

> Hello,
> I am developing a Performer 2.0 (OpenGL) based application and I am using
> one local lightsource. It works fine on Impacts and IRs, but on an Onyx the
> colors of the geometry totally flips.
> Can anyone help? Is there a patch for this?

> /Tomas

I think we had the same problem too. We seem to have solved it by adding a
light of type ambient.

Hope it works with you as well.
regards,
Paolo.

-- 
           Paolo Farinelli   Infobyte Spa - Virtual Reality Division
      VR Software Engineer   Via della Camilluccia 67 - 00135 Roma - Italy
 E-mail paolof@infobyte.it   World Wide Web http://www.infobyte.it
      Phone +39-6-35572219   Phone +39-6-355721   Fax +39-6-35572300
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From guest  Fri Oct 25 04:45:50 1996
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Shadow support in Performer.
Date: Fri, 25 Oct 1996 10:59:48 GMT
Organization: Pera
Message-ID: <32709952.11952578@post.demon.co.uk>
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Status: O

Hi Performers.

I have just started fiddling with pfLightSources on our Infinite
Reality (Irix 6.2, Performer 2.1, Open GL compilation) trying out the
projected texture and shadow capabilities.

I got the projected texture mode to work, but was having problems with
shadows, so I looked through the list archives. I found several
postings which said that Performer (2.0 and 2.1) did not support
shadows on IR, but that future versions would...

Question: Has there been a patch/interim release I have missed which
provides such support in performer? If not, can anyone at SGI comment
on when such support will be available. (I believe Open GL does
provide the mechanism for generating shadows, but is it worth me doing
it myself!).

Regards.

Mark.

--=20
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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Subject: *.flt to *.pfb
To: info-performer@sgi.com
Date: Fri, 25 Oct 1996 15:13:59 +0200 (MET DST)
Organisation: Philosys Software GmbH, Unterschleissheim, Germany
Reply-To: Thomas.Steudten@philosys.de
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Hi all,

we're looking for a tool, which converts flight files to .pfb files.
Can anyone tell us, where we can find it - and maybe where we can get
some descriptions about the file-format .pfb.

The .pfb loader-library doesn't include a 'Store-function' that's right?


Thanks a lot,

  Thomas



======= This virus requires Windows with min. 16 MB ========================
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In-Reply-To: Thomas.Steudten@philosys.de (Thomas Steudten)
        "*.flt to *.pfb" (Oct 25,  3:13pm)
References: <199610251314.PAA03232@indy.philosys.de>
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Subject: Re: *.flt to *.pfb
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Look at the pfconv utility that ships with Performer. pfconv can export a pfb
for any of the supported loader formats.

Rick


On Oct 25,  3:13pm, Thomas Steudten wrote:
> Subject: *.flt to *.pfb
> Hi all,
>
> we're looking for a tool, which converts flight files to .pfb files.
> Can anyone tell us, where we can find it - and maybe where we can get
> some descriptions about the file-format .pfb.
>
> The .pfb loader-library doesn't include a 'Store-function' that's right?
>
>
> Thanks a lot,
>
>   Thomas
>
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Thomas Steudten



-- 

Rick Weyrauch				voice: (972) 960-2301
Paradigm Simulation Inc.		fax:   (972) 960-2303
14900 Landmark Blvd., Suite 400		rweyrauch@paradigmsim.com
Dallas TX 75240				www.paradigmsim.com
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To: Thomas.Steudten@philosys.de
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Subject: Re: *.flt to *.pfb
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Thomas Steudten wrote:
> 
> Hi all,
> 
> we're looking for a tool, which converts flight files to .pfb files.
> Can anyone tell us, where we can find it - and maybe where we can get
> some descriptions about the file-format .pfb.
> 
> The .pfb loader-library doesn't include a 'Store-function' that's right?


hi
look at -w option in perfly (perfly -h) but the tool to convert is
called pfconv (see man page)

pfconv is provided for performer 2.0 by patch 1414 for OS 5.3 or patch
1347 for 6.2

bests regards
Norbert
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Date: Fri, 25 Oct 1996 07:27:05 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <199610251427.HAA11822@babar.asd.sgi.com>
To: info-performer@sgi.com
Subject: re: *.flt to *.pfb
Status: O

Thomas Steudten asks:

:we're looking for a tool, which converts flight files to .pfb files.

The tools is "pfconv" check it's manpage or just run it (it's in the
standard /usr/sbin directory). Also, "perfly -w something.pfb *.flt"
will do it, but perfly does things that you may not want to do to
your data (flatten, etc.) so the pfconv program is a better route.

:Can anyone tell us, where we can find it - and maybe where we can get
:some descriptions about the file-format .pfb.

The format is an IRIS Performer "binary dump" that loads very fast but
which is not something you'd probably want to use for any other purpose.

:The .pfb loader-library doesn't include a 'Store-function' that's right?

It *does* include a store function. That's what pfconv uses.

Regards,
Michael

Be seeing you,      Phone:415.933.1455   Fax:415.965.2658   MS:8U-590
Michael T. Jones    Silicon Graphics, SSG--Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
120 Mario 64 Stars  OpenGL/ImageVision/OpenInventor/Performer/Cosmo3D
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Date: Fri, 25 Oct 1996 11:33:25 -0400 (EDT)
From: Mark Visconti <visconti@acusoft.com>
To: info-performer@sgi.com
Subject: pfLayers and the stencil plane
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   I have a few questions about the interaction of stenciled pfLayer's
and the stencil planes.  The system is an Infinite Reality running
Performer 2.1.

   Initially, I was able to get everything working using the basic
1 bitplane of stencil and calls to the appropriate OpenGL functions.
Unfortunately, we switched to using stenciling for pfLayers as 
displacement didn't seem to be doing the job.  I reconfigured the
pipe for 8 bits of stencil (overkill, I know), but have been unsuccessful
getting everything working again.  The man pages state that pfLayers() 
use only the first stencil plane, but I appear to be seeing other side
effects.
   When using stencil for pfLayers are the stencil planes being cleared
when a layer is drawn ?  Is the stencil plane being cleared at any time
other than when requested through glClearStencil() and glClear() or via
pfClear() ?  What about the mask, stencil operation or stencil function ?
Do stencil'ed pfLayers return the stencil parameters back to their last
values ?  Are there anything other changes made to the stencil planes 
when using pfLayers to stencil ?  Are there any examples of 
stencil'ed pfLayers coexisting with opengl or gl based stenciling ? 


Thanks,
Mark Visconti
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Sorry bug you all again about non strictly performer question...

Just started to compile our virtual set app with 64 or N32 and keep getting
errors out of the linker.

Are these typeids?  All classes mentioned are derived (directly or indirectly)
from a template array-type class.  Am I doing something wrong?  Is the new
linker braindead?  Can they be ignored?

ld64: WARNING 15: multiply defined:(__TID_15MiroPaintWindow) in MiroBox.o and
MiroArrayWindow.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_5Event) in MiroWarpWindow.o and
MiroArrayWindow.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_15MiroPaintWindow) in MiroBox.o and
MiroSampleWindow.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_10StringList) in MiroWarpWindow.o and
MiroSampleWindow.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_5Event) in MiroWarpWindow.o and
MiroSampleWindow.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_15MiroPaintWindow) in MiroBox.o and
MiroCanvasWindow.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_10StringList) in MiroWarpWindow.o and
MiroCanvasWindow.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_5Event) in MiroWarpWindow.o and
MiroCanvasWindow.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_10StringList) in MiroWarpWindow.o and
MiroControlPanel.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_15MiroPaintWindow) in MiroBox.o and
MiroControlPanel.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_5Event) in MiroWarpWindow.o and
MiroControlPanel.o (2nd definition ignored).
ld64: WARNING 15: multiply defined:(__TID_10StringList) in MiroWarpWindow.o and
MiroPaintImage.o (2nd definition ignored).



Many thanks (and to all who helped with the genlock Q)

Hal


-- 
Hal Bertram
Jim Henson's Creature Shop
30 Oval Road, London NW1 7DE, UK

hal@jhcs.co.uk

Tel: +44 171 428 4000
Fax: +44 171 284 2218


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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9610251057.ZM1796@remi.asd.sgi.com>
Date: Fri, 25 Oct 1996 10:57:10 -0700
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Shadow support in Performer." (Oct 25, 10:59am)
References: <32709952.11952578@post.demon.co.uk>
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: Mark Baranowski <baranowski@marklynn.demon.co.uk>, info-performer@sgi.com
Subject: Re: Shadow support in Performer.
Mime-Version: 1.0
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Status: O

OpenGL shadows are not supported by Performer 2.x, but the OpenGL shadow
extensions are in the patch 1355 for 6.2.

-- Remi

-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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From: bwana@mred.bgm.link.com ('Bwana' Bob Buckley)
Message-Id: <9610252253.AA21053@mred.bgm.link.com>
Subject: Dynamic Resolution
To: info-performer@sgi.com
Date: Fri, 25 Oct 1996 17:52:50 -0500 (CDT)
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Can someone either tell me where I can find a copy of
dynamic_resolution_demo.c for the iR that resides in 
/usr/share/Performer/src/pguide/libpf/C or mail me one?

Thanks.

==========================================================================
'Bwana' Bob Buckley                                  Hughes Training, Inc.
Principal Software Engineer                        P.O. Box 6171, M.S. 402
Visual Systems                                        Arlington, TX  76005
(817) 619-8727                                              (817) 619-2000
bwana@MrEd.bgm.link.com
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Date: Fri, 25 Oct 1996 16:53:00 -0700
In-Reply-To: bwana@mred.bgm.link.com ('Bwana' Bob Buckley)
        "Dynamic Resolution" (Oct 25,  5:52pm)
References: <9610252253.AA21053@mred.bgm.link.com>
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On Oct 25,  5:52pm, 'Bwana' Bob Buckley wrote:
> Subject: Dynamic Resolution
>
> Can someone either tell me where I can find a copy of
> dynamic_resolution_demo.c for the iR that resides in
> /usr/share/Performer/src/pguide/libpf/C or mail me one?
>
> Thanks.

There is a libpr example in vchan.c

 -- Remi


-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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Hi 

You can find a sample program in the Open Inventor Prog. Guide, which sort of automatically calculates normals automatically. some modifications might be required.

hope this is helpful.

-Nilesh P. Kale
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From guest  Sat Oct 26 14:18:45 1996
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Hi,

Just want to make sure I understand things...before I dig into this.

This assumes APP_CULL_DRAW and channel travMasks are set appropriately.

If I modify the traversal mask of a node in the CULL process to prevent
it from drawing that change propagates to the DRAW - right?

So, scene is culled with pfCull() then I decide not  to draw something
that would otherwise.  I flip the travMask of the node.  The draw does
not draw the node.

The next frame I cull again.  The travMask is not set because this is a
fresh copy from the APP.  Then I can decide again whether or not to draw
the node.

In other words - the changes are only propogated downstream in MP mode
for the *nodes*.  As opposed to the geometry where I would need to
explicitly use a cyclebuffer to isolate changes.

Is this correct?  By default the scene graph propogates but not the
geometry without a cyclebuffer.

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			

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Subject: Simulating rain with Performer
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Status: O

Does anyone have any tips/pointers for simulating rain using performer?  I've
looked at sgigate.sgi.com:/pub/Performer/selected-topics/atmospheric-fx and saw
Dennis Pierce's solution (random numbers in a top array and side array...).
 Has anyone actually implemented this solution since the original 1994 posting?
 I am hoping to find some kind soul who could point me to some additional or
different references on this topic.

I'm using Performer 2.0.2 with OpenGL under IRIX 5.3.

Thanks in advance.

-- 
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Subject: Pixel depth and performance
To: info-performer@sgi.com (Performer Mailing List)
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Hi,

   While trying to figure out why an app runs slow when using 
an MCO to split the screen into 3 sections, we've discovered  
that our 2 RM machine chokes when the pixel depth is small. 
As long as the pixel depth is medium the app runs nicely.

So, we are faced with either using only 2 screens, use 3 
screens and buying 2 more RM's or figure out what we can do
to the program to make it run fast enough with small pixels :)

My program is based on multichannel.c example. What kind of 
things can I turn off to gain speed? Things that might be 
emulated by performer under small pixels, but done in hardware
at medium ?

We are using Irix 5.3 and performer 2.0. The machine is a desk 
side onyx , 2 CPU's, 2 RM's , one MCO.

Thanks.
Eric 
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From: Andrew Ng <nga@division.co.uk>
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Subject: Asynchronous update of Sirius Video Texture
Date: Mon, 28 Oct 1996 11:28:14 -0000
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Is there anyway to update the Sirius Video texture in a separate process =
from the DRAW? The target is an Onyx RE2 running IRIX 5.3 and Performer =
2.0.

Thanks.
-------------------------------------------------------------------------=
-----
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  Division Limited, 19 Apex Court,                 Email: =
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From: Gullen Jim <Jim.Gullen@mtv.gtegsc.com>
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Status: O

Fellow performers,
This reply went to James Gambill at SGI TAC

Thanks much for the follow-up. I managed to fix my problem, but did not
call 
you back or cancel.
FYI,
For mathematicians like me, it is nowhere documented that the left,
right,
bottom, top frustum values in Performer pfMakePersp... are all
multiplied
by "near", i.e. "near*tan(angle)".  I had thought they were "tan(angle)"
values as pioneered by my mentors at General Electric Simulation in
Daytona Beach.

'Nuf said.
Jim Gullen
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From: "hudson holmes" <holmes@ivex3d.com>
To: "'Barnes, Marcus'" <mbarnes@multigen.com>
Cc: "'info-performer'" <info-performer@sgi.com>
Subject: FW: *.flt to *.pfb
Date: Mon, 28 Oct 1996 10:06:17 -0500
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Status: O

Marcus,
How does pfconv work in conjunction with the MultiGen Loader which comes =
with Performer?  Does it still call the OpenFlight loader (I would =
assume not), and do we lose the benefit of the sorting, etc. that the =
MultiGen Loader provides?

----------
From: 	Michael T. Jones
Sent: 	Friday, October 25, 1996 9:27 AM
To: 	info-performer@sgi.com
Subject: 	re: *.flt to *.pfb

Thomas Steudten asks:

:we're looking for a tool, which converts flight files to .pfb files.

The tools is "pfconv" check it's manpage or just run it (it's in the
standard /usr/sbin directory). Also, "perfly -w something.pfb *.flt"
will do it, but perfly does things that you may not want to do to
your data (flatten, etc.) so the pfconv program is a better route.

:Can anyone tell us, where we can find it - and maybe where we can get
:some descriptions about the file-format .pfb.

The format is an IRIS Performer "binary dump" that loads very fast but
which is not something you'd probably want to use for any other purpose.

:The .pfb loader-library doesn't include a 'Store-function' that's =
right?

It *does* include a store function. That's what pfconv uses.

Regards,
Michael

Be seeing you,      Phone:415.933.1455   Fax:415.965.2658   MS:8U-590
Michael T. Jones    Silicon Graphics, SSG--Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
120 Mario 64 Stars  OpenGL/ImageVision/OpenInventor/Performer/Cosmo3D
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From: scott@ht.com (Scott McMillan)
Message-Id: <199610281704.MAA02792@ir.ht.com>
Subject: Re: __TID_ problems
To: hal@jhcscg.dircon.co.uk (Hal Bertram)
Date: Mon, 28 Oct 1996 12:04:04 -0500 (EST)
Cc: info-performer@sgi.com
In-Reply-To: <9610261812.ZM8234@kermit> from "Hal Bertram" at Oct 26, 96 06:12:52 pm
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Status: O

I was encountering the same warnings with the 6.2 version of the C++
compiler.  I believe it is a problem with the compiler/linker and not
Performer.  I have not returned to address this problem, but this is the last
thing I sent to SGI:

> If the class in question has a non-initialized const member variable and no
> default constructor defined the compiler apparently creates a default
> constructor that the linker is complaining about.

Note I only got this with the N32/64 versions of the linker (ld32 and ld64).
I have not tested under different configurations (like with the 7.0
compilers).

This warnings went away when I added a default constructor to the classes it
was complaining about (__TID_#x seems to be the "mangled" name for the default
constructor of class x).  I made it empty and put it in the private section
where it could not be accessed.

Can a C++ guru explain this behaviour (the warnings, not the fact that I
didn't want a default constructor :-)?

scott

-- 
  Scott McMillan  |       HT Medical, Inc.      | Developing virtual environ-
   scott@ht.com   |      http://www.ht.com      | ment medical and surgical
 Ph: 301-984-3706 | 6001 Montrose Rd., Ste. 902 | simulations and surgery
Fax: 301-984-2104 |     Rockville, MD 20852     | simulation creation tools.

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Date: Mon, 28 Oct 1996 19:07:31 +0000
To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>, aschaffe,
        info-performer@sgi.com, kanou@ddd.co.jp,
        "Angus Dorbie" <dorbie@bitch.reading.sgi.com>,
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From: arnaud@pobox.oleane.com (Space Magic Team)
Subject: visuel 2.5D sur PC (SPACE BASIC)
X-Mailer: <Windows Eudora Version 1.4.2b16>
Status: O

Salut Remi, c'est Valentin LEFEVRE from TT&S

Tout d'abord j'esp=E8re que tout est OK pour toi chez les yankies.

Je t'appelle =E0 propos de la 2.5D. Ce truc s'appelle maintenant SPACE=
 BASIC,
ca permet aux clients de ne plus rien comprendre sur les offres de TT&S.

Space Basic tourne maintenant pas mal du tout sous WIN95 en utilisant direct
draw + renderware. (20 objets ombr=E9s/textur=E9s + scrolling en 16 bpp. Pas=
 mal
non ?)
Du coup on va peut =EAtre en vendre. Incroyable isn't it.

Je me permet de t'appeler =E0 propos de la SGI O2 que l'on vient de=
 recevoir.
Que penses tu de cette b=E9cane pour la techno 2.5D ?. Il parait que =E7a=
 fait
aussi de la compression / d=E9compression d'images.
Quelle librairie graphique utiliser de pr=E9f=E9rence pour la 2.5D avec l'O2=
 ???

A bientot

Valentin
 ____________________________________________________________________
|   |     /\ =3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D=
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| /_/_/_/\/\    | ~~~~~~~ |   \/\/\/\/\/   | ~~~~~~~ |    /\/\_\_\_\ |
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|\_\_\_\/\/\/   '---------'     \/\/\/     '---------'   \/\/\/_/_/_/|
| \_\_\_\/\/   / ######### \     \/\/     / ######### \   \/\/_/_/_/ |
|  \_\_\_\/   / ########### \     \/     / ########### \   \/_/_/_/  |
|            '---------------'          '---------------'            |
|--------------------------------------------------------------------|
|  o o  Thomson Training & Simulation                           o o  |
|  o o  Z.A. Les Boutries; 5, rue Leonardo da Vinci; B.P. 252   o o  |
|  o o  78703 Conflans Sainte Honorine Cedex    France          o o  |
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9610281400.ZM3281@vaisyas.engr.multigen.com>
Date: Mon, 28 Oct 1996 14:00:48 -0800
In-Reply-To: "hudson holmes" <holmes@ivex3d.com>
        "FW: *.flt to *.pfb" (Oct 28, 10:06am)
References: <01BBC4B7.A9C1A4C0@STCROIX>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "hudson holmes" <holmes@ivex3d.com>
Subject: Re: FW: *.flt to *.pfb
Cc: "'info-performer'" <info-performer@sgi.com>
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On Oct 28, 10:06am, hudson holmes wrote:
> Subject: FW: *.flt to *.pfb
>
> Marcus,
> How does pfconv work in conjunction with the MultiGen Loader which comes with
> Performer?

You can see for yourself ... the source is in the directory:

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

... that it calls pfdLoadFile() to load a .flt file.  This will use the loader
dso found via PFLD_LIBRARY_PATH or LD_LIBRARY_PATH.

> Does it still call the OpenFlight loader (I would assume not), and

Yes is does.

> do we lose the benefit of the sorting, etc. that the MultiGen Loader
provides?

No.  Converting from .flt to .pfb is going to be lossy in so far as .pfb can
only save what is present in the scenegraph.  This includes pfUserData(
pfMemory ), but not traversal functions or data ... the last time I looked.

An application that relies on loader callback data for bead comments, DOF local
matrices, or whatever will have to save this data as pfUserData that is
allocated via pfMalloc() in order for .pfb to save it.  Likewise, reading .pfb
vs. .flt databases requires different application setup since these attributes
are aquired in a different manner.

One way of making these data dependencies more transparent to applications is
to introduce a loader mode that saves all "extra" attributes as typed
pfUserData of the associated pfNode or pfObject.  The application depends on
the user data but is independent of where it came from ...

Another potential way is to create a C++ loader that subclasses Performer node
types (pfFltDOF for example) that include the extra attributes and methods to
access/apply them.  How well .pfb would handle the persistance of such user
defined Performer subclasses is open to experimentation.

Regards.
--
   __  ___     ____  _ _____        Marcus Barnes, marcus@multigen.com
  /  |/  /_ __/ / /_(_) ___/__ ___  Technical Staff, MultiGen Inc.
 / /|_/ / // / / __/ / (_ / -_) _ \ http://www.multigen.com
/_/  /_/\_,_/_/\__/_/\___/\__/_//_/ PH:1-408-556-2654 FX:1-408-261-4102
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From: jaf@chem.ucsd.edu (Jeremy Friesner)
Message-Id: <199610282354.XAA28182@sdchemw1.ucsd.edu>
Subject: Race conditions using pfLists?
To: info-performer@sgi.com
Date: Mon, 28 Oct 1996 15:54:31 -0800 (PST)
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Hi Everybody,

I'm doing inter-process messaging using pfLists--when a process wants to
send a message to another process, it adds the message to that process's
pfList.

Do I need to worry about locking and race conditions and so on when I
do this?  It seems I would but my former co-worker seemed to think I
didn't.  Is this sort of thing magically handled by pfList/pfMemory/pfObject/???

Thanks,
Jeremy
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Hi.

	I have an Performer application based on perfly. It's purpose is to fly
over a
golf field full of trees (billboards), houses (simply textured) and so
on... The scene is
quite complex, because the Onyx I'm using can't maintaint 15 fps.

	However, I want to record each frame for future video editing. So, each
frame, I save 
my position and orientation in a file. When I want to save each frame, I
just read the file
and snap one image for each frame.
	
	So far so good. The problem is that when I see my images displayed at 25
fps in Fire,
or any other video editing program, my film is very bumpy.
	I don't know if the problem is when I produce the coordinate file or
later, when
I snap the resulting images.
	Now, what is causing this? My guess is the PFPHASE option in perfly.
I think it would be the right option to use PFPHASE_LOCK at a slow rate
when saving to
the file, so there would be no missing frames, and use PFPHASE_FREE_RUN
when 
snaping the images read from the file. 

	However, this did not work very well.
	Has anyone already faced this problem yet?

				Thank you
					Duvideo
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Hi,

Does anyone have any experience getting pfconv or libpfiv to do a
pfdStoreFile?  We are using IRIX6.2 and Performer 2.1 and 2.2

pfconv for example reports that libpfiv does not support storing.  Okay,
we download pfiv1.1, compile it and we get the same message.  Finally, I
try changing the DSOVERSION for libpfiv to 'sgi4.0' and at least it
thinks pfiv can store now.  But, now I get Memory Faults inside
pfstoreiv.C

Anyone know what's up or has gotten this to work?

Thanks,
Scott
-- 

  Scott A. Friedman		
				
  University of California at Los Angeles	  o:310.206.4793
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From: Final Year Project <yprj2281@cs.cuhk.hk>
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Subject: Multiple Screen Display in Performer 2.0
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Dear all,

	I would like to know if Performer 2.0 supported for displaying 
3 channels on 3 differenet monitors? For example, I have declared the 
channels for front, left and right view and I want to show each view on 
single monitor. How can I do that?

	If the Display Server is not controlling 3 screens but only 
1 display server for 1 screen in a network of machines, then is there any 
way to do the above thing?

	Thank you very much for any opinion about that.

							Vincent
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From: Clive Harding <clive@reading.sgi.com>
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Subject: Dynamic Video Resolution on Performer 2.1
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Status: O

There seems to be a problem with DVR on the IR in performer 2.1.

This can be simply demonstrated using perfly. Set up your IR to do
2@1280x1024_60. Log in etc. Run perfly -c 2 -V 1 afile.flt . The left
channel (channel 0) output is scaled (by using the up and down arrow
keys) but the right channel (channel 1) has its image scaled down but
does not then resize properly. You can turn the stats on to show the
effect if you haven't got a database loaded.

I tried modifying the vchan.c demo in /usr/share/Performer......
to output two channels or even select channel 1 for DVR to happen on.
It seemed to want to perform DVR on channel 0 no matter what I did.

It's OK if you want one channel to be DVR'd.

Does anyone know anything about this ?

Thanks,

	Clive.

---------------------------------------------------------------------
Clive Harding, Software Support Group, Silicon Graphics UK Ltd.       
Forum 1, Station Road, Theale, Reading, UK, RG7 4RA.

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In-Reply-To: "Duvideo" <duvideoii@mail.telepac.pt>
        "droping frames" (Oct 29,  1:20)
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Status: O


RE: the phase-locked loop issue...

Are you trying to save "real-time" 15 fps to disk?  That clocks
at about 15 MB/s which is a bit steep unless you have two or
three striped drives.  At least that's the output rate if you're
using 640x480x3.  PAL will differ but the bandwidth issue will
still remain.

So, why not just run your app non-real-time and snap images whenever
you have a new frame ready?

Another issue that you may or may not be seeing is that of
interlaced vs non-interlaced images.  For TV, the images are
sent at 60 fields/s with each field being either the even
scan lines or odd scan lines.  The "trick" to make good video
one frame at a time is to generate 60 fields/s (sorry, too much
NTSC influence) - in your case, 50 fields/s, then break each
field into an even set of lines and an odd set of lines, then
ship these interlaced fields to the video maker of your choice.
This will help with temporal aliasing that looks absolutely
horrible and may be the source of what you are calling "bumps".

Hope this helps and good luck!

bye.

-- 
--
Dennis Pierce				dpierce@digital.net
POB 321206 CCB FL 32932			http://ddi.digital.net/~dpierce
011.407.784.8371
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To: info-performer@sgi.com
From: markl@mistral.co.uk (Mark Lewis)
Subject: IR Pipeline Instrumentation
Cc: remi@asd.sgi.com
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Status: O

Hi everyone,

I'm trying to make some meaningful performance measurements on an 
InfiniteReality.

I have successfully used the glInstrumentsSGIX calls to extract and display 
some timing data from the pipes, but I now need to break it down to measure 
the rendering times of individual channels within a pipe.

I understand that the glFlushRasterSGIX call can be made in order to make a 
measurement which corresponds to the time at which all preceeding GL 
commands have been rasterized (that is - written to the frame buffer). So I 
could make a glFlushRasterSGIX call between each channel just before I 
measure the end time with glReadInstrumentsSGIX.

The problem is that the act of flushing the pipeline in order to measure the 
correct time is surely going to cause a loss of performance because of the 
time wasted in the GE(s) while the RM(s) are finishing thier work.

My questions, therefore, are:

    1.  Can someone please confirm or deny the above.

    2.  Assuming that I am correct, is there a way of measuring the time 
taken to render         each channel, without adversely affecting the 
machine's performance ?

Many thanks, in advance.


Mark Lewis
Principal Development Engineer
Equipe Electronics
13 Liverpool Gardens
Worthing
West Sussex
England
BN11 1RY

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Subject: Using Isectors without graphics
From: Kevin McClure <mcclure@rdbewss.redstone.army.mil>
To: info-performer@sgi.com
Date: Tue, 29 Oct 1996 10:47:34 -0600
Cc: doug@axpc.rdbewss.redstone.army.mil
Status: O

To the Performer Friends,

	I am trying to write a piece of code that will traverse the hierarchy
of a .flt database and determine if there are any holes( polygon gaps) within
the database.  The database is 80 kilometers by 80 kilometers, so speed is of
the essence.  If I do this with graphics, I am limited to a max speed of 60 hz(
based on system refresh rate) and if I am limited to this it would take almost
a year of constant runtime to traverse the entire database.  But, if I could
run without graphics then I am only constrained by the speed of my cpu.
 However, I am not sure if you can use Isectors and traversal of the database
hierarchy without calling pfsync and pfFrame( which I suspect would encompass
the use of graphics).  Any help would be helpful.

-- 

----------------------------------- 
Kevin McClure
Senior Engineer
Computer Sciences Corporation	

email: mcclure@axpc.rdbewss.redstone.army.mil
phone: (205) 842-0038/7290
fax:   (205) 842-0969
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Date: Tue, 29 Oct 1996 09:20:21 -0800
In-Reply-To: Clive Harding <clive@reading.sgi.com>
        "Dynamic Video Resolution on Performer 2.1" (Oct 29, 11:54am)
References: <3275F084.1CFB@reading.sgi.com>
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To: Clive Harding <clive@reading.sgi.com>,
        info-performer <info-performer@sgi.com>
Subject: Re: Dynamic Video Resolution on Performer 2.1
Mime-Version: 1.0
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Status: O

On Oct 29, 11:54am, Clive Harding wrote:
> Subject: Dynamic Video Resolution on Performer 2.1
> There seems to be a problem with DVR on the IR in performer 2.1.
>
> This can be simply demonstrated using perfly. Set up your IR to do
> 2@1280x1024_60. Log in etc. Run perfly -c 2 -V 1 afile.flt . The left
> channel (channel 0) output is scaled (by using the up and down arrow
> keys) but the right channel (channel 1) has its image scaled down but
> does not then resize properly. You can turn the stats on to show the
> effect if you haven't got a database loaded.
>
> I tried modifying the vchan.c demo in /usr/share/Performer......
> to output two channels or even select channel 1 for DVR to happen on.
> It seemed to want to perform DVR on channel 0 no matter what I did.
>
> It's OK if you want one channel to be DVR'd.
>

Clive

As you now have a support call to Mtn View we'll work this, need to check that
a released version of patch 1355 is installed.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Andrew Shein" <ashein@orac.boston.sgi.com>
Message-Id: <9610291321.ZM6603@orac.boston.sgi.com>
Date: Tue, 29 Oct 1996 13:21:52 -0500
In-Reply-To: Kevin McClure <mcclure@rdbewss.redstone.army.mil>
        "Using Isectors without graphics" (Oct 29, 10:47am)
References: <199610291647.IAA07433@sgi.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Kevin McClure <mcclure@rdbewss.redstone.army.mil>
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On Oct 29, 10:47am, Kevin McClure wrote:
> Subject: Using Isectors without graphics
> To the Performer Friends,
>
> 	I am trying to write a piece of code that will traverse the hierarchy
> of a .flt database and determine if there are any holes( polygon gaps) within
> the database.  The database is 80 kilometers by 80 kilometers, so speed is of
> the essence.  If I do this with graphics, I am limited to a max speed of 60
hz(
> based on system refresh rate) and if I am limited to this it would take
almost
> a year of constant runtime to traverse the entire database.  But, if I could
> run without graphics then I am only constrained by the speed of my cpu.
>  However, I am not sure if you can use Isectors and traversal of the database
> hierarchy without calling pfsync and pfFrame( which I suspect would encompass
> the use of graphics).  Any help would be helpful.

   You can call isect on a loaded database without drawing the
graphics. But why don't you use Multigen to match verts where
you see gaps in the database ?

			Andy

>
> --
>
> -----------------------------------
> Kevin McClure
> Senior Engineer
> Computer Sciences Corporation
>
> email: mcclure@axpc.rdbewss.redstone.army.mil
> phone: (205) 842-0038/7290
> fax:   (205) 842-0969
> =======================================================================
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>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Kevin McClure



-- 
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In-Reply-To: Kevin McClure <mcclure@rdbewss.redstone.army.mil>
        "Using Isectors without graphics" (Oct 29, 10:47am)
References: <199610291647.IAA07433@sgi.sgi.com>
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On Oct 29, 10:47am, Kevin McClure wrote:
>  However, I am not sure if you can use Isectors and traversal of the database
> hierarchy without calling pfsync and pfFrame( which I suspect would encompass
> the use of graphics).  Any help would be helpful.

Yes you can. Simply load you flt file and call pfNodeIsectSegs on the
returned node. You don't need to call pfFrame.







-- 
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: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9610291218.ZM21131@rose.asd.sgi.com>
Date: Tue, 29 Oct 1996 12:18:27 -0800
In-Reply-To: "Rob Jenkins" <robj@quid.csd.sgi.com>
        "Re: Dynamic Video Resolution on Performer 2.1" (Oct 29,  9:20am)
References: <3275F084.1CFB@reading.sgi.com> 
	<9610290920.ZM19619@quid.csd.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Rob Jenkins" <robj@quid>, Clive Harding <clive@reading.sgi.com>,
        info-performer <info-performer@sgi.com>
Subject: Re: Dynamic Video Resolution on Performer 2.1
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->On Oct 29, 11:54am, Clive Harding wrote:
-> Subject: Dynamic Video Resolution on Performer 2.1
-> There seems to be a problem with DVR on the IR in performer 2.1.
->
-> This can be simply demonstrated using perfly. Set up your IR to do
-> 2@1280x1024_60. Log in etc. Run perfly -c 2 -V 1 afile.flt . The left
-> channel (channel 0) output is scaled (by using the up and down arrow
-> keys) but the right channel (channel 1) has its image scaled down but
-> does not then resize properly. You can turn the stats on to show the
-> effect if you haven't got a database loaded.
->
-> I tried modifying the vchan.c demo in /usr/share/Performer......
-> to output two channels or even select channel 1 for DVR to happen on.
-> It seemed to want to perform DVR on channel 0 no matter what I did.
->
-> It's OK if you want one channel to be DVR'd.


I'm afraid that 2.1 had bugs with resize of multiple DVR channels that were 
on the same pipe.  
These bugs are fixed in Performer 2.2.


src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9610291206.ZM11083@remi.asd.sgi.com>
Date: Tue, 29 Oct 1996 12:06:29 -0800
In-Reply-To: Final Year Project <yprj2281@cs.cuhk.hk>
        "Multiple Screen Display in Performer 2.0" (Oct 29,  6:25pm)
References: <Pine.SGI.3.91.961029181643.3015A-100000@onyx.cs.cuhk.hk>
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: Final Year Project <yprj2281@cs.cuhk.hk>,
        info-performer@proxima.asd.sgi.com
Subject: Re: Multiple Screen Display in Performer 2.0
Cc: Virtual Exploration Environment <yprj2280@cucs18.cs.cuhk.hk>,
        Final Year Project <yprj2281@cucs18.cs.cuhk.hk>
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Status: O

You certainly do not want to use the network to send gfx commands, it is SLOW !
If you have multiple machines, you want one performer application on each, and
then write an application that share positions over the network.

Note that it is not very easy to synchronize more than one machine, it is why
you problably want to have multiple video output from one system.

So you need a MCO option on RE2, or a DG8 on IR.
Contact your local SGI support if you pursue on that direction.

 -- Remi

On Oct 29,  6:25pm, Final Year Project wrote:
> Subject: Multiple Screen Display in Performer 2.0
> Dear all,
>
> 	I would like to know if Performer 2.0 supported for displaying
> 3 channels on 3 differenet monitors? For example, I have declared the
> channels for front, left and right view and I want to show each view on
> single monitor. How can I do that?
>
> 	If the Display Server is not controlling 3 screens but only
> 1 display server for 1 screen in a network of machines, then is there any
> way to do the above thing?
>
> 	Thank you very much for any opinion about that.
>
> 							Vincent


-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610291218.ZM20131@quid.csd.sgi.com>
Date: Tue, 29 Oct 1996 12:18:34 -0800
In-Reply-To: "Paolo Farinelli" <paolof@relay.infobyte.it>
        "Re: Problems with local light source in OpenGL on Onyx." (Oct 25, 12:34pm)
References: <9610251234.ZM666@paolof.infobyte.it>
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To: "Paolo Farinelli" <paolof@relay.infobyte.it>, info-performer@sgi.com,
        Tomas Moller <tompa@clarus.se>
Subject: Re: Problems with local light source in OpenGL on Onyx.
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On Oct 25, 12:34pm, Paolo Farinelli wrote:
> Subject: Re: Problems with local light source in OpenGL on Onyx.
> Tomas Moller wrote:
>
> > Hello,
> > I am developing a Performer 2.0 (OpenGL) based application and I am using
> > one local lightsource. It works fine on Impacts and IRs, but on an Onyx the
> > colors of the geometry totally flips.
> > Can anyone help? Is there a patch for this?
>
> > /Tomas
>
> I think we had the same problem too. We seem to have solved it by adding a
> light of type ambient.

Sorry about the delay, I think I previously posted that this sounded like a
known RE2/OpenGL problem ( bug 341355 ) with having only a local light. The
workaround above is obviously OK or the other thing is to have OpenGL use
glColorMaterial() with GL_DIFFUSE instead of GL_AMBIENT_AND_DIFFUSE (
pfMaterial::setColorMode with PFMTL_CMODE_DIFFUSE rather than default
PFMTL_CMODE_AMBIENT_AND_DIFFUSE ).

The bug is fixed in patch 1442: RealityEngine rollup patch #1 for IRIX 6.2

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: Eric Tran <etran@cgsd.com>
To: info-performer@sgi.com
Subject: Re: Multiple Screen Display in Performer 2.0
In-Reply-To: <Pine.SGI.3.91.961029181643.3015A-100000@onyx.cs.cuhk.hk>
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You definitely can do that.  Exactly what hardware do
you have available ?(a Multi-channel Option with an RE ?)
Do you need full screen, or just a split-window view ?

I think you can find an example in the on-line Performer
book that comes with the Performer 2.0 CD.  Look in the
chapter about PipeWindow, Channel (chapter 4).  Also
look in the man page of pfChannel, pfuTileChan, pfPipeWindow
for examples.

Eric Tran
-------------------------------------------
Computer Graphics Systems Development Corp.
(415)903-4930 (415)903-4932
Fax: (415)967-5252

On Tue, 29 Oct 1996, Final Year Project wrote:

> Dear all,
> 
> 	I would like to know if Performer 2.0 supported for displaying 
> 3 channels on 3 differenet monitors? For example, I have declared the 
> channels for front, left and right view and I want to show each view on 
> single monitor. How can I do that?
> 
> 	If the Display Server is not controlling 3 screens but only 
> 1 display server for 1 screen in a network of machines, then is there any 
> way to do the above thing?
> 
> 	Thank you very much for any opinion about that.
> 
> 							Vincent
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 
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Date: Tue, 29 Oct 1996 21:44:31 +0100
From: Riccardo Camiciottoli <camiciot@aguirre.ing.unifi.it>
Subject: Blinking triangles
To: info-performer@sgi.com
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Status: O

I've a problem running Performer 2.1 on a Indigo2 Impact10000.
I've a textured terrain model on wich I put a triangle mesh built using
pfdBuildGSets & pfdBreakup (the latter to enhance rendering performences).
The problem is: the triangle mesh blinks. Frame by frame some triangles (never
the same) seem to desappear and show the geometry staying below.

Has anyone encountered the same problem?

Tanks in advance for your response.


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

Riccardo Camiciottoli
Universita' di Firenze
Dipartimento di Sistemi e Informatica
PCL Pictorial Computing Lab.

camiciot@aguirre.ing.unifi.it
http://aguirre.ing.unifi.it/~camiciot


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

-- 
Riccardo Camiciottoli
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From: scott@ht.com (Scott McMillan)
Message-Id: <199610292101.QAA06324@ir.ht.com>
Subject: Spotlights and projected textures
To: info-performer@sgi.com
Date: Tue, 29 Oct 1996 16:01:23 -0500 (EST)
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Status: O

I am still trying to solve my spotlights (via projected texture
problems).  There is a demo on my machine, /usr/demos/bin/projtex.
Anybody out there know what it was written, is the source available,
etc....I would like to make an equivalent Performer demo.

Thanks,
scott

-- 
  Scott McMillan  |       HT Medical, Inc.      | Developing virtual environ-
   scott@ht.com   |      http://www.ht.com      | ment medical and surgical
 Ph: 301-984-3706 | 6001 Montrose Rd., Ste. 902 | simulations and surgery
Fax: 301-984-2104 |     Rockville, MD 20852     | simulation creation tools.

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Message-Id: <199610292058.UAA14527@mail.telepac.pt>
From: "Duvideo" <duvideoii@mail.telepac.pt>
To: "Performer" <info-performer@sgi.com>, <dpierce@digital.net>
Subject: Re: droping frames again
Date: Sun, 29 Oct 1995 19:01:58 -0000
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> Are you trying to save "real-time" 15 fps to disk?  That clocks
> at about 15 MB/s which is a bit steep unless you have two or
> three striped drives.

Thank for you answer to my problem. But perhaps I wasn't quite clear in
expressing my situation.

	I run my "fly-by" application two times: 
		- the first is run at 10 fps (locked) and the only thing I do each frame
is writing a line in a text file stating my coordinates (position and
orientation) at the given frame.
		- the second time I run it I read the text file and position myself in
the first coordinate, save the resulting image and then read the next
line... In this case I don't need to maintain any given frame rate,
because my path coordinates are already stated in the file.

	The problem is that my coordinates are saved irregularly in the file,
which prevents the resulting animation from beeing smooth.

		Things vary quite a bit when I change the PFPHASE option, but no
combination of FREE_RUN or LOCK has yet worked fine.

			Thank you very much
					Duvideo


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From: "Rob Jenkins" <robj@quid>
Message-Id: <9610291356.ZM20334@quid.csd.sgi.com>
Date: Tue, 29 Oct 1996 13:56:56 -0800
In-Reply-To: "Duvideo" <duvideoii@mail.telepac.pt>
        "Re: droping frames again" (Oct 29,  7:01pm)
References: <199610292058.UAA14527@mail.telepac.pt>
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To: "Duvideo" <duvideoii@mail.telepac.pt>,
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Subject: Re: droping frames again
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On Oct 29,  7:01pm, Duvideo wrote:
> Subject: Re: droping frames again
> > Are you trying to save "real-time" 15 fps to disk?  That clocks
> > at about 15 MB/s which is a bit steep unless you have two or
> > three striped drives.
>
> Thank for you answer to my problem. But perhaps I wasn't quite clear in
> expressing my situation.
>
> 	I run my "fly-by" application two times:
> 		- the first is run at 10 fps (locked) and the only thing I do
each frame
> is writing a line in a text file stating my coordinates (position and
> orientation) at the given frame.
> 		- the second time I run it I read the text file and position
myself in
> the first coordinate, save the resulting image and then read the next
> line... In this case I don't need to maintain any given frame rate,
> because my path coordinates are already stated in the file.
>
> 	The problem is that my coordinates are saved irregularly in the file,
> which prevents the resulting animation from beeing smooth.
>
> 		Things vary quite a bit when I change the PFPHASE option, but
no
> combination of FREE_RUN or LOCK has yet worked fine.
>
> 			Thank you very much
> 					Duvideo
>

This could be related to the pfMultiprocess mode you're in. If you have
seperate APP and DRAW then the APP could be updating your position before the
draw finishes saving a frame, then the next time you go to DRAW and hence
snapshot the screen you may have moved more than one update - a screen save can
be time consuming. For your second 'screen saving pass' try pfMultiProcess
PFMP_APPCULLDRAW:

               All stages are combined into a single process.  A pfDispList is
               not used. pfDraw both culls and renders the scene.

Then the screen save would be bound to finish before the next APP position
update.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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To: info-performer@sgi.com, "Scott A. Friedman" <friedman@ucla.edu>
Subject: Re: Problems with libpfiv and pfdStoreFile
Status: O

I am trying to get the performer to inventor capability working too.
I downloaded the pfvi1.1 stuff but I don't have the inventor include
files. Does anyone know where I can find the include files or does
anyone have the libraries they would be willing to share?

Thanks,

Brian Hill
hill_brian@advmar.com

______________________________ Reply Separator _________________________________
Subject: Problems with libpfiv and pfdStoreFile
Author:  "Scott A. Friedman" <friedman@ucla.edu> at Internet
Date:    10/29/96 01:24 AM


Hi,
     
Does anyone have any experience getting pfconv or libpfiv to do a 
pfdStoreFile?  We are using IRIX6.2 and Performer 2.1 and 2.2
     
pfconv for example reports that libpfiv does not support storing.  Okay, 
we download pfiv1.1, compile it and we get the same message.  Finally, I 
try changing the DSOVERSION for libpfiv to 'sgi4.0' and at least it 
thinks pfiv can store now.  But, now I get Memory Faults inside 
pfstoreiv.C
     
Anyone know what's up or has gotten this to work?
     
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   
     
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From: "Dennis Pierce" <dpierce@dolphin.digital.net>
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Date: Tue, 29 Oct 1996 17:04:39 -0500
In-Reply-To: scott@ht.com (Scott McMillan)
        "Spotlights and projected textures" (Oct 29, 16:01)
References: <199610292101.QAA06324@ir.ht.com>
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There is an equivalent demo and I've gutted it successfully
to apply a projected cloud texture to an existing database.
Under Performer 2.0, its in /usr/share/Performer/src/pguide/libpf/C
and is called shadows.c.

Good luck and happy Performering...

bye.


-- 
--
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011.407.784.8371
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In-Reply-To: "Duvideo" <duvideoii@mail.telepac.pt>
        "Re: droping frames again" (Oct 29, 19:01)
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Ok, so how about if you make your window smaller for the first
fly-through?  If you're pixel-bound, this will help; if not,
its spline time! :^)

Or you could use the built-in "path" tool that MTJ developed
many many many moons ago...  Shouldn't be too hard to add some
+/- Z movement in the code.

Good Luck!

bye.


-- 
--
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POB 321206 CCB FL 32932			http://ddi.digital.net/~dpierce
011.407.784.8371
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Date: Tue, 29 Oct 1996 16:06:08 -0800 (PST)
From: j ward shade <shade@cs.washington.edu>
To: info-performer@sgi.com
Subject: Flt to Inventor Conversion
Message-ID: <Pine.SGI.3.91.961029160417.8385B-100000@macchiato.cs.washington.edu>
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Status: O


Does anyone know if a .flt to .iv converter exists?

A coworker of mine would like to toy around with shoving
some of the performer town database into his inventor-based
code.

thanks

-jonathan

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From guest  Tue Oct 29 16:25:50 1996
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From: russell@ctasim.com ("Russell Suter" )
Message-Id: <9610291719.ZM18820@random.ctasim.com>
Date: Tue, 29 Oct 1996 17:19:08 -0700
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To: info-performer@sgi.com
Subject: Multiple Channels and Windows
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hey all,

This may sound stupid but how are channels associated with windows?
I'm looking at multiwin.C in /usr/share/Performer/src/pguide/libpr/C++ and
I don't see an explicit association between each pfPipeWindow and pfChannel.
I can see the implicit association based on the order in which they are
created but somehow that doesn't seem right.  What am I missing???


-- 
Russ
________________________________________________ ______________________________
Though my eyes could see                        | Russell Suter
         I still was a blind man.               |    Voice : (303) 889-1262
                Though my mind could think      |      Fax : (303) 889-1210
                        I still was a mad man.  | Internet : russell@ctasim.com
________________________________________________|______________________________
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From: jparsons@ist.ucf.edu
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Date: Wed, 30 Oct 1996 01:30:19 -0500
Message-Id: <199610300630.BAA07385@mongo.ist.ucf.edu>
To: info-performer@sgi.com
Subject: porting woes...
Status: O

Performers:

  I am porting some 1.2 code to Performer 2.0 on an Onyx RE2
  running IRIX 5.3. The only significant changes I have made to
  what has been reliable code, is converting from Pipes to PWins. I 
  now find that if I instance an Ascension driver class that opens a
  serial port for reading and writing *before* I make my first
  pfFrame() call, then I am unable to read data from the port.
  However, as long as I wait until after the first pfFrame (wherever
  in the code I happen to choose to put it) everything works just
  dandy.

  Is there a connection between pfFrame and proper access to a port,
  or is this just an ugly memory leak, as I suspect, that has reared
  its head now that the code segments have been shuffled?

  BTW, I am using system read and write calls to the port, and opening
  it from my own non-Performer (time-tested) serial class. This behavior 
  occurs whatever the proc split happens to be.

  Ideas appreciated...

  Jim Parsons
  Visual Systems Lab
  Institute for Simulation & Training
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From guest  Wed Oct 30 00:49:25 1996
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Date: Wed, 30 Oct 1996 09:39:01 +0000
To: "Performer" <info-performer@sgi.com>
From: arnaud@pobox.oleane.com (Space Magic Team)
Subject: Apologies for the french email
X-Mailer: <Windows Eudora Version 1.4.2b16>
Status: O

Hi Performer guys,

we apologize for the noise French email. It should have been a private
communication. We are rather puzzled because the email was sent to a
different address which we used at numerous times without any problems.
Anyway, for all those that did not speak French, this email did not contain
any offending material for anyone. It was a question regarding porting a PC
based application featuring a mix of 2D landscapes with 3D targets (
therefore the name 2.5 D visual ) on the newest O2 SGI machine.

                Thanks for your attention
 ____________________________________________________________________
|   |     /\ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= /\      |   |
| -(*)-  <[]>          arnaud@POBOX.oleane.com          <[]>   -(*)- |
|   |     \/ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= \/      |   |
|--------------------------------------------------------------------|
|   ______       _________   ____________   _________       ______   |
|  /_/_/_/\     |  Space  |  \/\/\/\/\/\/  |  Space  |     /\_\_\_\  |
| /_/_/_/\/\    | ~~~~~~~ |   \/\/\/\/\/   | ~~~~~~~ |    /\/\_\_\_\ |
|/_/_/_/\/\/\   |  Magic  |    \/\/\/\/    |  Basic  |   /\/\/\_\_\_\|
|\_\_\_\/\/\/   '---------'     \/\/\/     '---------'   \/\/\/_/_/_/|
| \_\_\_\/\/   / ######### \     \/\/     / ######### \   \/\/_/_/_/ |
|  \_\_\_\/   / ########### \     \/     / ########### \   \/_/_/_/  |
|            '---------------'          '---------------'            |
|--------------------------------------------------------------------|
|  o o  Thomson Training & Simulation                           o o  |
|  o o  Z.A. Les Boutries; 5, rue Leonardo da Vinci; B.P. 252   o o  |
|  o o  78703 Conflans Sainte Honorine Cedex    France          o o  |
|  o o  Tel: [33] (1) 34903614      Fax: [33] (1) 34903602      o o  | 
|____________________________________________________________________| 
  

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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
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Date: Wed, 30 Oct 1996 01:27:24 -0800
In-Reply-To: jparsons@ist.ucf.edu
        "porting woes..." (Oct 30,  1:30am)
References: <199610300630.BAA07385@mongo.ist.ucf.edu>
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To: jparsons@ist.ucf.edu, info-performer@sgi.com
Subject: Re: porting woes...
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Sorry about that question:

 Why do you port to 5.3, you should be porting to 6.2 ??

 -- Remi

On Oct 30,  1:30am, jparsons@ist.ucf.edu wrote:
> Subject: porting woes...
> Performers:
>
>   I am porting some 1.2 code to Performer 2.0 on an Onyx RE2
>   running IRIX 5.3. The only significant changes I have made to
>   what has been reliable code, is converting from Pipes to PWins. I
>   now find that if I instance an Ascension driver class that opens a
>   serial port for reading and writing *before* I make my first
>   pfFrame() call, then I am unable to read data from the port.
>   However, as long as I wait until after the first pfFrame (wherever
>   in the code I happen to choose to put it) everything works just
>   dandy.
>
>   Is there a connection between pfFrame and proper access to a port,
>   or is this just an ugly memory leak, as I suspect, that has reared
>   its head now that the code segments have been shuffled?
>
>   BTW, I am using system read and write calls to the port, and opening
>   it from my own non-Performer (time-tested) serial class. This behavior
>   occurs whatever the proc split happens to be.
>
>   Ideas appreciated...
>
>   Jim Parsons
>   Visual Systems Lab
>   Institute for Simulation & Training
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from jparsons@ist.ucf.edu



-- 


 o o  Remi ARNAUD - Silicon Graphics, Performer, Advanced Systems Dev      o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard, Mountain View, CA94043  o o 
 o o  Email: remi@asd.sgi.com - Tel: (415) 933 6208 - Fax: (415) 965 2658  o o 

  

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From guest  Wed Oct 30 01:36:34 1996
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From: "Dirk Scheffter" <scheff@iff.fhg.de>
Message-Id: <9610301134.ZM3091@sgi03>
Date: Wed, 30 Oct 1996 11:34:25 +0100
X-Mailer: Z-Mail (3.2.1 6apr95 MediaMail)
To: info-performer@sgi.com
Subject: info-vega
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi performers,
I think some of you guys uses secretly Vega. I confess: Yes, I am a Vega
developer because Performer is as powerful as complex. (And I will never have
enough time to try all the beautiful features of Performer because I have a bad
chief want's allways results as soon as possible.) That's why I am enjoyed
there's since a few days a Vega mailing list available. But I'm afraid there's
only one person in it - me. And my problem is: I have more questions than
answers. So I would appreciate if there would subscribe more Vega developers.
The address to subscribe is:
info-vega-request@paradigmsim.com.
The address of the mailing list is:
info-vega@daisy.paradigmsim.com
If you do so don't wonder if you don't get any reply whether your subscribe was
successful. In my case it was so. Meanwhile I got a test mail from an Paradigm
Sim. employee (perhaps the 2nd member) so I am sure now I am a member.
Hope you all will be members as soon as possible (say in 5 min.) and answer all
my questions.
Greetings,
Dirk. ;-)


-- 
-----------------------------------------------------
Dipl.-Inf. Dirk Scheffter	scheff@iff.fhg.de
Fraunhofer IFF
Steinfeldstr. 3			fon: +49-39203/815-91
D-39179 Barleben		fax: +49-39203/816-49
Germany
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From guest  Wed Oct 30 07:35:26 1996
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Message-ID: <327774FB.45D6@paradigmsim.com>
Date: Wed, 30 Oct 1996 09:32:11 -0600
From: Damon Curry <damon@paradigmsim.com>
Organization: Paradigm Simulation, Inc.
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To: Dirk Scheffter <scheff@iff.fhg.de>
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References: <9610301134.ZM3091@sgi03>
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Status: O

Ah, the joy of being first.

As you said, there is now a Vega mailing list.  We look forward to its 
use, and hope that it will be helpful to all Vega users.  Thank you for 
pointing out its existence, and suggesting that others should join.

Damon
-- 
Damon F. Curry                      damon@paradigmsim.com
Manager, International Sales
Paradigm Simulation, Inc.      http://www.paradigmsim.com
14900 Landmark Blvd., Suite 400, Dallas, TX  75240
phone  +1  972  960-2301    fax  +1  972  960-2303


Dirk Scheffter wrote:
> 
> Hi performers,
> I think some of you guys uses secretly Vega. I confess: Yes, I am a Vega
> developer because Performer is as powerful as complex. (And I will never have
> enough time to try all the beautiful features of Performer because I have a bad
> chief want's allways results as soon as possible.) That's why I am enjoyed
> there's since a few days a Vega mailing list available. But I'm afraid there's
> only one person in it - me. And my problem is: I have more questions than
> answers. So I would appreciate if there would subscribe more Vega developers.
> The address to subscribe is:
> info-vega-request@paradigmsim.com.
> The address of the mailing list is:
> info-vega@daisy.paradigmsim.com
> If you do so don't wonder if you don't get any reply whether your subscribe was
> successful. In my case it was so. Meanwhile I got a test mail from an Paradigm
> Sim. employee (perhaps the 2nd member) so I am sure now I am a member.
> Hope you all will be members as soon as possible (say in 5 min.) and answer all
> my questions.
> Greetings,
> Dirk. ;-)
> 
> --
> -----------------------------------------------------
> Dipl.-Inf. Dirk Scheffter       scheff@iff.fhg.de
> Fraunhofer IFF
> Steinfeldstr. 3                 fon: +49-39203/815-91
> D-39179 Barleben                fax: +49-39203/816-49
> Germany
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From guest  Wed Oct 30 08:27:14 1996
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	id LAA18882; Wed, 30 Oct 1996 11:25:37 -0500
Message-Id: <199610301625.LAA18882@monet.cs.unc.edu>
Subject: Re: Spotlights and projected textures
To: scott@ht.com (Scott McMillan)
Date: Wed, 30 Oct 1996 11:25:35 -0500 (EST)
Cc: info-performer@sgi.com
In-Reply-To: <199610292101.QAA06324@ir.ht.com> from "Scott McMillan" at Oct 29, 96 04:01:23 pm
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> 
> I am still trying to solve my spotlights (via projected texture
> problems).  There is a demo on my machine, /usr/demos/bin/projtex.
> Anybody out there know what it was written, is the source available,
> etc....I would like to make an equivalent Performer demo.
> 
> Thanks,
> scott
> 
> -- 
>   Scott McMillan  |       HT Medical, Inc.      | Developing virtual environ-
>    scott@ht.com   |      http://www.ht.com      | ment medical and surgical
>  Ph: 301-984-3706 | 6001 Montrose Rd., Ste. 902 | simulations and surgery
> Fax: 301-984-2104 |     Rockville, MD 20852     | simulation creation tools.
> 
> =======================================================================
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> 

Scott,

The source code for projtex is under

/usr/people/4Dgifts/examples/grafix/realityengine

In the same directory there's other code like simp_projtex.c,
simp_shadows.c, etc. Enjoy.

Hansong

-------------------------------------------------------------
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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From guest  Wed Oct 30 09:37:20 1996
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Date: Wed, 30 Oct 1996 09:35:55 -0800
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <9610300935.ZM28951@babar.asd.sgi.com>
In-Reply-To: arnaud@pobox.oleane.com (Space Magic Team)
        "Apologies for the french email" (Oct 30,  9:39am)
References: <199610300847.JAA24698@relay1.oleane.net>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: arnaud@pobox.oleane.com (Space Magic Team),
        "Performer" <info-performer@sgi.com>
Subject: Re: Apologies for the french email
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On Oct 30,  9:39am, Space Magic Team wrote:
> Subject: Apologies for the french email
> Hi Performer guys,
>
> we apologize for the noise French email. It should have been a private
> communication. We are rather puzzled because the email was sent to a
> different address which we used at numerous times without any problems.
> Anyway, for all those that did not speak French, this email did not contain
> any offending material for anyone. It was a question regarding porting a PC
> based application featuring a mix of 2D landscapes with 3D targets (
> therefore the name 2.5 D visual ) on the newest O2 SGI machine.

I liked it. I have a French<->English dictionary here and seeing
your email was an encouragement to learn more French words and
grammar. Please don't apologise. After all, *you* can communicate
in both English and French -- it's us who lack your abilities.
We should apologise for being so limited.

We've seen English, French, German, and Koopish in the postings
on info-performer in the past. What other languages are used by
IRIS Performer users? I'd like to know and would use this in
deciding which translations of the PFPG to undertake. We might
even include the language list in the PFPG in the future.

Michael Trying-to-learn-more-French-Words Jones
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From guest  Wed Oct 30 14:00:29 1996
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From: "Nathaniel Bletter" <nat@os.sri.com>
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Date: Wed, 30 Oct 1996 13:53:48 -0800
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Has anyone been able to load VRMl files into performer using the Inventor
loader? I'm especially interested in dealing with VRML's LOD nodes. WIll those
get translated correctly?

--

Nat Bletter
SRI International
nat@od.sri.com
http://os.sri.com/people/nat/
(415) 859-4358
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From guest  Wed Oct 30 16:21:53 1996
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Sender: stiles@aic.lockheed.com
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Date: Wed, 30 Oct 1996 16:24:02 -0800
From: Randy Stiles <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
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To: Nathaniel Bletter <nat@os.sri.com>
Cc: info-performer@sgi.com
Subject: Re: VRML and LOD's
References: <9610301353.ZM4924@os.sri.com>
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Nathaniel Bletter wrote:
> 
> Has anyone been able to load VRMl files into performer using the Inventor
> loader? I'm especially interested in dealing with VRML's LOD nodes. WIll those
> get translated correctly?
> 

We load VRML 1.0 files using the Inventor 2.1 capability.  We modified
the loader library for inventor pfLoadIv() for actively using Anchors
and Inlines, but did not have to monkey with LODs to get them 
to work in Performer.  There is an old bug in Performer with LODs
and intersection that is fixed with Performer 2.0.2 that you should
watch out for.

We now do VRML 2.0 loading into Performer 2.0 too, w/notable exception
of Script nodes.  We expect to be done with script nodes soon too.

-Randy

-- 
// Randy Stiles mailto:stiles@aic.lockheed.com Orgn H142 Bldg 255
// Lockheed Martin Advanced Technology Center  3251 Hanover Street 
// office: 415.354.5256  fax: 415.354.5235     Palo Alto, CA 94304-1192
// http://vet.parl.com/~vet/people/stiles/
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It's been fun, but please unsubscripe me.
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199610311131.MAA18682@s00sn1.fel.tno.nl>
Subject: Re: Apologies for the french email
To: mtj@babar.asd.sgi.com (Michael T. Jones)
Date: Thu, 31 Oct 1996 12:31:06 +0100 (MET)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <9610300935.ZM28951@babar.asd.sgi.com> from "Michael T. Jones" at Oct 30, 96 09:35:55 am
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> We've seen English, French, German, and Koopish in the postings
> on info-performer in the past. What other languages are used by
> IRIS Performer users? I'd like to know and would use this in
> deciding which translations of the PFPG to undertake. We might
> even include the language list in the PFPG in the future.
> 
> Michael Trying-to-learn-more-French-Words Jones

Hi Michael,

Another language used by Performer users is Dutch. 
It only cost a few golden pieces or Dutch would have been a major
global language. New Amsterdam was a Dutch colony. They sold Manhattan
to the English people for a few gold pieces, who changed the name to New York.
Let's make a Dutch version of the Performer manuals, and make Dutch
a second global computer language. 
Or is the Klingon language a better choice? Then we would have all a tough
time reading, writing and speaking.

Mario Trying-to-learn-Klingon-Words Veraart
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9610310914.ZM1742@eagle.cae.ca>
Date: Thu, 31 Oct 1996 09:14:33 -0500
In-Reply-To: russell@ctasim.com ("Russell Suter" )
        "Multiple Channels and Windows" (Oct 29,  5:19pm)
References: <9610291719.ZM18820@random.ctasim.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: russell@ctasim.com (Russell Suter)
Subject: Re: Multiple Channels and Windows
Cc: info-performer@sgi.com
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Russell Suter wrote:

> This may sound stupid but how are channels associated with windows?
> I'm looking at multiwin.C in /usr/share/Performer/src/pguide/libpr/C++
> and I don't see an explicit association between each pfPipeWindow and
> pfChannel. I can see the implicit association based on the order in
> which they are created but somehow that doesn't seem right.  What am I
> missing???

By default, a pfChannel is associated with the first pfPipeWindow opened
on the pfPipe. If you create more than one pfPipeWindow's, you can control
the association of channel/pipewindow through

	pfPipeWindow::addChan()
	pfPipeWindow::insertChan()
	pfPipeWindow::moveChan()
	pfPipeWindow::removeChan()

Remember that a pfChannel is associated with a pfPipe for as long as the
object exist. A pfChannel is also rendered through only one pfPipeWindow
at a time. When you move the channel to a different pipewindow, it's
automatically removed from its previous pipewindow.

Refer to the programming guide, section 4 on using pipes, pipewindows and
channels.

--
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: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9610311015.ZM2068@eagle.cae.ca>
Date: Thu, 31 Oct 1996 10:15:11 -0500
In-Reply-To: Eric Heft <eheft@dnaco.net>
        "Pixel depth and performance" (Oct 27, 10:17pm)
References: <199610280317.WAA16211@picard.dnaco.net>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Eric Heft <eheft@dnaco.net>,
        info-performer@sgi.com (Performer Mailing List)
Subject: Re: Pixel depth and performance
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Status: O

Eric Heft wrote:

>    While trying to figure out why an app runs slow when using
> an MCO to split the screen into 3 sections, we've discovered
> that our 2 RM machine chokes when the pixel depth is small.
> As long as the pixel depth is medium the app runs nicely.

Small/medium/large pixel depth refer to the number of bits per pixel. It
relate to the capability to simultaneously configure the frame buffer for
multi-sampling, accumulation buffer, stencil, z-buffer, etc.

With a small pixel depth, you might not be able to obtain any sub-samples
for anti-aliasing. With a medium pixel depth, you'll obtain 8 sub-samples.

Really, the pixel depth doesn't affect the performance of your application
if you're able to obtain the frame buffer configuration you need.


> So, we are faced with either using only 2 screens, use 3
> screens and buying 2 more RM's or figure out what we can do
> to the program to make it run fast enough with small pixels :)

The fact that your program runs faster with 2 screens than with 3 screens
indicate that you're exceeding the RM's fill-rate capacity. To verify this
statement, try using the MCO with differents VOFs. If I recall correctly,
you're using a resolution of 960x680. Try using 3@800x600_60. You'll still
have only a small pixel depth available but the total number of pixels
will drop from 1,958,400 to 1,440,000. If it's not enough, try
6@640x480_60 and only drive 3 channels out of 6 (for a total of 921,600
pixels) to verify if you're limited by the fill-rate of your 2 RMs.

Raster managers work in parallel to fill the channels on your screen. When
configuring the MCO for 2 screens, the 2 RMs each fills one channel. When
configuring 3 channels, the 2 RMs now have a larger amount a pixels to
fill - it takes more time.


> My program is based on multichannel.c example. What kind of
> things can I turn off to gain speed? Things that might be
> emulated by performer under small pixels, but done in hardware
> at medium ?

The only thing that could be emulated in software when using a small pixel
depth is the accumulation buffer. I don't think you're using it.

As far as I know, there's nothing you can turn off to gain speed unless
you're willing to drop textures. And even that might not be enough.


> We are using Irix 5.3 and performer 2.0. The machine is a desk
> side onyx , 2 CPU's, 2 RM's , one MCO.

Again, I see only 2 solutions: reduce the size of the channels, or add 2
raster managers.


--
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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hi fellow performers....

Let's talk Performer/c/c++ .........only
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