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From: "Dee A. Chapman" <dchapman@ncsa.uiuc.edu>
To: info-performer@sgi.com
cc: "Dee A. Chapman" <dchapman@ncsa.uiuc.edu>
Subject: path following reset
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Hello,

I have created a path that I have an object follow.  However, it
appears once the object has followed the path once, it cannot
follow it again.  Is there something that needs to be reset?  I
don't want to use the CloseLoop function because I don't want
the object to follow the path continuously, but rather whenever
I request it.  Any suggestions?

Thanks!
Dee

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From: Jean-Claude Bachmann <jean-claude.bachmann@artemedia.de>
Organization: ARTEMEDIA PRODUCTIONS GmbH
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To: "Dee A. Chapman" <dchapman@ncsa.uiuc.edu>
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Subject: Re: path following reset
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Dee A. Chapman wrote:
> 
> Hello,
> 
> I have created a path that I have an object follow.  However, it
> appears once the object has followed the path once, it cannot
> follow it again.  Is there something that needs to be reset?  I
> don't want to use the CloseLoop function because I don't want
> the object to follow the path continuously, but rather whenever
> I request it.  Any suggestions?
> 
> Thanks!
> Dee


You forgot to mention which path utility you are using. If you took
the pfuPath shipped with performer there is a function called
pfuFollowPath(..., float seconds,....
which takes as one of its arguments a timestamp at which to calculate
the position on the path. Now if you want to reset the path to the
beginning, you simply have to keep an internal clock which is set to
zero again. (pfuFollowPath(path,0,where,orient) should calculate the
path at the beginning). The only problem I remember is that there is
no function which tells when the path is at the end. There really should
be a return value for the pfuFollowPath routine that gives something
like PATH_FINISHED. 

J.C.


-- 

********************************************************************
* Artemedia GmbH	| Tel.: +49 [0]30 25443 - 0                *
* Jean-Claude Bachmann	| Tel.: +49 0172 - 219 13 76               *
* Budapesterstr. 40	| Fax.: +49 [0]30 25443 - 240              * 
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From guest  Thu Jan  2 05:36:21 1997
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Date: Thu, 02 Jan 1997 08:27:07 -0500
From: Paul Rider <prider@airinc.com>
Organization: Airborne Data Technologies
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Status: O

Hello All,
	In response to my own message about runway lights. <sigh>
I misinterpreted the specifications. Each light _was_ to flash twice a
second, but in perfect sequence. Gerry was right. (Hey, I've never seen
a runway, I'm going by the [sometimes mis-intrepeted] specifications).

	Thanks for the many solutions to the (incorrect) problem. The incorrect
version now works great. ;)

			ciao,
					Paul J. Rider.
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Date: Thu, 2 Jan 97 08:15:01 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701021315.AA18354@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: Undocumented IRIS GL gl_sincos???
Status: O


I guess that to replace gl_sincos, you could use separate calls to sin() and cos(),
but if you are using Performer, then pfSinCos appears to be a direct plug-in
replacement. One thing to watch though is that some of those ancient IrisGL
routines don't use degrees for angular measurements. (eg the 'arc' routine
takes arguments in integer tenths of a degree).

Since the man page for gl_sincos appears to have vanished into the mists of time,
you'll probably have to determine the meaning of that first argument from context.
However, since the input angle (the first argument I guess) is an integer, it seems
likely that its in tenths of a degree.

So, the most likely fix is:-

    gl_sincos ( a, &b, &c ) ;

becomes


    pfSinCos ( (float) a / 10.0f, &b, &c ) ;

I hope this helps...



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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"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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From guest  Thu Jan  2 10:26:28 1997
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Date: Thu, 2 Jan 1997 13:23:46 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701021323.ZM25330@hotsauce.clubfed.sgi.com>
In-Reply-To: LIM MING WAH <eng30228@leonis.nus.sg>
        "Keeping current position" (Dec 31, 12:29pm)
References: <Pine.OSF.3.95.961231122251.16967A-100000@leonis.nus.sg>
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To: LIM MING WAH <eng30228@leonis.nus.sg>, info-performer@sgi.com
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Status: O

pfDCS's are absolute they do not accumulate matrix operations. Use a set of
pfMatrix instances to hold the current transform for each object then use
pfDCS::setMat(pfMatrix &) to load it into the proper DCS.

Brian

On Dec 31, 12:29pm, LIM MING WAH wrote:
> Subject: Keeping current position
>
> Hello all,
> 	I have recently tried to load many objects (up to 5) to perfly by
> distributing them to different DCSs. Then I modified the keybd.c to take
> in numbers from 1 to 5 and this toggles through the objects to be moved.
> The problem I face is that whenever I toggle back to an object whcih I
> have moved previously, it altomatically resets to its initial position.
> Is there any way which I can preserve their most recent position when I
> call up the object?
>
>
>
> I have added this to the keybd.c file:
>
> void toggleobject(int choice)
> {
>
> ViewState->sceneDCS = pointer[choice];
> initXformer();
>
> }
>
>
> ==========================================================================
>     	Jonathan
>         Department of Mechanical and Production Engineering
>         Faculty of Engineering
>     	National University of Singapore
> ==========================================================================
>
>
>
>
>
>
> =======================================================================
> 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 LIM MING WAH



-- 
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Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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From: "Bill Storma" <bills@p3.enzian.com>
Organization: Enzian Technology, Inc.
To: info-performer@sgi.com
Date: Fri, 3 Jan 1997 11:15:23 EST
Subject: SIGSEGV in draw
X-mailer: Pegasus Mail for Windows (v2.42a)
Message-ID: <1A2D272E5E@P3.ENZIAN.COM>
Status: O

Performer users:

I am experiencing a SIGSEGV in a multipipe Performer 2.0 program with 
IRIX 5.3.  The SIGSEGV cause is EINTR, interrupted system call.  
However, the IRIX man page on signal (5) does not list this cause as a 
valid option for the SIGSEGV.  Is the man page wrong, or is performer 
causing a SIGSEGV in a manner other than what the system expects ?  
Does anyone have an idea why this type of SIGSEGV would be created in 
a draw process anyway ?

Thanks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-282-1884
Enzian Technology               FAX:    407-282-3013
Orlando, Fl.  32817             e-mail: bills@p3.enzian.com
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From: "Bill Storma" <BILLS@p3.enzian.com>
To: info-performer@sgi.com
Date:          Fri, 3 Jan 1997 11:01:53 EST
Subject:       Catching child death signal
X-mailer: Pegasus Mail v3.31
Message-ID: <19F37F7C60@P3.ENZIAN.COM>
Status: O

Performer users:

I am having a problem with a child process dying in a draw process, 
due to a segmentation violation.  Apparently the performer code 
captures this event and issues a note of the event, then dies.  This 
implies that the child is notifing the parent of the event.  However, 
the parent performer app does not issue any type of warning to the 
user code that the application is terminating.

Does performer provide some type of mechanism to let the user code 
know of an impending termination of the program, or do I have to 
write my own signal handlers in the parent and child to do this ?

Currently, I have trapped SIGSEGV in the child process to determine 
where the program is dying.  But I do not get any SIGCHLD signal in 
the parent (I assume Performer overrode my signal handler).  My only 
course of action currently is to send a signal other than SIGCHLD from 
the child to the parent to notify the parent that the child is dying. 
That way, the parent can exit via a different route than a normal 
termination.  Is there a better way to do this ?

Thanks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-282-1884
Enzian Technology               FAX:    407-282-3013
Orlando, Fl.  32817             e-mail: bills@p3.enzian.com
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Message-Id: <199701031830.MAA05582@magellan.bgm.link.com>
To: info-performer@sgi.com
Subject: swap space
Status: O

I received the following message while running a performer app:
  ALERT: svd [3124] - out of logical swap space during mmap - see swap(1M)

What things do I need to consider when setting swap space values?
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From: "Curt Bryan" <curt@delphiresearch.com>
To: <info-performer@sgi.com>
Subject: HUD examples using Performer
Date: Fri, 3 Jan 1997 10:53:06 -0800
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Hello and Happy New Year!

I hope that this questions hasn't been asked to many times before but...
can anyone direct me to or share an example of a simple generic HUD
application based on Performer 2.1??  I'm specifically having trouble with
the scrolling heading display at the top of the HUD.  My thanks in advance.
__________________________________
Curt Bryan                        |
Delphi Research, Inc.             |
3954 Murphy Canyon Road           |
Suite D-201                       |
San Diego, CA 92123               |
                                  |
Voice: 	(619) 694-1314         	  |
Fax: 	(619) 694-1356            |
                                  |
E-mail:  curtb@delphiresearch.com |
-----------------------------------
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Date: Fri, 3 Jan 1997 11:33:10 -0800
From: chris@scotch.physics.ucla.edu (chris)
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Subject: Should be an easy one.
Status: O

Hi Performers -- Happy New Year!

	Is there any reason why I can't model a cone with indexed tristrips?
	If anyone out there has already done this, I'd love to see how.

Chris


Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris
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From: "Rambabu" <ram@ivex3d.com>
Organization: IVEX
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Subject: Cannot create Semaphore via NFS (/usr/tmp) !!!
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Status: O

Hi :

I have a Performer App (compiled under Pf2.0) actually , I am not sure, 
if
it is 1.2 or 2.0. But now we have Performer 2.2 installed.
The app is on an nfs mounted directory. 

When I tried to run this app froma local machine, I got this 
fatal error message 

pfInit: cannot create semaphore via NFS (/usr/tmp). Change PFTMPDIR 

I am not setting any PFTMPDIR. I tried setting it to /tmp etc but
I keep getting the same message. I know that pfInit
creates semaphores on /usr/tmp and allocates SharedArena on  the
swap space.  Has anybody got such messages and found a solution ?

Thanks

Ram

ram@ivex3d.com
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Subject: Questions on texture and contrast.
To: info-performer@sgi.com (Performer Mailing List)
Date: Fri, 3 Jan 1997 16:43:19 -0500 (EST)
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Status: O

Hi,

   I was wondering if anyone could tell me what controls the pixel
values of an object that has a texture, when the lighting model in 
perfly has been turned off.

   I've got a simple cylinder that has a texture map. The texture 
map ranges from 0-255 with an avg is 127.5. When I snap the textured
cylinder its range is 39-165 with an avg of 101.6. So what's going 
on?

   Or perhaps a better question might be how do I fully control the
intensity of the pixels in an object? 

Thanks.
Eric
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9701032026.ZM25189@quid.csd.sgi.com>
Date: Fri, 3 Jan 1997 20:26:39 -0800
In-Reply-To: "Rambabu" <ram@ivex3d.com>
        "Cannot create Semaphore via NFS (/usr/tmp) !!!" (Jan  3,  2:51pm)
References: <32CD6339.1949@ivex3d.com>
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--
--PART-BOUNDARY=.19701032026.ZM25189.csd.sgi.com
Content-Type: text/plain; charset=us-ascii

I think this is a known problem. If you have a EFS filesystem
you can point PFTMPDIR to that and it should work but I'm guessing you have XFS
filesystem and Irix 6.2 in which case there's a script you can run to get your
app running which I've attached ( see the script for a description ).

Cheers
Rob


On Jan 3,  2:51pm, Rambabu wrote:
> Subject: Cannot create Semaphore via NFS (/usr/tmp) !!!
> Hi :
>
> I have a Performer App (compiled under Pf2.0) actually , I am not sure,
> if
> it is 1.2 or 2.0. But now we have Performer 2.2 installed.
> The app is on an nfs mounted directory.
>
> When I tried to run this app froma local machine, I got this
> fatal error message
>
> pfInit: cannot create semaphore via NFS (/usr/tmp). Change PFTMPDIR
>
> I am not setting any PFTMPDIR. I tried setting it to /tmp etc but
> I keep getting the same message. I know that pfInit
> creates semaphores on /usr/tmp and allocates SharedArena on  the
> swap space.  Has anybody got such messages and found a solution ?
>
> Thanks
>
> Ram
>
> ram@ivex3d.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 Rambabu



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA

--PART-BOUNDARY=.19701032026.ZM25189.csd.sgi.com
X-Zm-Content-Name: perf12xfs
Content-Description: Text
Content-Type: text/plain ; name="perf12xfs" ; charset=us-ascii

#!/bin/sh

#
# perf21xfs  $Revision: 1.2 $
# 
# Script to patch a statically linked Performer2.1 application
# to allow it to run when PFTMPDIR is an XFS file system
# (getting rid of the bogus fatal "cannot create semaphore arena via NFS"
# error).
#
# Run this script on the executable (but make a backup first!)
#
# So far, it has been tested on the following files:
#       ~src/trees/demo/GL/perfly/perfly
#       /usr/demos/Impact/data/GIS/terrain/perfly.ptu
#       /usr/demos/Impact/MaxImpact/SGI/site/perfly
# If you have an executable for which it doesn't work,
# please let me know (hatch@sgi.com).
#

if [ $# -ne 1 ]
then
	echo Usage: `basename $0` executablename >&2
	exit 1
fi

perl -p -i.bak \
	-e '$/ = 0777;' \
	-e "s/pfInit: cannot create semaphore arena via NFS \(%s\).  Change PFTMPDIR./pfInit: semaphore arena dir (%s) is not EFS.  Use PFTMPDIR to change./;" \
	-e "s/(\
\217\274\000\040\
\000\000\000\000\
\217\231..\
\047\244..\
\003\040\370\011\
\047\245..\
\217\274\000\040\
\047\244..\
\217\231..\
\044\005\000\057\
\003\040\370\011\
\000\000\000\000\
\217\274\000\040\
\020\100\000\002\
\047\244..\
\240\100\000\000\
\217\231..\
\047\245..\
\044\006\000\050\
\003\040\370\011\
\000\000\070\045\
\217\274\000\040\
\004\101\000\013\
\207\256..\
\217\206..\
\217\231..\
\044\004\000\001\
\044\005\000\003\
\047\247..\
\003\040\370\011\
\044\306..\
\217\274\000\040\
\000\000\000\000\
\207\256..\
\044\001\000\001\
\025\301\000\012\
\000\000\000\000\
\217\206..\
\217\231..\
\044\004\000)\001\
/"'$1'"\005/g;" \
	-e "s/(\
\047\244..\
\003\040\370\011\
\044\245..\
\217\274\000\040\
\000\000\000\000\
\217\231..\
\047\244..\
\003\040\370\011\
\047\245..\
\217\274\000\040\
\047\244..\
\217\231..\
\044\005\000\057\
\003\040\370\011\
\000\000\000\000\
\217\274\000\040\
\020\100\000\002\
\047\244..\
\240\100\000\000\
\217\231..\
\047\245..\
\044\006\000\050\
\003\040\370\011\
\000\000\070\045\
\217\274\000\040\
\004\101\000\013\
\207\257..\
\217\206..\
\217\231..\
\044\004\000\001\
\044\005\000\003\
\047\247..\
\003\040\370\011\
\044\306..\
\217\274\000\040\
\000\000\000\000\
\207\257..\
\044\001\000\001\
\025\341\000\011\
\044\004\000)\001\
/"'$1'"\005/g;" \
	$1
exit 0

--PART-BOUNDARY=.19701032026.ZM25189.csd.sgi.com--

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9701041325.ZM26101@quid.csd.sgi.com>
Date: Sat, 4 Jan 1997 13:25:36 -0800
In-Reply-To: "Curt Bryan" <curt@delphiresearch.com>
        "HUD examples using Performer" (Jan  3, 10:53am)
References: <199701031849.KAA29171@smtp.connectnet.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Curt Bryan" <curt@delphiresearch.com>, <info-performer@sgi.com>
Subject: Re: HUD examples using Performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Curt

>From the Performer web page ( see the tag added to all info-performer posts )
there's a link to the ftp archives which in turn has links to info on
selected-topics - under there is a hud section.

In general the Performer web page does have a lot of info under it - worth
spending some time getting an idea of what's there.

Cheers
Rob

On Jan 3, 10:53am, Curt Bryan wrote:
> Subject: HUD examples using Performer
> Hello and Happy New Year!
>
> I hope that this questions hasn't been asked to many times before but...
> can anyone direct me to or share an example of a simple generic HUD
> application based on Performer 2.1??  I'm specifically having trouble with
> the scrolling heading display at the top of the HUD.  My thanks in advance.
> __________________________________
> Curt Bryan                        |
> Delphi Research, Inc.             |
> 3954 Murphy Canyon Road           |
> Suite D-201                       |
> San Diego, CA 92123               |
>                                   |
> Voice: 	(619) 694-1314         	  |
> Fax: 	(619) 694-1356            |
>                                   |
> E-mail:  curtb@delphiresearch.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 Curt Bryan



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Sat, 4 Jan 1997 14:20:15 -0800
In-Reply-To: Eric Heft <eheft@dnaco.net>
        "Questions on texture and contrast." (Jan  3,  4:43pm)
References: <199701032143.QAA23166@picard.dnaco.net>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Eric Heft <eheft@dnaco.net>,
        info-performer@sgi.com (Performer Mailing List)
Subject: Re: Questions on texture and contrast.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Eric

Not considering blending, lighting, fog etc then you could look at the texture
environment - man pfTexEnv, tevdef or glTexEnv will give you details. In the
default texture environment the 'mode' is MODULATE ( incoming color components
are multiplied by texture values ), you can change the texture environment to
control how texture effects the values of screen pixels as you need.

Cheers
Rob

On Jan 3,  4:43pm, Eric Heft wrote:
> Subject: Questions on texture and contrast.
> Hi,
>
>    I was wondering if anyone could tell me what controls the pixel
> values of an object that has a texture, when the lighting model in
> perfly has been turned off.
>
>    I've got a simple cylinder that has a texture map. The texture
> map ranges from 0-255 with an avg is 127.5. When I snap the textured
> cylinder its range is 39-165 with an avg of 101.6. So what's going
> on?
>
>    Or perhaps a better question might be how do I fully control the
> intensity of the pixels in an object?
>
> Thanks.
> Eric
> =======================================================================
> 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



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
=======================================================================
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Date: Mon, 6 Jan 1997 14:08:47 +0800 (SST)
From: LIM MING WAH <eng30228@leonis.nus.sg>
To: Brian Furtaw <brian@sgi.com>
cc: info-performer@sgi.com
Subject: Re: Keeping current position
In-Reply-To: <9701021323.ZM25330@hotsauce.clubfed.sgi.com>
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On Thu, 2 Jan 1997, Brian Furtaw wrote:

> pfDCS's are absolute they do not accumulate matrix operations. Use a set of
> pfMatrix instances to hold the current transform for each object then use
> pfDCS::setMat(pfMatrix &) to load it into the proper DCS.
> 
> Brian
> 

I have saved the matrices corresponding to the DCSs and tried loading them
back but instead encountered bus error!!!
The following is what I have done......

	
int oldchoice = -1; 

void updatepos(int choice)  {

pfMatrix storematrix[20];  
extern int NumFiles;  
int current, g; 

/* Initialising and saving the matrices */
if (oldchoice == -1)  
{
	for (g=0; g<NumFiles; g++) 
	{
		ViewState->sceneDCS = pointer[g]; 
		pfGetDCSMat(ViewState->sceneDCS, storematrix[g]); 
	}
	oldchoice = 0; 
	current = NumFiles - 1;  
}

	pfGetDCSMat(ViewState->sceneDCS, storematrix[current]); 
	ViewState->sceneDCS = pointer[choice]; 
	pfDCSMat(ViewState->sceneDCS, storematrix[choice]); 
	current = choice; 

}

Thanks for the help!!!!!!

Jonathan

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Date: Mon, 6 Jan 1997 16:37:22 +0800 (SST)
From: LIM MING WAH <eng30228@leonis.nus.sg>
To: info-performer@sgi.com
Subject: Rotations about its own axis
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Hi all,
	Thanks to many who have helped in one way or another!!!
	
	I have managed to load in few DCSs and switching them around, I
have also saved their matrices and tried to assign them back whenever I
switch them back so that perfly remembers their last position. But this
has not been so. Whenever I switch them back by assigning the
ViewState->sceneDCS = pointer; and then follow by the function
initXformer(), the objects will always reset to its original position.
The following is the content in initXformer():


void initXformer(void)  {

    ViewState->xformer = pfiNewTDFXformer(pfGetSharedArena()); 
    pfiXformerAutoInput(ViewState->xformer, ViewState->masterChan,
	&ViewState->mouse, &ViewState->events); 

    pfiXformerNode(ViewState->xformer, ViewState->sceneGroup); 
    pfiXformerAutoPosition(ViewState->xformer, NULL, ViewState->sceneDCS); 
    pfiXformerResetCoord(ViewState->xformer, &ViewState->initView); 
    xformerModel(ViewState->xformerModel, ViewState->collideMode); 
    resetPosition(POS_ORIG); 

}



This is what I have added to perfly;



int oldchoice = -1;  
pfMatrix storematrix[20]; 

void updatepos(int choice)  
{

extern int NumFiles;  
int current, g; 

if (oldchoice == -1)  /* Initialising the matrices with the DCSs */ 
{
	for (g=0; g<NumFiles; g++) 
	{
		ViewState->sceneDCS = pointer[g]; 
		pfGetDCSMat(ViewState->sceneDCS, storematrix[g]); 
	}
	oldchoice = 0; 
	current = NumFiles - 1;  
}

	pfGetDCSMat(ViewState->sceneDCS, storematrix[current]); 
	ViewState->sceneDCS = pointer[choice]; 
	pfDCSMat(ViewState->sceneDCS, storematrix[choice]); 
	current = choice; 

}


I have also added to keybd.c ;

void toggleobject(int choice)  
{

    updatepos(choice); 
    initXformer();  
}

Can anyone tell me what's wrong?


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Subject:  RE: Moving eyepoint vs. DCS translations
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=0C     Hi and bonne annee a toi, O maitre es Performer

     If you take a glance at the source code for pfiTDFXformer class, you=
 will see
     that in the pfiTDFXformer::update function it calls the pfiTrackball=
::update
     function to calculate the matrix to be applied to the DCS, and then =
it
     effectively applies it to the DCS
     What I did is to derivate the pfiTDFXformer class to overload the up=
date()
     function, to recuperate the xPosMat member matrix,to invert it, and =
apply it
     to the chan ViemMat, somewhat like this (i write it by memory, since=
 i dont
     have my source code on this babasse) :

     void
     pfi_My_TDFXformer::update()
     (
      pfiTDFXformer::update();
      if(motionModel =3D=3D PFITDF_TRACKBALL) (
       xPosMat.invertOrthoN(xPosMat);
       xMotionCoord.mat.pre(or post..?)Mult(xPosMat);
       xMotionCoord.setMat(xMotionCoord.mat);
       xPosMat.makeIdent();
       xPosDCS->setMat(pfIdentMat);
       xPosChan->setViewMat(xMotionCoord.mat);
      // that's it
      )
     )
     ____________________________________________________________________=
___________
     _
     De: P=3DINTERNET; DDA.TYPE=3DRFC-822; DDA.VALUE=3Dguest(a)holodeck.c=
sd.sgi.com le
     Mar 31 D=E9c 1996 23:32
     Objet: Moving eyepoint vs. DCS translations
     A: P=3DINTERNET; DDA.TYPE=3DRFC-822; DDA.VALUE=3Dinfo-performer(a)sg=
i.com; BOCCARA
     Michael
     Fichiers: BDY12.TXT

     RFC-822-Headers:
     Organization: Silicon Graphics, Inc.
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Date: Mon, 6 Jan 1997 08:39:10 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701060839.ZM4087@hotsauce.clubfed.sgi.com>
In-Reply-To: Eric Heft <eheft@dnaco.net>
        "Questions on texture and contrast." (Jan  3,  4:43pm)
References: <199701032143.QAA23166@picard.dnaco.net>
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Eric try a pfTexEnv of PFTE_DECAL that could fix your problem.

Brian

On Jan 3,  4:43pm, Eric Heft wrote:
> Subject: Questions on texture and contrast.
> Hi,
>
>    I was wondering if anyone could tell me what controls the pixel
> values of an object that has a texture, when the lighting model in
> perfly has been turned off.
>
>    I've got a simple cylinder that has a texture map. The texture
> map ranges from 0-255 with an avg is 127.5. When I snap the textured
> cylinder its range is 39-165 with an avg of 101.6. So what's going
> on?
>
>    Or perhaps a better question might be how do I fully control the
> intensity of the pixels in an object?
>
> Thanks.
> Eric
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>-- End of excerpt from Eric Heft



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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From: "Glenn Waldron" <gwaldron@peril.com>
To: <info-performer@sgi.com>
Subject: VR developer needed
Date: Mon, 6 Jan 1997 09:27:09 -0500
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ANSER, a not-for-profit corporation in Arlington Virginia, has an
opening for someone with Performer experience to develop for and
maintain an immersive 3-D visualization system.

The system is a mini-CAVE running off an 8-proc 3-pipe SGI Infinite
Reality.  There are a couple deskside Onyx RE2's used for
supporting applications, as well as an Indy for driving the audio
system.  The developer will have almost exclusive use of all these
machines.
(Check out www.evl.uic.edu/EVL/VR/systems.html#CAVE for
more information of the CAVE and related VR systems.)

Position:  Full-time developer

Location:  Arlington, Virginia
          
(www.washingtonpost.com/wp-srv/local/counties/arlngton.htm#index)

Duties:    Developing for, administering, demoing and maintaining
             the CAVE and supporting systems;
           Marrying CAVE technology and defense applications

Required:  BS in relevant field.  Experience with real-time
           graphics systems, SGI, Performer, GL, UNIX, etc.

Prefered:  Experience with Coryphaeus products, modeling, HCI
           devices (gloves, trackers), stereographics,
           simulation-based design.  Knowledge of networking,
           distributed simulation, sys admin, etc.

Please email or fax your resume to:
   Glenn Waldron
   ANSER - Leading Edge Technologies Division
   email: gwaldron@peril.com  (prefered method!!)
   fax:   703-416-4451

   voicemail: 703-416-8462
   PCS:       703-598-7835
   address:   1215 Jefferson Davis Hwy., Suite 800
              Arlington, VA 22202           

--------------------------------------------------------------------
Glenn Waldron - ANSER Leading Edge Technologies    PCS: 703.598.7835
email: gwaldron@peril.com                   voice mail: 703.416.8462
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Take a look at John Carmack's (Id Software guy working on the next generation
Id technology...same guys that made Doom, Quake, etc.) view on Open GL and
Microsoft's Direct 3D.  "finger johnc@idsoftware.com" for his soapbox on
the two.  Very interesting.

Neil Matson

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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-vega@daisy.paradigmsim.com, info-performer@sgi.com
Subject: Intersection Question
Date: Mon, 06 Jan 1997 16:42:11 GMT
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Hi

Happy new year to everyone on the list(s).

I have been sitting here thinking about implementing a geometry to
geometry collision detection capability for our Vega applications and
have managed to get myself all confused - nothing new there :)

I want the tests to run in the intersection process. I got myself
confused over the intersection function specified with pfIsectFunc. I
had thought that you can only specify one intersection function, but
what would happen if you were to call pfIsectFunc twice with different
functions?

The reason I ask is that I already have an intersection function for
our own motion models which is set up with pfIsectFunc, and uses
pfNodeIsectSegs. However we also make use of Vega Isector functions
elsewhere. Everything is Ok which makes me think I am wrong about
pfIsectFunc.

Can anybody confirm whether I can set up a number of intersection
functions using pfIsectFunc (I know I should go and test it, but it's
almost time to leave!!)

Thanks in advance (& forgive my ramblings - I've not got used to being
back at work yet).

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
All opinions expressed are my own and should not be viewed
viewed as representing my employer unless stated otherwise.
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Date: 6 Jan 1997 10:48:35 U
From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: Turn off draw
To: info-performer@sgi.com
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                      Subject:                              Time:  10:33 AM
  OFFICE MEMO         Turn off draw                         Date:  1/6/97

Hello All:

Can I just turn off graphics processing?  We would like to do this when the
user iconifies the program.  This way only the programs that are visible are
burdening the graphics.

Thanks for any input.

Scott O'


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701061912.ZM9064@bitch.reading.sgi.com>
Date: Mon, 6 Jan 1997 19:12:51 +0000
In-Reply-To: "Neil Matson" <matson@vulcan.ncsc.navy.mil>
        "OpenGL vs Direct 3D comments" (Jan  6, 10:50am)
References: <9701061050.ZM19382@vulcan.ncsc.navy.mil>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Neil Matson" <matson@vulcan.ncsc.navy.mil>, info-performer@sgi.com
Subject: Re: OpenGL vs Direct 3D comments
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

If you can't obtain the response from the finger, I will
email you it's contents on request.
It's interesting to note that this impartial and highly
respected view completely vindicates what Mark Kilgard
and others have been preaching all along at the expense
of accusations of bias.

Kind of confirms that Microsoft and the NT brigade will tell
their customers & prospects any old tat to try gain control of
their future reguardless of how painfull the customer will
ultimately find the experience.

Readers should not only note the history but also that Microsoft
and other vested interests are _still_ trying to push this third
rate technology.

Caveat Emptor.

Sorry if you find this a bit off the info-performer beaten path,
please refer all replies to me directly or go & join the ever
degenerating flame wars on comp.graphics.misc.api (I think).

Cheers,
Angus.

On Jan 6, 10:50am, Neil Matson wrote:
> Subject: OpenGL vs Direct 3D comments
>
> Take a look at John Carmack's (Id Software guy working on the next generation
> Id technology...same guys that made Doom, Quake, etc.) view on Open GL and
> Microsoft's Direct 3D.  "finger johnc@idsoftware.com" for his soapbox on
> the two.  Very interesting.
>
> Neil Matson
>
> =======================================================================
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>-- End of excerpt from Neil Matson


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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9701061459.ZM2761@eagle.cae.ca>
Date: Mon, 6 Jan 1997 14:59:49 -0500
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: OpenGL vs Direct 3D comments" (Jan  6,  7:12pm)
References: <9701061050.ZM19382@vulcan.ncsc.navy.mil> 
	<9701061912.ZM9064@bitch.reading.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Performer Mailing List <info-performer@sgi.com>
Subject: Re: OpenGL vs Direct 3D comments
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Status: O

A colleague just forwarded me an interesting paper on the subject. Take a
look at

	http://www.sgi.com/Technology/OpenGL/direct-3d.html


--
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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Message-Id: <9701061503.ZM15897@daisy.paradigmsim.com>
Date: Mon, 6 Jan 1997 15:03:57 -0600
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Intersection Question" (Jan  6,  4:42pm)
References: <32d12482.27962537@post.demon.co.uk>
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To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
Subject: Re: Intersection Question
Cc: info-vega@daisy.paradigmsim.com, info-performer@sgi.com
Mime-Version: 1.0
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On Jan 6,  4:42pm, Mark Baranowski wrote:
> Subject: Intersection Question
>
> [ plain text
>   Encoded with "quoted-printable" ] :
Hi
>
> Happy new year to everyone on the list(s).
>
> I have been sitting here thinking about implementing a geometry to
> geometry collision detection capability for our Vega applications and
> have managed to get myself all confused - nothing new there :)
>
> I want the tests to run in the intersection process. I got myself
> confused over the intersection function specified with pfIsectFunc. I
> had thought that you can only specify one intersection function, but
> what would happen if you were to call pfIsectFunc twice with different
> functions?
>
> The reason I ask is that I already have an intersection function for
> our own motion models which is set up with pfIsectFunc, and uses
> pfNodeIsectSegs. However we also make use of Vega Isector functions
> elsewhere. Everything is Ok which makes me think I am wrong about
> pfIsectFunc.


Vega calls pfIsectFunc _only_ if an asynchronous isector process
has been requested (and granted) through Vega.  Otherwise, the
intersection handling is done by Vega in a pre-sync callback
(i.e., before pfSync).

You must not have requested an asychronous isector process either in the
application definition file (ADF) or by turning on the VGSYS_ISECTPROC
property through API.  If you did not, then you really do
have only 1 intersection function registered through pfIsectFunc, that
function being the one you registered yourself with your call to
pfIsectFunc.



Glad to hear "Everything is Ok"!    :-)



> Can anybody confirm whether I can set up a number of intersection
> functions using pfIsectFunc (I know I should go and test it, but it's
> almost time to leave!!)
>
> Thanks in advance (& forgive my ramblings - I've not got used to being
> back at work yet).
>
> Regards.
>
> Mark.
> --
> Mark Baranowski at work (baranowski@marklynn.demon.co.uk)
> Pera, VR Division. Melton Mowbray, Leicestershire. UK.
> Tel: +44 1664 501501, Fax: +44 1664 501553
> All opinions expressed are my own and should not be viewed
> viewed as representing my employer unless stated otherwise.
> 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 Mark Baranowski



-- 
|----   Elizabeth Smith                                     ----|
|	972-960-2301 (voice)	Paradigm Simulation, Inc.	|
|	972-960-9049  (FAX)	14900 Landmark, Suite 400	|
|	eliza@paradigmsim.com	Dallas, Texas   75240	USA	|
|       www.paradigmsim.com                                     |
	 
	
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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701062025.AA03720@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: OpenGL vs Direct 3D comments
Status: O


Having seen the raging arguments on the usenet about OpenGL (hooray)
versus Direct 3D (booo!), I'd strongly suggest that we try to keep
the discussion out of the info-performer newsgroup by cutting off
this thread asap.


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)
                                http://web2.airmail.net/sjbaker1     (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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To: info-performer@sgi.com
Subject: Feedback Buffer
Cc: dhigginb@motown.lmco.com, rrabbitz@motown.lmco.com
Status: O

Hi All,

This isn't directly a Performer question, it pertains to the
OpenGL feedback mode...

We'd like to use feedback mode to support hardcopy by
obtaining the graphic primitives via feedback and submitting
the approprate printer commands (via PostScript or HGPL).

When a feedback buffer becomes full rendering continues and
only the data which initially fit into the buffer is
available. We could re-render the items which didn't make it
into the feedback buffer, but determining where we were in the
render process when the buffer became full is prohibitively
difficult.

What would really help is immediate notification when the
feedback buffer becomes full. We could dump the buffer to
hardcopy then resume with an emptied buffer.

Does anyone know if an immediate "buffer-full" notification
mechanism exists; for example a callback or interrupt? Your
help is appreciated!

Dave



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From: gan@cavalier.cambridge.com (Gan Wang)
Message-Id: <9701061753.ZM21775@cavalier>
Date: Mon, 6 Jan 1997 17:53:54 -0500
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Subject: Process callbacks
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Status: O

I wonder how and when exactly the user process callbacks set by
pfChanTravFunc() are invoked.  Are they before or after cleaning the tree and
passing the data, etc, inside the pfFrame()?  Since pfFrame() is called inside
the APP process, would the return of pfAppFrame() wait for the return of the
APP traversal?  And, if pfAppFrame() is not called explicitly, say in post
frame, would the return of pfFrame() wait for the return of pfAppFrame() or any
of the callback functions (and the traversals) in CULL and DRAW processes if
multiprocessing?  A pseudocode would be greatly appreciated.

Thanks,
Gan

-- 

Gan Wang

Cambridge Research Associates            Voice:  703-790-0505 ext.7210
1430 Spring Hill Road, Suite 200         Fax:    703-790-0370
McLean, VA 22102                         E-mail: gan@cambridge.com              
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To: info-performer@sgi.com
Subject: Vertices
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Does performer have the ability to extract coordinates from stl formats?
For example, the program uses pfdLoadFile to load in an stl file. I would
want my program to be able to through a function list out the coordinates
of the vertices. I have seen through the man pages of pfdLoadFile and
pfdOpenFile and they don't seem to give a solution.

    
    
==========================================================================
	Jonathan Lim Ming Wah
        Department of Mechanical and Production Engineering 
	Faculty of Engineering
	National University of Singapore
==========================================================================







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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-vega@daisy.paradigmsim.com, info-performer@sgi.com
Subject: Re: Intersection Question
Date: Tue, 07 Jan 1997 08:35:49 GMT
Organization: Pera
Message-ID: <32d209b2.370190@post.demon.co.uk>
References: <32d12482.27962537@post.demon.co.uk> <9701061503.ZM15897@daisy.paradigmsim.com>
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On Mon, 6 Jan 1997 15:03:57 -0600, Elizabeth wrote:

<munch>
>
>Vega calls pfIsectFunc _only_ if an asynchronous isector process
>has been requested (and granted) through Vega.  Otherwise, the
>intersection handling is done by Vega in a pre-sync callback
>(i.e., before pfSync).
>
>You must not have requested an asychronous isector process either in the
>application definition file (ADF) or by turning on the VGSYS_ISECTPROC
>property through API.  If you did not, then you really do
>have only 1 intersection function registered through pfIsectFunc, that
>function being the one you registered yourself with your call to
>pfIsectFunc.

I do have the async intersection box checked in the ADF. So my
question still remains:

>> Can anybody confirm whether I can set up a number of intersection
>> functions using pfIsectFunc=20

--=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
All opinions expressed are my own and should not be viewed
viewed as representing my employer unless stated otherwise.
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Date: Tue, 07 Jan 1997 11:36:22 +0100
From: Jean-Claude Bachmann <jean-claude.bachmann@artemedia.de>
Organization: ARTEMEDIA PRODUCTIONS GmbH
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To: Simon Gibbs <Simon.Gibbs@gmd.de>
CC: info-performer@sgi.com
Subject: Re: video textures with Sirius on iR
References: <199701070945.KAA22587@viswiz.gmd.de>
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Simon Gibbs wrote:
> 
> >
> > I am trying to get the example found under
> >
> > /usr/share/Performer/src/pguide/libpr/C/movietex.c
> >
> > to work with our Sirius board under Performer2.1 and OpenGL using an
> > Infinite Reality.
> >
> 
> It must be a problem with your complile flags - I've had no problem
> compiling here (an Onyx with two IR pipes,  IRIX 6.2, Performer 2.1,
> and Sirius boards on each pipe).
> 
> Simon Gibbs

It would be great if you are right. Did you compile the OpenGL version
with make movietex.ogldso, without getting any errors? And did you
define HAVE_VL in the source? You need that to compile with the video
library calls enclosed (as you probably know anyway). 

If so could you send me your Makefile and the source from movietex.c. It
may be that my sources got broken somehow, who knows. If you simply
typed make you probably compiled the IrisGL version which is compilable
on my machine as well.

Anyway did you actually see live video coming from your Sirius board
using movietex. I am asking because, all examples concerning animated
textures using rgb files are working on my machine as well. These do not
seem to be the problem.

So if you do have a version which works, please send it to me, so I can
take a look at it.

Thanks
J.C.


-- 

********************************************************************
* Artemedia GmbH	| Tel.: +49 [0]30 25443 - 0                *
* Jean-Claude Bachmann	| Tel.: +49 0172 - 219 13 76               *
* Budapesterstr. 40	| Fax.: +49 [0]30 25443 - 240              * 
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-vega@daisy.paradigmsim.com, info-performer@sgi.com
Subject: Re: Intersection Question
Date: Tue, 07 Jan 1997 10:31:36 GMT
Organization: Pera
Message-ID: <32d21ff6.6067385@post.demon.co.uk>
References: <32d12482.27962537@post.demon.co.uk> <9701061503.ZM15897@daisy.paradigmsim.com> <32d209b2.370190@post.demon.co.uk>
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Aplologies for having a conversation with myself in public!!!

On Tue, 07 Jan 1997 08:35:49 GMT, I wrote:
>On Mon, 6 Jan 1997 15:03:57 -0600, Elizabeth wrote:
>
><munch>
>>
>>Vega calls pfIsectFunc _only_ if an asynchronous isector process
>>has been requested (and granted) through Vega.  Otherwise, the
>>intersection handling is done by Vega in a pre-sync callback
>>(i.e., before pfSync).
>>
>>You must not have requested an asychronous isector process either in =
the
>>application definition file (ADF) or by turning on the VGSYS_ISECTPROC
>>property through API.  If you did not, then you really do
>>have only 1 intersection function registered through pfIsectFunc, that
>>function being the one you registered yourself with your call to
>>pfIsectFunc.
>
>I do have the async intersection box checked in the ADF. So my
>question still remains:
>
>>> Can anybody confirm whether I can set up a number of intersection
>>> functions using pfIsectFunc=20

I just tested registering more than 1 intersection function and
surprise surprise only the last function registered gets executed.
This makes me worry that I have a timebomb waiting to go off in our
Vega applications when using a separate intersection process. At the
moment the only Vega intersection functions I can recall us using are
some calls to vgPos & vgUpdate on an Isector and vgGetIsectHitObj.

I register my intersection function after Vega is configured with
vgConfigSys so would now expect that to replace the one registed by
Vega - my function is being executed. I get a different pid for the
intersection process so my request for a separate process is being
granted.

As I said before though, everything seems to work as expected, so am I
worrying unnecessarily?

My question seems to have become totally Vega oriented now so I will
restrict any further postings to the Vega list.

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
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: pfAllocIsectData Question
Date: Tue, 07 Jan 1997 12:10:21 GMT
Organization: Pera
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Hi

Where does pfAllocIsectData allocate from? Can the space allocated be
safely accessed from other processes?

TIA

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
All opinions expressed are my own and should not be viewed
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From: Mario Veraart <rioj7@fel.tno.nl>
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Subject: Re: Turn off draw
To: ofriels1@qmsmtpgw.mugu.navy.mil (SCOTT OFRIEL)
Date: Tue, 7 Jan 1997 14:32:28 +0100 (MET)
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> Can I just turn off graphics processing?  We would like to do this when the
> user iconifies the program.  This way only the programs that are visible are
> burdening the graphics.
> Scott O'

Make a call to
pfChanTravMode(myChan,PFTRAV_DRAW,PFDRAW_OFF);
to disable the drawing, use PFDRAW_ON to enable drawing again.

Mario
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Subject: Re: Vertices
To: eng30228@leonis.nus.sg (LIM MING WAH)
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In-Reply-To: <Pine.OSF.3.95.970107140310.14977A-100000@leonis.nus.sg> from "LIM MING WAH" at Jan 7, 97 02:06:13 pm
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> Does performer have the ability to extract coordinates from stl formats?
> For example, the program uses pfdLoadFile to load in an stl file. I would
> want my program to be able to through a function list out the coordinates
> of the vertices. I have seen through the man pages of pfdLoadFile and
> pfdOpenFile and they don't seem to give a solution.
> 	Jonathan Lim Ming Wah


After loading the file with pfdLoadFile you get a pfNode * back.
Just traverse this pointer till pfGset level or use pfPrint() with as
much detail as possible.

Mario
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9701070915.ZM7888@eagle.cae.ca>
Date: Tue, 7 Jan 1997 09:15:28 -0500
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Re: Intersection Question" (Jan  7, 10:31am)
References: <32d12482.27962537@post.demon.co.uk> 
	<9701061503.ZM15897@daisy.paradigmsim.com> 
	<32d209b2.370190@post.demon.co.uk> 
	<32d21ff6.6067385@post.demon.co.uk>
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To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
Subject: Re: Intersection Question
Cc: info-vega@daisy.paradigmsim.com, "S. Gottschalk" <geom@cs.unc.edu>,
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Mark, I recall that in your original posting, you mentioned you wanted to
do collision detection between objects. This is difficult to implement
using Isectors. We've used a different approach based on Oriented Bounding
Boxes as presented in a SIGGRAPH paper this summer. Contact S. Gottschalk
at geom@cs.unc.edu for more info in the RAPID library. We've used it
successfully on a research project requiring collision detection between
complex shapes such as a space station, a shuttle, a satellite and
connected bodies comprising the arms on both the shuttle and the space
station.

--
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: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-vega@daisy.paradigmsim.com, info-performer@sgi.com
Subject: Re: Intersection Question
Date: Tue, 07 Jan 1997 15:30:01 GMT
Organization: Pera
Message-ID: <32d36a6c.25117879@post.demon.co.uk>
References: <32d12482.27962537@post.demon.co.uk>  <9701061503.ZM15897@daisy.paradigmsim.com>  <32d209b2.370190@post.demon.co.uk>  <32d21ff6.6067385@post.demon.co.uk> <9701070915.ZM7888@eagle.cae.ca>
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Status: O

On Tue, 7 Jan 1997 09:15:28 -0500, Bernard wrote:
>Mark, I recall that in your original posting, you mentioned you wanted =
to
>do collision detection between objects. This is difficult to implement
>using Isectors. We've used a different approach based on Oriented =
Bounding
>Boxes as presented in a SIGGRAPH paper this summer. Contact S. =
Gottschalk
>at geom@cs.unc.edu for more info in the RAPID library. We've used it
>successfully on a research project requiring collision detection between
>complex shapes such as a space station, a shuttle, a satellite and
>connected bodies comprising the arms on both the shuttle and the space
>station.
>

Who said I was using Isectors? :)

I am actually basing it on the Rapid library developed by S.
Gottschalk, but thanks anyway.

Hmmmm...seeing as how you have already done all this, do you fancy
saving me a lot of work? ;)    (in my dreams....)

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
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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Subject: pfLPointState (and fading near envelope limits)
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Status: O

Hey all,

Situation:
	(building VASI, PAPI and their varients.)

I've got two points occupying the same space but each is only visible
when viewed within their vertical (and horiz) envelope. As soon as I
pass the limit of one envelope I wish to have the other visible. This
does happen, but as I approach the limit of the envelope the light
intensity fades. I do not wish this to happen.

Question:
How/where can I specify that I don't want the point (pfLPointState) to
fade as it nears the border(s) of it's envelope.


		ciao,
			Paul J. Rider.
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Subject: Re: pfLPointState (and fading near envelope limits)
To: prider@airinc.com (Paul Rider)
Date: Tue, 7 Jan 1997 11:30:06 -0800 (PST)
Cc: info-performer@remi.asd.sgi.com
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Status: O

Hi,
> 
> Situation:
> 	(building VASI, PAPI and their varients.)
> 
> I've got two points occupying the same space but each is only visible
> when viewed within their vertical (and horiz) envelope. As soon as I
> pass the limit of one envelope I wish to have the other visible. This
> does happen, but as I approach the limit of the envelope the light
> intensity fades. I do not wish this to happen.
> 
> Question:
> How/where can I specify that I don't want the point (pfLPointState) to
> fade as it nears the border(s) of it's envelope.
> 

 Use a falloff (setShape) equal to 0. 

 
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Date: Tue, 07 Jan 1997 13:22:00 -0800
From: Kaylor Brett <Brett.Kaylor@GSC.GTE.Com>
Subject: pfHighlight crash
To: Performer Group <info-performer@sgi.com>
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Status: O

All,

Before Christmas,  I sent out a message about a pfHighlight crash.
I haven't been able to fixed my problem yet.

The problem is with pfHighlight on a MultiPipe REII.   I am running
2 REII pipes, 2 4400 processors, Performer 2.0 with patch 1414
(using IRISGL),  IRIX 5.3.

The following is a change to perfly's main loop that duplicates the
error.
 Adjusting the kFrameSkip from 2 to200 makes no difference.
Following the code snip is the callstack.  This only occurrs in
MultiPipe mode.   If anyone has any idea or perhaps a similiar
configuration and can test this, it would be greatly appreciated.
 I just use a simple (50 polygon) textured model for perfly.

Thanks a bunch.

Brett.

============================================
Brett B. Kaylor
Software Engineer
GTE Government Systems
1805 West Drake Drive
Tempe, AZ 85283

brett.kaylor@gsc.gte.com

Tel: 602.777.1725
Fax: 602.777.1717
============================================

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

    /* Set the MP synchronization phase. */
    pfPhase(ViewState->phase);		

pfHighlight* hl = new(pfGetSharedArena()) pfHighlight;
hl->setMode(PFHL_FILL);
hl->setColor(PFHL_FGCOLOR, 255.0f, 0.0f, 0.0f);
hl->setAlpha(0.8f);

int frameCnt = 0;
int hlOn = 0;

const int kFrameSkip = 10;

    /* Application main loop */
    while (!SimDone())
    {

frameCnt++;
if (frameCnt % kFrameSkip == 0)
{
   if (hlOn)
   {
     hlOn = 0;
     pfuTravNodeHlight(ViewState->sceneGroup, PFHL_OFF);
   } else
   {
     hlOn = 1;
     pfuTravNodeHlight(ViewState->sceneGroup, hl);
   }
}

      ... rest of regular perfly loop code.

   }

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

drawX_FLAT_TRISTRIPS_NvVv(<stripped>) ["gststrip.C":732]
pfHighlight::pr_hlFill(<stripped>) ["pfHighlight.C":943]
pfHighlight::pr_draw(<stripped>) ["pfHighlight.C":784]
pfGeoSet::pr_drawHlightOnly(<stripped>) ["gsdraw.C":4402]
pfGeoSet::pr_drawHlighted(<stripped>) ["gsdraw.C":4348]
genDrawGSet(<stripped>) ["gsdraw.C":4501]
pfGeoSet::draw(<stripped>) ["pfGeoSet.C":1671]
_pfCuller::popQuick(<stripped>) ["pfCuller.C":766]
pfLayer::nb_cull(<stripped>) ["pfLayer.C":192]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfSCS::nb_cull(<stripped>) ["pfSCS.C":308]
pfScene::nb_cull(<stripped>) ["pfScene.C":269]
_pfCuller::nb_cull(<stripped>) ["pfCuller.C":197]
beginDraw(<stripped>) ["pfProcess.C":3865]
pfDraw(<stripped>) ["pfProcess.C":3897]
DrawFunc(<stripped>) ["main.C":261]
pfChannel::pf_callDrawFunc(<stripped>) ["pfChannel.C":1808]
doDraw(<stripped>) ["pfProcess.C":3792]
mpCullDraw() ["pfProcess.C":4278]
pfConfig(<stripped>) ["pfProcess.C":1539]
main(<stripped>) ["main.C":102]
__start() ["crt1text.s":133]

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Status: O

Hi folks-
  I was in the middle of debugging a perf application (purely
application-level changes, nothing specifically performer-related), when
all of a sudden my app started dying upon startup with the following
error:

PF Warning/Internal(12):       pfWindow::openNewNoPort() - null visual.
X Error:  0
  Request Major code 0 ()
  Error Serial #33
  Current Serial #15
Exit 1

I'm running Performer 2.1 on an Irix 6.2 InfiniteReality engine. Anyone
have any ideas on what might be causing this? 

Thanks in advance.

-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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I wrote:
> 
> Hi folks-
>   I was in the middle of debugging a perf application (purely
> application-level changes, nothing specifically performer-related), when
> all of a sudden my app started dying upon startup with the following
> error:
[elided]

Just a followup note: It dies within the pfInit() call. Any clues would
be greatly appreciated.

-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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Status: O

Regarding my aforementioned X/Perf problem:

Jeremy Friesner suggested that the problem may be linked to executable
size. This appears to be the case. If I comment out a bunch of code in a
routine that doesn't get called (at least not till long after the
pfInit()), I can eliminate the startup problem. In fact, I can narrow it
down to the presence or absence of something as small as a return
statement. Not a specific return statement, though. Any of a number of
them have this property. The common denominator seems to be the
following: Whenever the executable is less then around 147K, it works.
Whever it is greater than around 151K, it dies in pfInit(). The presence
of a single return statement in a routine can cause the executable size
to jump by that amount. 

I am building a 64-bit executable, BTW.

-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: Wed, 8 Jan 1997 13:13:52 +0800 (SST)
From: LIM MING WAH <eng30228@leonis.nus.sg>
To: info-performer@sgi.com
Subject: Printing
Message-ID: <Pine.OSF.3.95.970108131159.9956C-100000@leonis.nus.sg>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O


Performer comes with pfuDrawMessage which prints a message on screen which
is a character string. How do I enable it to print other types of
variables such as integers of floating point numbers?

    
==========================================================================
	Jonathan Lim Ming Wah
        Department of Mechanical and Production Engineering 
	Faculty of Engineering
	National University of Singapore
==========================================================================







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From: kapp@cs.nps.navy.mil (John Kapp)
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To: info-performer@sgi.com
Subject: Question: pfGetGSetAttrLists()
Status: O



I was hoping that there might be some good samaritan out there who might be able 
to shed some light on how the pfGetGSetAttrLists() function works or on why I
might be having the problem I'm having. Some background:

The following functions (updateLsd and setupLsd) attempt to locate 4 particular
geosets and then retrieve the coordinates of their vertices. The model hierarchy 
is passed in as shipRoot. The model itself was built using MultiGen

The Problem: A stand alone program was written and this code worked fine. However,
the actual code has been inserted into a large networked battlefield simulation
program. Now the pfGetGSetAttrLists() (line 30) causes a segmentation fault, as does
any use of pfGeoSet functions (ie pfGetGSetAttrBind() or pfGetGSetAttrRange()) 
through the geo that was returned in line 18.

Any ideas why? 

Our limited experience leads us to guess that there must be some
attempt to access an area of memory that is preventing the pfGetGSetAttrLists().

Is this the right way to go about retrieving coordinates of geometry? Our goal is 
to overlay other geometry on that retrieved. We accomplished that in a stand alone
and thought, much to our naivete, that we would just cut and paste. 


Thanks in Advance,

Jack Kapp 
Erkan Akyuz

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

1 void updateLsd(pfGroup* shipRoot) { 
2
3    pfNode *monitor, *object;
4    pfGroup *cic;
5    pfGeode *lsd;
6    pfGeoSet *geo;
7      
8    //Find CIC in ship model
9    object = pfFindNode(shipRoot, "CIC", pfGetGroupClassType());
10 
11    //cast object to pfGroup and assign to cic
12    cic=(pfGroup*)object;
13
14    // LSD's are children numbered 31 32 33 34
15    for(int i=31; i<=34; i++){
16       monitor = pfGetChild(cic, i);
17       lsd = (pfGeode*)monitor;
18       geo = pfGetGSet(lsd, 0);
19       setupLsd(geo);
20    }
21    
22    return;
23 }
24
25 void setupLsd(pfGeoSet* geo){
26
27    pfVec3 *coords;
28    ushort *icoords;
29
30    pfGetGSetAttrLists(geo, PFGS_COORD3, (void**)&coords, &icoords);


//********************************************************
        .
        .
        .
  
     CODE USING coords
  
        .
        .
        .
//********************************************************


    return;
}
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Date: Wed, 8 Jan 1997 15:29:22 +0800 (SST)
From: LIM MING WAH <eng30228@leonis.nus.sg>
To: info-performer@sgi.com
Subject: Object data
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Hi all,
	I just used the function pfPrint to print out the data under the
dcs that I am currently at and to my surprise, the coordinates that were
printed for the object was the same although I had moved the object by the
trackball movements. Why is this so? Can I update its position when I move
it by the trackball and what is the method of only obtaining the
coordinates only? I thought that when the dcs is moved, its position is
automatically updated?
    
    
==========================================================================
	Jonathan Lim Ming Wah
        Department of Mechanical and Production Engineering 
	Faculty of Engineering
	National University of Singapore
==========================================================================







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I know that Alias file can't be imported in performer.
If somebody made Alias file loader, I want to know
how can i get it.
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=0C     Just convert anything to a character string with mecanisms like i=
ostreams or
     functions from stdio.h, and implement this chracter string in pfuDra=
wMessage.

     Mike
     ____________________________________________________________________=
___________
     _
     De: P=3DINTERNET; DDA.TYPE=3DRFC-822; DDA.VALUE=3Dguest(a)holodeck.c=
sd.sgi.com le
     Mer 8 Jan 1997 6:28
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i.com; BOCCARA
     Michael
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Date: Wed, 8 Jan 1997 10:57:26 -0800
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199701081857.KAA00900@sirssg1.epfl.ch>
To: info-performer@sgi.com
Subject: SIRIUS_BOARD
Status: O


Hi Performers and Happy new year

I am an absolute beginner with SIRIUS board.

Actually we can registe only 300 images each time,
then rebegin next sequence ( 300 images ).

The question is How can I registe 1500 images in 
one time.

Your answer will be very appreciated.

			Thanks

			 Tran

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

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In-Reply-To: LIM MING WAH <eng30228@leonis.nus.sg>
        "Printing" (Jan  8,  1:13pm)
References: <Pine.OSF.3.95.970108131159.9956C-100000@leonis.nus.sg>
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To: LIM MING WAH <eng30228@leonis.nus.sg>, info-performer@sgi.com
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use sprintf

On Jan 8,  1:13pm, LIM MING WAH wrote:
> Subject: Printing
>
> Performer comes with pfuDrawMessage which prints a message on screen which
> is a character string. How do I enable it to print other types of
> variables such as integers of floating point numbers?
>
>
> ==========================================================================
> 	Jonathan Lim Ming Wah
>         Department of Mechanical and Production Engineering
> 	Faculty of Engineering
> 	National University of Singapore
> ==========================================================================
>
>
>
>
>
>
>
> =======================================================================
> 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 LIM MING WAH


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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9701080150.ZM5087@jimbo.rtset.co.il>
Date: Wed, 8 Jan 1997 01:50:53 -0800
In-Reply-To: kapp@cs.nps.navy.mil (John Kapp)
        "Question: pfGetGSetAttrLists()" (Jan  7, 11:09am)
References: <199701071909.LAA23130@elsie.cs.nps.navy.mil>
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To: kapp@cs.nps.navy.mil (John Kapp)
Subject: Re: Question: pfGetGSetAttrLists()
Cc: info-performer@sgi.com
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Status: O

Jack,

You don't seem to be checking for a type of geode in the updateLsd function.
What if the children of the CIC group are themselves groups and not geodes ? In
that case you might get a pointer to an object which is not a geoset at all.
Trying to access this geoset with geoset functions will do the job of core
dumping.

Ran


On Jan 7, 11:09am, John Kapp wrote:
>
> The Problem: A stand alone program was written and this code worked fine.
However,
> the actual code has been inserted into a large networked battlefield
simulation
> program. Now the pfGetGSetAttrLists() (line 30) causes a segmentation fault,
as does
> any use of pfGeoSet functions (ie pfGetGSetAttrBind() or
pfGetGSetAttrRange())
> through the geo that was returned in line 18.
>
> Any ideas why?
>
> Our limited experience leads us to guess that there must be some
> attempt to access an area of memory that is preventing the
pfGetGSetAttrLists().
>
> Is this the right way to go about retrieving coordinates of geometry? Our
goal is
> to overlay other geometry on that retrieved. We accomplished that in a stand
alone
> and thought, much to our naivete, that we would just cut and paste.
>
>
> Thanks in Advance,
>
> Jack Kapp
> Erkan Akyuz
>
> #######################################################################
>
> 1 void updateLsd(pfGroup* shipRoot) {
> 2
> 3    pfNode *monitor, *object;
> 4    pfGroup *cic;
> 5    pfGeode *lsd;
> 6    pfGeoSet *geo;
> 7
> 8    //Find CIC in ship model
> 9    object = pfFindNode(shipRoot, "CIC", pfGetGroupClassType());
> 10
> 11    //cast object to pfGroup and assign to cic
> 12    cic=(pfGroup*)object;
> 13
> 14    // LSD's are children numbered 31 32 33 34
> 15    for(int i=31; i<=34; i++){
> 16       monitor = pfGetChild(cic, i);
> 17       lsd = (pfGeode*)monitor;
> 18       geo = pfGetGSet(lsd, 0);
> 19       setupLsd(geo);
> 20    }
> 21
> 22    return;
> 23 }
> 24
> 25 void setupLsd(pfGeoSet* geo){
> 26
> 27    pfVec3 *coords;
> 28    ushort *icoords;
> 29
> 30    pfGetGSetAttrLists(geo, PFGS_COORD3, (void**)&coords, &icoords);
>


-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
  Work : 972-9-9552236               |          rany@netvision.net.il
  Res. : 972-9-7489974               |
Fax    : 972-9-9552239               |
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Date: Wed, 08 Jan 1997 12:44:13 +0000
To: info-performer@sgi.com
From: ceti <ceti@worldnet.net>
Subject: Re: Object data
Status: O

>Hi all,
>	I just used the function pfPrint to print out the data under the
>dcs that I am currently at and to my surprise, the coordinates that were
>printed for the object was the same although I had moved the object by the
>trackball movements. Why is this so?

When moving using a DCS ( or whatever you wanted )  you move the object by
pushing a transformation matrix ( scale , rotation, translation ) in the
viewing stack. 
When rendering, the machine computes the new coordinates using object's ones
and transfo matrix's ones to place polygons at their right place.
The machine never replace objects coordinates at any time.
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/  
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Ingineer 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 Jan  8 06:08:13 1997
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Date: Wed, 8 Jan 1997 09:05:48 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701080905.ZM9855@hotsauce.clubfed.sgi.com>
In-Reply-To: "Choi, Changrak" <fortune@tri.kbs.co.kr>
        "Can I get Alias file loader for Performer?" (Jan  8,  4:47pm)
References: <32D35126.F65@tri.kbs.co.kr>
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To: fortune@tri.kbs.co.kr, Performer Submissions <info-performer@sgi.com>
Subject: Re: Can I get Alias file loader for Performer?
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Status: O

If you export an sla/stl file from studio then look in the sla directory of
your project it will load into performer as well. I was able to get that to
work without a problem.

Brian

On Jan 8,  4:47pm, Choi, Changrak wrote:
> Subject: Can I get Alias file loader for Performer?
> I know that Alias file can't be imported in performer.
> If somebody made Alias file loader, I want to know
> how can i get it.
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Choi, Changrak



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

Brian Furtaw  (brian@sgi.com)	
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12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
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Date: Wed, 8 Jan 1997 10:36:49 -0500
From: david@ht.com (David Helfrick)
Message-Id: <199701081536.KAA00960@zr.ht.com>
To: info-performer@sgi.com
Subject: Writing / executing Performer apps on the O2.
Cc: david@ht.com
Status: O

We are expecting an O2 'any day',
so a few issues come to mind.

Currently, we are using Performer 2.0.2 under
Irix 6.2.

1) Will our Performer apps run on the O2?
   Or in other words, does Performer 2.0.2 run
   on an O2?


2) If the answer(s) to 1) are "No", then is there
   a version of Performer that does run on an O2?
   If so, what is it...?

3) If there is an affirmative answer to 2), is a
   Performer version optimized for the O2
   architecture?

TIA for any help, especially for where, how, when, etc.
to get info and/or software.

----
	Dave Helfrick		Addr:	HT Medical, Inc.
Email:	david@ht.com			6001 MONTROSE ROAD
Phone:	301-984-3706 / 800-929-4709	SUITE 902
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Date: Wed, 08 Jan 1997 11:03:27 -0500
From: Paul Rider <prider@airinc.com>
Organization: Airborne Data Technologies
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To: David Helfrick <david@ht.com>
CC: info-performer@sgi.com
Subject: Re: Writing / executing Performer apps on the O2.
References: <199701081536.KAA00960@zr.ht.com>
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Status: O

David Helfrick wrote:
> 
> We are expecting an O2 'any day',
> so a few issues come to mind.
> 
Hey,

> Currently, we are using Performer 2.0.2 under
> Irix 6.2.
> 
> 1) Will our Performer apps run on the O2?
>    Or in other words, does Performer 2.0.2 run
>    on an O2?

I'm not sure if 2.0.2 does, but we're running performer libs at 2.0.3 on
ours

BTW:(in response to your question 2, and 3)
performer runs optimally regardless of which sgi it's on.

	hope this helps,
				Paul J. Rider.
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Sender: brassaer@luc.ac.be
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Date: Wed, 08 Jan 1997 17:56:29 +0100
From: Bruno Rassaerts <brassaer@luc.ac.be>
Organization: Expertisecentrum Digitale Media
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Subject: pfGeoSet with PFGS_POLYS
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Status: O

Hi,

In a Performer program that I'm working on, I need pfGeoSets with
the PFGS_POLYS flag. When creating a geoset like this I fill in
the lengths array with the correct number of vertices for each
polygon. The problem is that perfly crashes on these geosets. I
tried other sample programs and they seem to work.

For testing purposes I created a geoset with triangles but still
used the PFGS_POLYS flag and create a lengths array with all the
values set to 3. The perfly program still crashes on the geoset.
When I change the primtype flag to PFGS_TRIS without changing
anything else perfly seems to work just fine.

My code looks like this:
/******************************/
      create coords array, create lengths array (shared arena)

      geode = pfNewGeode ();
      gset = pfNewGSet (arena);
      
      pfGSetAttr (gset, PFGS_COORD3, PFGS_PER_VERTEX, coords, NULL);
      pfGSetPrimLengths (gset, lengths);
      pfGSetNumPrims (gset, lengthsCount);
      pfGSetPrimType (gset, PFGS_POLYS);
      
      pfAddGSet (geode, gset);
      pfAddChild (parent, geode);
/******************************/

I am sure that the coords and lengths arrays are correct. I checked
them using pfPrint. I was wondering if one should do something extra
when using PFGS_POLYS.

Perfly crashes in the following functions. (Note: I did not change
the perfly program, this is the standard version.)

   0 cacheTri(_pfTriCache*,pfVec3&,pfVec3&,pfVec3&)(0x1810b780,
0x38d81970, 0xd3c3c460, 0x180f8f48)
["../../../lib/libpr/pfGeoSet.C":2142, 0x61eb38]
   1 pfGeoSet::pr_computeCache(void)(0x180d8dd0, 0x38d81970, 0xd3c3c460,
0x180f8f48) ["../../../lib/libpr/pfGeoSet.C":2304, 0x629fc0]
   2 pfGeoSet::setIsectMask(unsigned int,int,int)(0x180d8dd0,
0xffffffff, 0xb0, 0x2) ["../../../lib/libpr/pfGeoSet.C":1359, 0x6288dc]
   3 pfGeode::nb_setTravMask(int,unsigned int,int,int)(0x180d0720, 0x0,
0xffffffff, 0xb0) ["../../../lib/libpf/pfGeode.C":505, 0x4fa25c]
   4 pfGroup::nb_setTravMask(int,unsigned int,int,int)(0x180d6c20, 0x0,
0xffffffff, 0xb0) ["../../../lib/libpf/pfGroup.C":478, 0x4fd50c]
   5 pfGroup::nb_setTravMask(int,unsigned int,int,int)(0x180d06a0, 0x0,
0xffffffff, 0xb0) ["../../../lib/libpf/pfGroup.C":478, 0x4fd50c]
   6 pfGroup::nb_setTravMask(int,unsigned int,int,int)(0x180f2b30, 0x0,
0xffffffff, 0xb0) ["../../../lib/libpf/pfGroup.C":478, 0x4fd50c]
   7 pfGroup::nb_setTravMask(int,unsigned int,int,int)(0x180d8d40, 0x0,
0xffffffff, 0xb0) ["../../../lib/libpf/pfGroup.C":478, 0x4fd50c]
   8 pfNodeTravMask(0x180d8d40, 0x0, 0xffffffff, 0xb0)
["../../../lib/libpf/cNode.C":37, 0x540370]
   9 pfuCollideSetup(0x180d8d40, 0x0, 0xffffffff, 0x180f8f48)
["../../../lib/libpfutil/collide.c":80, 0x4aef98]
   10 InitScene(0x1810b780, 0x38d81970, 0xd3c3c460, 0x180f8f48)
["../../../../../sample/apps/C/common/generic.c":342, 0x461e48]
   11 main(0x4, 0x7fff2f44, 0xd3c3c460, 0x180f8f48)
["../../../../../sample/apps/C/common/main.c":104, 0x4613a0]
   12 __start() ["crt1text.s":133, 0x4612ac]

bye,
-- 
  //       Bruno Rassaerts - EDM (Expertisecentrum Digitale Media)
 ('>    Wetenschapspark 2 - B-3590 Diepenbeek - Tel: +32-(0)11268411
 /rr         Fax: +32-(0)11269400 - eMail: brassaer@luc.ac.be
*\))_               URL: http://www.luc.ac.be/~brassaer/
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Message-Id: <199701081717.JAA05205@gravy5.cs.nps.navy.mil>
To: info-performer@sgi.com
Subject: pfGetGSetAttrLists() Problem SOlved
Status: O


Thanks to everyone who looked at the pfGetGSetAttrLists() problem I posted.
The experts have spoken and the answers we got all pointed out the problem.
 
We did not have what we thought we had. What we thought was pfGeode was in
fact pfGroup. We were led to believe it was pfGeode because we queried it
with pfGetNumGSets() and the expected number 1 was returned. Unfortunately,
we took this as good enough and never tested pfGetTypeName() or pfIsExactType()
which probably would have led us to the answer we got from the mailing list.

The loading of the model within the simulation was different, adding levels of 
nodes. We're tracking it down but it appears that it is the result of the 
implementation of a PVS algorithm or possibly to allow for manipulation of 
objects.

Thanks to everyone who reviewed our problem!

Jack Kapp

kapp@cs.nps.navy.mil
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	 id RAA01727; Wed, 8 Jan 1997 17:33:23 GMT
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701081733.ZM1725@bitch.reading.sgi.com>
Date: Wed, 8 Jan 1997 17:33:23 +0000
In-Reply-To: Paul Rider <prider@airinc.com>
        "Re: Writing / executing Performer apps on the O2." (Jan  8, 11:03am)
References: <199701081536.KAA00960@zr.ht.com>  <32D3C54F.167E@airinc.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Paul Rider <prider@airinc.com>, David Helfrick <david@ht.com>
Subject: Re: Writing / executing Performer apps on the O2.
Cc: info-performer@sgi.com
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Status: O

On Jan 8, 11:03am, Paul Rider wrote:

> BTW:(in response to your question 2, and 3)
> performer runs optimally regardless of which sgi it's on.

Such faith :-)

There are probably some O2 specific optimisations which could be done
but it's still your best route.

You may want to do stuff like modify the texture filters to point
sampled MIPmapped min and point sampled mag and reduce blended
transparency, perhaps just use glalphafunc to cull transparent
pixels on 'cookiecut' style textures.

These should go a long way towards improving fill performance.

Cheers,
Angus.
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In-Reply-To: "Angus Dorbie" <dorbie>
        "Re: Writing / executing Performer apps on the O2." (Jan  8,  5:33pm)
References: <199701081536.KAA00960@zr.ht.com>  <32D3C54F.167E@airinc.com> 
	<9701081733.ZM1725@bitch.reading.sgi.com>
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To: Paul Rider <prider@airinc.com>, David Helfrick <david@ht.com>
Subject: Re: Writing / executing Performer apps on the O2.
Cc: info-performer@sgi.com
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On Jan 8,  5:33pm, Angus Dorbie wrote:

> There are probably some O2 specific optimisations which could be done
> but it's still your best route.
>

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From: "Fred Clyne" <rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!octave!fred>
Message-Id: <9701081304.ZM13842@octave>
Date: Wed, 8 Jan 1997 13:04:29 -0500
In-Reply-To: Christopher R Volpe <uunet!ash.crd.ge.com!volpe>
        "Sudden X/Performer problem" (Jan  7,  5:57pm)
References: <32D2D4D4.1296@ash.crd.ge.com>
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To: Christopher R Volpe <uunet.uu.net!uunet!ash.crd.ge.com!volpe>,
        uunet.uu.net!uunet!sgi.com!info-performer
Subject: Re: Sudden X/Performer problem
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On Jan 7,  5:57pm, Christopher R Volpe wrote:
> Subject: Sudden X/Performer problem
> Hi folks-
>   I was in the middle of debugging a perf application (purely
> application-level changes, nothing specifically performer-related), when
> all of a sudden my app started dying upon startup with the following
> error:
>
> PF Warning/Internal(12):       pfWindow::openNewNoPort() - null visual.
> X Error:  0
>   Request Major code 0 ()
>   Error Serial #33
>   Current Serial #15
> Exit 1
>
> I'm running Performer 2.1 on an Irix 6.2 InfiniteReality engine. Anyone
> have any ideas on what might be causing this?
>
> Thanks in advance.
>
> -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

>From the Performer 2.2 Beta Release Notes:

o 6.2  OS bug with shared arena placement

	An obscure bug in IRIX 65.2 with default placement of the shared arena
	can cause programs to die due to lack of heap space for malloc.
	Typcially the program will die during X or GL initialization with
	a message like [what you stated above].

WAR: through the environment variable PFSHAREDBASE or in with
	pfSharedArenaBase() before pfInit(), explicitly set the address of the
	arena so that it is not too close to the heap and does not collide
	with other DSOs.  An address that has worked with programs exhibiting
	the problem that are very close to perfly is: 0x18000000.

	ex: pfSharedArenaBase(0x18000000);  or
	    setenv PFSHAREDBASE 0x18000000

	If this address is not sufficient, run again with par [they had an
	example earlier: par -s -i -SS prog options] and the following
	environment variables set:
		setenv _RLD_PATH /usr/lib/rld.debug; setenv _RLD_ARGS -v
	and redirect all output to a file.  Look for the addresses of the
	mmap() calls and of address of DSO load actions to find a free
	address range in which to place the arena.  Compiling with some
	libraries statically can make this operation easier.

Whew!  I hope I don't run into this bug.  Hope this helps.


-- 

Fred Clyne

Cambridge Research Associates      office: 703-790-0505 x 7211
1430 Spring Hill Road, Suite 200   fax:    703-790-0370
McLean, VA 22102                   email:  fred@cambridge.com

=======================================================================
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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Wed, 8 Jan 1997 10:45:20 -0800
In-Reply-To: david@ht.com (David Helfrick)
        "Writing / executing Performer apps on the O2." (Jan  8, 10:36am)
References: <199701081536.KAA00960@zr.ht.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: david@ht.com (David Helfrick), info-performer@sgi.com
Subject: Re: Writing / executing Performer apps on the O2.
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+>---- On Jan 8, 10:36am, David Helfrick wrote:
> Subject: Writing / executing Performer apps on the O2.
->Cc: david@ht.com
->
->We are expecting an O2 'any day',
->so a few issues come to mind.
->
->Currently, we are using Performer 2.0.2 under
->Irix 6.2.
->
->1) Will our Performer apps run on the O2?
->   Or in other words, does Performer 2.0.2 run
->   on an O2?

Yes.  We tested on O2 before releasing the 2.0.2 patches.
2.0.2 specifically knows about O2.

src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Wed, 8 Jan 1997 10:58:38 -0800
In-Reply-To: "Fred Clyne" <giraffe.asd.sgi.com!rose.asd.sgi.com!giraffe.asd.sgi.com!holodeck.csd.sgi.com!rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!octave!fred>
        "Re: Sudden X/Performer problem" (Jan  8,  1:04pm)
References: <32D2D4D4.1296@ash.crd.ge.com>  <9701081304.ZM13842@octave>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Fred Clyne" <rose.asd.sgi.com!giraffe.asd.sgi.com!holodeck.csd.sgi.com!rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!octave!fred>,
        Christopher R Volpe <uunet.uu.net!uunet!ash.crd.ge.com!volpe>,
        uunet.uu.net!uunet!sgi.com!info-performer
Subject: Re: Sudden X/Performer problem
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+>---- On Jan 8,  1:04pm, Fred Clyne wrote:
->
->On Jan 7,  5:57pm, Christopher R Volpe wrote:
->> Subject: Sudden X/Performer problem
->> Hi folks-
->>   I was in the middle of debugging a perf application (purely
->> application-level changes, nothing specifically performer-related), when
->> all of a sudden my app started dying upon startup with the following
->> error:
->>
->> PF Warning/Internal(12):       pfWindow::openNewNoPort() - null visual.
->> X Error:  0
->>   Request Major code 0 ()
->>   Error Serial #33
->>   Current Serial #15
->> Exit 1
->>
->> I'm running Performer 2.1 on an Irix 6.2 InfiniteReality engine. Anyone
->> have any ideas on what might be causing this?
->>

[ ... ]

->
->>From the Performer 2.2 Beta Release Notes:
->
->o 6.2  OS bug with shared arena placement
->
->	An obscure bug in IRIX 65.2 with default placement of the shared arena
->	can cause programs to die due to lack of heap space for malloc.
->	Typcially the program will die during X or GL initialization with
->	a message like [what you stated above].

It is easy enough to see if you are being bit by this.  Run your program through
par:  par -s -i -SS prog [options]
and see if you get messages in the output about brk failing due to lack of space.
If you do, then this is your beast.

->
->WAR: through the environment variable PFSHAREDBASE or in with
->	pfSharedArenaBase() before pfInit(), explicitly set the address of the
->	arena so that it is not too close to the heap and does not collide
->	with other DSOs.  An address that has worked with programs exhibiting
->	the problem that are very close to perfly is: 0x18000000.

FYI, I added the PFSHAREDBASE when I ran into this problem so it isn't in
currently released versions of Performer -- you have to use the API, or else
a tricky rld WAR from Don Hatch - contact us for more info.

->
->	ex: pfSharedArenaBase(0x18000000);  or
->	    setenv PFSHAREDBASE 0x18000000
->
->	If this address is not sufficient, run again with par [they had an
->	example earlier: par -s -i -SS prog options] and the following
->	environment variables set:
->		setenv _RLD_PATH /usr/lib/rld.debug; setenv _RLD_ARGS -v
->	and redirect all output to a file.  Look for the addresses of the
->	mmap() calls and of address of DSO load actions to find a free
->	address range in which to place the arena.  Compiling with some
->	libraries statically can make this operation easier.
->
->Whew!  I hope I don't run into this bug.  Hope this helps.
->
->-- 
->
->Fred Clyne
->
->Cambridge Research Associates      office: 703-790-0505 x 7211
->1430 Spring Hill Road, Suite 200   fax:    703-790-0370
->McLean, VA 22102                   email:  fred@cambridge.com
->

Thanx!
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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In-Reply-To: Bruno Rassaerts <brassaer@luc.ac.be>
        "pfGeoSet with PFGS_POLYS" (Jan  8,  5:56pm)
References: <32D3D1BD.41C6@luc.ac.be>
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+>---- On Jan 8,  5:56pm, Bruno Rassaerts wrote:
> Subject: pfGeoSet with PFGS_POLYS
->
->Hi,
->
->In a Performer program that I'm working on, I need pfGeoSets with
->the PFGS_POLYS flag. When creating a geoset like this I fill in
->the lengths array with the correct number of vertices for each
->polygon. The problem is that perfly crashes on these geosets. I
->tried other sample programs and they seem to work.
->
->For testing purposes I created a geoset with triangles but still
->used the PFGS_POLYS flag and create a lengths array with all the
->values set to 3. The perfly program still crashes on the geoset.
->When I change the primtype flag to PFGS_TRIS without changing
->anything else perfly seems to work just fine.

By any chance are yu running Performer 2.0 with no Performer patches?
This smells like a bug that we fixed in the 2.0.2 patches (1347 and 1392) and
fixed in 2.1.  


src.

-- 
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Subject: pfGeoSet with PFGS_POLYS
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Hi,

In a Performer program that I'm working on, I need pfGeoSets with
the PFGS_POLYS flag. When creating a geoset like this I fill in
the lengths array with the correct number of vertices for each
polygon. The problem is that perfly crashes on these geosets. I
tried other sample programs and they seem to work.

For testing purposes I created a geoset with triangles but still
used the PFGS_POLYS flag and create a lengths array with all the
values set to 3. The perfly program still crashes on the geoset.
When I change the primtype flag to PFGS_TRIS without changing
anything else perfly seems to work just fine.

My code looks like this:
/******************************/
      create coords array, create lengths array (shared arena)

      geode = pfNewGeode ();
      gset = pfNewGSet (arena);
      
      pfGSetAttr (gset, PFGS_COORD3, PFGS_PER_VERTEX, coords, NULL);
      pfGSetPrimLengths (gset, lengths);
      pfGSetNumPrims (gset, lengthsCount);
      pfGSetPrimType (gset, PFGS_POLYS);
      
      pfAddGSet (geode, gset);
      pfAddChild (parent, geode);
/******************************/

I am sure that the coords and lengths arrays are correct. I checked
them using pfPrint. I was wondering if one should do something extra
when using PFGS_POLYS.

Perfly crashes in the following functions. (Note: I did not change
the perfly program, this is the standard version.)

   0 cacheTri(_pfTriCache*,pfVec3&,pfVec3&,pfVec3&)(0x1810b780,
0x38d81970, 0xd3c3c460, 0x180f8f48)
["../../../lib/libpr/pfGeoSet.C":2142, 0x61eb38]
   1 pfGeoSet::pr_computeCache(void)(0x180d8dd0, 0x38d81970, 0xd3c3c460,
0x180f8f48) ["../../../lib/libpr/pfGeoSet.C":2304, 0x629fc0]
   2 pfGeoSet::setIsectMask(unsigned int,int,int)(0x180d8dd0,
0xffffffff, 0xb0, 0x2) ["../../../lib/libpr/pfGeoSet.C":1359, 0x6288dc]
   3 pfGeode::nb_setTravMask(int,unsigned int,int,int)(0x180d0720, 0x0,
0xffffffff, 0xb0) ["../../../lib/libpf/pfGeode.C":505, 0x4fa25c]
   4 pfGroup::nb_setTravMask(int,unsigned int,int,int)(0x180d6c20, 0x0,
0xffffffff, 0xb0) ["../../../lib/libpf/pfGroup.C":478, 0x4fd50c]
   5 pfGroup::nb_setTravMask(int,unsigned int,int,int)(0x180d06a0, 0x0,
0xffffffff, 0xb0) ["../../../lib/libpf/pfGroup.C":478, 0x4fd50c]
   6 pfGroup::nb_setTravMask(int,unsigned int,int,int)(0x180f2b30, 0x0,
0xffffffff, 0xb0) ["../../../lib/libpf/pfGroup.C":478, 0x4fd50c]
   7 pfGroup::nb_setTravMask(int,unsigned int,int,int)(0x180d8d40, 0x0,
0xffffffff, 0xb0) ["../../../lib/libpf/pfGroup.C":478, 0x4fd50c]
   8 pfNodeTravMask(0x180d8d40, 0x0, 0xffffffff, 0xb0)
["../../../lib/libpf/cNode.C":37, 0x540370]
   9 pfuCollideSetup(0x180d8d40, 0x0, 0xffffffff, 0x180f8f48)
["../../../lib/libpfutil/collide.c":80, 0x4aef98]
   10 InitScene(0x1810b780, 0x38d81970, 0xd3c3c460, 0x180f8f48)
["../../../../../sample/apps/C/common/generic.c":342, 0x461e48]
   11 main(0x4, 0x7fff2f44, 0xd3c3c460, 0x180f8f48)
["../../../../../sample/apps/C/common/main.c":104, 0x4613a0]
   12 __start() ["crt1text.s":133, 0x4612ac]

bye,
-- 
  //       Bruno Rassaerts - EDM (Expertisecentrum Digitale Media)
 ('>    Wetenschapspark 2 - B-3590 Diepenbeek - Tel: +32-(0)11268411
 /rr         Fax: +32-(0)11269400 - eMail: brassaer@luc.ac.be
*\))_               URL: http://www.luc.ac.be/~brassaer/
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Date: Wed, 8 Jan 1997 12:47:16 -0800
From: chris@scotch.physics.ucla.edu (chris)
Message-Id: <199701082047.MAA16664@scotch.physics.ucla.edu>
To: info-performer@sgi.com
Subject: pfFlatten
Status: O


Hi all.

Hope some helpful soul can point me in the right direction.
The scs->flatten(0) below causes a bus error.  The weird thing
is that this code is functionally identical to perfly.C around
line 315.  The only difference I can see is that the call to
scs->addChild() in perfly adds a pfGroup, whereas mine adds a
pfLOD.  Does that matter?  I'm using performer 2.1 on an
Indigo2 Max Impact.

My code:

        pfLOD*  V  = makeLODs(arena);
        pfMatrix        scsMat;
        pfVec3          veci,vecf,trans;
        pfSCS*          scs;
        veci.set(0.f,1.f,0.f);
        for(j=0,i=0;j<FLOATS/6;j++)
        {
                vecf.set(dirvec[i],dirvec[i+1],dirvec[i+2]);
                trans.set(transvec[i],transvec[i+1],transvec[i+2]);
                scsMat.makeIdent();
                scsMat.makeVecRotVec(veci,vecf);
                scsMat.setRow(3,trans);
                scs = new pfSCS(scsMat);
                scs->addChild(V);
                scs->flatten(FLATTEN_MODE);
                scs->removeChild(V);
                dcsmom->addChild(scs);
                pfDelete(scs);
                i+=3;
        }

Perfly code:

   297              if (ViewState->explode > 0.0f)
   298              {
   299                  float    x;
   300                  float    y;
   301                  float    z;
   302                  pfMatrix matrix;
   303                  pfSCS   *scs;
   304
   305                  x = ViewState->explode*((random() & 0xffff)/65535.0f - 0.5f);
   306                  y = ViewState->explode*((random() & 0xffff)/65535.0f - 0.5f);
   307                  z = ViewState->explode*((random() & 0xffff)/65535.0f - 0.5f);
   308
   309                  /* move the object by placing it beneath an SCS node */
   310                  matrix.makeTrans(x, y, z);
   311                  scs = new pfSCS(matrix);
   312                  scs->addChild(root);
   313
   314                  /* go ahead and apply the SCS matrix to the geometry */
   315                  scs->flatten(0);
   316
   317                  /* detach (transformed) object from SCS; discard SCS */
   318                  scs->removeChild(root);
   319                  pfDelete(scs);
   320              }

Thanks for any help.  I really appreciate it.

Chris


Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris
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Subject: Registing electronic forum for IRIS Performer
Status: O

  Hi. 
  I want to regist to electronic forum for dicussing of IRIS Performer
   including technical and non-technical issues.
   
       =================================================
       E-mail address : ycyoon@tri.kbs.co.kr
       YOON, YEO CHEON
       Technical Research Institute, KBS,
       #18, Yoido-Dong, Youngdeungpo-Gu,
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       ================================================ 
    

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To: Tran cong Tam <tran@sirssg1.epfl.ch>
cc: info-performer@sgi.com
Subject: Re: SIRIUS_BOARD 
In-reply-to: Your message of "Wed, 08 Jan 1997 10:57:26 PST."
             <199701081857.KAA00900@sirssg1.epfl.ch> 
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> Actually we can registe only 300 images each time,
> then rebegin next sequence ( 300 images ).
> 
> The question is How can I registe 1500 images in 
> one time.

  I'm assuming that you mean capture to disk.

  If you are trying to capture 1500 frames to disk, you are going to be 
constrained by your disk bandwidth.  Unless you have high disk bandwidth, you 
will need to break up your captures into smaller chunks.  For a list of the 
bandwidth required, see the sirius (7) man page towards the end.

  If you are capturing off of tape, a possible way to work this out is to use 
Videomedia's VLAN deck control to break your capture into smaller bits.

Eric

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Subject: pfLayer & overlapping geometry
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Status: O

Hi performers,
I'm using a modell containing a structure of 3 layers.
This structure shares 1 large geometry and 3 textures (RGB).
Each layer got a separate value for the transparency-material-component
to support a blending of the different textures.

-->When I take a look on the modell from a bird's-eye-view (no
overlapping parts of geometry) all the textures are rendered in the
right order, inclusive blending.

-->But when I take a side view and there exist some geometry parts
overlapped by others in the foreground (and both surface normals point
to the eye) only the texture of the base-layer will be rendered on the
geometry of the foreground, INSTEAD of the texture of the decal-layer.

-->When I enable only one of the 3 layers everything works fine(side
view).

To avoid this failure I changed pfLayerMode and pfChanBinOrder but
without success.

Does anybody know what's going wrong ?

Peter
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From: a00chc00@nchc.gov.tw (Charlie H. Chang)
Message-Id: <9701091153.AA27239@ceres.nchc.gov.tw>
Subject: update coord via network
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Status: O


Hi there,

I am trying to read the coordination data from other
device(radar) on the network passed to my Performer program,
and then update the position of an airplane.  Is there any 
example that I can follow?  I guess there some performance
issue like keeping the other simulation process running
while waiting for data from networks...
Thank you in advance.
 

---------------------------------------------------------------
 Charlie H. Chang    (ext 209)    E-mail: a00chc00@nchc.gov.tw
 National Center for High-performance Computing 
 Scientific Visualization and Interactive Media Lab
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Thu, 9 Jan 1997 10:25:42 -0800
In-Reply-To: Peter Schulze <schulze@tnt.uni-hannover.de>
        "pfLayer & overlapping geometry" (Jan  9, 12:20pm)
References: <32D4D49A.41C6@tnt.uni-hannover.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: pfLayer & overlapping geometry
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 9, 12:20pm, Peter Schulze wrote:
> Subject: pfLayer & overlapping geometry
> Hi performers,
> I'm using a modell containing a structure of 3 layers.
> This structure shares 1 large geometry and 3 textures (RGB).
> Each layer got a separate value for the transparency-material-component
       ^^^^^                              ^^^^^^^^^^^^
... important clues.

1. pfLayer attempts to impose a well defined draw ordering of its children.
2. Transparent geometry is CULL sorted separately from opaque geometry.

> to support a blending of the different textures.
>
> -->But when I take a side view and there exist some geometry parts
> overlapped by others in the foreground (and both surface normals point
> to the eye) only the texture of the base-layer will be rendered on the
> geometry of the foreground, INSTEAD of the texture of the decal-layer.
>
> Does anybody know what's going wrong ?

pfLayer draw ordering does not work correctly when the pfLayer's decal geometry
has transparency enabled.  There is a conflict between the transparency sort
and the pfLayer logic.  This is a known Performer bug.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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From: "Jim" <jim@systech.hinet.net>
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Date: Fri, 10 Jan 1997 12:10:26 -0800
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To: info-performer@sgi.com
Subject: Difference between O-GL & Performer
Content-Type: text/plain; charset=us-ascii
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Status: O

Hi Performer:
	Would anybody be able to tell me - what is the difference of graphical
 and CPU load between the same Open-GL app. and Performer app.

	cheer and a bright new year!

-- 
Jim Tsai     			                
Software Engineer       Visual Simulation sec.  
System & Technology Corp.    Taipei           

Email  : jim@systech.hinet.net   Tel: 886-2-6981599   Fax: 886-2-6981211
Address: 18F-5, No. 79, Hsin Tai Wu Road, Sec. 1, Hsi-chih, Taipei Hsien, Taiwan, R.O.C.


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From guest  Thu Jan  9 21:10:02 1997
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701100507.VAA05108@remi.asd.sgi.com>
Subject: Re: Difference between O-GL & Performer
To: jim@systech.hinet.net (Jim)
Date: Thu, 9 Jan 1997 21:07:16 -0800 (PST)
Cc: info-performer@remi.asd.sgi.com
In-Reply-To: <9701101210.ZM16151@systech.hinet.net> from "Jim" at Jan 10, 97 12:10:26 pm
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> 
> Hi Performer:
> 	Would anybody be able to tell me - what is the difference of graphical
>  and CPU load between the same Open-GL app. and Performer app.
> 

 Performer is a layer on top of OpenGL (or IrisGL). It is dedicated to real-time
 visualisation, and handle multiprocessing, multi-channel, multi-pipe ...

 Performer knows about reading a database, OpenGL does not know what a file is.

 So the 'same application' on top of OpenGL would have include a lot of code to do 
 what Performer does, and would necessitate a lot of knowledge of how to use openGL
 and IRIX to get the best performance out of an SGI.

 Unless the application is not a VisSim application ;-)

 Best Regards

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Have a look at the web below for more information
 
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From: "Matsumura Makoto" <matumura@matsumura.nsg.sgi.com>
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Date: Fri, 10 Jan 1997 14:36:06 +0900
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Hi,all.

one of my customer want to change vfo 
in doing his presentation, eg:
start presentation with 1280x1024_60
and change to 640x480_120s and go back.

it is basically ok with setmon command, however
there is a problem, when the video format is changed
, it is not always full screen.
i.e. 
we can move mouse cursor beyond the bottom/right of display.

is there any good way to make the display area full screen
in this situation. I'd like to avoid stopgfx/startgfx if possible.

wow/wow2 does this, i think.

Thanks In Advance.
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: setmon & screen
To: matumura@matsumura.nsg.sgi.com (Matsumura Makoto)
Date: Thu, 9 Jan 1997 21:47:25 -0800 (PST)
Cc: info-performer@remi.asd.sgi.com
In-Reply-To: <9701101433.ZM23691@matsumura.nsg.sgi.com> from "Matsumura Makoto" at Jan 10, 97 02:33:24 pm
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> 
> one of my customer want to change vfo 
> in doing his presentation, eg:
> start presentation with 1280x1024_60
> and change to 640x480_120s and go back.
> 
> it is basically ok with setmon command, however
> there is a problem, when the video format is changed
> , it is not always full screen.
> i.e. 
> we can move mouse cursor beyond the bottom/right of display.
> 
> is there any good way to make the display area full screen
> in this situation. I'd like to avoid stopgfx/startgfx if possible.
> 
> wow/wow2 does this, i think.
> 
> Thanks In Advance.
> 

 If you are on RE2, there is the -m option of setmon that let
 you specifie the the area that the X server should manage.

 Hope this helps

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Date: Fri, 10 Jan 1997 14:15:53 +0800 (SST)
From: LIM MING WAH <eng30228@leonis.nus.sg>
To: info-performer@sgi.com
Subject: Isect?
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Hi all,
	Is it true that isect is not enable during trackball mode?
    
    
==========================================================================
	Jonathan Lim Ming Wah
        Department of Mechanical and Production Engineering 
	Faculty of Engineering
	National University of Singapore
==========================================================================







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Date: Fri, 10 Jan 1997 13:03:47 -0530 (IST)
From: IRIS Performer user group <perfers@teil.soft.net>
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Hi all,

On RE2, setmon gives problem for the sterio viewing.

If I use 'setmon STR_RECT', the currsor just disappears. This does not 
happen when I use 'setmon STR_BOT/STR_TOP'. I just know that it has 
somthing to do with XDisplay mannager not knowing the new display 
settings. In that case how to solve the problem. Even if I re-start the 
graphics, i.e. display manager etc this does not work.


Secondly what is differences in new style stereo modes and old style 
stereo modes. See /usr/gfx/ucode/RE/dg2/vof/README


Thanks a lot

Sunil Hadap

Tata Elxsi (India) Ltd.

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Date: Fri, 10 Jan 1997 10:25:31 +0100
From: Bruno Rassaerts <brassaer@luc.ac.be>
Organization: Expertisecentrum Digitale Media
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Subject: PFGS_POLYS problem
Content-Type: multipart/mixed; boundary="------------167E2781446B"
Status: O

This is a multi-part message in MIME format.

--------------167E2781446B
Content-Type: text/plain; charset=us-ascii
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Hi,

I know now the the problem that I had with perfly is caused by a bug in
Performer 2.0 and that this problem is fixed in 2.0.2. But I stumbled on
something else that's weird. In my application I want to draw a polygon
with 5 vertices. The geoset of this polygon looks like this (printed
with pfPrint)

--------
GeoSet: 0x180998e0 {
          Primitive: PFGS_POLYS, NON-INDEXED, pfPrims=1, glPrims=3, 
				verts=5
            Attribute Bindings:
                PFGS_COLOR4=PFGS_OFF  PFGS_NORMAL3=PFGS_PER_PRIM  
			PFGS_TEXCOORD2=PFGS_OFF
          Attribute List Pointers: 
            PFGS_COORD3:        0x180a5130 
            PFGS_COLOR4:        0x0 
            PFGS_NORMAL3:       0x180a5450 
            PFGS_TEXCOORD2:     0x0 
          Attribute Index List Pointers: 
            PFGS_COLOR4:        0x0 
            PFGS_NORMAL3:       0x0 
            PFGS_TEXCOORD2:     0x0 
            PFGS_COORD3:        0x0 
          Strip Lengths: 5

          Prim Normal   0:  NX: 0.000000 NY: -1.000000   NZ: 0.000000
          Coord    0:   X: -1.750000     Y: 0.000000     Z: -1.300000
          Coord    1:   X: 0.800000      Y: 0.000000     Z: -0.950000
          Coord    2:   X: 1.550000      Y: 0.000000     Z: 0.700000
          Coord    3:   X: -1.300000     Y: 0.000000     Z: 1.650000
          Coord    4:   X: -2.350000     Y: 0.000000     Z: 0.600000

        } GeoSet: 0x180998e0
--------

The problem that Performer draws this polygon with a hole in it. I
attached a small picture (4k) that shows this problem. (Sorry for
putting a binary on the mailing list but is was hard to explain
otherwise) The polygon was highlighted with PFHL_LINES so that you can
see the edges.

Note: I am still using Performer 2.0 on an ONYX RE2 IRIX 6.2

Thanks,
-- 
  //       Bruno Rassaerts - EDM (Expertisecentrum Digitale Media)
 ('>    Wetenschapspark 2 - B-3590 Diepenbeek - Tel: +32-(0)11268411
 /rr         Fax: +32-(0)11269400 - eMail: brassaer@luc.ac.be
*\))_               URL: http://www.luc.ac.be/~brassaer/

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From guest  Fri Jan 10 01:56:21 1997
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From: c00chu00@nchc.gov.tw (Sam Chu)
Message-Id: <9701100950.AA08313@ceres.nchc.gov.tw>
Subject: R10000 or R4400
To: info-performer@sgi.com
Date: Fri, 10 Jan 1997 17:50:36 +0800 (CST)
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Hi Performer:

   We got a visual simulation project and plan to buy the 4CPU
Oynx wiht IR. But we can't make a decision to buy R10000 or R4400.
The reason that we afraid to buy R10000 is that we heard some people
say that R10000 is unstable and not gain too much performance. Is 
this True? (with IRIX6.2)(price is not a issue)

   Is there anyone have R10000 Oynx with very good performance?
   or Any sugguestion? Thank a lot.

Regards,

Sam Chu 
National Center for High-Performance Computing 
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
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From guest  Fri Jan 10 03:14:17 1997
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Message-ID: <32D62337.2D0A@mumbai.tcs.co.in>
Date: Fri, 10 Jan 1997 16:38:39 +0530
From: Rajesh Thakur <rajesht@mumbai.tcs.co.in>
Reply-To: rajesht@mumbai.tcs.co.in
Organization: Tata Consultancy Services
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Status: O

Hi Tran,

We have developed an utility based on basic sirius commands
which will help you to dump 1500 or more images at one strech.
This utility is fully tested with IRIX5.2, sirius1.1

The download is available at following URL:
http://www.tcs.co.in/tcshome/visalt/html/login.htm

You will have to register (free registration) first with your name 
and then download the first GUI based utility.

All the documentation is provided alongwith. However, if you
have any queries regarding the setup or operation, you can send
a mail to me any time.

Would appreciate your feedback on the usability of this utility

- Rajesh Thakur
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Date: Fri, 10 Jan 1997 09:51:57 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701100951.ZM14888@hotsauce.clubfed.sgi.com>
In-Reply-To: "Jim" <jim@systech.hinet.net>
        "Difference between O-GL & Performer" (Jan 10, 12:10pm)
References: <9701101210.ZM16151@systech.hinet.net>
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Status: O

Jim,

Performer is a high level render library created and distributed by SGI.
Performer runs on all SGI models and takes advantage of hardware and software
features that are unique to each model. This gives you the best rendering
performance across the entire SGI product line with one common api. So no code
changes between platforms, the performer libraries do all the work. Performer
does its work using OpenGL.

So to answer your question I would have to say it depends. For most cases
Performer is going to run the fastest making the best possible utilization of
the CPU and graphics pipeline. I imagine though their could be cases where
Performer does not do the best job and an application written in OpenGL could
do much better. I have not seen an example of this yet however.

One thing to keep in mind is that Performer is not yet an Open standard it only
runs on SGI. OpenGL however runs on every platform, so if you want to minimize
porting between vendors platforms use OpenGL or Open Inventor which also has
implementations on many other platforms.

Its a good idea to learn OpenGL even if you will be writing in Performer.
OpenGL provides the basics and you will understand how Performer does its
magic. Another advantage of Performer is that many of SGI's partners have
written GUI interfaces to it. So you just worry about modeling your scene and
leave the details to the other guys.

Here is a partial list of Partners/packages:

Alias/Wavefront Studio
Multigen	Multigen/ModelGen
Medit
Coryphaeus	EasyScene
Paradigm	Lynx

You should look at each package and decide which is best for your task.

Brian

On Jan 10, 12:10pm, Jim wrote:
> Subject: Difference between O-GL & Performer
> Hi Performer:
> 	Would anybody be able to tell me - what is the difference of graphical
>  and CPU load between the same Open-GL app. and Performer app.
>
> 	cheer and a bright new year!
>
> --
> Jim Tsai
> Software Engineer       Visual Simulation sec.
> System & Technology Corp.    Taipei
>
> Email  : jim@systech.hinet.net   Tel: 886-2-6981599   Fax: 886-2-6981211
> Address: 18F-5, No. 79, Hsin Tai Wu Road, Sec. 1, Hsi-chih, Taipei Hsien,
Taiwan, R.O.C.
>
>
> =======================================================================
> 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 Jim



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
To: c00chu00@nchc.gov.tw (Sam Chu), info-performer@sgi.com (info-performer)
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Date: Fri, 10 Jan 1997 08:56:48 -0600
Subject: RE: R10000 or R4400
Status: O



 ----------
From: Sam Chu
To: info-performer
Subject: R10000 or R4400
Date: Friday, January 10, 1997 3:07AM


Hi Performer:

   We got a visual simulation project and plan to buy the 4CPU
Onyx with IR. But we can't make a decision to buy R10000 or R4400.
The reason that we afraid to buy R10000 is that we heard some people
say that R10000 is unstable and not gain too much performance. Is
this True? (with IRIX6.2)(price is not a issue)

   Is there anyone have R10000 Onyx with very good performance?
   or Any suggestion? Thank a lot.
 -------------------------------------------
Well, our project at WSMR does have an R10000 Onyx Infinite Reality.  Yes, 
we have had a few problems, but SGI has been VERY good at handling them. 
 Off hand, I would say that the R10000 based SGIs have been more stable than 
the Pentium chip from Intel when it was released and I'm sure you know how 
well it is selling now.  We had not had any problems with the CPUs that had 
shut us down completely, we have a 16 processor Onyx and only 2 chips seemed 
to be causing problems and we just didn't use them....  SGI replaced all 16 
chips since they were all on the recall list, and as far as I know there 
have been no further problems with the processors.  I can't tell you 
performance differences, we have some older systems, but I don't know the 
processor numbers, plus the fact that our main system was upgraded from a 2 
processor Onyx to a 16 processor Onyx and the performance, as expected, was 
incredible by comparison.
If price is not an issue, do like any other system, and compare specs and 
don't worry as much over the past, unless SGI is not providing you adequate 
service (in which case talk to your local sales office -- because that isn't 
normal from everything I have experienced).
     Jeff
===============================================================
Jeffry J. Brickley       jbrickley@lmwsmr.lesc.lockheed.com
3D Systems Programmer for Lockheed Martin, White Sands Missile Range
===============================================================
You can help wipe out COBOL in our Lifetime....
===============================================================

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From: "Jude Anthony" <jude@p3.enzian.com>
Organization: Enzian Technology, Inc.
To: info-performer@sgi.com, info-vega@paradigmsim.com
Date: Fri, 10 Jan 1997 10:12:41 EST
Subject: Scene Density Requirements
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Status: O

OK, I'm back again.  This question goes to both Performer and Vega groups.

Our TTPRR requires that we render, at 30Hz, a scene with:
   150 tris, 101x101
  1350 tris,  51x51
  1500 tris,  10x10

We're not getting 30Hz at 1024x768.  

When we bought the Onyx/RE2, we had 1 RM4.  The salesman looked at our 
screen size, projected depth complexity, and iteration rate, and told us we'd 
need to upgrade to 2 RM4s to get the job done.

Our average depth complexity for the scene is somewhere between 3.31 and 
3.33.  My manager tells me the threshold was around 3.1.

The rated pixel fill rate for 2 RM4s is 110Mpix/sec. Our scene contains:
   150 x 101 x 101 / 2 = 765,075
+ 1350 x 51 x 51 / 2 = 1,755,675
+ 1500 x 10 x 10 / 2 =    75,000
--------------------------------
                       2,595,750 pixels.
At 30Hz, that makes 2,595,750 * 30 = 77,872,500pix/sec.

77,872,500pix/sec is below the rated pixel fill rate.  It's even below the 
90Mpix/sec conservative fill rate on the salesman's sheets.

The problem is to increase the iteration rate to 30Hz.  My manager has me
shifting polygons around, trying to decrease the depth complexity.  I'm
making the attempt, but my experience with renderers tells me this is not
going to work; the depth complexity is calculated, and is only useful for
culling and pixel fill estimates.  Is this the case, or am I working with a
different beast?

The current thinking is that there is some Performer bottleneck.  Any ideas 
on how to bring the iteration rate up?

The scene is composed of strips of polygons.  Perfly shows me that all the 
strips are meshed, all at more than 14 tris/strip.  The strips are offset in 
such a way that no more than 6 are ever layered.  Each strip is a different 
color than the one above it, so as to facilitate counting (6 colors total).  
There are no textures.  The whole thing eventually runs as a vega app.

Any help would be greatly appreciated.

Thanks,
Jude Anthony
jude@p3.enzian.com




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From: "Frederic Quinet" <quinet@imtsg12.epfl.ch>
Message-Id: <9701101623.ZM6515@imtsg12.epfl.ch>
Date: Fri, 10 Jan 1997 16:23:00 +0100
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Subject: Indigo2 Video Live Texturing
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	Great news, at least for me :)

Video Live texturing works on Indigo2 Max Impact with Indigo2 video
board !!!
	Thank to all of you who gave me infos, I've learned much...

Though ( Special thank to Eric Rose for his hint ) it can be done  only with
Performer 2.2 beta. It seems that the pfTexLoadMode ( share->tex,
PFTEX_LOAD_SOURCE, PFTEX_SOURCE_VIDEO) NOW works.
	The frame rate is around 8 to 10. Anyone able to tell me if there
is a way to improve this rate ?


		Fred				quinet@imtsg12.epfl.ch
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Date: Fri, 10 Jan 97 09:25:19 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701101425.AA25724@mred.bgm.link.com>
To: info-performer@sgi.com
Subject:  Re:  PFGS_POLYS problem
Status: O


Bruno Rassaerts <brassaer@luc.ac.be> said :-

> In my application I want to draw a polygon
> with 5 vertices. The geoset of this polygon looks like this
<snip>
>           Coord    0:   X: -1.750000     Y: 0.000000     Z: -1.300000
>           Coord    1:   X: 0.800000      Y: 0.000000     Z: -0.950000
>           Coord    2:   X: 1.550000      Y: 0.000000     Z: 0.700000
>           Coord    3:   X: -1.300000     Y: 0.000000     Z: 1.650000
>           Coord    4:   X: -2.350000     Y: 0.000000     Z: 0.600000
<snip>
> The problem that Performer draws this polygon with a hole in it.

It looks like the polygon has been chopped up into triangles incorrectly.

For those who didn't decode Bruno's JPG file, the five vertices look
something like this:-

            D
                            C

    E

                       B

          A  

The system appears to have generated 3 triangles A-B-C, B-C-D and C-D-E which
doesn't draw any pixels between A and E and renders those between C and D and
between B and C twice.

The is obviously **WRONG** - it looks like a Performer error.

I can't *see* anything wrong with the polygon definition - although it's a
little unusual not to have any colours on the geoset, I don't think that's illegal.

For a work-around, I'd suggest splitting complex polygons into simpler triangles
yourself - that is usually more efficient anyway since you only have to split
them once (when you create them) instead of Performer having to split them up
every frame.


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)
                                http://web2.airmail.net/sjbaker1     (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701101432.AA25899@mred.bgm.link.com>
To: info-performer@sgi.com
Subject:  Re: Difference between O-GL & Performer
Status: O


One important point about the OpenGL-or-Performer question is that it
isn't an either-or kind of a decision. If you choose to write the
majority of your application using Performer, and later find something
that you can express better using the lower level interface of OpenGL,
then you can still do that.

Performer doesn't block access to the lower levels - you can still make
OpenGL calls in your Performer application. If you need to do image
processing (for example) then you will want to use OpenGL calls in the
Performer DRAW callback.

The only reason I can imagine for *not* using Performer is if you need
to be able to port onto a non-SGI platform.


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)
                                http://web2.airmail.net/sjbaker1     (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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Date: Fri, 10 Jan 1997 10:04:42 -0800
From: rfox@coryphaeus.com (Randy Fox)
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What is the 'max' parameter for?  I didn't see any reference to it in the
man pages or the 2.1 write up.

Randy

-- 
Randy Fox                               Coryphaeus Software, Inc.
Sr. Software Engineer			985 University Ave. Suite 31
rfox@coryphaeus.com                     Los Gatos CA, 95030
www.coryphaeus.com                      Tel: 408/395-4537         
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To: Sam Chu <c00chu00@nchc.gov.tw>
CC: info-performer@sgi.com
Subject: Re: R10000 or R4400
References: <9701100950.AA08313@ceres.nchc.gov.tw>
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Sam Chu wrote:
> 
> Hi Performer:
> 
>    We got a visual simulation project and plan to buy the 4CPU
> Oynx wiht IR. But we can't make a decision to buy R10000 or R4400.
> The reason that we afraid to buy R10000 is that we heard some people
> say that R10000 is unstable and not gain too much performance. Is
> this True? (with IRIX6.2)(price is not a issue)
> 
>    Is there anyone have R10000 Oynx with very good performance?
>    or Any sugguestion? Thank a lot.
> 
Most definitely, R10000 has better *graphics* performance, pushing
geometry to
an iR pipeline, than a R4400. Although neither can push geometry fast
enough
to "satisfy" the graphics hw (GE), the R10000 does a much better job.
I am not sure if this is a function of the actual CPU chip or the
overall CPU
board re-design, but the end-result is the same for you.
I haven't experienced any significant problems with R10000 stability on
6.2.

Moshe Nissim
Orad Hi-Tec Systems
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From: "Jason Williams" <rock.csd.sgi.com!odin.corp.sgi.com!deliverator.sgi.com!uunet.uu.net!ds9!cerebus!jason>
Message-Id: <9701101327.ZM29271@cerebus>
Date: Fri, 10 Jan 1997 13:27:48 -0500
In-Reply-To: uunet!sgi.com!brian (Brian Furtaw)
        "Re: Difference between O-GL & Performer" (Jan 10,  9:51am)
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	<9701100951.ZM14888@hotsauce.clubfed.sgi.com>
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On Jan 10,  9:51am, Brian Furtaw wrote:
> Subject: Re: Difference between O-GL & Performer
> Jim,
>
> Performer is a high level render library created and distributed by SGI.
> Performer runs on all SGI models and takes advantage of hardware and software
> features that are unique to each model. This gives you the best rendering
> performance across the entire SGI product line with one common api. So no
code
> changes between platforms, the performer libraries do all the work. Performer
> does its work using OpenGL.
>
> So to answer your question I would have to say it depends. For most cases
> Performer is going to run the fastest making the best possible utilization of
> the CPU and graphics pipeline. I imagine though their could be cases where
> Performer does not do the best job and an application written in OpenGL could
> do much better. I have not seen an example of this yet however.
>
> One thing to keep in mind is that Performer is not yet an Open standard it
only
> runs on SGI. OpenGL however runs on every platform, so if you want to
minimize
> porting between vendors platforms use OpenGL or Open Inventor which also has
> implementations on many other platforms.
>

Question, does anyone know the plans SGI has for Performer.  Should we expect
to
see Performer go the same way that inventor has or is there going to be a new
product which will include the Performer API in it, such as the Cosmo products?

I would like to hear from the SGI people on this.


Jason Williams
Cambridge Research Associates.


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From: "Salvador Cabaruvias" <sal@mbsgi3.mdc.com>
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Date: Fri, 10 Jan 1997 11:09:07 -0800
In-Reply-To: c00chu00@nchc.gov.tw (Sam Chu)
        "R10000 or R4400" (Jan 10,  5:50pm)
References: <9701100950.AA08313@ceres.nchc.gov.tw>
Reply-to: sal@sgidev.mdc.com
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On Jan 10,  5:50pm, Sam Chu wrote:
> Subject: R10000 or R4400
>
> Hi Performer:
>
>    We got a visual simulation project and plan to buy the 4CPU
> Oynx wiht IR. But we can't make a decision to buy R10000 or R4400.
> The reason that we afraid to buy R10000 is that we heard some people
> say that R10000 is unstable and not gain too much performance. Is
> this True? (with IRIX6.2)(price is not a issue)
>
We have a 8 R10000 CPUs IR with 2 graphic pipes.  The CPUs had the problem that
SGI announced, even so, it didn't affect us.  Our SGI Field Service Engineer
said it was mostly a heat problem.  As far as performance, I haven't done any
benchmarks, but we have noticed that our visual simulation is running
noticeably faster.

The only problems we have had, had to do with the differences IR versus RE, GL
versus OpenGL, and software patches, etc.  In other words, the usual stuff you
see in the Performer mailing list.

>    Is there anyone have R10000 Oynx with very good performance?
>    or Any sugguestion? Thank a lot.
>
> Regards,
>
> Sam Chu
> National Center for High-Performance Computing
> Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw
> Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Sam Chu



-- 
---------------------------------------------------------------.
Salvador Cabaruvias       |     sal@sgidev.mdc.com             |
---------------------------------------------------------------.
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701101915.LAA01141@remi.asd.sgi.com>
Subject: Re: pfPVChanStressFilter
To: rfox@coryphaeus.com (Randy Fox)
Date: Fri, 10 Jan 1997 11:15:26 -0800 (PST)
Cc: info-performer@remi.asd.sgi.com
In-Reply-To: <9701101004.ZM13267@smorgum.coryphaeus.com> from "Randy Fox" at Jan 10, 97 10:04:42 am
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Randy Fox wrote:
> 
> What is the 'max' parameter for?  I didn't see any reference to it in the
> man pages or the 2.1 write up.
> 

 The stress level computed by performer (pfGetPVChanStress()) is clamped to 1. by default.
 it is also clamped to 'max' if 'max' is less than 1.

 Best Regards


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Date: 10 Jan 1997 11:35:03 U
From: "GARY ADAIR" <adairg@qmsmtpgw.mugu.navy.mil>
Subject: Fixed Object Size
To: "Performer" <info-performer@sgi.com>
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Status: O



     I have a Performer scene with a number of 3D objects, such as F-18
aircraft, ships, and missiles. Is there a way to force the size of an object
to appear constant, so that as the eyepoint either moves toward or away from
the object, it does not get bigger or smaller, but appears to be the same size
no matter where the eyepoint is.

                                                   Thanks in Advance
                                                   Gary Adair


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From: "GARY ADAIR" <adairg@qmsmtpgw.mugu.navy.mil>
Subject: Explosion Sequence
To: "Performer Performer" <info-performer@sgi.com>
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   I would like to have a Performer explosion sequence for a surface to air
missile. Does anyone have code that I could use for this?

                                                          Thanks in Advance
                                                          Gary Adair  


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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701101935.LAA01181@remi.asd.sgi.com>
Subject: Re: Scene Density Requirements
To: jude@p3.enzian.com (Jude Anthony)
Date: Fri, 10 Jan 1997 11:35:20 -0800 (PST)
Cc: info-performer@remi.asd.sgi.com
In-Reply-To: <C126491DA8@P3.ENZIAN.COM> from "Jude Anthony" at Jan 10, 97 10:12:41 am
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Jude Anthony wrote:
> 
> OK, I'm back again.  This question goes to both Performer and Vega groups.
> 
> Our TTPRR requires that we render, at 30Hz, a scene with:
>    150 tris, 101x101
>   1350 tris,  51x51
>   1500 tris,  10x10
> 
> We're not getting 30Hz at 1024x768.  
> 
> When we bought the Onyx/RE2, we had 1 RM4.  The salesman looked at our 
> screen size, projected depth complexity, and iteration rate, and told us we'd 
> need to upgrade to 2 RM4s to get the job done.
> 
> Our average depth complexity for the scene is somewhere between 3.31 and 
> 3.33.  My manager tells me the threshold was around 3.1.
> 
> The rated pixel fill rate for 2 RM4s is 110Mpix/sec. Our scene contains:
>    150 x 101 x 101 / 2 = 765,075
> + 1350 x 51 x 51 / 2 = 1,755,675
> + 1500 x 10 x 10 / 2 =    75,000
> --------------------------------
>                        2,595,750 pixels.
> At 30Hz, that makes 2,595,750 * 30 = 77,872,500pix/sec.
> 
> 77,872,500pix/sec is below the rated pixel fill rate.  It's even below the 
> 90Mpix/sec conservative fill rate on the salesman's sheets.
> 
> The problem is to increase the iteration rate to 30Hz.  My manager has me
> shifting polygons around, trying to decrease the depth complexity.  I'm
> making the attempt, but my experience with renderers tells me this is not
> going to work; the depth complexity is calculated, and is only useful for
> culling and pixel fill estimates.  Is this the case, or am I working with a
> different beast?
> 
> The current thinking is that there is some Performer bottleneck.  Any ideas 
> on how to bring the iteration rate up?
> 
> The scene is composed of strips of polygons.  Perfly shows me that all the 
> strips are meshed, all at more than 14 tris/strip.  The strips are offset in 
> such a way that no more than 6 are ever layered.  Each strip is a different 
> color than the one above it, so as to facilitate counting (6 colors total).  
> There are no textures.  The whole thing eventually runs as a vega app.
> 

 I'm confused. Is your polygon count is the part of the database that is displayed ?
 a 10x10 triangle in the database can be full screen after projection, if you have
 6 layers, that makes a depth complexity of 6, requiring 141 Mpixels/s.


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Date: Fri, 10 Jan 1997 15:01:35 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701101501.ZM16509@hotsauce.clubfed.sgi.com>
In-Reply-To: "GARY ADAIR" <adairg@qmsmtpgw.mugu.navy.mil>
        "Explosion Sequence" (Jan 10, 11:44am)
References: <n1359225961.67458@qmsmtpgw.mugu.navy.mil>
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To: "GARY ADAIR" <adairg@qmsmtpgw.mugu.navy.mil>,
        "Performer Performer" <info-performer@sgi.com>
Subject: Re: Explosion Sequence
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Status: O

Gary do a man on pfuSmoke


Brian

On Jan 10, 11:44am, GARY ADAIR wrote:
> Subject: Explosion Sequence
>
>    I would like to have a Performer explosion sequence for a surface to air
> missile. Does anyone have code that I could use for this?
>
>                                                           Thanks in Advance
>                                                           Gary Adair
>
>
> =======================================================================
> 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 GARY ADAIR



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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Date: Fri, 10 Jan 1997 15:03:47 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701101503.ZM16543@hotsauce.clubfed.sgi.com>
In-Reply-To: "GARY ADAIR" <adairg@qmsmtpgw.mugu.navy.mil>
        "Fixed Object Size" (Jan 10, 11:35am)
References: <n1359226260.49371@qmsmtpgw.mugu.navy.mil>
Reply-To: brian@sgi.com
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To: "GARY ADAIR" <adairg@qmsmtpgw.mugu.navy.mil>,
        "Performer" <info-performer@sgi.com>
Subject: Re: Fixed Object Size
Mime-Version: 1.0
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Status: O

Maybe you want an Orthographic frustum try looking at the manpage for pfChannel


pfChannel::makeOrtho(float left, float right,
                         float bottom, float top);

in particular.

Brian

On Jan 10, 11:35am, GARY ADAIR wrote:
> Subject: Fixed Object Size
>
>
>      I have a Performer scene with a number of 3D objects, such as F-18
> aircraft, ships, and missiles. Is there a way to force the size of an object
> to appear constant, so that as the eyepoint either moves toward or away from
> the object, it does not get bigger or smaller, but appears to be the same
size
> no matter where the eyepoint is.
>
>                                                    Thanks in Advance
>                                                    Gary Adair
>
>
> =======================================================================
> 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 GARY ADAIR



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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From: "Jude Anthony" <jude@p3.enzian.com>
Organization: Enzian Technology, Inc.
To: remi@remi.asd.sgi.com (R_mi Arnaud), info-performer@remi.asd.sgi.com
Date: Fri, 10 Jan 1997 15:17:46 EST
Subject: Re: Scene Density Requirements
X-mailer: Pegasus Mail for Windows (v2.42a)
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Status: O

> Jude Anthony wrote:
> > 
> > OK, I'm back again.  This question goes to both Performer and Vega groups.
> > 
> > Our TTPRR requires that we render, at 30Hz, a scene with:
> >    150 tris, 101x101
> >   1350 tris,  51x51
> >   1500 tris,  10x10
> > 
> > We're not getting 30Hz at 1024x768.  
> > 
> > When we bought the Onyx/RE2, we had 1 RM4.  The salesman looked at our
> > screen size, projected depth complexity, and iteration rate, and told us
> > we'd need to upgrade to 2 RM4s to get the job done.
> > 
> > Our average depth complexity for the scene is somewhere between 3.31 and
> > 3.33.  My manager tells me the threshold was around 3.1.
> > 
> > The rated pixel fill rate for 2 RM4s is 110Mpix/sec. Our scene contains:
> >    150 x 101 x 101 / 2 = 765,075
> > + 1350 x 51 x 51 / 2 = 1,755,675
> > + 1500 x 10 x 10 / 2 =    75,000
> > --------------------------------
> >                        2,595,750 pixels.
> > At 30Hz, that makes 2,595,750 * 30 = 77,872,500pix/sec.
> > 
> > 77,872,500pix/sec is below the rated pixel fill rate.  It's even below the
> > 90Mpix/sec conservative fill rate on the salesman's sheets.
> > 
> > The problem is to increase the iteration rate to 30Hz.  My manager has me
> > shifting polygons around, trying to decrease the depth complexity.  I'm
> > making the attempt, but my experience with renderers tells me this is not
> > going to work; the depth complexity is calculated, and is only useful for
> > culling and pixel fill estimates.  Is this the case, or am I working with
> > a different beast?
> > 
> > The current thinking is that there is some Performer bottleneck.  Any
> > ideas on how to bring the iteration rate up?
> > 
> > The scene is composed of strips of polygons.  Perfly shows me that all the
> > strips are meshed, all at more than 14 tris/strip.  The strips are offset
> > in such a way that no more than 6 are ever layered.  Each strip is a
> > different color than the one above it, so as to facilitate counting (6
> > colors total).  There are no textures.  The whole thing eventually runs as
> > a vega app.
> > 
> 
>  I'm confused. Is your polygon count is the part of the database that is
>  displayed ? a 10x10 triangle in the database can be full screen after
>  projection, if you have 6 layers, that makes a depth complexity of 6,
>  requiring 141 Mpixels/s.

The polygons and the observer are placed in such a way that one database unit 
(meter) is one on-screen pixel.  (The TTPRR specifies pixels.)  They are 
layered more-or-less like this:
  +-----------+
  | +-----------+
  | | +------------+
  + | |            |
    + |            |
      +------------+
So that the strips are never more than 6 deep.

Later,
Jude Anthony
jude@p3.enzian.com
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701102037.MAA01562@remi.asd.sgi.com>
Subject: Re: pfPVChanStressFilter
To: info-performer@remi.asd.sgi.com
Date: Fri, 10 Jan 1997 12:37:19 -0800 (PST)
Cc: src@rose.asd.sgi.com (Sharon Clay)
In-Reply-To: <9701101159.ZM5925@rose.asd.sgi.com> from "Sharon Clay" at Jan 10, 97 11:59:02 am
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Remi wrote:
>Randy Fox wrote:
>> =

>> What is the 'max' parameter for?  I didn't see any reference to it in=
 the
>> man pages or the 2.1 write up.
>> =

>
> The stress level computed by performer (pfGetPVChanStress()) is clampe=
d to 1. by default.
> it is also clamped to 'max' if 'max' is less than 1.
>

 Sorry, it's wrong. Let me do that again:

 The stress level computed by performer is always clamped to 1. as minimum value
 It can also be clamped by 'max' as its maximum value

 Thanks to Sharon to notice the mistake.

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From: "Fred Clyne" <rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!octave!fred>
Message-Id: <9701101535.ZM17683@octave>
Date: Fri, 10 Jan 1997 15:35:39 -0500
In-Reply-To: Bruno Rassaerts <uunet!luc.ac.be!brassaer>
        "PFGS_POLYS problem" (Jan 10, 10:25am)
References: <32D60B0B.41C6@luc.ac.be>
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To: Bruno Rassaerts <uunet.uu.net!uunet!luc.ac.be!brassaer>,
        uunet.uu.net!uunet!sgi.com!info-performer
Subject: Re: PFGS_POLYS problem
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On Jan 10, 10:25am, Bruno Rassaerts wrote:
> Subject: PFGS_POLYS problem
>
> Hi,
>
> I know now the the problem that I had with perfly is caused by a bug in
> Performer 2.0 and that this problem is fixed in 2.0.2. But I stumbled on
> something else that's weird. In my application I want to draw a polygon
> with 5 vertices. The geoset of this polygon looks like this (printed
> with pfPrint)
>
> --------
> GeoSet: 0x180998e0 {
>           Primitive: PFGS_POLYS, NON-INDEXED, pfPrims=1, glPrims=3,
> 				verts=5
>             Attribute Bindings:
>                 PFGS_COLOR4=PFGS_OFF  PFGS_NORMAL3=PFGS_PER_PRIM
> 			PFGS_TEXCOORD2=PFGS_OFF
>           Attribute List Pointers:
>             PFGS_COORD3:        0x180a5130
>             PFGS_COLOR4:        0x0
>             PFGS_NORMAL3:       0x180a5450
>             PFGS_TEXCOORD2:     0x0
>           Attribute Index List Pointers:
>             PFGS_COLOR4:        0x0
>             PFGS_NORMAL3:       0x0
>             PFGS_TEXCOORD2:     0x0
>             PFGS_COORD3:        0x0
>           Strip Lengths: 5
>
>           Prim Normal   0:  NX: 0.000000 NY: -1.000000   NZ: 0.000000
>           Coord    0:   X: -1.750000     Y: 0.000000     Z: -1.300000
>           Coord    1:   X: 0.800000      Y: 0.000000     Z: -0.950000
>           Coord    2:   X: 1.550000      Y: 0.000000     Z: 0.700000
>           Coord    3:   X: -1.300000     Y: 0.000000     Z: 1.650000
>           Coord    4:   X: -2.350000     Y: 0.000000     Z: 0.600000
>
>         } GeoSet: 0x180998e0
> --------
>
> The problem that Performer draws this polygon with a hole in it. I
> attached a small picture (4k) that shows this problem. (Sorry for
> putting a binary on the mailing list but is was hard to explain
> otherwise) The polygon was highlighted with PFHL_LINES so that you can
> see the edges.
>
> Note: I am still using Performer 2.0 on an ONYX RE2 IRIX 6.2
>
> Thanks,
> --
>   //       Bruno Rassaerts - EDM (Expertisecentrum Digitale Media)
>  ('>    Wetenschapspark 2 - B-3590 Diepenbeek - Tel: +32-(0)11268411
>  /rr         Fax: +32-(0)11269400 - eMail: brassaer@luc.ac.be
> *\))_               URL: http://www.luc.ac.be/~brassaer/
>
> [ Attachment (image/jpeg): "snap.jpg" 5081 bytes
>   Encoded with "base64" ]
>-- End of excerpt from Bruno Rassaerts


Look at the end of the man page for pfGeoSet under BUGS.  PFGS_POLYS is
broken for IRIS GL!  To solve this, I triangulated such polygons myself.  Or
better yet, use OpenGL.  We haven't noticed any significant performance
problems with our RE2 running OpenGL.


-- 

Fred Clyne

Cambridge Research Associates      office: 703-790-0505 x 7211
1430 Spring Hill Road, Suite 200   fax:    703-790-0370
McLean, VA 22102                   email:  fred@cambridge.com

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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701102051.MAA01594@remi.asd.sgi.com>
Subject: Re: Scene Density Requirements
To: jude@p3.enzian.com (Jude Anthony)
Date: Fri, 10 Jan 1997 12:51:53 -0800 (PST)
Cc: info-performer@remi.asd.sgi.com
In-Reply-To: <C63C381B0A@P3.ENZIAN.COM> from "Jude Anthony" at Jan 10, 97 03:17:46 pm
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Jude Anthony wrote:
> 
> > Jude Anthony wrote:
> > > 
> > > OK, I'm back again.  This question goes to both Performer and Vega groups.
> > > 
> > > Our TTPRR requires that we render, at 30Hz, a scene with:
> > >    150 tris, 101x101
> > >   1350 tris,  51x51
> > >   1500 tris,  10x10
> > > 
> > > We're not getting 30Hz at 1024x768.  
> > > 
> > > When we bought the Onyx/RE2, we had 1 RM4.  The salesman looked at our
> > > screen size, projected depth complexity, and iteration rate, and told us
> > > we'd need to upgrade to 2 RM4s to get the job done.
> > > 
> > > Our average depth complexity for the scene is somewhere between 3.31 and
> > > 3.33.  My manager tells me the threshold was around 3.1.
> > > 
> > > The rated pixel fill rate for 2 RM4s is 110Mpix/sec. Our scene contains:
> > >    150 x 101 x 101 / 2 = 765,075
> > > + 1350 x 51 x 51 / 2 = 1,755,675
> > > + 1500 x 10 x 10 / 2 =    75,000
> > > --------------------------------
> > >                        2,595,750 pixels.
> > > At 30Hz, that makes 2,595,750 * 30 = 77,872,500pix/sec.
> > > 
> > > 77,872,500pix/sec is below the rated pixel fill rate.  It's even below the
> > > 90Mpix/sec conservative fill rate on the salesman's sheets.
> > > 
> > > The problem is to increase the iteration rate to 30Hz.  My manager has me
> > > shifting polygons around, trying to decrease the depth complexity.  I'm
> > > making the attempt, but my experience with renderers tells me this is not
> > > going to work; the depth complexity is calculated, and is only useful for
> > > culling and pixel fill estimates.  Is this the case, or am I working with
> > > a different beast?
> > > 
> > > The current thinking is that there is some Performer bottleneck.  Any
> > > ideas on how to bring the iteration rate up?
> > > 
> > > The scene is composed of strips of polygons.  Perfly shows me that all the
> > > strips are meshed, all at more than 14 tris/strip.  The strips are offset
> > > in such a way that no more than 6 are ever layered.  Each strip is a
> > > different color than the one above it, so as to facilitate counting (6
> > > colors total).  There are no textures.  The whole thing eventually runs as
> > > a vega app.
> > > 
> > 
> >  I'm confused. Is your polygon count is the part of the database that is
> >  displayed ? a 10x10 triangle in the database can be full screen after
> >  projection, if you have 6 layers, that makes a depth complexity of 6,
> >  requiring 141 Mpixels/s.
> 
> The polygons and the observer are placed in such a way that one database unit 
> (meter) is one on-screen pixel.  (The TTPRR specifies pixels.)  They are 
> layered more-or-less like this:
>   +-----------+
>   | +-----------+
>   | | +------------+
>   + | |            |
>     + |            |
>       +------------+
> So that the strips are never more than 6 deep.

 If I understand correctly, you have a test, where all the polygons are on the
 screen (no clipping, no culling). All polygons are facing the observer, so are
 perfectly flat in screen space. 
 Using a perspective matrix, you place the polygons at some distance from the 
 observer so you exactly know the surface of all triangles in screen space.

 If my understanding is OK, then what you could do, is to move back the observer 
 until the frame rate is 30Hz.
 The displayed database will display the same number of polygons, but
 the fill rate will be less, as you will use less than the screen.
 If you never reach 30Hz with the same polygon count (performer stats)
 then the problem is not fill rate.
 If you reach 30HZ, then get the depth complexity factor at this point,
 and calculate the Mpix/s your system gives you.

 -- Remi
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9701101427.ZM9004@quid.csd.sgi.com>
Date: Fri, 10 Jan 1997 14:27:49 -0800
In-Reply-To: "GARY ADAIR" <adairg@qmsmtpgw.mugu.navy.mil>
        "Explosion Sequence" (Jan 10, 11:44am)
References: <n1359225961.67458@qmsmtpgw.mugu.navy.mil>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "GARY ADAIR" <adairg@qmsmtpgw.mugu.navy.mil>,
        "Performer Performer" <info-performer@sgi.com>
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On Jan 10, 11:44am, GARY ADAIR wrote:
> Subject: Explosion Sequence
>
>    I would like to have a Performer explosion sequence for a surface to air
> missile. Does anyone have code that I could use for this?
>
>                                                           Thanks in Advance
>                                                           Gary Adair
>
>
> =======================================================================
> 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 GARY ADAIR

take look in the ftp archive at the Performer web page - particually under
'Reality Center'

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Sat, 11 Jan 1997 16:36:52 -0800
From: Ran Yakir <rany@rtset.co.il>
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Organization: RT-SET
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To: GARY ADAIR <adairg@qmsmtpgw.mugu.navy.mil>
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GARY ADAIR wrote:
> 
>      I have a Performer scene with a number of 3D objects, such as F-18
> aircraft, ships, and missiles. Is there a way to force the size of an object
> to appear constant, so that as the eyepoint either moves toward or away from
> the object, it does not get bigger or smaller, but appears to be the same size
> no matter where the eyepoint is.

Here is an easy, and fairly accurate way :

You have to decide which is the reference range, at which the plane is
seen in a one-to-one ratio (i.e. at its real size). For each frame,
calculate the range of the plane from the eyepoint, and scale the
plane's DCS by the ratio of the range and the reference range.

Ran


-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | 28 Ben Gurion St.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | Hod Hasharon 54200
              _/                     | Israel  
-------------------------------------+--------------------------------
At Home :                            | At Work :
                                     |   RT-SET
  Voice  : +972-9-989974             |   Voice  : +972-9-552236
  Fax    : +972-9-422149             |   Fax    : +972-9-552239
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From guest  Sat Jan 11 08:29:28 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701111622.ZM5334@bitch.reading.sgi.com>
Date: Sat, 11 Jan 1997 16:22:41 +0000
In-Reply-To: "Matsumura Makoto" <matumura@matsumura.nsg.sgi.com>
        "setmon&screensize" (Jan 10,  2:36pm)
References: <9701101436.ZM23728@matsumura.nsg.sgi.com>
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To: "Matsumura Makoto" <matumura@matsumura.nsg.sgi.com>,
        info-performer@sgi.com
Subject: Re: setmon&screensize
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Status: O

It sounds like you want to use DVR.

There is support for this in the Performer API.
You can see DVR being used in the perfly example code.

Look at the manual page for:
pfPipeVideoChannel

On Jan 10,  2:36pm, Matsumura Makoto wrote:
> Subject: setmon&screensize
> Hi,all.
>
> one of my customer want to change vfo
> in doing his presentation, eg:
> start presentation with 1280x1024_60
> and change to 640x480_120s and go back.
>
> it is basically ok with setmon command, however
> there is a problem, when the video format is changed
> , it is not always full screen.
> i.e.
> we can move mouse cursor beyond the bottom/right of display.
>
> is there any good way to make the display area full screen
> in this situation. I'd like to avoid stopgfx/startgfx if possible.
>
> wow/wow2 does this, i think.
>
> Thanks In Advance.
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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>-- End of excerpt from Matsumura Makoto


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701111644.ZM5363@bitch.reading.sgi.com>
Date: Sat, 11 Jan 1997 16:44:15 +0000
In-Reply-To: c00chu00@nchc.gov.tw (Sam Chu)
        "R10000 or R4400" (Jan 10,  5:50pm)
References: <9701100950.AA08313@ceres.nchc.gov.tw>
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To: c00chu00@nchc.gov.tw (Sam Chu), info-performer@sgi.com
Subject: Re: R10000 or R4400
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Status: O

The R10000 is much faster than the 250MHz R4400.

This is particularly helpfull if you are in a situation where you have
a heavy CULL process (off hand I'd say double the cull performance
without even recompiling), but the R10000 is also much better at feeding
the graphics pipe if host limits are affecting your draw times. This is
very often the case with Infinite Reality in ONYX.

Initially there were reliability problems with R10000 due to a fault
in manufacturing. This has been resolved and _all_ affected customers
have had the part replaced. This happened months ago and is no longer
a problem for currently shipping R10000 systems.

Cheers,
Angus.

On Jan 10,  5:50pm, Sam Chu wrote:
> Subject: R10000 or R4400
>
> Hi Performer:
>
>    We got a visual simulation project and plan to buy the 4CPU
> Oynx wiht IR. But we can't make a decision to buy R10000 or R4400.
> The reason that we afraid to buy R10000 is that we heard some people
> say that R10000 is unstable and not gain too much performance. Is
> this True? (with IRIX6.2)(price is not a issue)
>
>    Is there anyone have R10000 Oynx with very good performance?
>    or Any sugguestion? Thank a lot.
>
> Regards,
>
> Sam Chu
> National Center for High-Performance Computing
> Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw
> Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Sam Chu


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From: a00chc00@nchc.gov.tw (Charlie H. Chang)
Message-Id: <9701130233.AA01680@ceres.nchc.gov.tw>
Subject: about pathFly.c
To: info-performer@sgi.com
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Hi there,

In the example of "pathFly.c" there is a car model (pfDCS object)
and I would like print out its coordinate while it's moving.
So is there a function providing this information?

Thank you in advance.

---------------------------------------------------------------
 Charlie H. Chang    (ext 209)    E-mail: a00chc00@nchc.gov.tw
 National Center for High-performance Computing 
 Scientific Visualization and Interactive Media Lab
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From: c00mrn00@nchc.gov.tw (Mei-Ling Hsu)
Message-Id: <9701130229.AA01653@ceres.nchc.gov.tw>
Subject: sky with cloud texture
To: info-performer@sgi.com
Date: Mon, 13 Jan 1997 10:29:41 +0800 (CST)
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Hi, performers:

In the man page of pfESkyxx, it's said that PFES_OVERCAST is the only
choice for PFES_CLOUDS when defining the pfESkyMode, and this cloud
type is a non-textured one. 
So, if I want to have a cloud texture on the sky, what should I do?

Mei-Ling Hsu.
National Center for High-performance Computing.
Taiwan, R.O.C.
Email: c00mrn00@nchc.gov.tw
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701130322.ZM6471@bitch.reading.sgi.com>
Date: Mon, 13 Jan 1997 03:22:52 +0000
In-Reply-To: a00chc00@nchc.gov.tw (Charlie H. Chang)
        "about pathFly.c" (Jan 13, 10:33am)
References: <9701130233.AA01680@ceres.nchc.gov.tw>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: a00chc00@nchc.gov.tw (Charlie H. Chang), info-performer@sgi.com
Subject: Re: about pathFly.c
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Status: O

If pfPrint is to general then try this _untested_ code.

void print_dcs_pos(pfDCS *dcs)
{
  pfMatrix *matey;
  pfVec3 zeropos, position;

  pfSetVec3(zeropos, 0.0f, 0.0f, 0.0f);
  matey = pfGetDCSMatPtr(dcs);
  pfXformVec3(position, zeropos, *matey);

  printf("%.3f, %.3f, %.3f\n",
    position[PF_X], position[PF_Y], position[PF_Z]);
}

Cheers,
Angus.

On Jan 13, 10:33am, Charlie H. Chang wrote:
> Subject: about pathFly.c
>
> Hi there,
>
> In the example of "pathFly.c" there is a car model (pfDCS object)
> and I would like print out its coordinate while it's moving.
> So is there a function providing this information?
>
> Thank you in advance.
>
> ---------------------------------------------------------------
>  Charlie H. Chang    (ext 209)    E-mail: a00chc00@nchc.gov.tw
>  National Center for High-performance Computing
>  Scientific Visualization and Interactive Media Lab
> =======================================================================
> 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 Charlie H. Chang


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From guest  Sun Jan 12 19:41:18 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Mon, 13 Jan 1997 03:34:27 +0000
In-Reply-To: c00mrn00@nchc.gov.tw (Mei-Ling Hsu)
        "sky with cloud texture" (Jan 13, 10:29am)
References: <9701130229.AA01653@ceres.nchc.gov.tw>
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To: c00mrn00@nchc.gov.tw (Mei-Ling Hsu), info-performer@sgi.com
Subject: Re: sky with cloud texture
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Status: O

The simplest way is to build a textured model of the sky and load this.
You then have the option of attaching it to a DCS to translate parts of
it around with the eye position.

If you want a really impressive and flexible sky effect then you
may have to create the geosets & geostates in code, or at least
write code to modify a sky model you've loaded.

It might be usefull to have an improved pfEarthSky but it's almost
pointless trying to do this because for most applications you see
performer being used for the requirements are so varied. It would
also be a shame if everyones textured performer sky wound up
looking the same.

Cheers,
Angus.

On Jan 13, 10:29am, Mei-Ling Hsu wrote:
> Subject: sky with cloud texture

> So, if I want to have a cloud texture on the sky, what should I do?

>-- End of excerpt from Mei-Ling Hsu


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Date: Mon, 13 Jan 1997 12:02:00 +0800 (HKT)
From: Yang Lei <yl@s1000e.cs.tsinghua.edu.cn>
To: "Charlie H. Chang" <a00chc00@nchc.gov.tw>
cc: info-performer@sgi.com
Subject: Re: about pathFly.c
In-Reply-To: <9701130233.AA01680@ceres.nchc.gov.tw>
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Status: O

can you tell me where you get pathFly.c? I get a perpath. But It is just 
running under Performer 1.0. Your version is 1.0 or 2.0 ?

yanglei

On Mon, 13 Jan 1997, Charlie H. Chang wrote:

> 
> Hi there,
> 
> In the example of "pathFly.c" there is a car model (pfDCS object)
> and I would like print out its coordinate while it's moving.
> So is there a function providing this information?
> 
> Thank you in advance.
> 
> ---------------------------------------------------------------
>  Charlie H. Chang    (ext 209)    E-mail: a00chc00@nchc.gov.tw
>  National Center for High-performance Computing 
>  Scientific Visualization and Interactive Media Lab
> =======================================================================
> 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: Mon, 13 Jan 1997 13:30:53 +0800 (HKT)
From: Ah Fei <mfchan1@cs.cuhk.hk>
To: info-performer@sgi.com
Subject: animation of iv models?
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Hi all,

I want to animate the opening of door and moving of car in my iv format 
scene. Are there any software which may create iv animation models? Does 
the iv loader of Performer support objects moving along a path? Moreover, 
I want to animate the door such that it will open when someone moving to it. 
Are there any demo programs do the similar things?

Any suggestion are welcome. Thanks.

Fred Chan
[CS, CUHK]


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To: orad_u@netvision.net.il, c00chu00@nchc.gov.tw, info-performer@sgi.com
Subject: Re: R10000 or R4400
Date: Mon, 13 Jan 97 07:34:41 EST
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I have found a factor of two increase in performance between a 4 CPU R4400 w/ RE2 and a 
4 CPU R10000 w/ IR.  I believe the performance was due to the CPU although I'm not 100% 
certain.


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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Date: Mon, 13 Jan 1997 08:45:44 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701130845.ZM22142@hotsauce.clubfed.sgi.com>
In-Reply-To: c00mrn00@nchc.gov.tw (Mei-Ling Hsu)
        "sky with cloud texture" (Jan 13, 10:29am)
References: <9701130229.AA01653@ceres.nchc.gov.tw>
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To: c00mrn00@nchc.gov.tw (Mei-Ling Hsu), info-performer@sgi.com
Subject: Re: sky with cloud texture
Mime-Version: 1.0
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Status: O

You could put a large polygon in the sky and texture map it. You could build a
dome  or pyramid in the sky and texture map it. I actually made individual
cloud textures and pasted them on to randomized pfBillboard's, I will warn you
I still have not passed judgement on this, it looks great but it seems to slow
things down a bit.

Brian


On Jan 13, 10:29am, Mei-Ling Hsu wrote:
> Subject: sky with cloud texture
> Hi, performers:
>
> In the man page of pfESkyxx, it's said that PFES_OVERCAST is the only
> choice for PFES_CLOUDS when defining the pfESkyMode, and this cloud
> type is a non-textured one.
> So, if I want to have a cloud texture on the sky, what should I do?
>
> Mei-Ling Hsu.
> National Center for High-performance Computing.
> Taiwan, R.O.C.
> Email: c00mrn00@nchc.gov.tw
> =======================================================================
> 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 Mei-Ling Hsu



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
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In-Reply-To: a00chc00@nchc.gov.tw (Charlie H. Chang)
        "about pathFly.c" (Jan 13, 10:33am)
References: <9701130233.AA01680@ceres.nchc.gov.tw>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: a00chc00@nchc.gov.tw (Charlie H. Chang), info-performer@sgi.com
Subject: Re: about pathFly.c
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Status: O

pfPrint or the print method of pfMemory

     pfMemory::print Prints information to a file about the specified object.
     The file argument specifies the file.  If file is NULL, the listing is
     printed to stderr.  pfMemory::print takes a verbosity indicator, verbose.
     Valid selections in order of increasing verbosity are:

          PFPRINT_VB_OFF      no printing
          PFPRINT_VB_ON       minimal printing (default)
          PFPRINT_VB_NOTICE   minimal printing (default)
          PFPRINT_VB_INFO     considerable printing
          PFPRINT_VB_DEBUG    exhaustive printing

     If mem is a type of pfNode, then which specifies whether the print
     traversal should only traverse the current node (PFTRAV_SELF) or print
     out the entire scene graph rooted by node mem by traversing node and its
     descendents in the graph (PFTRAV_SELF | PFTRAV_DESCEND).  If mem is a
     pfFrameStats, then which specifies a bitmask of frame statistics classes
     that should be printed.  If mem is a pfGeoSet, then which is ignored and
     information about that pfGeoSet is printed according to the verbosity
     indicator.  The output contains the types, names and bounds of the nodes
     and pfGeoSets in the hierarchy.  This routine is provided for debugging
     purposes only and the content and format may change in future releases.


     Example 3: Print entire contents of a pfGeoSet, gset, to stderr.

          gset->print(NULL, PFPRINT_VB_DEBUG, NULL);



     Example 4: Print entire scene graph under node to a file file with
     default verbosity.

          file = fopen ("scene.out","w");
          scene->print(PFTRAV_SELF | PFTRAV_DESCEND, PFPRINT_VB_ON, file);
          fclose(file);



Brian


On Jan 13, 10:33am, Charlie H. Chang wrote:
> Subject: about pathFly.c
>
> Hi there,
>
> In the example of "pathFly.c" there is a car model (pfDCS object)
> and I would like print out its coordinate while it's moving.
> So is there a function providing this information?
>
> Thank you in advance.
>
> ---------------------------------------------------------------
>  Charlie H. Chang    (ext 209)    E-mail: a00chc00@nchc.gov.tw
>  National Center for High-performance Computing
>  Scientific Visualization and Interactive Media Lab
> =======================================================================
> 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 Charlie H. Chang



-- 
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Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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From: "VR@onyx" <vr_dev@challenge.vtd.volvo.se>
Message-Id: <9701131531.ZM2787@challenge>
Date: Mon, 13 Jan 1997 15:31:53 +0100
In-Reply-To: david.heskamp@lmco.com
        "Re: R10000 or R4400" (Jan 13,  7:34am)
References: <9701131234.293078@pc1197.ldsa>
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Status: O

Hi !

We have done simple benchmarks on some code(realtime dynamics model of a car),
and the R10000 shows a performance boost of up to 3-4 times. Also, we have had
NO problems with the R10000 in our Onyx. I guess we were lucky... ;-)

In general, the R10000 seems to do a lot of stuff a whole lot faster, not just
crunching code; database loading, feeding the graphics pipeline, etc. All in
all, I would strongly recommend the R10000 instead of the R4400. It is also e
better investment for the future, with upgrades of different sorts in mind.

Dennis Saluaar, Volvo

E-mail : dennis@vtd.volvo.se

-- 

AB Volvo, Technological Development			_/_/_/_/
Cognitive Ergonomics					_/_/_/
							 _/
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Subject: Flashing geometry under pfLayer
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Status: O

Hey All.

Situation:
Flashing geometry, and lights (pfLPointState) under a pfLayer.
-creating a pfLayer and setMode( PFDECAL_BASE_STENCIL ).
-under this pfLayer, I have the runway, then all it's geometry. Each
major stripe component is under it's own separator.

Following the stripes, I have the lights (whose parent is also the
pfLayer). Each major light group is under it's own separator. One of the
light groups contains a pfSequence if that makes any difference.

The runway, it's texture, and a few stripes are drawn correctly,
everyting else is flashing...


Question:
How do I make it stop ;-)

	ciao,	
		Paul J. Rider.
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From: "VR@onyx" <vr_dev@challenge.vtd.volvo.se>
Message-Id: <9701131538.ZM2949@challenge>
Date: Mon, 13 Jan 1997 15:38:10 +0100
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To: info-performer@sgi.com
Subject: vga for PC-monitor
Mime-Version: 1.0
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Status: O

Hi everbody !

Are there anyone out there with experience from running a "ordinary" PC-monitor
from a iR-machine ? By ordinary I mean the analog, 15-pin, VGA-style connector
on the monitor. There is a cabling problem, taking the connector on the iR to
the connector needed for PC, but most of all, what does the videosignal look
like ? What settings in the ircombiner-tool is recommended ? We are mainly
interested in the 800x600 resolution, but 600x480 could be interesting as well.

Any ideas or pointers to info is very appreciated ! Thanks !

-- Dennis Saluaar, Volvo

My email : dennis@vtd.volvo.se

-- 

AB Volvo, Technological Development			_/_/_/_/
Cognitive Ergonomics					_/_/_/
							 _/
Phone : +46-31-595647				
Fax   : +46-31-595415				"So many polygons,	
E-mail: vr_dev@vtd.volvo.se			       so little time..."
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From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701131007.ZM22417@hotsauce.clubfed.sgi.com>
In-Reply-To: "VR@onyx" <vr_dev@challenge.vtd.volvo.se>
        "vga for PC-monitor" (Jan 13,  3:38pm)
References: <9701131538.ZM2949@challenge>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "VR@onyx" <vr_dev@challenge.vtd.volvo.se>, info-performer@sgi.com
Subject: Re: vga for PC-monitor
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

To find out common PC video formats and update rates try looking at PC graphics
cards web sites. I was looking at www.diamondmm.com last night. As far as cable
pinouts I would reccomend getting the pinout for your monitor and the output
port of the SGI. I don't know anything about the pinout of an Onyx but customer
support should be able to provide you with  the necessary documents.

Brian


On Jan 13,  3:38pm, VR@onyx wrote:
> Subject: vga for PC-monitor
> Hi everbody !
>
> Are there anyone out there with experience from running a "ordinary"
PC-monitor
> from a iR-machine ? By ordinary I mean the analog, 15-pin, VGA-style
connector
> on the monitor. There is a cabling problem, taking the connector on the iR to
> the connector needed for PC, but most of all, what does the videosignal look
> like ? What settings in the ircombiner-tool is recommended ? We are mainly
> interested in the 800x600 resolution, but 600x480 could be interesting as
well.
>
> Any ideas or pointers to info is very appreciated ! Thanks !
>
> -- Dennis Saluaar, Volvo
>
> My email : dennis@vtd.volvo.se
>
> --
>
> AB Volvo, Technological Development			_/_/_/_/
> Cognitive Ergonomics					_/_/_/
> 							 _/
> Phone : +46-31-595647
> Fax   : +46-31-595415				"So many polygons,
> E-mail: vr_dev@vtd.volvo.se			       so little time..."
> =======================================================================
> 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 VR@onyx



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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Subject: Performer with dm pbuffers
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Is there anybody who has used the digital media pbuffers with performer. I am
trying
to create a pbuffer to use performer to draw in, but i can't find out how to
create one.
If anyone has some piece of code it would be greatly apreciated.

/uy


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Date: Mon, 13 Jan 1997 16:29:51 +0100
From: reymond@corysmailserv.corys.fr (Gilles Reymond)
Message-Id: <9701131529.AA00483@cos2.4s205.corys>
To: info-performer@sgi.com
Subject: Custom texture filtering
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Status: O

Hi,

Has anyone some experience with gltexfilterfuncsgis - or its IrisGl counterpart 
texdef2d(TX_MIPMAP_FILTER_KERNEL) ?

My particular problem is to deal with a repeated RGBA texture mapped onto a 
polygon strip going away to the horizon. Using mipmapping 
GL_LINEAR_MIPMAP_LINEAR causes some artifacts in the rendering of the farthest 
side of the object, where the min_filter supposedly becomes active. I guess this 
is due to the particular structure of the texture.
This effect was experienced both on iR and RE2 systems, though with slight 
rendering aspect differences.

Hence, my questions are :

	- was is the weighting policy used by standard trilinear mipmapping on 
those systems ?
	- would a custom-designed set of weights help solve my problem ?
	- what is the recommended method for chosing these weights (through 
Performer calls, maybe)?

Thank you very much for any helpful hints,

 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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Message-Id: <9700138531.AA853186749@CCMAIL.NTSC.NAVY.MIL>
To: info-performer@sgi.com
Subject: Showcase files from IITSEC
Status: O

     At the Performer Users group meeting I asked about the possibility of 
     getting a copy of the showcase file(s) that were used for the 
     presentation. The answer was that they could be put on the web site in 
     the performer section. Has this happened? If so, I missed it (I have 
     checked from time to time).
     
     ???
     
     Regards,
     Billyboy

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To: info-performer@sgi.com, info-vega@paradigmsim.com
Subject: glReadPixels
Status: O

     I'm posting this to both groups because it's a vega app but seems 
     applicable to both in the context of a post draw callback.
     
     Opinions about using glReadPixels to approximte the distance an object 
     is away from the eyepoint (simulate a laser range finder)?
     
     I use 
     
     glReadPixels(640,512,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,f);
     
                  ^^^^^^^ ^^^ ^^^^^^^^^^^^^^^^^^
                  middle   1      z buffer value
                  of      pixel
                  screen
     
     
     then try to scale it appropriately with the near and far clip planes.
     
     f returns with a float value between 0 and one. I suppose that the 
     Ifinite Reality Floating point z buffer has been accounted for when 
     this float is spit out.
     
     At this point the returned depth buffer value is scaled quite large; 
     ie, you pitch down to the ground and the returned value is still quite 
     high (.4). 

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From: "Hudson Holmes" <holmes@ivex3d.com>
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Subject: Performer Pro needed
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IVEX Corporation was founded in 1983 by a group of Georgia Tech
Scientists to commercialize a unique, patented 3D graphics
technology.  Since that time, IVEX has evolved into a leading
provider of Image Generators for use on commercial and military
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the distinction of being one of only five companies worldwide
that have visual systems on 
simulators qualified to FAA Level C.

Currently, IVEX is embarking on several projects to develop
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objectives, IVEX has identified 
the need for the following additional personnel for full-time
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This position is responsible for all stages of product design
from specification, through design,
code and integration.  The ideal candidate will have a minimum:
BS (MS preferred) in CS or EE;
5 years graphics programming experience, 3 years experience
developing real-time 3D graphics;
C/C++; proficient with IRIS Performer and OpenGL; UNIX or IRIS OS
experience.  In addition, 
commercial/military flight simulation experience a plus.


We offer a competitive salary and an attractive compensation
package including full medical and 
dental coverage and 401(k) plan.  Please contact:

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IVEX Inc.
4355 International Blvd.
Norcross, GA 30093
voice 770-564-1148    fax 770-381-0622      
e-mail holmes@ivex3d.com

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From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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To: Sharon Clay <src@rose.asd.sgi.com>
Cc: Fred Clyne <rose.asd.sgi.com!giraffe.asd.sgi.com!holodeck.csd.sgi.com!rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!octave!fred>,
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Subject: Re: Sudden X/Performer problem
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Status: O

Sharon Clay wrote:
> 

Regarding my following error at startup:

> ->>
> ->> PF Warning/Internal(12):       pfWindow::openNewNoPort() - null visual.
> ->> X Error:  0
> ->>   Request Major code 0 ()
> ->>   Error Serial #33
> ->>   Current Serial #15
> ->> Exit 1

Fred Clyne notes:

> 
> ->
> ->>From the Performer 2.2 Beta Release Notes:
> ->
> ->o 6.2  OS bug with shared arena placement
> ->
> ->      An obscure bug in IRIX 65.2 with default placement of the shared arena
> ->      can cause programs to die due to lack of heap space for malloc.
> ->      Typcially the program will die during X or GL initialization with
> ->      a message like [what you stated above].
> 

And Sharon points out:
> It is easy enough to see if you are being bit by this.  Run your program through
> par:  par -s -i -SS prog [options]
> and see if you get messages in the output about brk failing due to lack of space.
> If you do, then this is your beast.

Yup. That's my beast. I get lots o' them. However, if I compile the
entire application with -mips4 (I'm on an R10000), the problem
disappears. However, I suspect that's only because -mips4 allows the use
of certain instructions which cause the resulting code size to shrink,
therefore leaving more room between the shared arena and the brk point.
Therefore, the problem is likely to bite me again. 

> 
> ->
> ->WAR: through the environment variable PFSHAREDBASE or in with
> ->      pfSharedArenaBase() before pfInit(), explicitly set the address of the
> ->      arena so that it is not too close to the heap and does not collide
> ->      with other DSOs.  An address that has worked with programs exhibiting
> ->      the problem that are very close to perfly is: 0x18000000.
> 
> FYI, I added the PFSHAREDBASE when I ran into this problem so it isn't in
> currently released versions of Performer -- you have to use the API,

Ok, I'll use the API. However, my application is not derived from
perfly, so the magic number 0x18000000 is not necessarily correct. Is
there an algorithmic run-time way to determine a value that will make
brk() happy?

> or else
> a tricky rld WAR from Don Hatch - contact us for more info.

Fire away :).

Fred adds:
> 
> ->
> ->      ex: pfSharedArenaBase(0x18000000);  or
> ->          setenv PFSHAREDBASE 0x18000000
> ->
> ->      If this address is not sufficient, run again with par [they had an
> ->      example earlier: par -s -i -SS prog options] and the following
> ->      environment variables set:
> ->              setenv _RLD_PATH /usr/lib/rld.debug; setenv _RLD_ARGS -v
> ->      and redirect all output to a file.  Look for the addresses of the
> ->      mmap() calls and of address of DSO load actions to find a free
> ->      address range in which to place the arena.  Compiling with some
> ->      libraries statically can make this operation easier.
> ->
> ->Whew!  I hope I don't run into this bug.  Hope this helps.

Thanks for the info, Fred. Is this the "tricky rld WAR" that Sharon
refers to?

--

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: Mon, 13 Jan 1997 17:29:40 -0500
From: "Rambabu" <ram@ivex3d.com>
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Status: O

Hi :

Is it possible to have different update frequencies for different
objects in a scene ? For example, I have cloud models or other static
objects on the terrain that don't change much between frames so I just 
want to update the rest of the scene every frame and these objects every 
two frames ?

Thanks 

Ram
ram@ivex3d.com
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Date: Tue, 14 Jan 1997 09:12:36 +0800 (SST)
From: Ming Wah <eng30228@leonis.nus.sg>
To: info-performer@sgi.com
Subject: POinter to coordinate list
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Hi all,
	Does anyone know how to query a GEoSet and put a pointer to the
list of coordinates? Can these coordinates be changed during simulation
(update of position)?


THanks!!!!

Jon


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Date: Tue, 14 Jan 1997 10:27:16 +0200
From: rany@rtset.co.il (Ran Yakir)
Message-Id: <9701141027.ZM2422@oren.rtset.co.il>
In-Reply-To: ulf.yngwe@mandator.se
        "Performer with dm pbuffers" (Jan 13,  5:01pm)
References: <C125641E.0057C2A7.00@mail.mandator.se>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: ulf.yngwe@mandator.se
Subject: Re: Performer with dm pbuffers
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Status: O

On Jan 13,  5:01pm, ulf.yngwe@mandator.se wrote:
> Subject: Performer with dm pbuffers
>
> Is there anybody who has used the digital media pbuffers with performer. I am
> trying
> to create a pbuffer to use performer to draw in, but i can't find out how to
> create one.
> If anyone has some piece of code it would be greatly apreciated.
>

The proper way to set up Performer with dmedia pbuffers, is through the calls
pfPWinWSDrawable() and pfPWinGLCxt(). The drawable is the pbuffer and the
context can be created with glXCreateContextWithConfigSGIX().
The problem is that only Performer 2.2 can get a pbuffer as a drawable.
Performer 2.1 will crash on that. The way to work around this is creating a
plain old pfPipeWindow, but call glXMakeCurrent with your pbuffer and context
at the beginning of the drawing frame.

Ran

-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
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Date: Tue, 14 Jan 1997 17:04:46 +0800 (SST)
From: Ming Wah <eng30228@leonis.nus.sg>
To: info-performer@sgi.com
Subject: Missing data
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Hi all,
	I recently managed to access the geoset of an object that I've
loaded and grab a copy of the coordinates. I then have the coordinates
updated by using pfXformPt3 and go the result below:

PF Notice:  Coordinates : 19.14 -72.35 14.10 
PF Notice:  Coordinates : -8.04 -101.60 16.62 
PF Notice:  Coordinates : 17.43 -95.93 39.41 
PF Notice:  Coordinates : 20.86 -127.65 25.90 
PF Notice:  Coordinates : 22.57 -104.07 0.59 
PF Notice:  Coordinates : 48.04 -98.40 23.38 
PF Notice:  Coordinates : 17.43 -95.93 39.41 
PF Notice:  Coordinates : 48.04 -98.40 23.38 
PF Notice:  Coordinates : 19.14 -72.35 14.10 
PF Notice:  Coordinates : 22.57 -104.07 0.59 
PF Notice:  Coordinates : -8.04 -101.60 16.62 
PF Notice:  Coordinates : 20.86 -127.65 25.90 
PF Notice:  Coordinates : 17.43 -95.93 39.41 
PF Notice:  Coordinates : 48.04 -98.40 23.38

I then used the function pfGsetAttr(geoset, PFGS_COORD3, PFGS_PER_VERTEX,
xformedCoordList, CoordIndexList); to put the list back.

What happen was that the data was ok except for the 1st x data, as shown
below;

            Coord 0:  X: 0.000000 Y: -72.352287 Z: 14.095881
            Coord 1:  X: -8.036339 Y: -101.596954 Z: 16.621561
            Coord 2:  X: 17.429119 Y: -95.934677 Z: 39.412964
            Normal 0:  NX: -0.707107 NY: 0.000000 NZ: 0.707107

            Coord 3:  X: 20.863346 Y: -127.647713 Z: 25.904119
            Coord 4:  X: 22.570877 Y: -104.065331 Z: 0.587032
            Coord 5:  X: 48.036331 Y: -98.403046 Z: 23.378439
            Normal 1:  NX: 0.707107 NY: 0.000000 NZ: -0.707107

            Coord 6:  X: 17.429119 Y: -95.934677 Z: 39.412964
            Coord 7:  X: 48.036331 Y: -98.403046 Z: 23.378439
            Coord 8:  X: 19.136639 Y: -72.352287 Z: 14.095881
            Normal 2:  NX: 0.000000 NY: 0.707107 NZ: 0.707107
            Coord 9:  X: 22.570877 Y: -104.065331 Z: 0.587032
            Normal 3:  NX: 0.000000 NY: 0.707107 NZ: -0.707107
            Coord 10:  X: -8.036339 Y: -101.596954 Z: 16.621561
            Normal 4:  NX: -0.707107 NY: 0.000000 NZ: -0.707107
            Coord 11:  X: 20.863346 Y: -127.647713 Z: 25.904119
            Normal 5:  NX: 0.000000 NY: -0.707107 NZ: -0.707107
            Coord 12:  X: 17.429119 Y: -95.934677 Z: 39.412964
            Normal 6:  NX: 0.000000 NY: -0.707107 NZ: 0.707107
            Coord 13:  X: 48.036331 Y: -98.403046 Z: 23.378439
            Normal 7:  NX: 0.707107 NY: 0.000000 NZ: 0.707107


The x component of Coord 0 is  0.0 instead of 19.4, can anybody tell me
what's wrong?


Thanks in advance!


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From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9701150129.AA01293@systech.hinet.net>
To: info-performer@sgi.com
Subject: CAD model to OpenFlight format
Status: O


Hi, Performer;

    I am looking for a software tool for converting common
CAD model format ( e.g. IGES, DXF) into Openflight format
to be used for visual simulations. Does anyone know of a solution
of this kind?


     
                           
                                              -= Terence Ke =-

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



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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
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    <info-performer@sgi.com> (Receipt Notification Requested) (Non Receipt 
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=0C     Hi members,

     I want to link my eyepoint with a DCS position.
     Let's call this DCS "trajDCS". My technique is to recuperate the acc=
umulated
     matrix in trajDCS's app-callback, to invert it and to apply it in a =
sceneDCS
     placed on top of my scene.
     The result is that in the next frame traversal, the accumulated matr=
ix at
     trajDCS's level is identity.
     In fact the real accumulated matrix is <almost> identity, because ve=
ry big
     coordinates are invoked and the invert pocedure faces problems of fl=
oat
     precision. 
     My aim is to "force" the accumulated matrix to be <exactly> identity=
 when
     trajDCS is traversed, as if trajDCS was on top of the scene tree. Bu=
t I
     refuse to break my scene hierarchy to force trajDCS to be on top of =
it.
     A pfTraverser is passed as argument is the APP-callback function, th=
at
     contains the accumulation matrix. I would like to be able to make th=
e
     following call in my callback-function :

     trav->setMat(pfIdentMat); // where trav is the current pfTraverser

     But "setMat" is not a member function of the pfTraverser class.
     My question is :
     What can I do to reset the accumulation matrix to identity when traj=
DCS is
     app-traversed ???

     This operation is a part of Michael Jones' technique to trick with t=
he
     problems of single/double precision. Indeed his advice was to set th=
e origin
     to a point of a chunk of my scene, specified in double precision, an=
d to
     refer all other DCS position relatively to this new origin. The trou=
ble was
     that I didn't know how to set a new origin. The answer to my questio=
n could
     be the solution I'm looking for.

     I hope my question was clear for anybody helpful,
     Thanks in advance
     Regards,
     Mike

     ______________________________________________
     Micha=EBl Boccara                                         ----------=
-----
     Software Engineer                                   / "hang up the m=
oon,
     Virtual Reality & Simulation Dpt.          / switch on the sun,
     Aerospatiale, France                           /  fill up the oceans=
,
     ''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''=
'''''''''/ 
       and dress up the trees."
     email : michael.boccara(a)siege.aerospatiale.fr
     Tel:     (+33) 01 46 97 32 40
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From: Ion Barosan <I.Barosan@urc.tue.nl>
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Subject: Stereo display
To: info-performer@sgi.com
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Status: O

HI Performers,


I would like to get some reaction from you about this :

 A friend of mine has a small theater and she is fascinated by the
 stereo projections mixted with life acting.
 I made some animations using Performer, recorded them and the I projected
 them on a large screen, but not stereo.

 My question is, is it possible to develop and record the animation stereo on 
 an Onyx (I meen the stereo output of the animation) and then later display
 that animation stereo on a large screen ?

 What kind of extra hardware (projectors I need to display the recorded stereo 
 animation on the large screen) I have to use ?

 I have seen something about the Stereo Projection Sceens using spatial multiplexing.
 Does some one has used one of this ?


Another approach could be this :
  - I will generate the stereo images and store then on the Onyx
  - Then using an O2 (I don't know if he has an stereo option) of Indigo2 with
    stereo option I can play back the stereo animation and project that
    on the large screen.
    Using the infra-red sensors and the stereo glasses I can view the animation
    in 3D .

    Could be that a solution ?


Any help will be appreciated,

 - Ion  Barosan
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Tue, 14 Jan 1997 10:11:46 +0000
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Subject: Thought for the day.
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Status: O

I have a niggling doubt that the position print routine I emailed the
other day called pfXformVec3 to transform the origin of a DCS to
world space, I should have used pfXformPt3, incase anyone was watching.

Sorry if you tried to use the code, I did warn it was untested.

Cheers,
Angus.
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In-Reply-To: terence@systech.hinet.net (Terence Ker)
        "CAD model to OpenFlight format" (Jan 14, 17:29)
References: <9701150129.AA01293@systech.hinet.net>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: terence@systech.hinet.net (Terence Ker)
Subject: Re: CAD model to OpenFlight format
Cc: info-performer@sgi.com
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Status: O

Hi Terence,
there are some software products shipped with converters:
- ProENGINEER contains (perhaps optional) an export filter for iv,
- MultiGen is shipped with a lot of converters (for example iv->flt but also
dxf->flt->dxf)
- Clarus sells a software - CAD-Realtime-Link - to convert CAD models to VR
models. (The advance: You can influence the triangulation process of freeform
faces.)
Hope this helps.
Greetings,
Dirk.




-- 
----------------------------------------------------
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Fraunhofer IFF
Steinfeldstr. 3                 fon: +49-39203/81591
D-39179 Barleben                fax: +49-39203/81619
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From: "Thomas M. Miller" <miller@acusoft.com>
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To: Terence Ker <terence@systech.hinet.net>
Cc: info-performer@sgi.com
Subject: Re: CAD model to OpenFlight format
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I have written a DSO for saving performer trees to Multigen Openflight 14.2. 
This would alow you to save anything that performer can load to FLT.

If you want I can ask my boss what I can give it to you.

--TMIV

On Tue, 14 Jan 1997, Terence Ker wrote:

> 
> Hi, Performer;
> 
>     I am looking for a software tool for converting common
> CAD model format ( e.g. IGES, DXF) into Openflight format
> to be used for visual simulations. Does anyone know of a solution
> of this kind?
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Date: Tue, 14 Jan 1997 10:32:46 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701141032.ZM25041@hotsauce.clubfed.sgi.com>
In-Reply-To: Ming Wah <eng30228@leonis.nus.sg>
        "POinter to coordinate list" (Jan 14,  9:12am)
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To: Ming Wah <eng30228@leonis.nus.sg>
Subject: Re: POinter to coordinate list
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Status: O

You can use the getAttrLists method of pfGeoSet which gives you a pointer to
the desired data if you change the information the pointer is pointing to it
will cahnge in the scene. If you are using a multiprocess model for performer
(APP_CULL_DRAW) you will want to use pfCycleBuffer's for the data you are going
to update in the pfGeoSet.

Here is some sample code I put into my updateSim() routine to generate a
dynamic surface.


...
    static pfGeoSet	*ocean;


    if(doOnce) {
       doOnce = False;
       pfGeode *temp = (pfGeode *)
       	ViewState->scene->find("virtOcean", pfGeode::getClassType());
       ocean = temp->getGSet(0);

...
    }
...

#ifdef CYCLEBUFFERS
    pfCycleBuffer *coords;
#else
    pfVec3 *coords;
#endif
    pfVec3 *norms;
    ushort *n_ilist;
    ushort *vertexlist;
    ocean->getAttrLists(PFGS_COORD3, (void **)&coords, &vertexlist);
    ocean->getAttrLists(PFGS_NORMAL3, (void **)&norms, &n_ilist);


Brian



On Jan 14,  9:12am, Ming Wah wrote:
> Subject: POinter to coordinate list
>
> Hi all,
> 	Does anyone know how to query a GEoSet and put a pointer to the
> list of coordinates? Can these coordinates be changed during simulation
> (update of position)?
>
>
> THanks!!!!
>
> Jon
>
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Ming Wah



-- 
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Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
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Date: Tue, 14 Jan 1997 17:10:53 +0100 (MET)
Message-Id: <199701141610.RAA14646@euclid.ecrc.de>
From: Eric Rose <erose@ecrc.de>
To: info-performer@sgi.com
Subject: job offer: augmented reality/Munich, Germany
X-Face: 8?Ma>}.Duia{Pb\%\b9LnIkA3?,o=Xxb_U9x\(6C_vB6"-,&p9\1%[~FdT#C[8=f|8sEo48"w~Yv|,~%c/)r>Cdfq:(.O[=H3T)rG[;o+4H1_4H)H}+XA['sDM}N3)fjO%Jl&Aqi8>W0@%:2x;xlA]Pv)>#$h:(@fXmj|v~C|Z'[<7h5`0(^T5'Uu"s=3YA.n[~XD9K)#2kptJid
Status: O


		1.5-Year Research Position (Computer Graphics): 
	Augmented Reality for Exterior Construction Applications
	========================================================

The Fraunhofer Projectgroup "Augmented Reality" at ZGDV seeks a talented
computer scientist to participate in a major European Commission-funded 
research project, CICC (Collaborative Integrated Communications for
Construction). The position is available immediately and limited to
the duration of the project (Aug. 98). Yet, the successful candidate
will be strongly encouraged to continue research towards a Doctorate
degree on followup projects.


Job Description
---------------

The candidate will be a member of a multinational research group
developing augmented reality (AR) technology primarily for
pilot-applications in the construction industry. Job activites include
development, implementation, testing, and evaluation of novel AR
visualization techniques, working with other members of the group to
integrate computer-vision results into the AR visualization
environment, and developing test scenarios for the construction
industry. Some system support and administration within the group is
also necessary. The position stresses technical knowledge, creativity, and 
self-sufficiency, as well as a desire to investigate new technologies and 
problem solutions. 


Education
---------

Masters degree or Diplom in Computer Science or a related field.


Experience
----------

A strong programming backround in C++/Unix is required, as well as
knowledge of high-end Silicon Graphics machines and programming
libraries. Experience in software engineering for real-time and
interactive systems is also desirable. In addition, a good candidate
should also have knowledge of some of the following:

    + Computer graphics, including
	- OpenGL
	- CAD systems and 3D file formats
    + X/Motif
    + Software engineering
    + Virtual Reality (VR), including
	- input devices: magnetic trackers, etc
	- head-mounted displays
    + Video
	- video on Silicon Graphics
	- video hardware
    + Multiprocessing and shared-memory
    + System administration and support
    + Silicon Graphics hardware
	- Reality Engine or Infinite Reality graphics hardware
    + IRIX software libraries, such as
	- ViewKit
	- ImageVision
	- RapidApp
	- Digial Media (Video Library)
	- Open Inventor
	- IRIS Performer
	- Cosmo 3D
    + The C++ Standard Template Library


Our Affiliation
---------------

The Fraunhofer Projectgroup Augmented Reality at ZGDV belongs to the House 
of Computer Graphics in Darmstadt which consists of the Fraunhofer Institut 
for Computer Graphics (FhG-IGD), the Computer Graphics Center e.V. (ZGDV), 
and the Interactive Graphic Systems Group at the University of Darmstadt. 
For operational reasons, the Projectgroup Augmented Reality is currently
located in Munich, Germany.  

Munich and its surroundings is one of Europe's high-tech centers, with 
numerous computer and manufacturing companies, and a major technical 
university located in the area. Munich is also a great place to live. 
It is home to the world famous Oktoberfest and other festivals, close 
to the Alps and surrounded by numerous lakes. Culturally, Munich offers 
a variety of museums, art galleries, and concert venues.  Munich is also 
centrally located for travel to other parts of Europe.


How to Apply
------------

To apply, send a resume, the names and addresses of at least three
references, your telephone number and e-mail address to the address
listed below.  Only written applications will be considered.


Write to
--------

Gudrun Klinker
Fraunhofer Projektgruppe fuer Augmented Reality im ZGDV
Arabellastrasse 17 (ECRC)
D-81925 Munich
Germany


More information
----------------

http://www.igd.fhg.de/~klinker


-- 
Eric Rose				 	http://www.ecrc.de/staff/erose/
Fraunhofer Projektgruppe fuer Augmented Reality im
Zentrum fuer Grafische Datenverarbeitung (ZGDv) eV     Email:	erose@ecrc.de
European Computer-Industry Research Centre (ECRC) GmbH Phone:	+49-89-92699-201
Arabellastrasse 17, D-81925 Munich		       FAX:	+49-89-92699-170
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From guest  Tue Jan 14 08:38:30 1997
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Date: Tue, 14 Jan 1997 11:33:34 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701141133.ZM25250@hotsauce.clubfed.sgi.com>
In-Reply-To: terence@systech.hinet.net (Terence Ker)
        "CAD model to OpenFlight format" (Jan 14,  5:29pm)
References: <9701150129.AA01293@systech.hinet.net>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: terence@systech.hinet.net (Terence Ker), info-performer@sgi.com
Subject: Re: CAD model to OpenFlight format
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Status: O

THe Multigen toolkit provides a dxftoflt utility, call Multigen.

Brian

On Jan 14,  5:29pm, Terence Ker wrote:
> Subject: CAD model to OpenFlight format
>
> Hi, Performer;
>
>     I am looking for a software tool for converting common
> CAD model format ( e.g. IGES, DXF) into Openflight format
> to be used for visual simulations. Does anyone know of a solution
> of this kind?
>
>
>
>
>                                               -= Terence Ke =-
>
>                                             Systems & Technology
>                                             Taipei, Taiwan
>                                 e-mail: terence@systech.hinet.net
>
>
>
> =======================================================================
> 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 Terence Ker



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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From guest  Tue Jan 14 10:15:45 1997
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	  id MAA03872; Tue, 14 Jan 1997 12:11:52 -0600 (CST)
Date: Tue, 14 Jan 1997 12:08:55 -0600 (CST)
From: "Dee A. Chapman" <dchapman@ncsa.uiuc.edu>
To: info-performer@sgi.com
cc: "Dee A. Chapman" <dchapman@ncsa.uiuc.edu>
Subject: pfuAddDelay - object disappears
Message-ID: <Pine.SUN.3.95.970114120649.20802A-100000@eads.ncsa.uiuc.edu>
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Hello,

I would like to use "pfuAddDelay()" function in the middle
of a path.  However, when the object following the path
encounters the "pfuAddDelay" function, it disappears
from view for the length of time of the delay.  After the
delay, it reappears and continues following the path.
Has anyone else had this experience?  If so, is there a
work around?

Thanks!
Dee

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Date: Tue, 14 Jan 1997 21:32:37 +0200
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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Subject: NOT synchronizing to vertical retrace
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Status: O

I want to synchronize my Performer app to an event different
from a vertical retrace of the framebuffer (i.e., NOT to
glXSwapBuffers(), glXWaitVideoSyncSGI(), etc.). If I refrain
from calling pfSync() directly, it gets called internally by
pfFrame().
How can I do this?
For simplicity, lets assume that we are running single-process.

Moshe Nissim
Orad Hi-Tec Systems
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From guest  Tue Jan 14 12:40:33 1997
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Date: Tue, 14 Jan 1997 15:29:36 -0500
From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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To: Christopher R Volpe <volpe@ash.crd.ge.com>
Cc: Sharon Clay <src@rose.asd.sgi.com>,
        Fred Clyne <rose.asd.sgi.com!giraffe.asd.sgi.com!holodeck.csd.sgi.com!rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!octave!fred>,
        Christopher R Volpe <uunet.uu.net!uunet!ash.crd.ge.com!volpe>,
        info-performer@sgi.com
Subject: Solution: Re: Sudden X/Performer problem
References: <32D2D4D4.1296@ash.crd.ge.com>  <9701081304.ZM13842@octave> <9701081058.ZM28017@rose.asd.sgi.com> <32DA9881.58E4@ash.crd.ge.com>
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Status: O

Christopher R Volpe (that's me) wrote:
> 
> 
[Sharon describes how to tell if I'm a victim of this strange shared
arena bug]
> Yup. That's my beast. I get lots o' them. However, if I compile the
> entire application with -mips4 (I'm on an R10000), the problem
> disappears. However, I suspect that's only because -mips4 allows the use
> of certain instructions which cause the resulting code size to shrink,
> therefore leaving more room between the shared arena and the brk point.

Bogus explanation on my part. For some reason I thought the heap was at
the top of the virtual address space, and the brk value was trying to
grow down into the shared arena, which was being placed too close below
the heap. Don't know why I thought that. I compared the brk value to the
pfGetSharedArenaBase() value after doing an explicit  pfInitArenas().
They are equal when compiled with the default -mips3 (thereby preventing
the brk value from being increased by subsequent calls to malloc -- this
is the bug), but when compiled with -mips4, there's a 128Mb gap between
the brk value and the shared arena base, thereby allowing the brk value
to grow by a nice hefty amount if it needs to during the course of the
execution. 

So, I decided to ensure that I had enough mallocable space by malloccing
and freeing some memory prior to initializing the shared arena. I
mallocced and freed 16MB, under the assumption that this would be enough
to shift the brk point a little, leaving enough room for whatever pfInit
needed. But I noticed that the arena base was now placed 128Mb beyond
the brk point, no longer right at the brk point. 

So, maybe just moving the brk point at all causes the bug to disappear
and allows the shared arena base to be placed where it should, 128MB
beyond the brk point. I tested this by scrapping the malloc/free of 16MB
and replaced it with sbrk(1), i.e. move the brk point by one byte. Sure
enough, this did the trick. 

So, if anyone else runs into this problem, before hardcoding virtual
addresses for the shared arena with pfSharedArenaBase(), try putting a
sbrk(1) before your pfInit() call.

Now, the question on my mind is: What on earth would tell Irix to
allocate shared arena right at the brk point, and why does it only do
this under certain circumstances?

-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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From guest  Tue Jan 14 12:54:43 1997
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701142051.MAA12780@remi.asd.sgi.com>
Subject: Re: NOT synchronizing to vertical retrace
To: orad_u@netvision.net.il (Orad Hi-Tec Systems)
Date: Tue, 14 Jan 1997 12:51:31 -0800 (PST)
Cc: info-performer@remi.asd.sgi.com
In-Reply-To: <32DBDF55.41C6@netvision.net.il> from "Orad Hi-Tec Systems" at Jan 14, 97 09:32:37 pm
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Orad Hi-Tec Systems wrote:
> 
> I want to synchronize my Performer app to an event different
> from a vertical retrace of the framebuffer (i.e., NOT to
> glXSwapBuffers(), glXWaitVideoSyncSGI(), etc.). If I refrain
> from calling pfSync() directly, it gets called internally by
> pfFrame().
> How can I do this?
> For simplicity, lets assume that we are running single-process.

 A swap buffer is always on a vertial retrace. This is because
 you want to avoid switching from two different images in 
 a middle of a retrace.

 But, you can synchronize (genlock) the vertical retrace to an
 external source using ircombine if it's what you want to do

 Best Regards

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: pratts@gdi4.gdi.net (Shirley Pratt)
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To: info-performer@sgi.com
Subject: 2.1 vs 2.0 for Max Impacts
Cc: pratts@gdi4.gdi.net
Date: Tue, 14 Jan 97 17:31:13 EST
Status: O

Help needed please!

The group I work with just recently got about a DOZEN fully loaded 
Indigo 2 Max Impacts. They bought Performer as well but got a dozen
CDs with Performer 2.1 was shipped to them, not Performer 2.0.
Everything I have read on the web page, seen in this mail group,
read in the  release notes indicates that Performer 2.0 should be 
used with these Max Impacts. 

HOWEVER, when they have tried to inquire about getting the correct
version, at least 2 sales people don't seem to know anything about 
the difference between Performer 2.0 and Performer 2.1. Specifically,
they've been told that the latest one we should get is Performer 2.1.
So we've read them what is on the Performer web page about the issue.
One was in Dallas, and the other is in Mtn View (Keith Duncan,
415-933-2542) who is supposed to be checking up on this but
has not yet responded back. 

Could someone with some technical clout PLEASE tell me for sure if
Performer 2.0 is still indeed the right one for the Max Impacts? 
And if so, somehow pass the message on to the people selling the
product. Our group has invested alot of $$ in these machines
and software and are very frustrated by the inconsistent advice 
we've been getting.

Thanks for any help,  Shirley 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shirley Pratt                          TRADOC Analysis Center - WSMR
Operations Research Analyst            ATTN: ATRC-WAA
Soldier Station Simulation & Analysis  White Sands Missile Range
                                       New Mexico   88002-5502
Stationed in Orlando, FL until 1/98  :D
Email: pratts@gdi.net or pratts@dis.trac.wsmr.army.mil
Phone: (407) 673-3610          FAX: (407) 679-3220*
* Pls notify me by e-mail if you send me a FAX.
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In-Reply-To: pratts@gdi4.gdi.net (Shirley Pratt)
        "2.1 vs 2.0 for Max Impacts" (Jan 14,  5:31pm)
References: <9701142231.AA06749@gdi4.gdi.net>
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To: pratts@gdi4.gdi.net (Shirley Pratt), info-performer@sgi.com
Subject: Re: 2.1 vs 2.0 for Max Impacts
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Shirley

The relnotes for Performer 2.1 do say that officially it's only tested on
Infinite Reality but that it should be OK on other platforms. We've actually
found more and more people running pf 2.1 on other platforms such as Impact
with no problems ( at least not associated with pf 2.1 specifically ).

I'd say go with pf 2.1 - we certianly don't turn support calls away because a
customer is running 2.1 on a non-iR machine. I suppose you could say that now
2.1 has been pretty well tested on other platforms since those relnotes were
written.

A couple of things to note:

Most of the benefits of 2.1 will only be seen by iR.
The differences between 2.1 and 2.0 are pretty techy - if you need info like
this in the future then by all means use sales as one channel but don't
hestitate to speak to tech. support as well. Obviously Performer specific
queries like this one are ideal for this forum too.

Hope this clears things up - let me know if you have anymore questions.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Tue, 14 Jan 1997 17:32:46 -0600
From: Mike Weiblen <mew@paradigmsim.com>
Organization: Paradigm Simulation, Inc.
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To: Ion Barosan <I.Barosan@urc.tue.nl>
CC: info-performer@sgi.com
Subject: Re: Stereo display
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Ion,

I did something similar several years ago, on a much smaller scale,
using
an Amiga.  For ~US$10, I build a box that detected the sync from a video
signal and reconstructed the control signal for some LCD shutter
goggles.
(See http://www.access.digex.net/~mew/syncbox.html for details)

I don't know of a commercial solution, but the proof-of-concept worked.

Cheers
-- mew


Ion Barosan wrote:
>  A friend of mine has a small theater and she is fascinated by the
>  stereo projections mixted with life acting.
>  I made some animations using Performer, recorded them and the I projected
>  them on a large screen, but not stereo.
> 
>  My question is, is it possible to develop and record the animation stereo on
>  an Onyx (I meen the stereo output of the animation) and then later display
>  that animation stereo on a large screen ?

-- 
Mike Weiblen                  talkto:972-960-2301 x292
PARADIGM Simulation, Inc.     faxto:972-960-2303
14900 Landmark, Suite 400     mailto:mew@paradigmsim.com
Dallas TX 75240               http://www.paradigmsim.com
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701150021.QAA13632@remi.asd.sgi.com>
Subject: Re: glReadPixels
To: WILLIAM_MARINELLI@ntsc.navy.mil
Date: Tue, 14 Jan 1997 16:21:27 -0800 (PST)
Cc: info-performer@remi.asd.sgi.com
In-Reply-To: <9700138531.AA853187997@CCMAIL.NTSC.NAVY.MIL> from "WILLIAM_MARINELLI@ntsc.navy.mil" at Jan 13, 97 12:35:29 pm
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WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> 
>      I'm posting this to both groups because it's a vega app but seems 
>      applicable to both in the context of a post draw callback.
>      
>      Opinions about using glReadPixels to approximte the distance an object 
>      is away from the eyepoint (simulate a laser range finder)?
>      
>      I use 
>      
>      glReadPixels(640,512,1,1,GL_DEPTH_COMPONENT,GL_FLOAT,f);
  should be ................................................&f
>      
>                   ^^^^^^^ ^^^ ^^^^^^^^^^^^^^^^^^
>                   middle   1      z buffer value
>                   of      pixel
>                   screen
>      
>      
>      then try to scale it appropriately with the near and far clip planes.
>      
>      f returns with a float value between 0 and one. I suppose that the 
>      Ifinite Reality Floating point z buffer has been accounted for when 
>      this float is spit out.
>      
>      At this point the returned depth buffer value is scaled quite large; 
>      ie, you pitch down to the ground and the returned value is still quite 
>      high (.4). 

 If you use a perspective matrix, you have to apply the inverse of the
 matrix tu find z (a simple scale is not enough )

 z = 2*far*near / (far+near - (far - near) * (2. * f  -1.));

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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701150031.QAA13674@remi.asd.sgi.com>
Subject: Re: Custom texture filtering
To: reymond@corysmailserv.corys.fr (Gilles Reymond)
Date: Tue, 14 Jan 1997 16:31:48 -0800 (PST)
Cc: info-performer@remi.asd.sgi.com
In-Reply-To: <9701131529.AA00483@cos2.4s205.corys> from "Gilles Reymond" at Jan 13, 97 04:29:51 pm
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Gilles Reymond wrote:
> 
> Hi,
> 
> Has anyone some experience with gltexfilterfuncsgis - or its IrisGl counterpart 
> texdef2d(TX_MIPMAP_FILTER_KERNEL) ?
 
  Warning: this filter option has a cost of 2X in fill.

> 
> My particular problem is to deal with a repeated RGBA texture mapped onto a 
> polygon strip going away to the horizon. Using mipmapping 
> GL_LINEAR_MIPMAP_LINEAR causes some artifacts in the rendering of the farthest 
> side of the object, where the min_filter supposedly becomes active. I guess this 
> is due to the particular structure of the texture.
> This effect was experienced both on iR and RE2 systems, though with slight 
> rendering aspect differences.
> 
> Hence, my questions are :
> 
> 	- was is the weighting policy used by standard trilinear mipmapping on 
> those systems ?
> 	- would a custom-designed set of weights help solve my problem ?
> 	- what is the recommended method for chosing these weights (through 
> Performer calls, maybe)?
> 

 The first thing you should do is to provide your own texture LOD, instead of using
 the default ones. So you could remove some high frequency you have in the smallest
 LODs.

 Unfortunately for you, this is available only with OpenGL. 

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Date: Tue, 14 Jan 1997 18:38:14 -0600
In-Reply-To: "Rob Jenkins" <robj@quid.csd.sgi.com>
        "Re: 2.1 vs 2.0 for Max Impacts" (Jan 14,  3:13pm)
References: <9701142231.AA06749@gdi4.gdi.net> 
	<9701141513.ZM15575@quid.csd.sgi.com>
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To: "Rob Jenkins" <robj@quid>
Subject: Re: 2.1 vs 2.0 for Max Impacts
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On Jan 14,  3:13pm, Rob Jenkins wrote:
> Subject: Re: 2.1 vs 2.0 for Max Impacts
> Shirley
>
> The relnotes for Performer 2.1 do say that officially it's only tested on
> Infinite Reality but that it should be OK on other platforms. We've actually
> found more and more people running pf 2.1 on other platforms such as Impact
> with no problems ( at least not associated with pf 2.1 specifically ).
>
> I'd say go with pf 2.1 - we certianly don't turn support calls away because a
> customer is running 2.1 on a non-iR machine. I suppose you could say that now
> 2.1 has been pretty well tested on other platforms since those relnotes were
> written.

Other issues to consider:

Isn't Performer 2.1 released only for IRIX6.2?  It is
OpenGL only (okay, of course, for Impacts, O2s, iRs).

There are several bugs in 2.1 and 2.0 which have been fixed in the
2.0.2 patches (1347 and 1392 for IRIX6.2).  These patches repair
libraries from Performer 2.0 and 2.0.1 only, but these patches
do not apply to the Performer 2.1 libraries (the ones tagged sgi3.0).

We've also had difficulty linking statically with Performer 2.1
libraries, but not with 2.0.2.

For these reasons, we've avoided using Performer 2.1 on anything
but the iR, but are interested in hearing more about 2.1 on
non-iR systems.  We would like to use it for all platforms if
we can get around the above problems.  Are there any long term
"success" stories out there?



> A couple of things to note:
>
> Most of the benefits of 2.1 will only be seen by iR.
> The differences between 2.1 and 2.0 are pretty techy - if you need info like
> this in the future then by all means use sales as one channel but don't
> hestitate to speak to tech. support as well. Obviously Performer specific
> queries like this one are ideal for this forum too.
>
> Hope this clears things up - let me know if you have anymore questions.
>
> Cheers
> Rob
>
> --
> ________________________________________________________________
> Rob Jenkins mailto:robj@csd.sgi.com
> Silicon Graphics, Mtn View, California, USA
> =======================================================================
> 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 Rob Jenkins



-- 
|----	Elizabeth Smith	----				    	|
|	972-960-2301 (voice)	Paradigm Simulation, Inc.	|
|	972-960-9049  (FAX)	14900 Landmark, Suite 400	|
|	eliza@paradigmsim.com	Dallas, Texas   75240	USA	|
|	http://www.paradigmsim.com				|
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From: pratts@gdi4.gdi.net (Shirley Pratt)
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To: info-performer@sgi.com
Subject: Re: 2.1 vs 2.0 for Max Impacts
Date: Tue, 14 Jan 97 23:30:21 EST
Status: O

>From: "Howard Larson" <larson@howard.es.hac.com>
>Date: Tue, 14 Jan 1997 19:28:41 -0800
>To: pratts@gdi4.gdi.net (Shirley Pratt)
>Subject: Re: 2.1 vs 2.0 for Max Impacts
>                                                     
>	What does "recently got" mean...  IRIX 6.4 with R10000 cpus ?
                                               ^^^
                                               ???

This bunch we got are all Indigo 2 Max Impacts with R10000 CPU, IRIX 6.2

>
>Performer 2.0 came out Dec 95,
>
>you should use Performer 2.1
>	if you do NOT have a R4400 in your Indigo 2 Max Impacts

OK, BUT a couple other ones we already have are Indigo 2 Max Impacts 
with R4400 CPUs.  We'll  need to install what works on all 
our Max Impacts to remain sane so I'll recommend upgrades to R10000 for 
those ;) 

        Thanks for your input, Shirley

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*********************** Note new job info *************************

Shirley Pratt                          TRADOC Analysis Center - WSMR
Operations Research Analyst            ATTN: ATRC-WAA
Soldier Station Simulation & Analysis  White Sands Missile Range
                                       New Mexico   88002-5502
Stationed in Orlando, FL until 1/98  :D
Email: pratts@gdi.net or pratts@dis.trac.wsmr.army.mil
Phone: (407) 673-3610          FAX: (407) 679-3220*
* Pls notify me by e-mail if you send me a FAX.
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To: "Rémi Arnaud" <remi@remi.asd.sgi.com>
CC: info-performer@remi.asd.sgi.com
Subject: Re: NOT synchronizing to vertical retrace
References: <199701142051.MAA12780@remi.asd.sgi.com>
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R=E9mi Arnaud wrote:

>  A swap buffer is always on a vertial retrace. This is because
>  you want to avoid switching from two different images in
>  a middle of a retrace.
>=20
>  But, you can synchronize (genlock) the vertical retrace to an
>  external source using ircombine if it's what you want to do
>=20

Maybe I didn't make myself clear enough.

I *dont* want to swap buffers:

> > an event different
> > from a vertical retrace of the framebuffer (i.e., NOT to
> > glXSwapBuffers(), glXWaitVideoSyncSGI(), etc.).

Of course, a buffer swap has to synchronize (or at least pend
rasterization of the following GL tokens) to a vertical retrace.

Moshe Nissim
Orad Hi-Tec Systems
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From guest  Wed Jan 15 01:22:49 1997
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From: c00chu00@nchc.gov.tw (Sam Chu)
Message-Id: <9701150916.AA21185@ceres.nchc.gov.tw>
Subject: Infrared Mode
To: info-performer@sgi.com
Date: Wed, 15 Jan 1997 17:17:01 +0800 (CST)
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Status: O


Hi Performers:

  Would anyone give me some advise to implement the infrared mode
in SGI Performer(I use MultiGenII to create models)? 

  In MultiGen II, I can assign Infrared Color and IR Material to face
(polygon), but how can I use these attributes in Performer to implement
the infrared mode? Also how can I decide the value of infrared color for 
different objects(how much for trees or how much for the tank?)?

  From the doc of "OpenFlight loader R15.2 for IRIS Performer 2.x",this
Loader will ignore infrared (color). Can I still use this loader to
implement the infrared mode?
 
  Thank you for your assistance in advance.

Regards,

Sam Chu 
National Center for High-Performance Computing 
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701150956.ZM9530@bitch.reading.sgi.com>
Date: Wed, 15 Jan 1997 09:56:43 +0000
In-Reply-To: Orad Hi-Tec Systems <orad_u@netvision.net.il>
        "NOT synchronizing to vertical retrace" (Jan 14,  9:32pm)
References: <32DBDF55.41C6@netvision.net.il>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Orad Hi-Tec Systems <orad_u@netvision.net.il>, info-performer@sgi.com
Subject: Re: NOT synchronizing to vertical retrace
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Status: O

On Jan 14,  9:32pm, Orad Hi-Tec Systems wrote:
> Subject: NOT synchronizing to vertical retrace
> I want to synchronize my Performer app to an event different
> from a vertical retrace of the framebuffer (i.e., NOT to
> glXSwapBuffers(), glXWaitVideoSyncSGI(), etc.). If I refrain
> from calling pfSync() directly, it gets called internally by
> pfFrame().
> How can I do this?
> For simplicity, lets assume that we are running single-process.
>

The video rate is king. Even if you lock the app to a different rate
you'll still experience problems because your draw will still render
to a multiple of the video. You either have to genlock the video to
bring the I.G. into line or use the vertical sync to lock your i/o.

You could also try resampling the data to match your video rate and
don't bother with the lock. Usually this is less than an optimal
solution.

Cheers,
Angus.
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Q: How to find current Xform for a given node?
Date: Wed, 15 Jan 1997 11:03:49 GMT
Organization: Pera
Message-ID: <32dcb493.8331420@post.demon.co.uk>
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Hi,

I have a requirement to determine the current transformation matrix
applicable to specific nodes in my Scene graph. Specifically I need
this information for use in the Intersection process.

My current approach uses an intersection traversal callback on the
specified nodes which calls pfGetTravMat to store the matrix.

The intersection process makes calls to pfNodeIsectSegs and/or
pfChanNodeIsectSegs several times as part of it's processing before I
do the processing which makes use of the stored transformation
matrices.

The problem I have is that the intersection traversal triggered by the
calls to pfNodeIsectSegs etc may not reach the nodes with my callback
attached.

Can anyone suggest a way of getting the current transformation matrix
for a specific node which doesn't have this problem?

TIA.

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
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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From: "Siva Sankaran" <siva@triveni.newdelhi.sgi.com>
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Date: Wed, 15 Jan 1997 16:58:44 -0800
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Subject: My MultiGen model developed on RE2 and MultiGenII 1.0 does not work on IR!
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Status: O

Hi,

I have develoeped a walkthrough model on RE2, using MultiGenII 1.0. When I load
the model using perfly on IR machine the model gets loaded with no textures at
all. Even while loading the textures at the strart up of the Perfly it just
shows white rectangles being loaded.

Then I try loading same data base using MultiGenII 1.0 on IR, even MultiGen
also has a problem with it. The textures are loaded in texture pallet and if I
select any texture from the pallete, suddenly it becomes visible on wrongly
applied polygone. Other polygones continue to be white.

I use Performer 2.0 with OpenFlight 14.x Performer loader.

Is there any changes in MultiGen and it's loader for IR. Is it available online
as patches so that I can download.


Sunil Hadap
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From guest  Wed Jan 15 04:55:58 1997
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From: Thomas.Steudten@philosys.de (Thomas Steudten)
Message-Id: <199701151247.NAA12451@indy.philosys.de>
Subject: Q: No picking of pfbillboards?
To: info-performer@sgi.com, thomas@philosys.de (Thomas Steudten)
Date: Wed, 15 Jan 1997 13:47:12 +0100 (MET)
Organisation: Philosys Software GmbH, Unterschleissheim, Germany
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Status: O

Hi,

i've tried to pick some billboards in a scene graph by the call

 NrHits = pfChanPick( Channel, PFPK_M_NEAREST|PFTRAV_IS_PRIM, ChannelX, ChannelY, 0.0f, PickList ).

But i got always NrHits = 0 for billboards. Other objects are ok for picking.

Isn't it possible to pick billboards?

Our equipment: Performer 2.0, OpenGL, Irix 5.3, 6.3, indy and some O2's.


Regards,
   Thomas


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From: "Jim" <jim@systech.hinet.net>
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Date: Wed, 15 Jan 1997 21:13:18 -0800
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Subject: one of polygons disappear
Cc: jim@systech.hinet.net
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Status: O

Hi Performer:

	I construct a cone which composed of ten-triangles. The pfGSet vertices
coord.s of triagles like
 	    [ x+R*sin(n*pi/5)    ,y+R*cos(n*pi/5)     , z]
	    [ x                  ,y                   , z-length]
	    [ x+R*sin((n+1)*pi/5), y+R*cos((n+1)*pi/5), z]

	n        ----- 0<n<9
	R	 ----- the radius of circle
	(x, y, z)----- the center of circle
	pi=3.14159

	It looks right with ten triangls in wireframe pfGStateMode, but seems
(the last) one of triangles just disappear in other NONwireframe mode.

	I have ever tied the set PFCULLFACE ON/OFF and set n=-1 for the last
vertice(n=9) also. But it still can not be visible. I tried with BACKFACE
showing and didn't see the lost.

	Please help me! Thanks.


-- 
Jim Tsai     			                
Software Engineer       Visual Simulation sec.  
System & Technology Corp.    Taipei           

Email  : jim@systech.hinet.net   Tel: 886-2-6981599   Fax: 886-2-6981211
Address: 18F-5, No. 79, Hsin Tai Wu Road, Sec. 1, Hsi-chih, Taipei Hsien, Taiwan, R.O.C.


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Date: 15 Jan 97 08:14:32 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: info_performer <info-performer@sgi.com>
Subject: Texture detail and zbuffer on Impact
Message-ID: <970115131432_101372.3460_JHP77-1@CompuServe.COM>
Status: O

I work on Impact 5.3 with patch 1414 or 6.2 with patch 1392, 1347.
With these patches have have always the same problem :
- Bad texture detail on terrain 
- zbuffer problems ( face behind another has drawn), it's good when I put the
near at 40m.

I load a MultiGen file, may be is a loader problem ?
Yoel.

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From: "Jude Anthony" <jude@p3.enzian.com>
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Subject: Re: Scene Density Requirements
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Status: O

I'm getting some conflicting answers on this problem, so I'm asking for more 
opinions.  (Majority rules?  On a technical question?  Hmmm...)

In general, this is a question concerning draw speed, fill rate, and depth 
complexity.

The machine is an RE2 with 2RM4s.  The application runs in a 1024x768 screen.
 From all calculations I've seen so far, the test scene I'm trying to render
should go at 30Hz; yet it has a draw time of 33.1ms, and runs no faster than
20Hz.  (Statistics from perfly or vega application.)

The scene consists of strips of tris, overlapped so that none are completely
obscured, sometimes up to six deep.  The scene was created with MultiGen,
and I arranged the objects so that they are sorted back-to-front, since they
all have the same Z.  The strips are meshed for their entire length.  In
short, it looks something like this:

   +----------------+
   | +----------------+
   | | +----------------+
   + | |                |
     + |                |
       +----------------+

The strips are placed at a distance from the observer such that one database 
unit is one pixel.  The strips constitute the following numbers and sizes of 
triangles:
   150 tris, 101x101
  1350 tris,  51x51
  1500 tris,  10x10

None of the above is negotiable; it's all set out in the test document.

Our average depth complexity for the scene is somewhere between 3.31 and 
3.33.  (Perfly/Vega statistics again.)

The rated pixel fill rate for 2 RM4s is 110Mpix/sec. Our scene contains:
   150 x 101 x 101 / 2 = 765,075
+ 1350 x 51 x 51 / 2 = 1,755,675
+ 1500 x 10 x 10 / 2 =    75,000
--------------------------------
                       2,595,750 pixels.
At 30Hz, that makes 2,595,750 * 30 = 77,872,500pix/sec, which is below the 
rated fill rate, so shouldn't be causing a problem.

Question 1: Am I missing some important calculation here?

  From this calculation, this app should run 30Hz without even breathing 
hard.  I must be missing something.  Maybe I need to add the screen clearing 
and Z-buffer clearing pixels in here?  

Question 2: Is there any way to increase the speed of this app to 30Hz?

  I found that by eliminating multisampling, turning off the Z-buffer 
altogether, or not clearing the Z-buffer, I can increase the iteration rate.  
Unfortunately, I'm not allowed to change those things, since the test app 
conditions are supposed to match the simulation conditions.
  I also find that moving the observer back just a little speeds things up.

Question 3: In what way does depth complexity directly affect render speed?

  If every pixel of every polygon is compared against the Z-buffer before it
is drawn, then it should make no difference to speed if I overlap several
polygon strips or spread them out over the screen (as long as the number of
pixels remains constant).  In each case, every pixel gets compared against
the Z-buffer once before it is drawn, resulting in the same number of
comparisons ever time.  Is there some other way that depth complexity affects 
render speed, or am I misiniformed with respect to the Z-buffer algorythm?

Any help would be greatly appreciated.

Thanks,
Jude Anthony
jude@p3.enzian.com

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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: Siva Sankaran <siva@triveni.newdelhi.sgi.com>, info-performer@sgi.com
Subject: Re: My MultiGen model developed on RE2 and MultiGenII 1.0 does not work on IR!
Date: Wed, 15 Jan 1997 13:40:35 GMT
Organization: Pera
Message-ID: <32dcddf0.18914439@post.demon.co.uk>
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On Wed, 15 Jan 1997 16:58:44 -0800, Sunil wrote:
>Hi,
>
>I have develoeped a walkthrough model on RE2, using MultiGenII 1.0. When=
 I load
>the model using perfly on IR machine the model gets loaded with no =
textures at
>all. Even while loading the textures at the strart up of the Perfly it =
just
>shows white rectangles being loaded.
>
>Then I try loading same data base using MultiGenII 1.0 on IR, even =
MultiGen
>also has a problem with it. The textures are loaded in texture pallet =
and if I
>select any texture from the pallete, suddenly it becomes visible on =
wrongly
>applied polygone. Other polygones continue to be white.
>
>I use Performer 2.0 with OpenFlight 14.x Performer loader.
>
>Is there any changes in MultiGen and it's loader for IR. Is it available=
 online
>as patches so that I can download.

Are the dimensions of your textures powers of two (e.g. 64x128,
256x256, 512x32 etc)?

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
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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Subject: Texture & multi-pfPipeWindows on iR
To: info-performer@sgi.com
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Status: O


Hi,

---- on Aug 16, 1996, Sharon Clay wrote:
>This is because each pfPipeWindow has a separate graphics context so
>when you have to change pfPipeWindows, a graphics context switch occurs.
>One additional issue is the management of textures and display lists
>between graphics contexts.  By default separate graphics
>contexts do _not_ share textures which means that you might be
>running out of texture memory from duplicated textures.
>You can verify if this is the case with performer graphics stats - they
>will show texture downloads happening.
>If this is your trouble, you can attach multiple pfPipeWindows (the
>default Performer share mask specifies to share GL objects, 
PFWIN_SHARE_GL_OBJS).

it's only available in PFMP_APPCULLDRAW. this is result of test:

		    APPCULLDRAW   APP_CULLDRAW   APPCULL_DRAW
1 pfPipeWindows       100%           100%           100%
2 shared              100%            50%            50%
2 not shared           50%            50%            50%
3 shared              100%            33%            33%
3 not shared           33%            33%            33%

the number in table is boundary, speed down if go beyond the limit.
test on iR/2xR4400, 2xRM6, IRIX6.2, PF2.1, patch 1355(Aug,96 second release).

Question: is it a normal behaviour, known bug, or my mistake ?

I'm able to supply source code if necessary. Thanks for any help!

liubin
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From: "Jude Anthony" <jude@p3.enzian.com>
Organization: Enzian Technology, Inc.
To: info-performer@sgi.com
Date: Wed, 15 Jan 1997 11:08:02 EST
Subject: Re: Scene Density Requirements
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Status: O

I'm getting some conflicting answers on this problem, so I'm asking for more 
opinions.  (Majority rules?  On a technical question?  Hmmm...)

In general, this is a question concerning draw speed, fill rate, and depth 
complexity.

I've been asked to repost this question, including whether or not I'm using
a pfESky, and how the screen is cleared.  When this thing actually runs,
it's a Vega app; I'm not certain how they use pfESky.  I've got a sky color,
and my envrionment is enabled; I believe it's PFES_FAST.  Lynx doesn't
mention an option for screen clearing; the closest I've seen is "Buffer
Clearing" which is set with the Z-Buffer and Frame Buffer buttons checked,
but not the Stencil or MS Buffer buttons.  I've sent this to the Vega group 
as well, to get answers for these questions (I hope).

The machine is an RE2 with 2RM4s.  The application runs in a 1024x768 screen.
 From all calculations I've seen so far, the test scene I'm trying to render
should go at 30Hz; yet it has a draw time of 33.1ms, and runs no faster than
20Hz.  (Statistics from perfly or vega application.)

The scene consists of strips of tris, overlapped so that none are completely
obscured, sometimes up to six deep.  The scene was created with MultiGen,
and I arranged the objects so that they are sorted back-to-front, since they
all have the same Z.  The strips are meshed for their entire length.  In
short, it looks something like this:

   +----------------+
   | +----------------+
   | | +----------------+
   + | |                |
     + |                |
       +----------------+

The strips are placed at a distance from the observer such that one database 
unit is one pixel.  The strips constitute the following numbers and sizes of 
triangles:
   150 tris, 101x101
  1350 tris,  51x51
  1500 tris,  10x10

None of the above is negotiable; it's all set out in the test document.

Our average depth complexity for the scene is somewhere between 3.31 and 
3.33.  (Perfly/Vega statistics again.)

The rated pixel fill rate for 2 RM4s is 110Mpix/sec. Our scene contains:
   150 x 101 x 101 / 2 = 765,075
+ 1350 x 51 x 51 / 2 = 1,755,675
+ 1500 x 10 x 10 / 2 =    75,000
--------------------------------
                       2,595,750 pixels.
At 30Hz, that makes 2,595,750 * 30 = 77,872,500pix/sec, which is below the 
rated fill rate, so shouldn't be causing a problem.

Question 1: Am I missing some important calculation here?

  From this calculation, this app should run 30Hz without even breathing 
hard.  I must be missing something.  Maybe I need to add the screen clearing 
and Z-buffer clearing pixels in here?  

Question 2: Is there any way to increase the speed of this app to 30Hz?

  I found that by eliminating multisampling, turning off the Z-buffer 
altogether, or not clearing the Z-buffer, I can increase the iteration rate.  
Unfortunately, I'm not allowed to change those things, since the test app 
conditions are supposed to match the simulation conditions.
  I also find that moving the observer back just a little speeds things up.

Question 3: In what way does depth complexity directly affect render speed?

  If every pixel of every polygon is compared against the Z-buffer before it
is drawn, then it should make no difference to speed if I overlap several
polygon strips or spread them out over the screen (as long as the number of
pixels remains constant).  In each case, every pixel gets compared against
the Z-buffer once before it is drawn, resulting in the same number of
comparisons ever time.  Is there some other way that depth complexity affects 
render speed, or am I misiniformed with respect to the Z-buffer algorythm?

Any help would be greatly appreciated.

Thanks,
Jude Anthony
jude@p3.enzian.com

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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Hi everybody,

	I used pfDrawChanStats to show the statistics diagram. I have three
channels in one pipeline. At first, I used third channel to show the diagram.
But after I used the draw_callback, this statistics diagram disappear. I tried
all the channels. It still not work. I used draw_callback to draw HUD. I like
to know how does the HUD affect the frame rate. If anybody know how to bring
the statistics diagram back? Thanks.

-- 
_______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
     (_Y_.)'  ._   )  `._ `. ``-..-'  Phone(O) :(409) 845-0729      
   _..`--'_..-_/  /--'_.' ,'               (H) :(409) 691-8570
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Date: Wed, 15 Jan 1997 11:28:33 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701151128.ZM28372@hotsauce.clubfed.sgi.com>
In-Reply-To: Jean BENOIT <101372.3460@compuserve.com>
        "Texture detail and zbuffer on Impact" (Jan 15,  8:14am)
References: <970115131432_101372.3460_JHP77-1@CompuServe.COM>
Reply-To: brian@sgi.com
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To: Jean BENOIT <101372.3460@compuserve.com>,
        info_performer <info-performer@sgi.com>
Subject: Re: Texture detail and zbuffer on Impact
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On Jan 15,  8:14am, Jean BENOIT wrote:
> Subject: Texture detail and zbuffer on Impact
> I work on Impact 5.3 with patch 1414 or 6.2 with patch 1392, 1347.
> With these patches have have always the same problem :
> - Bad texture detail on terrain

Do the textures look dithered? Do you have 1 meg TRAMs or 4 meg TRAMs on this
IMPACT? You will see dithering with 1 meg TRAMs.


> - zbuffer problems ( face behind another has drawn), it's good when I put the
> near at 40m.

This is a zbuffer resolution problem you have to move the objects further
apart, use the pfLayer facility ,not sure how this is done in MultiGen, or
shorten the distance between the near and far clipping plane. You have already
done the thrid solution this increases the resolution of the zbuffer allowing
your objects to be properly sorted. Probably the most universal solution would
be to implement pfLayers through MultiGen.

Brian


>
> I load a MultiGen file, may be is a loader problem ?
> Yoel.
>
> =======================================================================
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>-- End of excerpt from Jean BENOIT



-- 
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VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
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Date: Wed, 15 Jan 1997 18:34:21 +0200
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Angus Dorbie <dorbie@bitch.reading.sgi.com>
CC: info-performer@sgi.com
Subject: Re: NOT synchronizing to vertical retrace
References: <32DBDF55.41C6@netvision.net.il> <9701150956.ZM9530@bitch.reading.sgi.com>
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Angus Dorbie wrote:
> 
> On Jan 14,  9:32pm, Orad Hi-Tec Systems wrote:
> > Subject: NOT synchronizing to vertical retrace
> > I want to synchronize my Performer app to an event different
> > from a vertical retrace of the framebuffer (i.e., NOT to
> > glXSwapBuffers(), glXWaitVideoSyncSGI(), etc.). If I refrain
> > from calling pfSync() directly, it gets called internally by
> > pfFrame().
> > How can I do this?
> > For simplicity, lets assume that we are running single-process.
> >
> 
> The video rate is king. Even if you lock the app to a different rate
> you'll still experience problems because your draw will still render
> to a multiple of the video. You either have to genlock the video to
> bring the I.G. into line or use the vertical sync to lock your i/o.
> 
> You could also try resampling the data to match your video rate and
> don't bother with the lock. Usually this is less than an optimal
> solution.
> 
> Cheers,
> Angus.


The video rate is king only if I am rendering into the framebuffer.
(And even then, only if the drawable is double-buffered and I am trying
to swap the buffers).
But here I am rendering to an off-screen PBuffer!
(which of course doesn't need "swapbuffers")

Moshe Nissim
Orad Hi-Tec Systems
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        "Re: Scene Density Requirements" (Jan 15,  8:59am)
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Subject: Re: Scene Density Requirements
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On Jan 15,  8:59am, Jude Anthony wrote:
> Subject: Re: Scene Density Requirements
> I'm getting some conflicting answers on this problem, so I'm asking for more
> opinions.  (Majority rules?  On a technical question?  Hmmm...)
>
> In general, this is a question concerning draw speed, fill rate, and depth
> complexity.
>
> The machine is an RE2 with 2RM4s.  The application runs in a 1024x768 screen.
>  From all calculations I've seen so far, the test scene I'm trying to render
> should go at 30Hz; yet it has a draw time of 33.1ms, and runs no faster than
> 20Hz.  (Statistics from perfly or vega application.)
>
> The scene consists of strips of tris, overlapped so that none are completely
> obscured, sometimes up to six deep.  The scene was created with MultiGen,
> and I arranged the objects so that they are sorted back-to-front, since they
> all have the same Z.  The strips are meshed for their entire length.  In
> short, it looks something like this:
>
>    +----------------+
>    | +----------------+
>    | | +----------------+
>    + | |                |
>      + |                |
>        +----------------+
>
> The strips are placed at a distance from the observer such that one database
> unit is one pixel.  The strips constitute the following numbers and sizes of
> triangles:
>    150 tris, 101x101
>   1350 tris,  51x51
>   1500 tris,  10x10
>
> None of the above is negotiable; it's all set out in the test document.
>
> Our average depth complexity for the scene is somewhere between 3.31 and
> 3.33.  (Perfly/Vega statistics again.)
>
> The rated pixel fill rate for 2 RM4s is 110Mpix/sec. Our scene contains:
>    150 x 101 x 101 / 2 = 765,075
> + 1350 x 51 x 51 / 2 = 1,755,675
> + 1500 x 10 x 10 / 2 =    75,000
> --------------------------------
>                        2,595,750 pixels.
> At 30Hz, that makes 2,595,750 * 30 = 77,872,500pix/sec, which is below the
> rated fill rate, so shouldn't be causing a problem.
>
> Question 1: Am I missing some important calculation here?
>
>   From this calculation, this app should run 30Hz without even breathing
> hard.  I must be missing something.  Maybe I need to add the screen clearing
> and Z-buffer clearing pixels in here?

You should certainly factor in the time taken to clear the screen.
I've seen 1ms measured for 1280x1024 on iR.

>
> Question 2: Is there any way to increase the speed of this app to 30Hz?
>
>   I found that by eliminating multisampling, turning off the Z-buffer
> altogether, or not clearing the Z-buffer, I can increase the iteration rate.
> Unfortunately, I'm not allowed to change those things, since the test app
> conditions are supposed to match the simulation conditions.
>   I also find that moving the observer back just a little speeds things up.

Have you display listed the geometry which you draw?
Have you installed patch 1355?
Draw your larger polygons first if allowed and mix large and
small if you are able.
If texturing then use simpler internal formats like RGB 555.
Try flat shading if you can get away with it.
Make sure modes like blending are disabled.

>
> Question 3: In what way does depth complexity directly affect render speed?
>
>   If every pixel of every polygon is compared against the Z-buffer before it
> is drawn, then it should make no difference to speed if I overlap several
> polygon strips or spread them out over the screen (as long as the number of
> pixels remains constant).  In each case, every pixel gets compared against
> the Z-buffer once before it is drawn, resulting in the same number of
> comparisons ever time.  Is there some other way that depth complexity affects
> render speed, or am I misiniformed with respect to the Z-buffer algorythm?

This is correct, z buffering isn't the only issue but on our systems your
reasoning is fine for a lot of cases. It may help to use simpler texture
filters, and does help to use smaller texture formats, blending & shading.
Small polygons will will not give good fill performance.

Cheers,
Angus
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701151725.ZM10099@bitch.reading.sgi.com>
Date: Wed, 15 Jan 1997 17:25:15 +0000
In-Reply-To: brian@sgi.com (Brian Furtaw)
        "Re: Texture detail and zbuffer on Impact" (Jan 15, 11:28am)
References: <970115131432_101372.3460_JHP77-1@CompuServe.COM> 
	<9701151128.ZM28372@hotsauce.clubfed.sgi.com>
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On Jan 15, 11:28am, Brian Furtaw wrote:

>
> This is a zbuffer resolution problem you have to move the objects further
> apart, use the pfLayer facility ,not sure how this is done in MultiGen,

You use subfaces; select a polygon as parent instead of an object and
then create polygons.

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Date: Wed, 15 Jan 1997 17:47:28 +0000
In-Reply-To: "Angus Dorbie" <dorbie>
        "Re: Scene Density Requirements" (Jan 15,  5:17pm)
References: <137F0E13C1B@P3.ENZIAN.COM> 
	<9701151717.ZM10075@bitch.reading.sgi.com>
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On Jan 15,  5:17pm, Angus Dorbie wrote:

> This is correct, z buffering isn't the only issue but on our systems your
> reasoning is fine for a lot of cases. It may help to use simpler texture
> filters, and does help to use smaller texture formats, blending & shading.
                                                                 ^
                                                                 |
Should read "less blending & simpler shading"--------------------/

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From: "Rob Jenkins" <robj@quid>
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Date: Wed, 15 Jan 1997 09:42:48 -0800
In-Reply-To: Jean BENOIT <101372.3460@CompuServe.COM>
        "Texture detail and zbuffer on Impact" (Jan 15,  8:14am)
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Subject: Re: Texture detail and zbuffer on Impact
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On Jan 15,  8:14am, Jean BENOIT wrote:
> Subject: Texture detail and zbuffer on Impact
> I work on Impact 5.3 with patch 1414 or 6.2 with patch 1392, 1347.
> With these patches have have always the same problem :
> - Bad texture detail on terrain
> - zbuffer problems ( face behind another has drawn), it's good when I put the
> near at 40m.
>
> I load a MultiGen file, may be is a loader problem ?
> Yoel.
>

****** All Impacts should have at least the latest Impact gfx patches on ******

Irix 5.3:
1332 - Impact Graphics bug fixes for 5.3
1543 - X server fixes for Impact graphics

Irix 6.2:
1422 - IGLOO (IrisGL On OpenGL) patch for O2, Impact and InfiniteReality
1447 - Bug fix patch for Indigo2 Impact and Impact 10000
1574 - X server patch for Irix 6.2, all platforms except Infinite Reality

I'm not saying thet'll fix all gfx problems but they fix an awful lot - it's
pointless trying to diagnose gfx problems without them installed.

Note: the above are only the recommended gfx patches, not the whole recommended
patch list for Impact.

If you use Impacts at all please read this again :-)

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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In-reply-to: "Angus Dorbie"'s message of Wed, 15 Jan 1997 17:17:27 +0000 <9701151717.ZM10075@bitch.reading.sgi.com>
Subject: Re: Scene Density Requirements
Status: O

   From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
   Date: Wed, 15 Jan 1997 17:17:27 +0000
   References: <137F0E13C1B@P3.ENZIAN.COM>
   Mime-Version: 1.0
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   On Jan 15,  8:59am, Jude Anthony wrote:
   >
   > Question 1: Am I missing some important calculation here?
   >
   >   From this calculation, this app should run 30Hz without even breathing
   > hard.  I must be missing something.  Maybe I need to add the screen clearing
   > and Z-buffer clearing pixels in here?

   You should certainly factor in the time taken to clear the screen.
   I've seen 1ms measured for 1280x1024 on iR.

It's quite a bit more than that on an RE2 (the machine in question),
no?  I recall a number of 12ms for a screen and Z-buffer clear, though
this can be overlapped with other graphics operations.

The pfEskyMode may be an important factor in this test.  If you can
use PFES_SKY_GND or PFES_SKY instead of PFES_SKY_CLEAR you'll get
better performance (but I don't know how that translates into Vega).

   >
   > Question 2: Is there any way to increase the speed of this app to 30Hz?
   >
   >   I found that by eliminating multisampling, turning off the Z-buffer
   > altogether, or not clearing the Z-buffer, I can increase the iteration rate.
   > Unfortunately, I'm not allowed to change those things, since the test app
   > conditions are supposed to match the simulation conditions.
   >   I also find that moving the observer back just a little speeds things up.

   Have you display listed the geometry which you draw?

Seems like that would reduce this usefulness of this test as a
simulation benchmark.

   Have you installed patch 1355?

This is an RE2...

   >
   > Question 3: In what way does depth complexity directly affect render speed?
   >
   >   If every pixel of every polygon is compared against the Z-buffer before it
   > is drawn, then it should make no difference to speed if I overlap several
   > polygon strips or spread them out over the screen (as long as the number of
   > pixels remains constant).  In each case, every pixel gets compared against
   > the Z-buffer once before it is drawn, resulting in the same number of
   > comparisons ever time.  Is there some other way that depth complexity affects
   > render speed, or am I misiniformed with respect to the Z-buffer algorythm?

   This is correct, z buffering isn't the only issue but on our systems your
   reasoning is fine for a lot of cases. It may help to use simpler texture
   filters, and does help to use smaller texture formats, blending & shading.
   Small polygons will will not give good fill performance.

The test has a depth complexity greater than 1, so you're going to
overlap polygons.  Also, Z-buffer comparison is not the only cost
associated with pixel fill.  In addition to the texturing, blending and
shading costs mentioned by Angus, There is the cost of updating the
color and Z buffers if the depth test succeeds.  So, you may get a
measurably better fill rate if you render polygons front to back,
especially if the near polygons are large and occlude much of the
geometry behind them.  This may violate the conditions of your test,
but on the other hand it is realistic for many simulation applications
(e.g., rendering own vehicle geometry).

Tim
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     Performers,
     
     Can someone point me towards existing programs or demos that 
     illustrate underwater visual effects? I am referring to range of
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     Thanks,
     
     Brian Hill
     hill_brian@advmar.com
     703 413 9200 ext 4035

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In-Reply-To: "Jude Anthony" <jude@p3.enzian.com>
        "Re: Scene Density Requirements" (Jan 15, 11:08am)
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On Jan 15, 11:08am, Jude Anthony wrote:
> Subject: Re: Scene Density Requirements
>
> The machine is an RE2 with 2RM4s.  The application runs in a 1024x768 screen.
>  From all calculations I've seen so far, the test scene I'm trying to render
> should go at 30Hz; yet it has a draw time of 33.1ms, and runs no faster than
> 20Hz.  (Statistics from perfly or vega application.)
>
> The scene consists of strips of tris, overlapped so that none are completely
> obscured, sometimes up to six deep.  The scene was created with MultiGen,
> and I arranged the objects so that they are sorted back-to-front, since they
> all have the same Z.  The strips are meshed for their entire length.  In
> short, it looks something like this:
>
>    +----------------+
>    | +----------------+
>    | | +----------------+
>    + | |                |
>      + |                |
>        +----------------+
>
> The strips are placed at a distance from the observer such that one database
> unit is one pixel.  The strips constitute the following numbers and sizes of
> triangles:
>    150 tris, 101x101
>   1350 tris,  51x51
>   1500 tris,  10x10
>
> None of the above is negotiable; it's all set out in the test document.
>
> Our average depth complexity for the scene is somewhere between 3.31 and
> 3.33.  (Perfly/Vega statistics again.)
>
> The rated pixel fill rate for 2 RM4s is 110Mpix/sec. Our scene contains:
>    150 x 101 x 101 / 2 = 765,075
> + 1350 x 51 x 51 / 2 = 1,755,675
> + 1500 x 10 x 10 / 2 =    75,000
> --------------------------------
>                        2,595,750 pixels.
> At 30Hz, that makes 2,595,750 * 30 = 77,872,500pix/sec, which is below the
> rated fill rate, so shouldn't be causing a problem.


Jude,

I've written a small GL benchmark (not using Performer), for testing your
scene. It allows you to set some options and see how they affect graphics.
>From what I see on a 2RM RE, you should be OK if you are using 16 bit textures.
You can either include the clear time in your measurements or not. Including
the clear, I get about 25 milisec, when using 16 bit textures.
Using this program you can see how to tune your Performer app, in terms of
graphics states.
I've written the program in haste, so I must appologize for the unfriendly
interface.

you run the program as follows :

./fill options texture_name

options :

  -z : turns zbuffer on
  -m : turns multisampling on
  -t : draws textured geometry
  -l : uses display lists (less CPU work)
  -c : includes the clear in measurements
  -b : enables backface culling
  -f : enables flat shading
  -5 : defines 16 bit texture

The defaults are :
zbuffer off
multisampling off
texture off
immediate mode (no display lists)
no clear
no backface culling
gouraud shading
32 bit texture

Good luck

Ran


-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
  Work : 972-9-9552236               |          rany@netvision.net.il
  Res. : 972-9-7489974               |
Fax    : 972-9-9552239               |

--PART-BOUNDARY=.19701151950.ZM10811.amit
X-Zm-Content-Name: fill.c
Content-Description: Text
Content-Type: text/plain ; name="fill.c" ; charset=us-ascii

/**********************************************************************
 *	Compile with :
 *	cc fill.c -o fill -limage -lGLU -lGL -lX11
 ********************************************************************/
#include <stdio.h>
#include <X11/X.h>
#include <X11/keysym.h>

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glx.h>

#include <malloc.h>
#include <sys/time.h>
#include <math.h>
#include <gl/image.h>


Display			*xdisp;
Window			win;

int				done = 0;

float			azimuth = 0, elevation = 0, distance = 100.0;

char			*tex_name = NULL;
int				tex = 1;

int				is_dlist = 0, is_zbuffer = 0;
int				is_texture = 0, is_multisample = 0;
int				is_clear = 0, is_cullface = 0, is_flat = 0;
int				is_rgb5 = 0;

double			total_time = 0.0;
int				count = 0;

uint			tex_geom, geom;

 /*** WM hints for noborder GLX windows ***/
 
 
/*
** The following structure is actually defined in MOTIF's Xm/MwmUtils.h, but
** we don't want to require header file.
*/

typedef struct MWMHints {
    long	flags;
    long	functions;
    long	decorations;
    long	input_mode;
} MWMHints;

#define MWM_HINTS_FUNCTIONS	1
#define MWM_HINTS_DECORATIONS	2
#define MWM_HINTS_INPUT_MODE	4

static Atom mwm_hints_atom = 0;

static void
getMWMHints(Display *dsp,  Window w, MWMHints *pHints)
{
    MWMHints *hp;
    int type, fmt;
    unsigned long nitems, bytes_after;
    
    
    /* get special atom for 4DWM motif window manager */
    if (!mwm_hints_atom)
	mwm_hints_atom = XInternAtom(dsp, "_MOTIF_WM_HINTS", 0);

    XGetWindowProperty(dsp, w, mwm_hints_atom, 0, 4, False, mwm_hints_atom,
	(unsigned long *)&type, &fmt, &nitems, &bytes_after, (unsigned char**)&hp);
    if (hp) {
	*pHints = *hp;
	XFree((void *)hp);
    } else
	bzero(pHints, sizeof *pHints);
}

static void noXWindowDecoration(Display *dsp,  Window w)
{
    MWMHints hints;

    /* get special atom for 4DWM motif window manager */
    if (!mwm_hints_atom)
	mwm_hints_atom = XInternAtom(dsp, "_MOTIF_WM_HINTS", 0);
    
    getMWMHints(dsp, w, &hints);
    hints.decorations = 0x0;
    hints.flags |= MWM_HINTS_DECORATIONS;
    XChangeProperty(dsp, w, mwm_hints_atom, mwm_hints_atom, 32,
	PropModeReplace, (unsigned char *)&hints, 4);
}

open_window (char *name, int visual_id)
{
int		nred, ngreen, nblue, nalpha, nsamples, ndepth;

int		vinfo_ms[] =
	{
	GLX_RGBA,
	GLX_DOUBLEBUFFER,
	GLX_RED_SIZE, 1,
	GLX_GREEN_SIZE, 1,
	GLX_BLUE_SIZE, 1,
	GLX_ALPHA_SIZE, 0,
	GLX_SAMPLES_SGIS, 8,
	GLX_DEPTH_SIZE, 1,
	None
	};

int		vinfo_noms[] =
	{
	GLX_RGBA,
	GLX_DOUBLEBUFFER,
	GLX_RED_SIZE, 1,
	GLX_GREEN_SIZE, 1,
	GLX_BLUE_SIZE, 1,
	GLX_ALPHA_SIZE, 0,
	GLX_DEPTH_SIZE, 1,
	None
	};

XVisualInfo	vtemplate;
XVisualInfo *v;
GLXContext  c;
XSetWindowAttributes wa;
Colormap cmap;
XEvent event;
float j;
int fmt;
int		n;
unsigned long nitems, byaf;
XSizeHints sh;
struct hints_struct
	{
	long flags,functions,decorations,input_mode;
	} *hints;

Atom        type, mwmhints;
int         multibuffer;

	xdisp = XOpenDisplay (0);

	if (visual_id < 0)
		{
		v = glXChooseVisual(xdisp, DefaultScreen(xdisp), vinfo_ms);

		if (v == 0)
			v = glXChooseVisual(xdisp, DefaultScreen(xdisp), vinfo_noms);

		if (v == 0)
			{
			fprintf(stderr, "glXChooseVisual failed\n");
			exit(8);
			}

		}
	else
		{
		vtemplate.visualid = visual_id;
		vtemplate.screen = DefaultScreen(xdisp);

		v = XGetVisualInfo (xdisp, 
							VisualIDMask | VisualScreenMask, 
							&vtemplate, &n);
		if (n == 0)
			{
			fprintf(stderr, 
					"XGetVisualInfo failed on VisualID %d\n", visual_id);
			exit (8);
			}
		}

	if ((c = glXCreateContext(xdisp, v, 0, GL_TRUE)) == 0)
		{
		fprintf(stderr, "glXCreateContext failed\n");
		exit(3);
		}

	wa.colormap = XCreateColormap (xdisp, RootWindow(xdisp,v->screen), 
									v->visual, AllocNone);
	wa.border_pixel = 0;
	wa.event_mask = StructureNotifyMask 
						| KeyPressMask 
						| ButtonReleaseMask 
						| KeyReleaseMask 
						| ButtonPressMask;

	win = XCreateWindow(xdisp, RootWindow(xdisp, v->screen),
						0, 0, 1280, 1024, 0, v->depth,
						InputOutput, v->visual,
						CWBorderPixel|CWEventMask|CWColormap, &wa);

	noXWindowDecoration (xdisp, win);

	sh.flags = USPosition | USSize;
	XmbSetWMProperties(xdisp, win, &name[0],0,0,0,&sh, 0, 0);

	XMapWindow(xdisp, win);

	if(! glXMakeCurrent(xdisp, win, c))
		{
		printf ("error: gfxMakeCurrent failed\n");
		exit(1);
		}

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	XFlush (xdisp);

	glGetIntegerv (GL_RED_BITS, &nred);
	glGetIntegerv (GL_GREEN_BITS, &ngreen);
	glGetIntegerv (GL_BLUE_BITS, &nblue);
	glGetIntegerv (GL_ALPHA_BITS, &nalpha);
	glGetIntegerv (GL_SAMPLES_SGIS, &nsamples);
	glGetIntegerv (GL_DEPTH_BITS, &ndepth);

	printf ("rgba size : %d %d %d %d\n", nred, ngreen, nblue, nalpha);
	printf ("samples : %d\n", nsamples);
	printf ("depth : %d\n", ndepth);

	return win;
}


main (int argc, char *argv[])
{
char	*sw;
int		visual_id = -1;
int		i;
double	frame_time;

	while (*++argv)
		{
		if (**argv == '-')
			{
			sw = *argv;

			while (*++sw)
				{
				switch (*sw)
					{
					case 'v' :
						argv ++;
						if (strncmp (*argv, "0x", 2) == 0)
							sscanf (*argv, "%x", &visual_id);
						else
							sscanf (*argv, "%d", &visual_id);

						break;

					case 'z' :
						is_zbuffer = 1;
						break;

					case 'm' :
						is_multisample = 1;
						break;

					case 't' :
						is_texture = 1;
						break;

					case 'l' :
						is_dlist = 1;
						break;

					case 'c' :
						is_clear = 1;
						break;
					case 'b' :
						is_cullface = 1;
						break;

					case 'f' :
						is_flat = 1;
						break;

					case '5' :
						is_rgb5 = 1;
						break;
					}
				}
			}
		else
			{
			if (!tex_name)
				tex_name = strdup (*argv);
			}
		}

	open_window ("fill rate", visual_id);

	make_textures();

	make_lists();

	for (i = 0; i < 1000; i ++)
		{
		redraw();

		glXSwapBuffers (xdisp, win);
		glFlush();
		}

	frame_time = total_time / (double) count;

	printf ("texture : %s\n", is_texture ? "on" : "off");
	printf ("multisample : %s\n", is_multisample ? "on" : "off");
	printf ("display lists : %s\n", is_dlist ? "on" : "off");
	printf ("zbuffer : %s\n", is_zbuffer ? "on" : "off");
	printf ("clear : %s\n", is_clear ? "on" : "off");
	printf ("flat shading : %s\n", is_flat ? "on" : "off");
	printf ("backface culling : %s\n", is_cullface ? "on" : "off");
	printf ("16 bit texture : %s\n", is_rgb5 ? "on" : "off");
	printf ("frame time : %.3f milisec\n", (float) frame_time);
	printf ("fill rate : %.3f Mpixels/sec\n", 2595750.0 / frame_time * 1000.0 / 1024.0 / 1024.0);

}

static void read_image (char *name, unsigned int **image, int *xsize, int *ysize)
{
IMAGE			*image_fp;
int				x, y;
unsigned short  *rbuf, *gbuf, *bbuf, *abuf;
unsigned char	*cp;
int				i, size;

	if ((image_fp = iopen (name, "r")) == NULL)
		{
		perror (name);
		exit (1);
		}

	*xsize = image_fp->xsize;
	*ysize = image_fp->ysize;

	rbuf = malloc (image_fp->xsize * sizeof (short));
	gbuf = malloc (image_fp->xsize * sizeof (short));
	bbuf = malloc (image_fp->xsize * sizeof (short));
	abuf = malloc (image_fp->xsize * sizeof (short));

	size = image_fp->xsize * image_fp->ysize * sizeof (int);
	*image = malloc (size);

	cp = *image;

	for (y = 0; y < image_fp->ysize; y ++)
		{
		getrow (image_fp, rbuf, y, 0);
		getrow (image_fp, gbuf, y, 1);
		getrow (image_fp, bbuf, y, 2);

		for (x = 0; x < image_fp->xsize; x ++)
			{
			*cp ++ = rbuf[x];
			*cp ++ = gbuf[x];
			*cp ++ = bbuf[x];
			*cp ++ = 0xff;
			}
		}

}

make_textures()
{
unsigned int *image, *p;
int		xsize, ysize;
int		i, j;

	glEnable (GL_TEXTURE_2D);

	glBindTextureEXT (GL_TEXTURE_2D, tex);

	if (tex_name)
		read_image (tex_name, &image, &xsize, &ysize);
	else
		{
		xsize = 128;
		ysize = 128;
		p = image = malloc (xsize * ysize * sizeof (int));
		for (i = 0; i <xsize * ysize; i ++)
			*p ++ = 0x808080ff;
		}

	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri (GL_TEXTURE_2D, GL_DETAIL_TEXTURE_MODE_SGIS, GL_MODULATE);
	glTexImage2D (GL_TEXTURE_2D, 0, is_rgb5 ? GL_RGB5_EXT : GL_RGBA8_EXT, 
				xsize, ysize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);

}

make_lists()
{
	tex_geom = glGenLists (1);
	glNewList (tex_geom, GL_COMPILE);
	draw_tex_geom();
	glEndList();

	geom = glGenLists (1);
	glNewList (geom, GL_COMPILE);
	draw_geom();
	glEndList();
}

redraw()
{
int		i;
float	x, dx;
float	scale[4];
struct	timeval	t0, t1;
float	frame_time;

	if (is_clear)
		{
		glClearColor (0.0, 0.0, 0.0, 1.0);
		glClearDepth (1.0);
		glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		}

	glColor3f (1, 1, 1);
	glFinish();

	gettimeofday (&t0, 0);

	glShadeModel (is_flat ? GL_FLAT : GL_SMOOTH);
	glCullFace (is_cullface ? GL_BACK : GL_FRONT_AND_BACK);

	if (is_zbuffer)
		glEnable (GL_DEPTH_TEST);
	else
		glDisable (GL_DEPTH_TEST);

	if (is_multisample)
		glEnable (GL_MULTISAMPLE_SGIS);
	else
		glDisable (GL_MULTISAMPLE_SGIS);

	glMatrixMode (GL_PROJECTION);
	glLoadIdentity();

	gluOrtho2D (0.0, 1279.0, 0.0, 1023.0);

	glMatrixMode (GL_MODELVIEW);
	glLoadIdentity();

	if (is_texture)
		{
		glEnable (GL_TEXTURE_2D);
		glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glBindTextureEXT (GL_TEXTURE_2D, tex);
		}
	else
		glDisable (GL_TEXTURE_2D);


	if (is_dlist)
		{
		glColor3f (1.0, 1.0, 1.0);

		if (is_texture)
			glCallList (tex_geom);
		else
			glCallList (geom);
		}
	else
		{
		glColor3f (1.0, 0.0, 1.0);

		if (is_texture)
			draw_tex_geom();
		else
			draw_geom();
		}

	glFinish();

	gettimeofday (&t1, 0);

	frame_time = (float) (t1.tv_sec - t0.tv_sec) * 1000.0 +
				(float) (t1.tv_usec - t0.tv_usec) / 1000.0;
	total_time += frame_time;
	count ++;

}

draw_tex_geom()
{
int		i, j;

	for (j = 0; j < 30; j ++)
		{
		glBegin (GL_TRIANGLE_STRIP);
		for (i = 0; i <= 25; i ++)
			{
			glTexCoord2f (i, 0.0);
			glVertex2f (i * 10, j * 10);
			glTexCoord2f (i, 1.0);
			glVertex2f (i * 10, (j + 1) * 10);
			}
		glEnd();
		}

	for (j = 0; j < 27; j ++)
		{
		glBegin (GL_TRIANGLE_STRIP);
		for (i = 0; i <= 25; i ++)
			{
			glTexCoord2f (i, 0.0);
			glVertex2f (i * 51, j * 51);
			glTexCoord2f (i, 1.0);
			glVertex2f (i * 51, (j + 1) * 51);
			}
		glEnd();
		}

	for (j = 0; j < 10; j ++)
		{
		glBegin (GL_TRIANGLE_STRIP);
		for (i = 0; i <= 8; i ++)
			{
			glTexCoord2f (i, 0.0);
			glVertex2f (i * 101, j * 101);
			glTexCoord2f (i, 1.0);
			glVertex2f (i * 101, (j + 1) * 101);
			}
		glEnd();
		}
}


draw_geom()
{
int		i, j;

	for (j = 0; j < 30; j ++)
		{
		glBegin (GL_TRIANGLE_STRIP);
		for (i = 0; i <= 25; i ++)
			{
			glVertex2f (i * 10, j * 10);
			glVertex2f (i * 10, (j + 1) * 10);
			}
		glEnd();
		}

	for (j = 0; j < 27; j ++)
		{
		glBegin (GL_TRIANGLE_STRIP);
		for (i = 0; i <= 25; i ++)
			{
			glVertex2f (i * 51, j * 51);
			glVertex2f (i * 51, (j + 1) * 51);
			}
		glEnd();
		}

	for (j = 0; j < 10; j ++)
		{
		glBegin (GL_TRIANGLE_STRIP);
		for (i = 0; i <= 8; i ++)
			{
			glVertex2f (i * 101, j * 101);
			glVertex2f (i * 101, (j + 1) * 101);
			}
		glEnd();
		}
}

--PART-BOUNDARY=.19701151950.ZM10811.amit--

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701151854.ZM10253@bitch.reading.sgi.com>
Date: Wed, 15 Jan 1997 18:54:35 +0000
In-Reply-To: Timothy Moore <moore@WOLFENET.com>
        "Re: Scene Density Requirements" (Jan 15, 10:22am)
References: <199701151822.KAA22052@gonzo.wolfenet.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Timothy Moore <moore@WOLFENET.com>
Subject: Re: Scene Density Requirements
Cc: jude@p3.enzian.com, info-performer@sgi.com
Mime-Version: 1.0
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On Jan 15, 10:22am, Timothy Moore wrote:
> Subject: Re: Scene Density Requirements
>    From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
>    Date: Wed, 15 Jan 1997 17:17:27 +0000
>    References: <137F0E13C1B@P3.ENZIAN.COM>
>    Mime-Version: 1.0
>    Content-Type: text/plain; charset=us-ascii
>
>    On Jan 15,  8:59am, Jude Anthony wrote:
>    >
>    > Question 1: Am I missing some important calculation here?
>    >
>    >   From this calculation, this app should run 30Hz without even breathing
>    > hard.  I must be missing something.  Maybe I need to add the screen
clearing
>    > and Z-buffer clearing pixels in here?
>
>    You should certainly factor in the time taken to clear the screen.
>    I've seen 1ms measured for 1280x1024 on iR.
>
> It's quite a bit more than that on an RE2 (the machine in question),
> no?  I recall a number of 12ms for a screen and Z-buffer clear, though
> this can be overlapped with other graphics operations.
>

Ahh, I assumed the question was iR. RE2 is different.

> The pfEskyMode may be an important factor in this test.  If you can
> use PFES_SKY_GND or PFES_SKY instead of PFES_SKY_CLEAR you'll get
> better performance (but I don't know how that translates into Vega).

You won't get better performance on iR, it doesn't support the TAG clear
which RE2 does so by drawing the sky or ground you add graphics load on iR.


>    >
>    > Question 2: Is there any way to increase the speed of this app to 30Hz?
>    >
>    >   I found that by eliminating multisampling, turning off the Z-buffer
>    > altogether, or not clearing the Z-buffer, I can increase the iteration
rate.
>    > Unfortunately, I'm not allowed to change those things, since the test
app
>    > conditions are supposed to match the simulation conditions.
>    >   I also find that moving the observer back just a little speeds things
up.
>
>    Have you display listed the geometry which you draw?
>
> Seems like that would reduce this usefulness of this test as a
> simulation benchmark.
>

Well I had assumed this was iR so it's was very significant, and it's
realistic for real applications to display list the database for
two reasons 1) on iR you have a huge <16Mb display list on the GE board.
This goes a long way in a vis sim database, it's also good for storing
reusable objects like a vehicle, and rendering something like a vehicle is
probably your worst case graphics host limit in Vis Sim scenario and
potentially where display lists could buy you back some fill.
2) display lists when not on the graphics board are held optimised
on the host and may draw faster. The iR can also DMA the display
list from the host so for reasonably sized lists it's a win,
especially if you have R4400 processors.

In anycase this test is clearly trying to isolate and measure pixel
fill, the way to this is to eliminate other factors.
If you want a simulation benchmark you should run a simulation.

> color and Z buffers if the depth test succeeds.  So, you may get a
> measurably better fill rate if you render polygons front to back,

I very much doubt this would be worthwhile on RE2 or iR systems
unless you manage to occlude some transparency, but anything is worth
a try I suppose.

Cheers,
Angus.



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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701151856.KAA16459@remi.asd.sgi.com>
Subject: Re: NOT synchronizing to vertical retrace
To: orad_u@netvision.net.il (Orad Hi-Tec Systems)
Date: Wed, 15 Jan 1997 10:56:51 -0800 (PST)
Cc: info-performer@remi.asd.sgi.com
In-Reply-To: <32DD070D.41C6@netvision.net.il> from "Orad Hi-Tec Systems" at Jan 15, 97 06:34:21 pm
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Status: O

Orad Hi-Tec Systems wrote:
> 
> Angus Dorbie wrote:
> > 
> > On Jan 14,  9:32pm, Orad Hi-Tec Systems wrote:
> > > Subject: NOT synchronizing to vertical retrace
> > > I want to synchronize my Performer app to an event different
> > > from a vertical retrace of the framebuffer (i.e., NOT to
> > > glXSwapBuffers(), glXWaitVideoSyncSGI(), etc.). If I refrain
> > > from calling pfSync() directly, it gets called internally by
> > > pfFrame().
> > > How can I do this?
> > > For simplicity, lets assume that we are running single-process.
> > >
> > 
> > The video rate is king. Even if you lock the app to a different rate
> > you'll still experience problems because your draw will still render
> > to a multiple of the video. You either have to genlock the video to
> > bring the I.G. into line or use the vertical sync to lock your i/o.
> > 
> > You could also try resampling the data to match your video rate and
> > don't bother with the lock. Usually this is less than an optimal
> > solution.
> > 
> > Cheers,
> > Angus.
> 
> 
> The video rate is king only if I am rendering into the framebuffer.
> (And even then, only if the drawable is double-buffered and I am trying
> to swap the buffers).
> But here I am rendering to an off-screen PBuffer!
> (which of course doesn't need "swapbuffers")

 Did you try to use a separate pfPipeWindow and set the pfPipe::setSwapFunc()
 function ?

> 
> Moshe Nissim
> Orad Hi-Tec Systems
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From: Timothy Moore <moore@WOLFENET.com>
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To: dorbie@bitch.reading.sgi.com
CC: jude@p3.enzian.com, info-performer@sgi.com
In-reply-to: "Angus Dorbie"'s message of Wed, 15 Jan 1997 18:54:35 +0000 <9701151854.ZM10253@bitch.reading.sgi.com>
Subject: Re: Scene Density Requirements
Status: O

   From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
   Date: Wed, 15 Jan 1997 18:54:35 +0000

   On Jan 15, 10:22am, Timothy Moore wrote:

   > The pfEskyMode may be an important factor in this test.  If you can
   > use PFES_SKY_GND or PFES_SKY instead of PFES_SKY_CLEAR you'll get
   > better performance (but I don't know how that translates into Vega).

   You won't get better performance on iR, it doesn't support the TAG clear
   which RE2 does so by drawing the sky or ground you add graphics load on iR.

If the simulation requires sky and ground, though, it would seem that
they need to be included in the pixel fill benchmark.

   >    Have you display listed the geometry which you draw?
   >
   > Seems like that would reduce this usefulness of this test as a
   > simulation benchmark.
   >

   Well I had assumed this was iR so it's was very significant, and it's
   realistic for real applications to display list the database for
   two reasons 1) on iR you have a huge <16Mb display list on the GE board.
   This goes a long way in a vis sim database, it's also good for storing
   reusable objects like a vehicle, and rendering something like a vehicle is
   probably your worst case graphics host limit in Vis Sim scenario and
   potentially where display lists could buy you back some fill.
   2) display lists when not on the graphics board are held optimised
   on the host and may draw faster. The iR can also DMA the display
   list from the host so for reasonably sized lists it's a win,
   especially if you have R4400 processors.

Interesting!  What implications does using display lists have for
database paging?  16Mb of geometry information is a tiny database in
my neck of the woods.  Is it possible to do display list compilation
in the DBASE process?  Seems like it would be with some shared
graphics context hackery.  What performance cost does display list
compilation have at simulation time?

Can you compile up an essentially unlimited amount of geometry into
display lists and rely on OpenGL to page the list into display list
cache at the appropriate time?

   In anycase this test is clearly trying to isolate and measure pixel
   fill, the way to this is to eliminate other factors.
   If you want a simulation benchmark you should run a simulation.

Yeah, but if you can only meet your fill rate target by doing things
that aren't practical in the simulation, your fill benchmark is
telling that you can't meet your fill target.  Seems like the SGI folks
would be interested in giving Jude some other answer :-)

   > color and Z buffers if the depth test succeeds.  So, you may get a
   > measurably better fill rate if you render polygons front to back,

   I very much doubt this would be worthwhile on RE2 or iR systems
   unless you manage to occlude some transparency, but anything is worth
   a try I suppose.

Yeah.

Angus, the information you provide on iR is very useful.   I'll gently
remind you, though, that the RE2 is still a relevant target to many on
this list and its performance characteristics and quirks are germaine
here.

Tim
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From: Behram <behram@mumbai.tcs.co.in>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: RAID Problem with Irix 6.2
Date: Thu, 16 Jan 1997 13:42:33 +-5-30
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Hi Performers:
We are an outfit with a 8 CPU RE2 ONYX and a 50GB RAID 3 Vault supplied =
by SGI (probably from CIPRICO cannot be certain as there are no =
manufacturer markings) around two years ago.=20

Our problem is that when we upgraded from 5.3 to  Irix 6.2 the OS does =
not seem to recognize the RAID Vault. Our  local SGI support informs   =
that only RAID supported by SGI is that from DG-Clarion and no drivers =
available for our RAID box.

Can someone out there tell us if this problem is unique to us or there =
are more fellow sufferers?  Would appreciate any solution/help.

Behram Sethna
Tata Consultancy services
Mumbai, India
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Date: Thu, 16 Jan 1997 10:09:17 +0000 (GMT)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
Reply-To: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Performer List <info-performer@sgi.com>
Subject: Re: Underwater effects
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Status: O


You may have already seen this one, but there is the Atlantis simulation
which the guys at the RealityCentre did (N.B. this is different from the
Atlantis demo that comes with the graphics demos bundle on most machines).
They used effects such a fogging into a blue background to give a nice
murky effect, detail textures for shimmering reflection effects on
objects, shoals of fish, etc.

You can pick up the binary and source code (pf1.2 I think) from:

   ftp://sgigate.sgi.com/pub/Performer/RealityCentre/atlantis.tar.Z

Martin.


+============================================================================+
| Martin Reddy                                    Dept. of Computer Science  |
|                                                 University of Edinburgh    |
| e-mail : M.Reddy@ed.ac.uk                       Mayfield Road, EH9 3JZ     |
| http://www.dcs.ed.ac.uk/~mxr/                   Tel : +44 131 650 5164     |
+============================================================================+



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701161256.ZM11107@bitch.reading.sgi.com>
Date: Thu, 16 Jan 1997 12:56:09 +0000
In-Reply-To: Timothy Moore <moore@WOLFENET.com>
        "Re: Scene Density Requirements" (Jan 15,  3:00pm)
References: <199701152300.PAA15394@gonzo.wolfenet.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Timothy Moore <moore@WOLFENET.com>
Subject: Re: Scene Density Requirements
Cc: jude@p3.enzian.com, info-performer@sgi.com
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On Jan 15,  3:00pm, Timothy Moore wrote:

>    You won't get better performance on iR, it doesn't support the TAG clear
>    which RE2 does so by drawing the sky or ground you add graphics load on
iR.
>
> If the simulation requires sky and ground, though, it would seem that
> they need to be included in the pixel fill benchmark.

A pixel fill benchmark measures pixel fill. A rendered sky needs to be
included when you count the depth complexity of the scene.
My approach on RE2 with this benchmark would be to TAG clear. This would
give a number I can spend on scene depth complexity (including sky) for
the given shading modes (in the absence of other bottlenecks).

>
> Interesting!  What implications does using display lists have for
> database paging?  16Mb of geometry information is a tiny database in
> my neck of the woods.  Is it possible to do display list compilation
> in the DBASE process?  Seems like it would be with some shared
> graphics context hackery.  What performance cost does display list
> compilation have at simulation time?

You would have to display list in the draw process the first time you
draw paged geometry and you can expect some overhead for this in the draw
time which you'd have to measure. You'd only be display listing a little
at a time so it's probably managable.

>
> Can you compile up an essentially unlimited amount of geometry into
> display lists and rely on OpenGL to page the list into display list
> cache at the appropriate time?

On iR it'd either cache on the GE board or DMA from memory both are
potential wins.
You also have control over which display lists reside on the GE board
and which reside in memory using display list priority control.

>
>    In anycase this test is clearly trying to isolate and measure pixel
>    fill, the way to this is to eliminate other factors.
>    If you want a simulation benchmark you should run a simulation.
>
> Yeah, but if you can only meet your fill rate target by doing things
> that aren't practical in the simulation, your fill benchmark is
> telling that you can't meet your fill target.  Seems like the SGI folks
> would be interested in giving Jude some other answer :-)

I don't agree that any of my suggestions were impractical in a simulation.
The key point is to measure all relevant metrics and apply the numbers
with a little common sense. If you introduce host or geometry limits
while measuring pixel fill you won't be well informed after the
exercise. That doesn't mean that when you bring your measured fill
statistic to the table you ignore host, geometry or other overheads,
you consider those capabilities in context.
If your approach is to introduce other limits then you should measure a
scene representative of your application once you've done everything
practical in simulation to optimise the test.


>
> Angus, the information you provide on iR is very useful.   I'll gently
> remind you, though, that the RE2 is still a relevant target to many on
> this list and its performance characteristics and quirks are germaine
> here.

I agree, but I'm surprised you get the impression I would think otherwise.

Cheers,
Angus.


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Date: Thu, 16 Jan 1997 08:47:01 -0800
To: info-performer@sgi.com
From: "John W. Barrus" <barrus@merl.com>
Subject: Clockwise/Counterclockwise triangles in tri-strips
Status: O

I found an interesting thing happening with geometry imported into
Performer. Although technically, it isn't a bug, there might be a better way
of handling the data.

When Performer creates tri-strips from imported polygons, it looks at the
face or vertex normals to determine which direction the first triangle in
the new tri-strip should be facing (instead of looking at the cross product
of the first two eges of the polygon).

We had a few models created in a modeler that is not very careful about
making sure the normals and edge cross-products correspond  ((V1-V0)X(V2-V1)
* N should not be negative where N is the polygon or vertex normal, V0, V1
and V2 are vertices describing the triangle when using counter-clockwise faces.)

Since our normals were accidently reversed in one part of the model, some of
the faces seemed to be missing when perfly read in the model. What happened
was that faces with bad normals were getting reversed when they were
converted to tri-strips.

Of course, using the normal is faster than calculating the cross-product of
two vectors, but it would be nice if Performer provided an option to it's
tri-strip builder that checked the cross-product instead of the normal at
the expense of slightly slower load rate (or even a utility that checked it
and pointed out potential problems).

Any thoughts or suggestions?

John B.

Note new address and phone number:

John W. Barrus                               Research Scientist
Mitsubishi Electric Information Technology Center America
1060 Arques Avenue
Sunnyvale, CA  94086
phone: (408) 523-6806
fax:   (408) 524-0613                  e-mail: barrus@merl.com

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From: Timothy Moore <moore@WOLFENET.com>
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To: dorbie@bitch.reading.sgi.com
CC: jude@p3.enzian.com, info-performer@sgi.com
In-reply-to: "Angus Dorbie"'s message of Thu, 16 Jan 1997 12:56:09 +0000 <9701161256.ZM11107@bitch.reading.sgi.com>
Subject: Re: Scene Density Requirements
Status: O

   From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
   Date: Thu, 16 Jan 1997 12:56:09 +0000

   On Jan 15,  3:00pm, Timothy Moore wrote:

   >
   > Can you compile up an essentially unlimited amount of geometry into
   > display lists and rely on OpenGL to page the list into display list
   > cache at the appropriate time?

   On iR it'd either cache on the GE board or DMA from memory both are
   potential wins.
   You also have control over which display lists reside on the GE board
   and which reside in memory using display list priority control.

How about on RE2? :-) :-) :-)

Tim
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701161843.ZM11461@bitch.reading.sgi.com>
Date: Thu, 16 Jan 1997 18:43:42 +0000
In-Reply-To: Timothy Moore <moore@wolfenet.com>
        "Re: Scene Density Requirements" (Jan 16,  9:00am)
References: <199701161700.JAA24804@gonzo.wolfenet.com>
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Subject: Re: Scene Density Requirements
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Status: O

On Jan 16,  9:00am, Timothy Moore wrote:
> Subject: Re: Scene Density Requirements
>    From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
>    Date: Thu, 16 Jan 1997 12:56:09 +0000
>
>    On Jan 15,  3:00pm, Timothy Moore wrote:
>
>    >
>    > Can you compile up an essentially unlimited amount of geometry into
>    > display lists and rely on OpenGL to page the list into display list
>    > cache at the appropriate time?
>
>    On iR it'd either cache on the GE board or DMA from memory both are
>    potential wins.
>    You also have control over which display lists reside on the GE board
>    and which reside in memory using display list priority control.
>
> How about on RE2? :-) :-) :-)

If you are using display lists with RE2 then the difference is more
marginal unless you have a bad immediate mode drawing code in
which case display lists are an easy method of optimisation.
Performer has good drawing code so compiling lists on RE2 don't
help much on this mailing list.


Cheers,
Angus.
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From: "Angus W.S. Henderson" <angus@despair.paradigmsim.com>
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Date: Thu, 16 Jan 1997 14:15:35 -0600
In-Reply-To: Martin Reddy <mxr@dcs.ed.ac.uk>
        "Re: Underwater effects" (Jan 16, 10:09am)
References: <Pine.SOL.3.94.970116092628.23123B-100000@jura.dcs.ed.ac.uk>
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> You may have already seen this one, but there is the Atlantis simulation
> which the guys at the RealityCentre did

... then go and buy Waveracer or rider whatever-it-is for your Nintendo 64 for
clever/fast reflective water surfaces.

ANgus


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From guest  Thu Jan 16 13:47:18 1997
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From: "Jude Anthony" <jude@p3.enzian.com>
Organization: Enzian Technology, Inc.
To: info-performer@sgi.com
Date: Thu, 16 Jan 1997 16:41:15 EST
Subject: Re: Scene Density Requirements
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Status: O

This has been helpful.

My draw is at 33.1, with app at 0.6, and cull at 1.2.  I see from the 
statistics that there are 20 fifowaits.  I tried turning off the statistic 
gathering in hardware, but without noticeable results.  I've also started 
using osview to determine the swapbuf rate.  (I was hoping all these things 
would take me down the extra two or three milliseconds I need).  

Perhaps there's something I can do to the geometry to make it render faster?  
It's presently a .flt file, with triangles in meshed strips.  The tris have 
no color, no texture, no material, and no transparency.  The vertices have no 
color.  The file is saved without normals.

I can't use a tag background; in the actual marine simulation, the background 
smears around whenever I move.

Any other ideas on how to speed this up?

Thanks,
Jude Anthony
jude@p3.enzian.com
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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701162119.AA20838@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: AN interesting comment.
Status: O


I found this interesting comment in a document in Jim Blinn's home page
out there on the web:-

> A common cheat in animation is to do double framing, that 
> is, to only render every other frame and to record each rendered frame 
> twice. We all expect that single framing is preferable to double framing, 
> its only disadvantage is that single framing takes longer to render. 
> There is another effect of double framing however. A motion that is 
> double framed seems to move faster than one that is single framed, 
> even if they take an identical amount of wall-clock time to take place. 
> Double framing is therefore sometimes used by conventional animators 
> to add liveliness to scene.

This seems very suprising - if it's true then it would appear to have
rather severe implications for simulations running at 30Hz. If time
somehow seems distorted in this way then vehicle operators (pilots
especially) might get false speed cues with 30Hz simulations!

Has anyone else out there heard this?  Are there studies to show any
kind of effect like that?   

Mr Blinn is presumably too busy to answer his email - I didn't get a
reply when I asked him for backup info.


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)
                                http://web2.airmail.net/sjbaker1     (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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From guest  Thu Jan 16 14:53:46 1997
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Date: Thu, 16 Jan 1997 16:51:35 -0600
From: Mike Weiblen <mew@paradigmsim.com>
Organization: Paradigm Simulation, Inc.
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To: Steve Baker <steve@mred.bgm.link.com>
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Status: O

The double framing would seem to invite temporal aliasing,
which is perhaps perceived as a motion blur??

-- mew


Steve Baker wrote:
> 
> I found this interesting comment in a document in Jim Blinn's home page
> out there on the web:-
> 
> > A common cheat in animation is to do double framing, that
> > is, to only render every other frame and to record each rendered frame
> > twice. We all expect that single framing is preferable to double framing,
> > its only disadvantage is that single framing takes longer to render.
> > There is another effect of double framing however. A motion that is
> > double framed seems to move faster than one that is single framed,
> > even if they take an identical amount of wall-clock time to take place.
> > Double framing is therefore sometimes used by conventional animators
> > to add liveliness to scene.
> 
> This seems very suprising - if it's true then it would appear to have
> rather severe implications for simulations running at 30Hz. If time
> somehow seems distorted in this way then vehicle operators (pilots
> especially) might get false speed cues with 30Hz simulations!
> 
> Has anyone else out there heard this?  Are there studies to show any
> kind of effect like that?
> 
> Mr Blinn is presumably too busy to answer his email - I didn't get a
> reply when I asked him for backup info.
> 
> 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)
>                                 http://web2.airmail.net/sjbaker1     (external)
> 
> "You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

-- 
Mike Weiblen                  talkto:972-960-2301 x292
PARADIGM Simulation, Inc.     faxto:972-960-2303
14900 Landmark, Suite 400     mailto:mew@paradigmsim.com
Dallas TX 75240               http://www.paradigmsim.com
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To: info-performer@sgi.com,
        "Angus W.S. Henderson" <angus@despair.paradigmsim.com>
Subject: Re[2]: Underwater effects
Status: O

     ANgus (Neptune),
     
     Thanks for the info. I was also hoping there was some report or code
     that I could get to learn how they create the effect.
     
     By the way was your Atlantis ever converted to OGL/pf2.x?
     
     Brian Hill
     hill_brian@advmar.com


______________________________ Reply Separator _________________________________
Subject: Re: Underwater effects
Author:  "Angus W.S. Henderson" <angus@despair.paradigmsim.com> at Internet
Date:    1/16/97 03:46 PM


> You may have already seen this one, but there is the Atlantis simulation 
> which the guys at the RealityCentre did
     
... then go and buy Waveracer or rider whatever-it-is for your Nintendo 64 for 
clever/fast reflective water surfaces.
     
ANgus
     
     
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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9701161553.ZM21038@od.sri.com>
Date: Thu, 16 Jan 1997 15:53:06 -0800
In-Reply-To: Mike Weiblen <mew@paradigmsim.com>
        "Re: AN interesting comment." (Jan 16,  4:51pm)
References: <9701162119.AA20838@mred.bgm.link.com> 
	<32DEB0F7.2781@paradigmsim.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Mike Weiblen <mew@paradigmsim.com>, Steve Baker <steve@mred.bgm.link.com>
Subject: Re: AN interesting comment.
Cc: info-performer@sgi.com
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Status: O

In studies we've done with simple images, double or triple framing causes
multiple images of the moving object to appear as your eye is moving at a
constant rate but the object is flashing twice in one spot, then twice in the
next spot. You will get (refresh rate)/(update rate) images of the object, so
for a 15 Hz update on a 60 Hz screen, you'll get 4 images. These images can be
very close together and low contrast so they're not always visible, but it is a
real effect we have observed.

On Jan 16,  4:51pm, Mike Weiblen wrote:
> Subject: Re: AN interesting comment.
> The double framing would seem to invite temporal aliasing,
> which is perhaps perceived as a motion blur??
>
> -- mew
>
>
> Steve Baker wrote:
> >
> > I found this interesting comment in a document in Jim Blinn's home page
> > out there on the web:-
> >
> > > A common cheat in animation is to do double framing, that
> > > is, to only render every other frame and to record each rendered frame
> > > twice. We all expect that single framing is preferable to double framing,
> > > its only disadvantage is that single framing takes longer to render.
> > > There is another effect of double framing however. A motion that is
> > > double framed seems to move faster than one that is single framed,
> > > even if they take an identical amount of wall-clock time to take place.
> > > Double framing is therefore sometimes used by conventional animators
> > > to add liveliness to scene.
> >
> > This seems very suprising - if it's true then it would appear to have
> > rather severe implications for simulations running at 30Hz. If time
> > somehow seems distorted in this way then vehicle operators (pilots
> > especially) might get false speed cues with 30Hz simulations!
> >
> > Has anyone else out there heard this?  Are there studies to show any
> > kind of effect like that?
> >
> > Mr Blinn is presumably too busy to answer his email - I didn't get a
> > reply when I asked him for backup info.
> >
> > 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)
> >                                 http://web2.airmail.net/sjbaker1
    (external)
> >
> > "You can't destroy the Earth - that's where I keep all my stuff!" - The
Tick.
>
> --
> Mike Weiblen                  talkto:972-960-2301 x292
> PARADIGM Simulation, Inc.     faxto:972-960-2303
> 14900 Landmark, Suite 400     mailto:mew@paradigmsim.com
> Dallas TX 75240               http://www.paradigmsim.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 Mike Weiblen



--

Nat Bletter
SRI International
nat@od.sri.com
http://os.sri.com/people/nat/
(415) 859-4358
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From: "Jude Anthony" <jude@p3.enzian.com>
Organization: Enzian Technology, Inc.
To: info-performer@sgi.com
Date: Thu, 16 Jan 1997 19:28:44 EST
Subject: Re: AN interesting comment.
X-mailer: Pegasus Mail for Windows (v2.42a)
Message-ID: <15A6EE323AF@P3.ENZIAN.COM>
Status: O

Don't worry.

> I found this interesting comment in a document in Jim Blinn's home page
> out there on the web:-

[bogus double buffering explanation scrubbed]

> This seems very suprising - if it's true then it would appear to have
> rather severe implications for simulations running at 30Hz. If time
> somehow seems distorted in this way then vehicle operators (pilots
> especially) might get false speed cues with 30Hz simulations!
> 
> Has anyone else out there heard this?  Are there studies to show any
> kind of effect like that?   

Mr. Blinn is incorrect.  Double bufferring is the process of drawing to an 
off-screen buffer while a different buffer is displayed.  The whole thing 
still goes fine at 30Hz, showing 30 frames every second.  It's done to 
prevent flickering; if you're drawing on a screen you're still showing, the 
viewer could see pieces of what you're doing.

For completeness, consider two buffers, each with identical characteristics, 
buffer1 and buffer2.  Draw a scene a buffer1.  Display buffer1.  Change the 
scene slightly, and draw it on buffer2 (which is not being displayed).  
Display buffer2.  Change the scene again, and draw it on buffer1 (which is 
not being displayed).  Display buffer1.  Ad infinitum; you're double 
bufferring.  30 potentially different, completely redrawn frames every 
second.

Mr. Blinn's explanation is perhaps more along the lines of an animation 
technique used for hand-drawn animation.  To save animator time in many 
movies and TV shows, some frames are displayed twice.  You can get away with 
some of that without the avaerage man seeing the slowdown.  It's also used 
when converting movies to TV; since TV is 30Hz, and movies 24Hz, one of every 
four frames is displayed twice.  

> Mr Blinn is presumably too busy to answer his email - I didn't get a
> reply when I asked him for backup info.

No wonder.

Later,
Jude Anthony
jude@p3.enzian.com

 
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From guest  Thu Jan 16 16:41:35 1997
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From: "Jude Anthony" <jude@p3.enzian.com>
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To: info-performer@sgi.com
Date: Thu, 16 Jan 1997 19:36:02 EST
Subject: Re: AN interesting comment.
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Oooops.  Ever wish you could cancel your mail?  I do, right now.

I read Mr. Blinn's stuff and saw "double buffer" instead of "double frame."  
I apologize to everyone.  

Sorry,
Jude Anthony
jude@p3.enzian.com
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From: "Craig A. Vrana" <craig@nvg.aircrew.asu.edu>
Message-Id: <9701161758.ZM2213@nvg.aircrew.asu.edu>
Date: Thu, 16 Jan 1997 17:58:56 -0700
In-Reply-To: "Nathaniel Bletter" <nat@od.sri.com>
        "Re: AN interesting comment." (Jan 16,  3:53pm)
References: <9701162119.AA20838@mred.bgm.link.com> 
	<32DEB0F7.2781@paradigmsim.com> 
	<9701161553.ZM21038@od.sri.com>
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On Jan 16,  3:53pm, Nathaniel Bletter wrote:
> Subject: Re: AN interesting comment.
> In studies we've done with simple images, double or triple framing causes
> multiple images of the moving object to appear as your eye is moving at a
> constant rate but the object is flashing twice in one spot, then twice in the
> next spot. You will get (refresh rate)/(update rate) images of the object, so
> for a 15 Hz update on a 60 Hz screen, you'll get 4 images. These images can
be
> very close together and low contrast so they're not always visible, but it is
> a real effect we have observed.
>
> --
>
> Nat Bletter
> SRI International
> nat@od.sri.com
> http://os.sri.com/people/nat/
> (415) 859-4358
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>-- End of excerpt from Nathaniel Bletter

I beleive an Air Force TR was written about this effect by Dr. Julie Lindholm
last year.  I'll post the reference tomorrow.

-- 
Craig A. Vrana
Project Engineer
Night Vision Device Simulation
craig@nvg.aircrew.asu.edu

Hughes Training, Inc. - Armstrong Laboratory
6001 S. Power Rd., Building 560
Mesa, Arizona  85206

Tel: 602-988-9773 x-410
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From: chris@mpik-tueb.mpg.de (chris@mpik-tueb.mpg.de)
Subject: Edge-detection on results of pfDraw
Status: O


Does anyone have experience of carrying out simple image processing
on the results of pfDraw. In particular i'd like to perform thresholding,
convolution and edge detection on what's being sent to the framebuffer
by a given channel.
Thanks
Chris

______________________________________________________________________
Chris Christou                  Tel.:              +49 (0)7071 601-631
Max-Planck Intitute for         Fax.:              +49 (0)7071 601-616
Biological Cybernetics          E-mail.:        chris@mpik-tueb.mpg.de
Spemannstr. 38                  URL.       http://www.mpik-tueb.mpg.de
72076 Tuebingen
Germany
______________________________________________________________________


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701170855.ZM12028@bitch.reading.sgi.com>
Date: Fri, 17 Jan 1997 08:55:00 +0000
In-Reply-To: "Jude Anthony" <jude@p3.enzian.com>
        "Re: Scene Density Requirements" (Jan 16,  4:41pm)
References: <157A47040C9@P3.ENZIAN.COM>
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On Jan 16,  4:41pm, Jude Anthony wrote:
> Subject: Re: Scene Density Requirements

> I can't use a tag background; in the actual marine simulation, the background
> smears around whenever I move.

Well the idea using TAG clear is that you intend to write every pixel on
the screen each frame.

So you should be drawing a box or something for your water environment.
It can be faster if clear isn't a sexy enough background for you and you
want to draw an environment anyway or if you are inside an interior or
something.

If your drawing a water surface and/or sea bed anyway then you should
try the TAG clear because it may be faster depending on coverage.

This is the sort of setup you'd need for TAG clear.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  <--sea surface
|                                   |
|                                   |  <--surrounding background wall
|    (> pfChannel pos               |
|                                   |
|                                   |
|                                   |
_____________________________________  <--sea bed


Happy swimming,
Angus.
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In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "AN interesting comment." (Jan 16,  4:19pm)
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On Jan 16,  4:19pm, Steve Baker wrote:
> Subject: AN interesting comment.

> >  We all expect that single framing is preferable to double framing,
> > its only disadvantage is that single framing takes longer to render.

Jim Blinn is one of my heroes, but this statement suggests he's not
really into real-time :-)

Cheers,
Angus.
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Date: Fri, 17 Jan 1997 09:05:42 +0000
In-Reply-To: Mike Weiblen <mew@paradigmsim.com>
        "Re: AN interesting comment." (Jan 16,  4:51pm)
References: <9701162119.AA20838@mred.bgm.link.com> 
	<32DEB0F7.2781@paradigmsim.com>
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This is a strange statement, motion blur is primarily used to
avoid temporal aliasing.

Cheers,
Angus.

On Jan 16,  4:51pm, Mike Weiblen wrote:
> Subject: Re: AN interesting comment.
> The double framing would seem to invite temporal aliasing,
> which is perhaps perceived as a motion blur??
>
> -- mew


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        "Re: AN interesting comment." (Jan 16,  4:51pm)
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	<32DEB0F7.2781@paradigmsim.com>
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On Jan 16,  4:51pm, Mike Weiblen wrote:
> Subject: Re: AN interesting comment.
> The double framing would seem to invite temporal aliasing,
> which is perhaps perceived as a motion blur??
>

Sorry for replying again but it's important to remember that the original
statement didn't suggest this double framing was desirable in any way other
than to make things appear livelier for some unexplained psychological
reason.

Cheers,
Angus.
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In-Reply-To: "Jude Anthony" <jude@p3.enzian.com>
        "Re: AN interesting comment." (Jan 16,  7:28pm)
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On Jan 16,  7:28pm, Jude Anthony wrote:
> Subject: Re: AN interesting comment.

> [bogus double buffering explanation scrubbed]

Blinn wasn't talking about double buffering, he was talking about a
conventional animation technique he called double framing. Which you go
on to demonstrate you understand.


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=0C     Hi,
     I am loading many model files in pfb format.
     Her is an error notified by Performer at the first frame, and loopin=
g all
     time since then:`

     PF Warning/SysErr        _pfDirtCheck : bad pfObject index 415106528=


     The strangest is that this error disappears and my sim works OK when=
 I
     replace one of my models from pfb to iv format.

     Is there a bug in libpfpfb that limits the number of models you can =
load in 1
     simulation ? 

     I am working on an Onyx RE2, Performer 2.0 and I extracted libpfpfb =
from the
     sgi web site.

     Please give me some explanation because I am facing a wall in my dev=
elopment.

     Regards,

     Michael Boccara  - DCR/IK                       ! Aerospatiale
     Software engineer                                   ! Centre commun =
de 
     email :                                                     ! recher=
che Louis
     Bleriot
     michael.boccara(a)siege.aerospatiale.fr  ! 12 rue Pasteur
     Tel : (+33) 1 46 97 32 40                       ! 92150 Suresnes
     Fax : (+33) 1 46 97 32 59                       ! France
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Date: Fri, 17 Jan 97 08:11:15 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701171311.AA23441@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: AN interesting comment.
Status: O


A few people misinterpreted what I was saying about Jim Blinns seemingly
remarkable assertion about double-framed rendering,

1) Blinn wasn't talking about double buffering - he was talking about double
   *framing* - the process of rendering the scene at (say) 30Hz on a 60Hz
   display.

2) I know (of course) about the obvious artifacts like fast moving objects
   appearing as though they are duplicated (or triplicated at 20Hz, etc)
   - that's due to a simple physiological effect which is easily explained.
   (If you'd like a simple explanation for this, let me know)

What intrigued me was that Blinn seems to be telling us that the brain
somehow interprets this update rate/video rate disparity as if the object
is moving faster - even though it covers the same distance in the same time.

That is a most remarkable claim - which (if true) should cause us all to wonder
whether the practice of running simulations at 30Hz is as valid a cost cutting
measure as we all currently assume it to be.


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)
                                http://web2.airmail.net/sjbaker1     (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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Ulf Yngwe
97-01-17 16:07

Hi!

Shouldn=B4t this work on an O2 with Performer 2.0 or have I
misunderstood something. I always get a BadMatch error
on the glXMakeCurrent call.

    pfInit();
    pfConfig();

    p =3D pfGetPipe(0);
    pw =3D pfNewPWin(p);
    pfPWinType(pw, PFPWIN_TYPE_X);
    pfPWinName(pw, "IRIS Performer");
    pfPWinOriginSize(pw, 0, 0, 500, 500);
    pfOpenPWin(pw);

    dpy=3DpfGetCurWSConnection();
    win=3DpfGetPWinWSWindow(pw);
    wincxt=3DpfGetPWinGLCxt(pw);

    glXMakeCurrent(dpy,win,wincxt);
=


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Subject: Re: AN interesting comment.
To: info-performer@sgi.com
Date: Fri, 17 Jan 97 10:56:53 EST
In-Reply-To: <9701171311.AA23441@mred.bgm.link.com>; from "Steve Baker" at Jan 17, 97 8:11 am
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Status: O

>What intrigued me was that Blinn seems to be telling us that the brain
>somehow interprets this update rate/video rate disparity as if the object
>is moving faster - even though it covers the same distance in the same time.

Perhaps the visual system does not compute distance as is assumed in this
statement (i.e. distance / time over a long enough time to ignore the
discrete frame rate).  An alternative would be that it is done 
"instantaneously", i.e., the visual system may identify an object in the two
positions before and after a jump, and divide that distance by some fixed
time length (determined by neural properties).  The obvious next question is
then, what about the stationary time periods.  You get a sequence of zero
motion with high velocity values in between.  But it may be that the zero values
are simply ignored, and only the high velocity information is passed up to the
higher vision levels.  From an evolutionary point of view this sort of makes 
sense.  Motion in the real world is smooth, so nothing is lost by this.
The processing can be done at a lower level, and quicker.  It also requires no
division, which is simpler.

This is all naive speculation which I can't back up.  But an interesting 
question deserves (or will at least invariably solicit) speculative answers.

Erik 
-------------------------------------------------------------------------------
Erik Brisson
Manager of Graphics Programming
Scientific Computing and Visualization Group

Boston University
Office of Information Technology 
111 Cummington Street
Boston, MA 02215

e-mail: ebrisson@bu.edu

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From: Andreas Simon <Andreas.Simon@iao.fhg.de>
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Steve Baker wrote:

> > There is another effect of double framing however. A motion that is
> > double framed seems to move faster than one that is single framed,

The assertion that sampled aka jerky motion is overestimated is 
supported by some work on human motion perception (I really wish 
I would religously archive every single paper I see...). 

Bad thing seems to be that this may have some effect even at 60Hz.
Note that dropping frames also contributes to jerkyness. From 
experience I'd say overestimation seems to be in the order of 5-10%
at 30Hz though I haven't done any kind of formal study.

This effect creeps in when doing dynamic stereo (combining stereo 
with motion parallax to account for a moving observer). Observers
tend to reduce the geometric effect of head motion to around 0.9 
to perceive a stabilized stereoscopic image in space. 
-- 

-----------------------------------------------------------------------
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IAO Fraunhofer Gesellschaft, Stuttgart Germany 
Phone: ++49 711 970 2153     email: Andreas.Simon@iao.fhg.de
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To: info-performer@sgi.com, "Siva Sankaran" <siva@triveni.newdelhi.sgi.com>
Subject: Re: My MultiGen model developed on RE2 and MultiGenII 1.0 do
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     There is a new Performer loader that ships with MultiGenII, that I've been 
told supports new features in the latest version of OpenFlight (comments, 
Marcus?).  We just recently had to install it off the MultiGenII CDROM for a 
demo that used OpenFlight 15.2 files.  Hopefully that will fix your problem.

Don Tidrow
Visual Simulation Developer
US Army TACOM


______________________________ Reply Separator _________________________________
Subject: My MultiGen model developed on RE2 and MultiGenII 1.0 does n
Author:  "Siva Sankaran" <siva@triveni.newdelhi.sgi.com> at TWLAN-SMTP
Date:    1/15/97 4:58 PM


Hi,

I have develoeped a walkthrough model on RE2, using MultiGenII 1.0. When I load
the model using perfly on IR machine the model gets loaded with no textures at
all. Even while loading the textures at the strart up of the Perfly it just
shows white rectangles being loaded.

Then I try loading same data base using MultiGenII 1.0 on IR, even MultiGen
also has a problem with it. The textures are loaded in texture pallet and if I
select any texture from the pallete, suddenly it becomes visible on wrongly
applied polygone. Other polygones continue to be white.

I use Performer 2.0 with OpenFlight 14.x Performer loader.

Is there any changes in MultiGen and it's loader for IR. Is it available online
as patches so that I can download.


Sunil Hadap
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Subject: Re: Q: No picking of pfbillboards?
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Not sure if you have already received a reply, so here goes:

>From the pfBillboard man page (under BUGS):
"Intersection traversals test only the pfBillboard's bounding volume, not
 its individual pfGeoSets."

If you really need it, you might be able to add intersection traversal callbacks
to a pfBillboard node to fix this.

Question to Performer team: Will this be fixed in the next release?  Or is it 
something we should do using callbacks?


Don Tidrow
Visual Simulation Developer
US Army TACOM


______________________________ Reply Separator _________________________________
Subject: Q: No picking of pfbillboards?
Author:  Thomas.Steudten@philosys.de (Thomas Steudten) at TWLAN-SMTP
Date:    1/15/97 1:47 PM


Hi,

i've tried to pick some billboards in a scene graph by the call

 NrHits = pfChanPick( Channel, PFPK_M_NEAREST|PFTRAV_IS_PRIM, ChannelX, 
ChannelY,
 0.0f, PickList ).

But i got always NrHits = 0 for billboards. Other objects are ok for picking.

Isn't it possible to pick billboards?

Our equipment: Performer 2.0, OpenGL, Irix 5.3, 6.3, indy and some O2's.


Regards,
   Thomas


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From: Mike Weiblen <mew@paradigmsim.com>
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To: Angus Dorbie <dorbie@bitch.reading.sgi.com>
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Subject: Re: AN interesting comment.
References: <9701162119.AA20838@mred.bgm.link.com> 
		<32DEB0F7.2781@paradigmsim.com> <9701170905.ZM12041@bitch.reading.sgi.com>
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I've come to realize that using only two question marks was 
insufficient to indicate the incredulity I attempted to infer 
in my original comment.     :-)

I would like to better understand exactly what Blinn is
describing.  Is the term "conventional animators" 
(perhaps meaning hand-drawn cel animation) significant 
to the context of his comment?

Steve, could you post the URL to the original document?

Cheers
-- mew 


Angus Dorbie wrote:
> This is a strange statement, motion blur is primarily used to
> avoid temporal aliasing.
> 
> Cheers,
> Angus.
> 
> On Jan 16,  4:51pm, Mike Weiblen wrote:
> > The double framing would seem to invite temporal aliasing,
> > which is perhaps perceived as a motion blur??

-- 
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9701170951.ZM20581@quid.csd.sgi.com>
Date: Fri, 17 Jan 1997 09:51:04 -0800
In-Reply-To: Andreas Simon <Andreas.Simon@iao.fhg.de>
        "Re: AN interesting comment." (Jan 17,  4:55pm)
References: <9701162119.AA20838@mred.bgm.link.com>  <32DFA0E9.41C6@iao.fhg.de>
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Interesting thread this. Not sure this is wholly relevant but human vision does
'overshoot' in preception of color changes leading to the Mach Banding effect.
Foley and Van Dam has an explanation as does:

http://www.math.gatech.edu/~tpan/rectangles.html

This doesn't explain the effect this thread is talking about, just an example
of the nuances of human vision.

Cheers
Rob

-- 
________________________________________________________________
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Silicon Graphics, Mtn View, California, USA
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In-Reply-To: "Rob Jenkins" <robj@quid.csd.sgi.com>
        "Re: AN interesting comment." (Jan 17,  9:51am)
References: <9701162119.AA20838@mred.bgm.link.com>  <32DFA0E9.41C6@iao.fhg.de> 
	<9701170951.ZM20581@quid.csd.sgi.com>
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On Jan 17,  9:51am, Rob Jenkins wrote:

> http://www.math.gatech.edu/~tpan/rectangles.html
>

I know this is a Mach effect but is it the proverbial Mach banding?
I have heard it called this before but always had an uncomfortable
doubt.

The images in the URL show this Mach effect:

              ____________                    __________
              |                              /
              |                             /
              |                             |
              |                             |
              |                             /
______________|                   _________/

 actual intensity                   perceived intensity


And I thought Mach banding was:
                                          __
      ____________                       /  \_________
     /                                  /
    /                                  /
   /                                  /
  /                                  /
 /                                  /
/                                  /
 actual intensity                   perceived intensity

Graph axes guide:

(intensity)
^
|
|
|
-------> (space)

Hence a percieved intensity band where none exists, often seen in
graphics when intensity gets clamped to a maximum value.

Any takers for this Fridays pub trivia question? I think Foley van Damn
is where I remember these graphs from but my copy is at home.


Cheers,
Angus.
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Date: Fri, 17 Jan 1997 13:21:23 -0600
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: AN interesting comment." (Jan 17,  6:50pm)
References: <9701162119.AA20838@mred.bgm.link.com>  <32DFA0E9.41C6@iao.fhg.de> 
	<9701170951.ZM20581@quid.csd.sgi.com> 
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On Jan 17,  6:50pm, Angus Dorbie wrote:
> Subject: Re: AN interesting comment.
> On Jan 17,  9:51am, Rob Jenkins wrote:
>
> > http://www.math.gatech.edu/~tpan/rectangles.html
> >
>
> I know this is a Mach effect but is it the proverbial Mach banding?
> I have heard it called this before but always had an uncomfortable
> doubt.
>
> The images in the URL show this Mach effect:
>
>               ____________                    __________
>               |                              /
>               |                             /
>               |                             |
>               |                             |
>               |                             /
> ______________|                   _________/
>
>  actual intensity                   perceived intensity
>
>
> And I thought Mach banding was:
>                                           __
>       ____________                       /  \_________
>      /                                  /
>     /                                  /
>    /                                  /
>   /                                  /
>  /                                  /
> /                                  /
>  actual intensity                   perceived intensity
>
> Graph axes guide:
>
> (intensity)
> ^
> |
> |
> |
> -------> (space)
>
> Hence a percieved intensity band where none exists, often seen in
> graphics when intensity gets clamped to a maximum value.
>
> Any takers for this Fridays pub trivia question? I think Foley van Damn
> is where I remember these graphs from but my copy is at home.


Figure 16.17 of F&VD c1990 confirms the correctness of your graphs.

Also, in the same book, see section 21.5 "Problems Peculiar
to Animation" for a discussion of the "double framing",  called
"animating by twos" on page 1080.  It mentions only the
jerkiness of animations so generated.



> Cheers,
> Angus.
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Angus Dorbie



-- 
|----	Elizabeth Smith	----				    	|
|	972-960-2301 (voice)	Paradigm Simulation, Inc.	|
|	972-960-9049  (FAX)	14900 Landmark, Suite 400	|
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: Edge-detection on results of pfDraw
To: chris@mpik-tueb.mpg.de
Date: Fri, 17 Jan 1997 11:35:07 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <af04c75401021004bf33@[192.124.28.138]> from "chris@mpik-tueb.mpg.de" at Jan 17, 97 08:29:17 am
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chris@mpik-tueb.mpg.de wrote:
> 
> 
> Does anyone have experience of carrying out simple image processing
> on the results of pfDraw. In particular i'd like to perform thresholding,
> convolution and edge detection on what's being sent to the framebuffer
> by a given channel.
> Thanks
> Chris

 the result of a pfFrame is available in the Frame Buffer. You can, for example,
 read it back using glReadPixels() right after the call to pfFrame.

 You can use the localPostDraw(channel, data) function of perfly.c to do this.

 Best Regards

    _  /              _             _ 
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Date: Fri, 17 Jan 1997 13:42:46 -0600
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: AN interesting comment." (Jan 17,  6:50pm)
References: <9701162119.AA20838@mred.bgm.link.com>  <32DFA0E9.41C6@iao.fhg.de> 
	<9701170951.ZM20581@quid.csd.sgi.com> 
	<9701171850.ZM13006@bitch.reading.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com, "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Subject: Re: AN interesting comment.
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For those who don't have the Foley and Van Dam book handy:
the graphs are:

                                               |\
               ____________                    | \__________
               |                               |
               |                               |
               |                               |
               |                               |
               |                               |
 ______________|                 ____________  |
                                             \ |
                                              \|
  actual intensity                   perceived intensity

 (intensity)
 ^
 |
 |
 |
 -------> (space)


On Jan 17,  6:50pm, Angus Dorbie wrote:
> Subject: Re: AN interesting comment.
> On Jan 17,  9:51am, Rob Jenkins wrote:
>
> > http://www.math.gatech.edu/~tpan/rectangles.html
> >
>
> I know this is a Mach effect but is it the proverbial Mach banding?
> I have heard it called this before but always had an uncomfortable
> doubt.
>
> The images in the URL show this Mach effect:
>
>               ____________                    __________
>               |                              /
>               |                             /
>               |                             |
>               |                             |
>               |                             /
> ______________|                   _________/
>
>  actual intensity                   perceived intensity
>
>
> And I thought Mach banding was:
>                                           __
>       ____________                       /  \_________
>      /                                  /
>     /                                  /
>    /                                  /
>   /                                  /
>  /                                  /
> /                                  /
>  actual intensity                   perceived intensity
>
> Graph axes guide:
>
> (intensity)
> ^
> |
> |
> |
> -------> (space)
>
> Hence a percieved intensity band where none exists, often seen in
> graphics when intensity gets clamped to a maximum value.
>
> Any takers for this Fridays pub trivia question? I think Foley van Damn
> is where I remember these graphs from but my copy is at home.
>
>
> Cheers,
> 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 excerpt from Angus Dorbie



-- 
|----	Elizabeth Smith	----				    	|
|	972-960-2301 (voice)	Paradigm Simulation, Inc.	|
|	972-960-9049  (FAX)	14900 Landmark, Suite 400	|
|	eliza@paradigmsim.com	Dallas, Texas   75240	USA	|
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From: "Edward Peters" <elpeters@ncsa.uiuc.edu>
Message-Id: <9701171352.ZM9456@hoback.ncsa.uiuc.edu>
Date: Fri, 17 Jan 1997 13:52:58 -0600
In-Reply-To: "Elizabeth Smith" <eliza@daisy.paradigmsim.com>
        "Re: AN interesting comment." (Jan 17,  1:51pm)
References: <9701162119.AA20838@mred.bgm.link.com>  <32DFA0E9.41C6@iao.fhg.de> 
	<9701170951.ZM20581@quid.csd.sgi.com> 
	<9701171850.ZM13006@bitch.reading.sgi.com> 
	<9701171342.ZM11726@daisy.paradigmsim.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: AN interesting comment.
Mime-Version: 1.0
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Status: O

There's also a good interactive demo of Mach banding at:
http://www.tc.cornell.edu:80/Visualization/contrib/cs490-96to97/anson/MachBandingApplet/index.html

(long URL -- whew!)

On Jan 17,  1:51pm, Elizabeth Smith wrote:
> Subject: Re: AN interesting comment.
> For those who don't have the Foley and Van Dam book handy:
> the graphs are:
> (crunch)
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9701171212.ZM6727@vaisyas.engr.multigen.com>
Date: Fri, 17 Jan 1997 12:12:55 -0800
In-Reply-To: "Siva Sankaran" <siva@triveni.newdelhi.sgi.com>
        "My MultiGen model developed on RE2 and MultiGenII 1.0 does not work on IR!" (Jan 15,  4:58pm)
References: <9701151658.ZM1848@triveni.newdelhi.sgi.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: My MultiGen model developed on RE2 and MultiGenII 1.0
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On Jan 15,  4:58pm, Siva Sankaran wrote:

> I use Performer 2.0 with OpenFlight 14.x Performer loader.
>
> Is there any changes in MultiGen and it's loader for IR. Is it available
> online as patches so that I can download.

You should be using R15.2 loader with MultiGen Series II.  Current loader
binaries are available from our web site at:

http://www.multigen.com/FAQ/faq.htm

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9701171241.ZM6756@vaisyas.engr.multigen.com>
Date: Fri, 17 Jan 1997 12:41:35 -0800
In-Reply-To: brian@sgi.com (Brian Furtaw)
        "Re: Texture detail and zbuffer on Impact" (Jan 15, 11:28am)
References: <970115131432_101372.3460_JHP77-1@CompuServe.COM> 
	<9701151128.ZM28372@hotsauce.clubfed.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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Subject: Re: Texture detail and zbuffer on Impact
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Status: O

On Jan 15, 11:28am, Brian Furtaw wrote:
> On Jan 15,  8:14am, Jean BENOIT wrote:

> > I work on Impact 5.3 with patch 1414 or 6.2 with patch 1392, 1347.
> > With these patches have have always the same problem :
> > - Bad texture detail on terrain
>
> Do the textures look dithered? Do you have 1 meg TRAMs or 4 meg TRAMs on this
> IMPACT? You will see dithering with 1 meg TRAMs.

Detail texture mag. filtering is very poor (broken) on Impact.  I don't think
that it improves with 4 meg TRAMS.  I haven't seen a patch for it either.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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From: "Edward Peters" <elpeters@ncsa.uiuc.edu>
Message-Id: <9701171552.ZM10975@hoback.ncsa.uiuc.edu>
Date: Fri, 17 Jan 1997 15:52:25 -0600
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Subject: intersection testing and pfTerrain
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Status: O

I have a Geode which is a morphset of a pfTerrain node.  I set up a segset and
hits as follows:

   pfSegSet segset;
   pfHit **hits[32];

   segset.isectMask = 0x01;
   segset.discFunc = NULL;
   segset.bound = NULL;
   segset.mode = PFTRAV_IS_PRIM;

   segset.segs[0].pos.set ((float)x, (float)y, 500.0f);
   segset.segs[0].dir.set (0.0f, 0.0f, -1.0f);
   segset.segs[0].length = 1000;
   segset.activeMask = 1;

Then I do the following (my geode is pfGeode *ground):

   int isect = ground->isect(&segset, hits);

   if (isect) {
      // intersection, do something
      }

   else {
      // you missed, do something else
      }

It fails every time (ie no intersections).  Earlier I had some code (almost
identical) which would fail sometimes, and work other times.

Does the app and cull processing of the pfTerrain node use intersection testing
to determine what's visible and what's not?  If so, would it require a reset of
the TravMask every frame for other intersection testing to work?  I ask because
part of the enigma seems to be where my intersections are placed relative to
the call to pfFrame().

Thanks in advance for your help.


Ed Peters
elpeters@ncsa.uiuc.edu
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Date: Fri, 17 Jan 1997 16:50:19 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701171650.ZM5807@hotsauce.clubfed.sgi.com>
In-Reply-To: "Marcus Barnes" <marcus@multigen.com>
        "Re: Texture detail and zbuffer on Impact" (Jan 17, 12:41pm)
References: <970115131432_101372.3460_JHP77-1@CompuServe.COM> 
	<9701151128.ZM28372@hotsauce.clubfed.sgi.com> 
	<9701171241.ZM6756@vaisyas.engr.multigen.com>
Reply-To: brian@sgi.com
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To: "Marcus Barnes" <marcus@multigen.com>,
        info_performer <info-performer@sgi.com>
Subject: Re: Texture detail and zbuffer on Impact
Mime-Version: 1.0
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Status: O

I don't think he is talking about detail texturing, he is refering to texture
detail or image quality or artifacts created by dithering. I don't know if the
 # TRAMs have any effect on the quality of detail texturing.

Brian


On Jan 17, 12:41pm, Marcus Barnes wrote:
> Subject: Re: Texture detail and zbuffer on Impact
> On Jan 15, 11:28am, Brian Furtaw wrote:
> > On Jan 15,  8:14am, Jean BENOIT wrote:
>
> > > I work on Impact 5.3 with patch 1414 or 6.2 with patch 1392, 1347.
> > > With these patches have have always the same problem :
> > > - Bad texture detail on terrain
> >
> > Do the textures look dithered? Do you have 1 meg TRAMs or 4 meg TRAMs on
this
> > IMPACT? You will see dithering with 1 meg TRAMs.
>
> Detail texture mag. filtering is very poor (broken) on Impact.  I don't think
> that it improves with 4 meg TRAMS.  I haven't seen a patch for it either.
>
> Regards.
> --
> + Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
> + Multigen Inc.                         http://www.multigen.com    +
> + 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
> + Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
> =======================================================================
> 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 Marcus Barnes



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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From: Nigel Caughey <nigel@planetgo.co.nz>
Message-Id: <199701180019.NAA04137@planetgo.co.nz>
Subject: Re: AN interesting comment. 
To: info-performer@planetgo.co.nz
Date: Sat, 18 Jan 1997 13:19:12 +1300 (NZDT)
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Forwarded message:
> Sender: mew@paradigmsim.com
> I've come to realize that using only two question marks was 
> insufficient to indicate the incredulity I attempted to infer 
> in my original comment.     :-)
> 
> I would like to better understand exactly what Blinn is
> describing.  Is the term "conventional animators" 
> (perhaps meaning hand-drawn cel animation) significant 
> to the context of his comment?
>From my experience in Animation(computer) yes, a reasonable amount of 
hand draw/conventional animation is/was 12.5fps(PAL) and in fact some early 
computer animation also (especially if the deadline got too tight :) ).

We had a similar effect actually with rendering at 50fps vs 25fps, 50fps
is visually smoother, though we were explicitly asked to render at 25fps
because the "effect" was better (probably as that is what advertisers got 
with film). Remember this is all Televison animation I am talking about here
and interlace is a significant factor in that, though the basic principle
I presume stays the same.


-- 
Nigel Caughey                         Ph:+64 4 6190482
Systems Analyst                      Fax:+64 4 6190483
PlanetGo                           Email:nigel@planetgo.co.nz
Avalon TV Studios                    WWW:http://www.planetgo.co.nz/

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Organization: McDonnell Douglas
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To: info-performer@sgi.com
Subject: convolve, glConvolutionFilter2DEXT and IR
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Status: O

I have this simple minded example thanks to Nicolas Gauvin
for using convolve in IRIS GL with performer 2.*
It works fine on an RE2 but does not produce any effect on IR.
The man page for convolve does not specifically say whether
gl convolve is supported on IR.

Additionally, I am trying to convert it to OPEN GL.
The man page says results are unreliable. 

Any suggestion appreciated.
Thanks.


ksh> more simple.C
// simpleC.C: simple Performer program for programmer's guide with
convolution
//
// $Revision: 1.3 $
// $Date: 1997/01/18 00:58:14 $
//


#include <math.h>
#include <stdlib.h>
#include <values.h>

#include <Performer/pf/pfChannel.h>
#include <Performer/pf/pfLightSource.h>
#include <Performer/pf/pfNode.h>
#include <Performer/pf/pfScene.h>


#include <Performer/pfutil.h>
#include <Performer/pfdu.h>

#include <gl.h>



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

static void
drawCB( pfChannel* chan, void* data )
{
   static int first = 1;
#define val7x7 0.020408163f
   static float blur7x7[] =
   {
      val7x7, val7x7, val7x7, val7x7, val7x7, val7x7, val7x7,
      val7x7, val7x7, val7x7, val7x7, val7x7, val7x7, val7x7,
      val7x7, val7x7, val7x7, val7x7, val7x7, val7x7, val7x7,
      val7x7, val7x7, val7x7, val7x7, val7x7, val7x7, val7x7,
      val7x7, val7x7, val7x7, val7x7, val7x7, val7x7, val7x7,
      val7x7, val7x7, val7x7, val7x7, val7x7, val7x7, val7x7,
      val7x7, val7x7, val7x7, val7x7, val7x7, val7x7, val7x7,
   };

   if (first) {
#ifdef CONVOLVE
#ifdef OPENGL
glConvolutionFilter2DEXT(
GL_CONVOLUTION_2D_EXT,    /*has to be this value*/
GL_RGBA,                   /*filter kernel internal format*/
7, 7,                     /*width & height of image pixel array*/
GL_RGBA,                   /*image internal format*/
GL_FLOAT,                 /*type of image pixel data*/
(const void*)blur7x7      /* image itself*/
);
#else
      convolve (CV_GENERAL, CV_REDUCE, 7,7, blur7x7, 0.0f );  
      pixmode (PM_INPUT_FORMAT, PM_BGR); 
      pixmode (PM_OUTPUT_FORMAT, PM_BGR); 
#endif
#endif

      first = 0;
   }


#ifdef OPENGL
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
#else
  chan->clear();
#endif
  pfDraw();

#ifdef CONVOLVE
/* convolution is done during the rectcopy */
#ifdef OPENGL
glRasterPos2i(2,2); 
glCopyPixels(0, 0, 640-0+1, 480-0+1, GL_COLOR);
#else
  rectcopy(0,0,640,480,2,2);  
#endif
#endif
}

int
main (int argc, char *argv[])
{
    float t = 0.0f;


    if (argc < 2)
        Usage();

    // Initialize Performer
    pfInit();


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

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

    // initiate multi-processing mode set in pfMultiprocess call
    // FORKs for Performer processes,  CULL and DRAW, etc. happen here.
    //
    pfConfig();

    // Append to Performer search path, PFPATH, files in
    //      /usr/share/Performer/data */
     pfFilePath(".:/usr/share/Performer/data");

    pfNode *root = pfdLoadFile(argv[1]);
    if (root == NULL)
    {
        pfExit();
        exit(-1);
    }

    // Attach loaded file to a new pfScene
    pfScene *scene = new pfScene;
    scene->addChild(root);

    // Create a pfLightSource and attach it to scene
    scene->addChild(new pfLightSource);


    // Configure and open GL window
    pfPipe *p = pfGetPipe(0);
    pfPipeWindow *pw = new pfPipeWindow(p);
    pw->setWinType(PFPWIN_TYPE_X);
    pw->setName("IRIS Performer");
    pw->setOriginSize(300,400,640,480);
    pw->open();

    // Create and configure a pfChannel.
    pfChannel *chan = new pfChannel(p);
    chan->setScene(scene);
    chan->setFOV(45.0f, 0.0f);
    chan->setTravFunc(PFTRAV_DRAW, drawCB );


    // determine extent of scene's geometry
    pfSphere bsphere;
    root->getBound(&bsphere);
    chan->setNearFar(1.0f, 10.0f * bsphere.radius);


    // Simulate for twenty seconds.
    while (t < 60.0f)
    {
        pfCoord    view;
        float      s, c,t0;

        // Go to sleep until next frame time.
        pfSync();

        // Initiate cull/draw for this frame.
        pfFrame();

        // Compute new view position.
        t = pfGetTime();
        t0=t;
        pfSinCos(45.0f*t0, &s, &c);
        view.hpr.set(45.0f*t0, -10.0f, 0);
        view.xyz.set(2.0f * bsphere.radius * s,
                     -2.0f * bsphere.radius *c,
                     0.5f * bsphere.radius);
        chan->setView(view.xyz, view.hpr);
    }

    // Terminate parallel processes and exit
    pfExit();
    return 0;
}
ksh> 
-- 
Olivier Schreiber olivier@sgidev.mdc.com 310 593 9739 FAX 593 0296
Military Transport Aircraft, McDonnell Douglas Corporation
Mail Code D041/0056, 2401 E. Wardlow Road Long Beach, CA 90807-5309
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701181735.ZM14064@bitch.reading.sgi.com>
Date: Sat, 18 Jan 1997 17:35:08 +0000
In-Reply-To: Olivier Schreiber <olivier@sgidev.mdc.com>
        "convolve, glConvolutionFilter2DEXT and IR" (Jan 17,  5:18pm)
References: <32E024FA.41C6@sgidev.mdc.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Olivier Schreiber <olivier@sgidev.mdc.com>, info-performer@sgi.com
Subject: Re: convolve, glConvolutionFilter2DEXT and IR
Mime-Version: 1.0
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On Jan 17,  5:18pm, Olivier Schreiber wrote:
> Subject: convolve, glConvolutionFilter2DEXT and IR
> I have this simple minded example thanks to Nicolas Gauvin
> for using convolve in IRIS GL with performer 2.*
> It works fine on an RE2 but does not produce any effect on IR.
> The man page for convolve does not specifically say whether
> gl convolve is supported on IR.
>
> Additionally, I am trying to convert it to OPEN GL.
> The man page says results are unreliable.
>
> Any suggestion appreciated.
> Thanks.
>

Using OpenGL you need to enable the convolution during pixel transfer:

glEnable(GL_CONVOLUTION_2D_EXT);

Adding this to your code will fix the OpenGL.

I expect your IrisGL problems are due to bugs in IGLOO, you might
want to try the IGLOO patch 1422 and also make sure you have the iR
gfx patch 1355.

Cheers,
Angus.
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701181719.ZM14050@bitch.reading.sgi.com>
Date: Sat, 18 Jan 1997 17:19:45 +0000
In-Reply-To: "Elizabeth Smith" <eliza@daisy.paradigmsim.com>
        "Re: AN interesting comment." (Jan 17,  1:42pm)
References: <9701162119.AA20838@mred.bgm.link.com>  <32DFA0E9.41C6@iao.fhg.de> 
	<9701170951.ZM20581@quid.csd.sgi.com> 
	<9701171850.ZM13006@bitch.reading.sgi.com> 
	<9701171342.ZM11726@daisy.paradigmsim.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Elizabeth Smith" <eliza@daisy.paradigmsim.com>, info-performer@sgi.com
Subject: Re: AN interesting comment.
Mime-Version: 1.0
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Status: O

On Jan 17,  1:42pm, Elizabeth Smith wrote:
> Subject: Re: AN interesting comment.
> For those who don't have the Foley and Van Dam book handy:
> the graphs are:
>
>                                                |\
>                ____________                    | \__________
>                |                               |
>                |                               |
>                |                               |
>                |                               |
>                |                               |
>  ______________|                 ____________  |
>                                              \ |
>                                               \|
>   actual intensity                   perceived intensity
>
>  (intensity)
>  ^
>  |
>  |
>  |
>  -------> (space)
>
>
> On Jan 17,  6:50pm, Angus Dorbie wrote:

> > The images in the URL show this Mach effect:
> >
> >               ____________                    __________
> >               |                              /
> >               |                             /
> >               |                             |
> >               |                             |
> >               |                             /
> > ______________|                   _________/
> >
> >  actual intensity                   perceived intensity
                                                 ^
                                                 |
Yep, this graph is wrong and actually shows      |
the opposite of the effect! _____________________|

I must have had my receptors mixed up when I drew it :-)

Still, both the posted URLs seem to reffer to the corrected graph
above and not the mach banding effect in the graph below and
now that I've checked Foley & Van Dam, both are described as
examples of Mach banding. Even if the Foley example deviates a
little from my graph below.

I've resisted the temptation to post a gif of the effect below.

Cheers,
Angus.

> >
> > And I thought Mach banding was:
> >                                           __
> >       ____________                       /  \_________
> >      /                                  /
> >     /                                  /
> >    /                                  /
> >   /                                  /
> >  /                                  /
> > /                                  /
> >  actual intensity                   perceived intensity
> >
> > Graph axes guide:
> >
> > (intensity)
> > ^
> > |
> > |
> > |
> > -------> (space)
> >
> > Hence a percieved intensity band where none exists, often seen in
> > graphics when intensity gets clamped to a maximum value.
> >
> > Any takers for this Fridays pub trivia question? I think Foley van Damn
> > is where I remember these graphs from but my copy is at home.
> >


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Date: Sat, 18 Jan 1997 13:11:29 -0500
From: Thom DeCarlo <tdecarlo@rayva.org>
Reply-To: tdecarlo@rayva.org
Organization: TASC, Inc.
X-Sender: Thom DeCarlo <tdecarlo@rayva.org>
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        info-vega <info-vega@paradigmsim.com>
Subject: Still working on shadows...
X-Priority: Normal
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Status: O

Some time ago I wrote asking if anyone had any experience trying
to render shadows cast by the sun in a large area sim. I haven't
seen a responce, but several people have emailed me to ask if I
have solved the problem. Well, since I haven't found a solution
I thought I should try restating the question.

I assume that I would need an infinite, rather than local, light 
source to achieve the correct effect. Am I right, or is there some
other way to do this? Perhaps if I attach a local light to the
observer's DCS? But then it would still need to be very far away
and not rotate when the observer changes orientation.

Has anyone out there come up with a workable solution?

Thom
 
-- 
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
 Thom DeCarlo                *  Off-site contact info
 TASC                        *  JPSD/IEC, US Army TEC
 12100 Sunset Hills Rd.      *  7701 Telegraph Rd., Bldg 2592
 Reston, VA 22090            *  Alexandria, VA 22315
 phone: 703/834-5000         *  phone: 703/428-7034
 fax:   703/318-7900         *  fax:   703/428-7054
 mailto:trdecarlo@tasc.com   *  mailto:thom@dogwood.tec.army.mil
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            It is known as the Dark Ages.
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Message-Id: <9701182044.ZM14629@bitch.reading.sgi.com>
Date: Sat, 18 Jan 1997 20:44:28 +0000
In-Reply-To: Thom DeCarlo <tdecarlo@rayva.org>
        "Still working on shadows..." (Jan 18,  1:11pm)
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On Jan 18,  1:11pm, Thom DeCarlo wrote:
> Subject: Still working on shadows...
> Some time ago I wrote asking if anyone had any experience trying
> to render shadows cast by the sun in a large area sim. I haven't
> seen a responce, but several people have emailed me to ask if I
> have solved the problem. Well, since I haven't found a solution
> I thought I should try restating the question.
>
> I assume that I would need an infinite, rather than local, light
> source to achieve the correct effect. Am I right, or is there some
> other way to do this? Perhaps if I attach a local light to the
> observer's DCS? But then it would still need to be very far away
> and not rotate when the observer changes orientation.
>
> Has anyone out there come up with a workable solution?

I'm surprised nobody has been able to help you with this.

There's depth mapped shadows but this is impractical
for most visual simulation due to the rendering overhead,
even with the reduced number of passes required on iR.

Another method is to render the projected shadow volume, outside
then inside, to the stencil planes while zbuffering. With a
stencil increment on the outside and decrement on the inside you
end up with stencil == 1 where the shadow projects onto surfaces.
Exactly the same method can be used for per-pixel spotlights. You
then re-render the lit or shadowed surfaces with or without light with
a stencil operation which only writes to stencil == 1 for your final
effect. This is also multi-pass so for most Vis Sim it's
not appropriate.

It sounds like what you need is yer standard flat plane
shadows projection, made famous by the "Ideas in Motion" demo.
As this demo shows, it's possible to project geometry from the
light source position onto a plane, and the light source can even
be a local one.

You can use the geometry of the object casting the shadow for
this but it's probably wiser to use a very simplified
representation of the object casting the shadow.
You place the simplified object below a DCS which has the
transformation required to project it onto the ground plane.
For this to work you will have to work around zfighting issues,
you should also use a black geostate and a stipple pattern or
multisample transparency for the shadow contribution.

So the only tricky part is figuring out how to produce the projective
matrix required for the shadow. Thankfully I don't have to work this
out because Thant Tessman has already described this in an IRIS Universe
Programmers Corner, way back when that publication was usefull.
Plagerising shamelessly from this article, here's how it's done for
a infinite light source. I've adjusted the sums for Performers
coordinate system:

The equation to project to the ground where z==0 is as follows.
Where, lx, ly, lz are the light vector and mx, my, mz  are the model
coordinates and sx, sy, sz are shadow coordinates.

sx = mx + mz * lx/lz
sy = my + mz * ly/lz
sz = 0

So you now have to build a 4x4 matrix to set in a DCS which will apply
this transformation to the model coordinates.

[      1.0       0.0       0.0       0.0        ]
[      0.0       1.0       0.0       0.0        ]
[      lx/lz     ly/lz     0.0       0.0        ]
[      0.0       0.0       0.0       1.0        ]

In code this might look like:

if ((root = pfdLoadFile(argv[arg])) != NULL)
{
  pfMatrix *doomed;
  // create a DCS shadow casting
  pfDCS *shadow = new pfDCS();
  // build the matrix with projection onto horizontal z=0 plane
  shadow->setMat( * (doomed = new pfMatrix (
                                  1.0f,   0.0f,   0.0f,   0.0f,
                                  0.0f,   1.0f,   0.0f,   0.0f,
                                  lx/lz,  ly/lz,  0.0f,   0.0f,
                                  0.0f,   0.0f,   0.0f,   1.0f,
                                           ))
               );
  delete doomed;
  shadow->addChild(root);
  scene->addChild(shadow);
}

Attached is a small gif of a test of this shadows method in
performer using the above code by loading a duplicate flt file
which has been made black in the modelling tool.

For other horizontal planes you can very simply introduce the delta
values in the arithmetic. Non horizontal planes and local light
sources are more difficult to figure but can be done. If you want
me to go over the local light source stuff in Thant's article I
will.

Cheers,
Angus.

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Date: Sat, 18 Jan 1997 22:03:54 -0500 (EST)
From: Jeff Bush <jbush@afit.af.mil>
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To: Performer help <info-performer@sgi.com>
Subject: HELP: Evaluating Performer for thesis topic.
Message-ID: <Pine.SUN.3.91.970118211426.19292A-100000@shark>
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Hello, I am a grad student developing a 3D 
rendering application involving missile/aircraft engagement.  
There is current work done with Open Inventor but is too slow.  
I need to evaluate Performer as an alternative and would like 
some insight on a few things.  If you can help me, please email 
me at jbush@afit.af.mil.  Thank you.

1) Does it work well with Motif? I'll be using it for the UI.

2) Is there an easy interface for the user to change the 
viewing angle?  (using mouse controls most likely)

3) The aircraft model (currently an Inventor .iv file) is 
broken up in sections (engine, skin, crew...) that need to have 
their visibility "toggled".  Is there a way to turn a node's 
visibility off other than removing it from the scene graph 
heirarchy?

4) In order to turn the visibility on or off, I need to be able 
to identify these aircraft sections in the database.  I 
understand there is a library function for loading 
Inventor files.  Currently 
the Inventor file has the aircraft divided up with "SoLabel"s of 
each section that can be searched for in the Inventor tree, 
each section becomes an Inventor "child" object that can be 
manipulated seperatly.  Can this be done in Performer?  (I 
realize this might be a difficult question to answer 
without more info...)  If I can't, my only solution would be to 
break up the .iv file into it's sections and load each 
seperatly, keeping track of them myself.  I'd like to avoid 
this if possible.

5) The OpenInventor version had 4 viewing scenes, one main 
view and 3 smaller views showing top, front and side views, all 
rendering in sync.  This was trivial in Inventor.  Would this 
also be easy to do in Performer?  (Create 4 "views" of the same 
scene)

6) Is there a Performer newsgroup yet?


Thanks in advance.
Any insight would be helpful. I'd actually like to get away 
from Inventor due to its slow performance.


I am not subscrib5ed to this mail list any longer, so if you can 
answer any questions, please respond to:  jbush@afit.af.mil.


Capt Jeff Bush
Graduate Student in Computer Science
Air Force Institute of Technology
jbush@afit.af.mil
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701191433.ZM15353@bitch.reading.sgi.com>
Date: Sun, 19 Jan 1997 14:33:35 +0000
In-Reply-To: Jeff Bush <jbush@afit.af.mil>
        "HELP: Evaluating Performer for thesis topic." (Jan 18, 10:03pm)
References: <Pine.SUN.3.91.970118211426.19292A-100000@shark>
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To: Jeff Bush <jbush@afit.af.mil>, Performer help <info-performer@sgi.com>
Subject: Re: HELP: Evaluating Performer for thesis topic.
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Status: O

On Jan 18, 10:03pm, Jeff Bush wrote:
> Subject: HELP: Evaluating Performer for thesis topic.
>
> Hello, I am a grad student developing a 3D
> rendering application involving missile/aircraft engagement.
> There is current work done with Open Inventor but is too slow.
> I need to evaluate Performer as an alternative and would like
> some insight on a few things.  If you can help me, please email
> me at jbush@afit.af.mil.  Thank you.
>
> 1) Does it work well with Motif? I'll be using it for the UI.
>

Yes you can have Performer rendering to a window insude a Motif
GUI and there is example code, performer also has it's own GUI
widgets which you may want to consider for simple interaction
instead of Motif.

> 2) Is there an easy interface for the user to change the
> viewing angle?  (using mouse controls most likely)

You should understand that performer is primarily an API for
writing applications. You can change the FOV from your application
and the "perfly" example application allows the user to change
the field of view using a slider on the GUI.

>
> 3) The aircraft model (currently an Inventor .iv file) is
> broken up in sections (engine, skin, crew...) that need to have
> their visibility "toggled".  Is there a way to turn a node's
> visibility off other than removing it from the scene graph
> heirarchy?

Yes, you can use node traversal masks to disable culling and rendering
objects and in the scene very simply. You can even perform this on a
a per channel basis.

>
> 4) In order to turn the visibility on or off, I need to be able
> to identify these aircraft sections in the database.  I
> understand there is a library function for loading
> Inventor files.  Currently
> the Inventor file has the aircraft divided up with "SoLabel"s of
> each section that can be searched for in the Inventor tree,
> each section becomes an Inventor "child" object that can be
> manipulated seperatly.  Can this be done in Performer?  (I
> realize this might be a difficult question to answer
> without more info...)  If I can't, my only solution would be to
> break up the .iv file into it's sections and load each
> seperatly, keeping track of them myself.  I'd like to avoid
> this if possible.

pfFindNode is very usefull for finding named nodes in the scene graph. I
think the Performer inventor loader names the nodes with the labels so it
would be easy to identify the components you are interested in. I have used
this in the past but I'm not sure which field was used in the inventor
files I was reading.

You could also perform your own traversal or use a traversal function to
go through a loaded database and identify components using whatever other
distinguising attributes they posessed.

>
> 5) The OpenInventor version had 4 viewing scenes, one main
> view and 3 smaller views showing top, front and side views, all
> rendering in sync.  This was trivial in Inventor.  Would this
> also be easy to do in Performer?  (Create 4 "views" of the same
> scene)

Yes, in Performer you have pfChannels which you create and give
perspective or orthographic projections. You map these to areas of
your application window by setting the viewport.

You can use the same scene or different scenes in each of the viewports
and your traversal masks (see 3 above) can selectively turn objects in
the scene off on a per channel basis. You can also selectively disable
rendering to the channels.

When you call pfFrame in your application loop all of the channels you
have created will be drawn, quickly :-).

>
> 6) Is there a Performer newsgroup yet?

Nope just this list.

Cheers,
Angus.

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Ulf Yngwe
97-01-20 08:41

<I am sendein this again because i didn't seem to get away properly
the first time. Sorry if you have seen this before!>

Hi!

Shouldn=B4t this work on an O2 with Performer 2.0 or have I
misunderstood something. I always get a BadMatch error
on the glXMakeCurrent call.

    pfInit();
    pfConfig();

    p =3D pfGetPipe(0);
    pw =3D pfNewPWin(p);
    pfPWinType(pw, PFPWIN_TYPE_X);
    pfPWinName(pw, "IRIS Performer");
    pfPWinOriginSize(pw, 0, 0, 500, 500);
    pfOpenPWin(pw);

    dpy=3DpfGetCurWSConnection();
    win=3DpfGetPWinWSWindow(pw);
    wincxt=3DpfGetPWinGLCxt(pw);

    glXMakeCurrent(dpy,win,wincxt);

=


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From: "Chris Thornborrow" <chris@avalon.manchester.sgi.com>
Message-Id: <9701200929.ZM26223@avalon.manchester.sgi.com>
Date: Mon, 20 Jan 1997 09:29:25 +0000
In-Reply-To: Martin Reddy <mxr@dcs.ed.ac.uk>
        "Re: Underwater effects" (Jan 16, 10:09am)
References: <Pine.SOL.3.94.970116092628.23123B-100000@jura.dcs.ed.ac.uk>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Performer List <info-performer@sgi.com>
Subject: Re: Underwater effects
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Status: O

OK I'll get laughed off the list for refering to a game but have a look at Tomb
Raider. As near as I can work out, the effects for underwater are as follows:

1) Semi-transparent flat polygon on surface, texture mapped with ripples.
Texture map for ripples is time based and animates.

2) All surfaces under the water (besides being texture mapped nicely) appear to
be broken into regular grids. The corners of said grids have a material applied
which varies with time. The brightness of the material application seems to be
a sinusoidal time variable. Each corner starts at a different brightness of
course. This is gouraud shaded and combined with the texture map. All material
colours are blue-green compared to surfaces outside the water.

3) 3-4 polygons are used to give bubble effects off any moving object by using
transparent textures.

4) Sound underwater is deadened (except atmospheric music). This is incredibly
effective and is perhaps the single biggest contributing factor.

5) Geometry close to the surface is lighter in colour.


There are other things such as moving through the water requires you to press
direction and power buttons (not just direction) which makes you feel like its
an effort to move through it ! However, these are probably less relevant.


Chris.

-- 
-------------------------------------------------------------------------------
|Chris Thornborrow	email : chris@manchester.sgi.com                      |
|Silicon Graphics        tel  : +44 161 877 8801 ext 1309                     |
|                                                                             |
|Home Page URL : http://reality.sgi.com/chris_manchester/                     |
|Arthurian URL : http://reality.sgi.com/chris_manchester/arthur.html          |
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From: "Vector Technologies" <vectortc@swissonline.ch>
To: <info-performer@sgi.com>
Cc: <urs@zuric.sgi.com>
Subject: Re: Texture detail and zbuffer on Impact
Date: Mon, 20 Jan 1997 10:51:09 +0100
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Status: O

We have upgraded a High Impact to 4M TRAM. The maximum texel depth is
always 16 bits, that means 4bits per channel RGBA. With 16 levels per
channel, the dithering process under certain circumstances (e.g. cloudy
sky) even gives false colors. The patches 1447 and 1574 (under Irix 6.2) do
not modify the behaviour. In the manual (paragraph 1.4, Indigo IMPACT
Graphics) however 4M TRAM should come with 48 bits texel depth.
We inputted these results last year to Mountain View, we have no feed-back
up to now.
Will this bug be fixed, or do we have to live on an Impact with these poor
texel depth definitions?
Cheers.
Alexander Knob.
******************************************
 VECTOR TECHNOLOGIES SA
  7, ch de la Venoge
  CH - 1025  St-SULPICE
  Switzerland
  tel: +41 21 691 42 43
  fax: +41 21 691 42 40
  eml: vectortc@swissonline.ch

 Explore with us the 3rd dimension !
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701201050.ZM16404@bitch.reading.sgi.com>
Date: Mon, 20 Jan 1997 10:50:15 +0000
In-Reply-To: "Vector Technologies" <vectortc@swissonline.ch>
        "Re: Texture detail and zbuffer on Impact" (Jan 20, 10:51am)
References: <199701200955.KAA05255@swissonline.ch>
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To: "Vector Technologies" <vectortc@swissonline.ch>, <info-performer@sgi.com>
Subject: Re: Texture detail and zbuffer on Impact
Cc: <urs@zuric.sgi.com>
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Status: O

Are you relying on Performer to create your textures?

Try explicitly requesting a texture format with 8 bits per component.
This works on IMPACT with 4Mb TRAM so it sounds like your problems
are due to your software/database loader.

You go on to mention dithering, is this what you mean? Textures
don't dither, although they will to quantize when you use fewer
bits per texture component. You get dithering in your shading
if you have a visual which doesn't have 8 bits per component.

Have you mixed your terminology or are you talking about two
distinct problems?

Can you run a demo like "distort" to see if you have a problem with
8 bits per component texturing? It should be pretty obvious if it
uses 4 bits per component and this would indicate a problem specific
to your system.


Cheers,
Angus.


On Jan 20, 10:51am, Vector Technologies wrote:
> Subject: Re: Texture detail and zbuffer on Impact
> We have upgraded a High Impact to 4M TRAM. The maximum texel depth is
> always 16 bits, that means 4bits per channel RGBA. With 16 levels per
> channel, the dithering process under certain circumstances (e.g. cloudy
> sky) even gives false colors. The patches 1447 and 1574 (under Irix 6.2) do
> not modify the behaviour. In the manual (paragraph 1.4, Indigo IMPACT
> Graphics) however 4M TRAM should come with 48 bits texel depth.
> We inputted these results last year to Mountain View, we have no feed-back
> up to now.
> Will this bug be fixed, or do we have to live on an Impact with these poor
> texel depth definitions?
> Cheers.
> Alexander Knob.
> ******************************************
>  VECTOR TECHNOLOGIES SA
>   7, ch de la Venoge
>   CH - 1025  St-SULPICE
>   Switzerland
>   tel: +41 21 691 42 43
>   fax: +41 21 691 42 40
>   eml: vectortc@swissonline.ch
>
>  Explore with us the 3rd dimension !
> ******************************************
> =======================================================================
> 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 Vector Technologies


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Subject: Re: pfPipeWindows and OpenGL
To: info-performer@sgi.com
X-Mailer: SPRY Mail Version: 04.00.06.17
Status: O

Hi,

--   Ulf Yngwe 97-01-20 08:41 wrote:

>    pfInit();
		_try_ pfMultiprocess(PFMP_APPCULLDRAW);
		 ^^^
>    pfConfig();
>
>    p = pfGetPipe(0);
>    pw = pfNewPWin(p);
>    pfPWinType(pw, PFPWIN_TYPE_X);
>    pfPWinName(pw, "IRIS Performer");
>    pfPWinOriginSize(pw, 0, 0, 500, 500);
>    pfOpenPWin(pw);
>
>    dpy=pfGetCurWSConnection();
>    win=pfGetPWinWSWindow(pw);
		_try_ fprintf(stderr,"win is 0x%x\n",win);
		 ^^^
	is it zero or some number? then move win=pfGetPWinWSWindow(pw);
	and fprintf(stderr,"win is 0x%x\n",win); to pfOpenPWin(), try
	PFMP_APPCULLDRAW, PFMP_APP_CULLDRAW.

>    wincxt=pfGetPWinGLCxt(pw);
>
>    glXMakeCurrent(dpy,win,wincxt); /* if win is zero, fault */

key problem is pfGetPWinWSWindow don't work in APP process when multiprocess 
case. man page say it works, but it don't.
Hope this helps.

liubin
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Subject: Re: pfPipeWindows and OpenGL
To: info-performer@sgi.com
X-Mailer: SPRY Mail Version: 04.00.06.17
Status: O

Hi,

sorry i make a mistake in last mail, please discard it.

--   Ulf Yngwe 97-01-20 08:41 wrote:

>    pfInit();
		_try_ pfMultiprocess(PFMP_APPCULLDRAW);
		 ^^^
>    pfConfig();
>
>    p = pfGetPipe(0);
>    pw = pfNewPWin(p);
>    pfPWinType(pw, PFPWIN_TYPE_X);
>    pfPWinName(pw, "IRIS Performer");
>    pfPWinOriginSize(pw, 0, 0, 500, 500);
>    pfOpenPWin(pw);

	in multiprocess case, use: pfPWinConfigFunc(pw,OpenPipeWindow);
	and pfConfigPWin(pw); you can do pfOpenPWin() in function
	OpenPipeWindow.
>
>    dpy=pfGetCurWSConnection();
>    win=pfGetPWinWSWindow(pw);
		_try_ fprintf(stderr,"win is 0x%x\n",win);
		 ^^^
	is it zero or some number? then move win=pfGetPWinWSWindow(pw);
	and fprintf(stderr,"win is 0x%x\n",win); to OpenPipeWindow(),
	try PFMP_APPCULLDRAW, PFMP_APP_CULLDRAW.

>    wincxt=pfGetPWinGLCxt(pw);
>
>    glXMakeCurrent(dpy,win,wincxt); /* if win is zero, fault */

key problem is pfGetPWinWSWindow doesn't work in APP process when multiprocess 
case. man page say it works, but it doesn't. it works in DRAW process.
Hope this helps.

liubin
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From: "Angus W.S. Henderson" <angus@despair.paradigmsim.com>
Message-Id: <9701200957.ZM16385@despair.paradigmsim.com>
Date: Mon, 20 Jan 1997 09:57:40 -0600
In-Reply-To: "DreamTeam Ltd." <dreamt@netvision.net.il>
        "Re: Underwater effects" (Jan 19, 11:39am)
References: <Pine.SOL.3.94.970116092628.23123B-100000@jura.dcs.ed.ac.uk> 
	<9701161415.ZM1823@despair.paradigmsim.com> 
	<32E27873.2D14@netvision.net.il>
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>
> The best water effects I have seen in a long time - Nintendo !!!!
> Why don't they supply the code when you buy the game ?!
>
> Roni Kass
> V.P. Research & Development
> DreamTeam Ltd.
>-- End of excerpt from DreamTeam Ltd.


The thing about graphics is you can guess how they are done just by looking.

The dynamic water surface looks like it has a shiny blue/green environment map,
with 50% transparency I can't be sure of course but it looks like they use
point sampled minification.

That makes all these flickering artifacts in the distance that actually makes
the water look more active.

It's more of a swimming pool water surface than the sea of course.

ANgus
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From: "Vector Technologies" <vectortc@swissonline.ch>
To: <info-performer@sgi.com>
Cc: <urs@zurich.sgi.com>
Subject: HW-texture representation on Impact
Date: Mon, 20 Jan 1997 16:49:15 +0100
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Angus:
we are creating textured polygons with MultiGen. The loader cannot be the
problem since on an IR (with RM-6) the texel depth representation is fine.
For our test, we created a rectangle textured with R=G=const. and B
decreasing from 255 (left) to 0 (right). The texture on the Impact is
clearly quantified (not dithered, sorry!) with 16 levels.
The demo "distort" with the dog gives a uniform brown color.
Ciao.
Alexander.
******************************************
 VECTOR TECHNOLOGIES SA
  7, ch de la Venoge
  CH - 1025  St-SULPICE
  Switzerland
  tel: +41 21 691 42 43
  fax: +41 21 691 42 40
  eml: vectortc@swissonline.ch

 Explore with us the 3rd dimension !
******************************************
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In-Reply-To: "Edward Peters" <uunet!ncsa.uiuc.edu!elpeters>
        "intersection testing and pfTerrain" (Jan 17,  3:52pm)
References: <9701171552.ZM10975@hoback.ncsa.uiuc.edu>
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To: "Edward Peters" <uunet.uu.net!uunet!ncsa.uiuc.edu!elpeters>,
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Subject: Re: intersection testing and pfTerrain
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On Jan 17,  3:52pm, Edward Peters wrote:
> Subject: intersection testing and pfTerrain
> I have a Geode which is a morphset of a pfTerrain node.  I set up a segset
and
> hits as follows:
>
>    pfSegSet segset;
>    pfHit **hits[32];
>
>    segset.isectMask = 0x01;
>    segset.discFunc = NULL;
>    segset.bound = NULL;
>    segset.mode = PFTRAV_IS_PRIM;
>
>    segset.segs[0].pos.set ((float)x, (float)y, 500.0f);
>    segset.segs[0].dir.set (0.0f, 0.0f, -1.0f);
>    segset.segs[0].length = 1000;
>    segset.activeMask = 1;
>
> Then I do the following (my geode is pfGeode *ground):
>
>    int isect = ground->isect(&segset, hits);
>
>    if (isect) {
>       // intersection, do something
>       }
>
>    else {
>       // you missed, do something else
>       }
>
> It fails every time (ie no intersections).

I had a similar experience.  A way to get around it is to set the appropriate
nodeTravMask everytime before isect() call is made.  The default node/gset mask
does not work for some reason.  This may be a Performer bug with morph gset.

> Earlier I had some code (almost
> identical) which would fail sometimes, and work other times.
>
> Does the app and cull processing of the pfTerrain node use intersection
testing
> to determine what's visible and what's not?  If so, would it require a reset
of
> the TravMask every frame for other intersection testing to work?  I ask
because
> part of the enigma seems to be where my intersections are placed relative to
> the call to pfFrame().
>
> Thanks in advance for your help.
>
>
> Ed Peters
> elpeters@ncsa.uiuc.edu
> =======================================================================
> 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 Edward Peters



-- 

Gan Wang

Cambridge Research Associates            Voice:  703-790-0505 ext.7210
1430 Spring Hill Road, Suite 200         Fax:    703-790-0370
McLean, VA 22102                         E-mail: gan@cambridge.com              
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701201720.ZM17004@bitch.reading.sgi.com>
Date: Mon, 20 Jan 1997 17:20:37 +0000
In-Reply-To: "Vector Technologies" <vectortc@swissonline.ch>
        "HW-texture representation on Impact" (Jan 20,  4:49pm)
References: <199701201552.QAA21089@swissonline.ch>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Vector Technologies" <vectortc@swissonline.ch>, <info-performer@sgi.com>
Subject: Re: HW-texture representation on Impact
Cc: <urs@zurich.sgi.com>
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Status: O

On Jan 20,  4:49pm, Vector Technologies wrote:
> Subject: HW-texture representation on Impact
> Angus:
> we are creating textured polygons with MultiGen. The loader cannot be the
> problem since on an IR (with RM-6) the texel depth representation is fine.
> For our test, we created a rectangle textured with R=G=const. and B
> decreasing from 255 (left) to 0 (right). The texture on the Impact is
> clearly quantified (not dithered, sorry!) with 16 levels.
> The demo "distort" with the dog gives a uniform brown color.

The iR supports different texture formats, ie 5,5,5 bits RGB instead of
4,4,4 rgb so it'd look a _lot_ better than IMPACT. Performer will also
default to a different internal format.

What you have to do is get the texture on the MultiGen palette and
press "=", then edit the internal format flag to be RGB 8,8,8 (or
whatever the token reads this will create an attributes file which
tells the flight loader to use more bits per texel. Next time you
load the database you should see the improved texture format being
used.

Cheers,
Angus.
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9701200935.ZM25130@quid.csd.sgi.com>
Date: Mon, 20 Jan 1997 09:35:44 -0800
In-Reply-To: "Vector Technologies" <vectortc@swissonline.ch>
        "Re: Texture detail and zbuffer on Impact" (Jan 20, 10:51am)
References: <199701200955.KAA05255@swissonline.ch>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Vector Technologies" <vectortc@swissonline.ch>, <info-performer@sgi.com>
Subject: Re: Texture detail and zbuffer on Impact
Cc: <urs@zuric.sgi.com>
Mime-Version: 1.0
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Status: O

With 4M TRAM you can indeed have > 4bits/component textures. 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

If you are seeing banding on all textured applications I suppose you could have
bad TRAM - does /usr/gfx/gfxinfo actually see 4M TRAM ?

If the dithering is only on certian texturing applications only then perhaps
you need to change the internal texture format ( pfTexture::setFormat in
Performer).

When you say 'inputted these results last year to Mountain View' do you mean
you logged a support call ? If so please let email me the reference number and
I'll follow it up. If not, then maybe you could log one ( mail me the ref too
).

Cheers
Rob

On Jan 20, 10:51am, Vector Technologies wrote:
> Subject: Re: Texture detail and zbuffer on Impact
> We have upgraded a High Impact to 4M TRAM. The maximum texel depth is
> always 16 bits, that means 4bits per channel RGBA. With 16 levels per
> channel, the dithering process under certain circumstances (e.g. cloudy
> sky) even gives false colors. The patches 1447 and 1574 (under Irix 6.2) do
> not modify the behaviour. In the manual (paragraph 1.4, Indigo IMPACT
> Graphics) however 4M TRAM should come with 48 bits texel depth.
> We inputted these results last year to Mountain View, we have no feed-back
> up to now.
> Will this bug be fixed, or do we have to live on an Impact with these poor
> texel depth definitions?
> Cheers.
> Alexander Knob.
> ******************************************
>  VECTOR TECHNOLOGIES SA
>   7, ch de la Venoge
>   CH - 1025  St-SULPICE
>   Switzerland
>   tel: +41 21 691 42 43
>   fax: +41 21 691 42 40
>   eml: vectortc@swissonline.ch
>
>  Explore with us the 3rd dimension !
> ******************************************
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Vector Technologies



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Subject: Shadow and projected texture
Cc: PERE@cluny.ensam.fr
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Status: O

	Like Scott McMillan and Mark Baranowski, I try to make shadows with
Performer 2.1 and Irix 6.2.

	Remi ARNAUD says:
> OpenGL shadows are not supported by Performer 2.x, but the OpenGL shadow
> extensions are in the patch 1355 for 6.2.

	Is this the solution ? if, it is, ok I will install this patch.

Another problem exists with pfLightSource and PROJTEX . I would like to use
more than one pfLightSource, the documentation  says
     > PROJTEX lighting requires that a pfTexture be specified with the
     > PFLS_PROJ_TEX token to pfLSourceAttr. obj should be an intensity-alpha
     > (2-component) pfTexture* with identical intensity and alpha components.
     > If lsource is the only pfLightSource in the scene using PROJTEX
lighting,
     > the texture may be a full-color, 4-component texture.

	I tried this with 2 projected texture, but the result was that the
scene is saturated even if I set PFLS_INTENSITY token to normalize lighting .
In fact, my second texture seems invisible.

	Help !!! Please

	If somebody have an idea, I have some but not always clever.

Thanks

PS: You could see my application on IMAGINA next February in Monaco. You could
not miss it... See you there

-- 


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At 06:54 PM 1/15/97 +0000, Angus Dorbie wrote:
>On Jan 15, 10:22am, Timothy Moore wrote:

snip...

>> color and Z buffers if the depth test succeeds.  So, you may get a
>> measurably better fill rate if you render polygons front to back,
>
>I very much doubt this would be worthwhile on RE2 or iR systems
>unless you manage to occlude some transparency, but anything is worth
>a try I suppose.

Is this really true?  I thought that rendering front to back (on
either an iR or a RE2) would be significantly faster than vice versa.


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701201825.ZM17222@bitch.reading.sgi.com>
Date: Mon, 20 Jan 1997 18:25:19 +0000
In-Reply-To: pere1@cluny.ensam.fr
        "Shadow and projected texture" (Jan  8,  6:15am)
References: <9701080615.ZM15429@unknown.zmail.host>
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Subject: Re: Shadow and projected texture
Cc: PERE@cluny.ensam.fr
Mime-Version: 1.0
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On Jan 8,  6:15am, pere1@cluny.ensam.fr wrote:
> Subject: Shadow and projected texture
> 	Like Scott McMillan and Mark Baranowski, I try to make shadows with
> Performer 2.1 and Irix 6.2.
>
> 	Remi ARNAUD says:
> > OpenGL shadows are not supported by Performer 2.x, but the OpenGL shadow
> > extensions are in the patch 1355 for 6.2.
>
> 	Is this the solution ? if, it is, ok I will install this patch.

Well what Remi has just said means that 1355 is essential but even with
it it's not a solution: "OpenGL shadows are not supported by Performer 2.x"

Compile for IrisGL and perhaps this will support the shadows via IrisGL
and IGLOO.

Failing this you'll have to hand code the OpenGL shadows multi-pass.

Cheers,
Angus.

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From: ken sartor <sartor@bur.visidyne.com>
Subject: Re: AN interesting comment.
Status: O

At 04:55 PM 1/17/97 +0100, Andreas Simon wrote:
>Steve Baker wrote:
>
>> > There is another effect of double framing however. A motion that is
>> > double framed seems to move faster than one that is single framed,
>

Is this 'feature' being discussed not exactly the same as using a 
30 Hz screen refresh rate screen that is single framed?

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From: scott@ht.com (Scott McMillan)
Message-Id: <199701201831.NAA02037@hf.ht.com>
Subject: Re: 2.1 vs 2.0 for Max Impacts
To: info-performer@sgi.com
Date: Mon, 20 Jan 1997 13:31:02 -0500 (EST)
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Content-Type: text
Status: O

Excuse the delay (I have been out of the office), but I am really interested
in some clarification on which Impacts Performer 2.1 can/should be
installed. The following comment has me curious:

> From guest@holodeck.csd.sgi.com  Wed Jan 15 04:42:20 1997
> Message-Id: <9701150430.AA25478@gdi4.gdi.net>
> From: pratts@gdi4.gdi.net (Shirley Pratt)
> X-Mailer: SCO System V Mail (version 3.2)
> To: info-performer@sgi.com
> Subject: Re: 2.1 vs 2.0 for Max Impacts
> Date: Tue, 14 Jan 97 23:30:21 EST
> 
> >From: "Howard Larson" <larson@howard.es.hac.com>
> >Date: Tue, 14 Jan 1997 19:28:41 -0800
> >To: pratts@gdi4.gdi.net (Shirley Pratt)
> >Subject: Re: 2.1 vs 2.0 for Max Impacts
> >                                                     
...
> >
> >Performer 2.0 came out Dec 95,
> >
> >you should use Performer 2.1
> >	if you do NOT have a R4400 in your Indigo 2 Max Impacts

What is particularly wrong with installing 2.1 on a machine with R4400's?


-- 
  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: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701201910.ZM17327@bitch.reading.sgi.com>
Date: Mon, 20 Jan 1997 19:10:21 +0000
In-Reply-To: ken sartor <sartor@bur.visidyne.com>
        "Re: AN interesting comment." (Jan 20, 12:37pm)
References: <2.2.32.19970120183708.006b34c4@mail.bur.visidyne.com>
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To: ken sartor <sartor@bur.visidyne.com>, info-performer@sgi.com
Subject: Re: AN interesting comment.
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On Jan 20, 12:37pm, ken sartor wrote:
> Subject: Re: AN interesting comment.
> At 04:55 PM 1/17/97 +0100, Andreas Simon wrote:
> >Steve Baker wrote:
> >
> >> > There is another effect of double framing however. A motion that is
> >> > double framed seems to move faster than one that is single framed,
> >
>
> Is this 'feature' being discussed not exactly the same as using a
> 30 Hz screen refresh rate screen that is single framed?
>

Sounds like the answer to this question requires much research,
would wall clock time appear faster if you ran double framed
at 120Hz?

And what's the effect of motion blur on this effect, presumably
the cell animators wouldn't draw this so perhaps the whole issue
relates back to the incredible observer excitement induced by
temporal aliasing?

Incase you haven't see this:

http://www.sgi.com/grafica/light/index.html

I thought I posted this but I didn't get it back so it may just
have gone to one individual. Like I indicated the last time I sent
this, it's during discussions of subjective effects that I like to
remind myself of this description.

Cheers,
Angus.
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Date: Mon, 20 Jan 1997 20:41:57 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701202041.ZM5362@hotsauce.clubfed.sgi.com>
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Shadow and projected texture" (Jan 20,  6:25pm)
References: <9701080615.ZM15429@unknown.zmail.host> 
	<9701201825.ZM17222@bitch.reading.sgi.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>, pere1@cluny.ensam.fr,
        info-performer@sgi.com
Subject: Re: Shadow and projected texture
Cc: PERE@cluny.ensam.fr
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On Jan 20,  6:25pm, Angus Dorbie wrote:
> Subject: Re: Shadow and projected texture
> On Jan 8,  6:15am, pere1@cluny.ensam.fr wrote:
> > Subject: Shadow and projected texture
> > 	Like Scott McMillan and Mark Baranowski, I try to make shadows with
> > Performer 2.1 and Irix 6.2.
> >
> > 	Remi ARNAUD says:
> > > OpenGL shadows are not supported by Performer 2.x, but the OpenGL shadow
> > > extensions are in the patch 1355 for 6.2.
> >
> > 	Is this the solution ? if, it is, ok I will install this patch.
> 
> Well what Remi has just said means that 1355 is essential but even with
> it it's not a solution: "OpenGL shadows are not supported by Performer 2.x"
> 
> Compile for IrisGL and perhaps this will support the shadows via IrisGL
> and IGLOO.
> 
> Failing this you'll have to hand code the OpenGL shadows multi-pass.
> 
> Cheers,
> 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 excerpt from Angus Dorbie


Angus,
I think Remi was trying to say that performer does not have a node that
implements OpenGL shadows. Not that OpenGL shadow extension would not work.
Even with the OpenGL shadow extension you still have to do two passes one
to render to the depth buffer from the point view of the light source. Then
in the final pass you load the depth buffer information into the texture
memory using the OpenGL extension and render from the point of view of the
observer. You can read about this in glintro. SO you will need to draw the
channel twice with two different viewpoints. The OpenGL calls can be put 
into a post-draw callback.

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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9701201832.ZM4387@rose.asd.sgi.com>
Date: Mon, 20 Jan 1997 18:32:17 -0800
In-Reply-To: inca@public.bta.net.cn
        "Re: pfPipeWindows and OpenGL" (Jan 20,  9:54pm)
References: <199701201354.VAA16879@public.bta.net.cn>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: inca@public.bta.net.cn, info-performer@sgi.com
Subject: Re: pfPipeWindows and OpenGL
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Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Jan 20,  9:54pm, inca@public.bta.net.cn wrote:
> Subject: Re: pfPipeWindows and OpenGL
->From guest@holodeck.csd.sgi.com  Mon Jan 20 06:25:55 1997
->
->>    pfInit();
->		_try_ pfMultiprocess(PFMP_APPCULLDRAW);

FYI, this is the default on a single CPU system.

->		 ^^^
->>    pfConfig();
->>
->>    p = pfGetPipe(0);
->>    pw = pfNewPWin(p);
->>    pfPWinType(pw, PFPWIN_TYPE_X);
->>    pfPWinName(pw, "IRIS Performer");
->>    pfPWinOriginSize(pw, 0, 0, 500, 500);
->>    pfOpenPWin(pw);
->>
->>    dpy=pfGetCurWSConnection();
->>    win=pfGetPWinWSWindow(pw);
->		_try_ fprintf(stderr,"win is 0x%x\n",win);
->		 ^^^
->	is it zero or some number? then move win=pfGetPWinWSWindow(pw);
->	and fprintf(stderr,"win is 0x%x\n",win); to pfOpenPWin(), try
->	PFMP_APPCULLDRAW, PFMP_APP_CULLDRAW.
->
->>    wincxt=pfGetPWinGLCxt(pw);
->>
->>    glXMakeCurrent(dpy,win,wincxt); /* if win is zero, fault */
->
->key problem is pfGetPWinWSWindow don't work in APP process when multiprocess 
->case. man page say it works, but it don't.


It does work but the window has to have been opened first for you
to be able to get anything back.  The window will be opened in the
draw process which isn't even running until after the first call to
pfFrame().  Since we don't propagate requests from one app frame until
you have called pfFrame(), you have to call pfFrame() after the request
to open the window.  Even so, since it is an asynchronous request,
if you call pfGetPWinWSWindow() right away you still might get back
0x0 and might have to loop waiting for the result.  An example of
how to more resonably structure such code is in pguide/libpf/C/complex.c
where each frame we check to see if the window is initialized and then
once get back an indication that it is go and do all of the other
X window hook-up stuff.


Hope this helps,
src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9701210052.ZM5294@rose.asd.sgi.com>
Date: Tue, 21 Jan 1997 00:52:13 -0800
In-Reply-To: rany@rtset.co.il (Ran Yakir)
        "Re: Performer with dm pbuffers" (Jan 14, 10:27am)
References: <C125641E.0057C2A7.00@mail.mandator.se> 
	<9701141027.ZM2422@oren.rtset.co.il>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: rany@rtset.co.il (Ran Yakir), ulf.yngwe@mandator.se
Subject: Re: Performer with dm pbuffers
Cc: info-performer@sgi.com
Mime-Version: 1.0
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+>---- On Jan 14, 10:27am, Ran Yakir wrote:
> Subject: Re: Performer with dm pbuffers
->From guest@holodeck.csd.sgi.com  Tue Jan 14 01:08:18 1997
->Date: Tue, 14 Jan 1997 10:27:16 +0200
->From: rany@rtset.co.il (Ran Yakir)
->In-Reply-To: ulf.yngwe@mandator.se
->        "Performer with dm pbuffers" (Jan 13,  5:01pm)
->X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
->To: ulf.yngwe@mandator.se
->Subject: Re: Performer with dm pbuffers
->Cc: info-performer@sgi.com
->
->On Jan 13,  5:01pm, ulf.yngwe@mandator.se wrote:
->> Subject: Performer with dm pbuffers
->>
->> Is there anybody who has used the digital media pbuffers with performer. I am
->> trying
->> to create a pbuffer to use performer to draw in, but i can't find out how to
->> create one.
->> If anyone has some piece of code it would be greatly apreciated.
->>
->
->The proper way to set up Performer with dmedia pbuffers, is through the calls
->pfPWinWSDrawable() and pfPWinGLCxt(). The drawable is the pbuffer and the
->context can be created with glXCreateContextWithConfigSGIX().
->The problem is that only Performer 2.2 can get a pbuffer as a drawable.
->Performer 2.1 will crash on that. The way to work around this is creating a
->plain old pfPipeWindow, but call glXMakeCurrent with your pbuffer and context
->at the beginning of the drawing frame.


FYI, Performer versions 2.0.3/2.1.1 shipped in IRIX6.3 and 
versions 2.0.4/2.1.2 to be shipped in IRIX6.4 and soon to be
released patch 1696 for IRIX6.2 supports the work-around of 
handing pf{P}WinWSDrawable a pfbuffer and pf{P}WinFBConfig a
GLXFBConfigSGIX.  This methodology, though not graceful, was choosen 
as the first line of support because it could be put into 2.0 without 
breaking binary compatibility.
Ultimately, Performer2.2 will have a more graceful way of supporting
pbuffers.


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9701210104.ZM5353@rose.asd.sgi.com>
Date: Tue, 21 Jan 1997 01:04:26 -0800
In-Reply-To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
        "_pfDirtCheck : pfWhatsThat ???" (Jan 17,  1:33pm)
References: <199701171217.EAA09191@sgi.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>,
        Performer ML Question <info-performer@sgi.com>
  (Receipt Notification Requested) (Non Receipt Notification Requested)
Subject: Re: _pfDirtCheck : pfWhatsThat ???
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+>---- On Jan 17,  1:33pm, BOCCARA Michael wrote:
> Subject: _pfDirtCheck : pfWhatsThat ???
->From guest@holodeck.csd.sgi.com  Fri Jan 17 05:18:53 1997
->
->     Hi,
->     I am loading many model files in pfb format.
->     Her is an error notified by Performer at the first frame, and looping all
->     time since then:`
->
->     PF Warning/SysErr        _pfDirtCheck : bad pfObject index 415106528
->     The strangest is that this error disappears and my sim works OK when I
->     replace one of my models from pfb to iv format.
->
->     Is there a bug in libpfpfb that limits the number of models you can load in 1
->     simulation ? 
->
->     I am working on an Onyx RE2, Performer 2.0 and I extracted libpfpfb from the
->     sgi web site.
->
->     Please give me some explanation because I am facing a wall in my development.


Any chance you are using the N32 versions and haven't gotten the 
Performer 2.0.2 patches (1347 for eoe  and 1392 for dev)?
You can request these patches from your sales office if you do not have them.

There was a bug in the N32 compiler when we built Performer2.0 and it caused
an infinite loop in the internal routine _pfDirtCheck once you hit a 
certain number of allocated and deleted pfObjects.  A different model or
different loader could change the number of deletions and thus change when you
would this this threshold.   This bug would not be in the O32 version so if
it fails also in O32 then this is not your problem.  

Let us know if you need more assistance!
src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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Date: Tue, 21 Jan 1997 01:22:25 -0800
In-Reply-To: Christopher R Volpe <volpe@ash.crd.ge.com>
        "Solution: Re: Sudden X/Performer problem" (Jan 14,  3:29pm)
References: <32D2D4D4.1296@ash.crd.ge.com>  <9701081304.ZM13842@octave> 
	<9701081058.ZM28017@rose.asd.sgi.com> 
	<32DA9881.58E4@ash.crd.ge.com> 
	<32DBECB0.21AD@ash.crd.ge.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Christopher R Volpe <volpe@ash.crd.ge.com>
Subject: Re: Solution: Re: Sudden X/Performer problem
Cc: Fred Clyne <rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!octave!fred>,
        Christopher R Volpe <uunet.uu.net!uunet!ash.crd.ge.com!volpe>,
        info-performer@sgi.com
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+>---- On Jan 14,  3:29pm, Christopher R Volpe wrote:
> Subject: Solution: Re: Sudden X/Performer problem
->
->Christopher R Volpe (that's me) wrote:
->> 
->So, I decided to ensure that I had enough mallocable space by malloccing
->and freeing some memory prior to initializing the shared arena. I
->mallocced and freed 16MB, under the assumption that this would be enough
->to shift the brk point a little, leaving enough room for whatever pfInit
->needed. But I noticed that the arena base was now placed 128Mb beyond
->the brk point, no longer right at the brk point. 
->
->So, maybe just moving the brk point at all causes the bug to disappear
->and allows the shared arena base to be placed where it should, 128MB
->beyond the brk point. I tested this by scrapping the malloc/free of 16MB
->and replaced it with sbrk(1), i.e. move the brk point by one byte. Sure
->enough, this did the trick. 
->
->So, if anyone else runs into this problem, before hardcoding virtual
->addresses for the shared arena with pfSharedArenaBase(), try putting a
->sbrk(1) before your pfInit() call.

Yup - if you can edit your program to call API anyway, then  this is a better soln.
FYI, I'll go ahead  and put the "tricky rld WAR previously requested 
at the end of this email.

->
->Now, the question on my mind is: What on earth would tell Irix to
->allocate shared arena right at the brk point, and why does it only do
->this under certain circumstances?

An IRIX bug that is fixed in IRIX 6.4.

->
->-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

rld init WAR (thx Don Hatch)

This causes rld to load a DSO with a fix routine in it and upon loading that
DSO call the routine pfInitFix().

Notes:
1) separate compiled versions will be needed for N32 and O32
2) on ficus between different methods of just compiling perfly
	different base addresses are needed and so these addresses
	may not even work for all programs.

======== shell script to run pf program:

#!/bin/csh
#
# runpf shell script to set Performer shared arena base
# to run:
# runpf progname progargs

setenv _RLD_LIST ./pfInitFix.so:DEFAULT
#setenv PFSHAREDBASE 0x5fa80000 # for DSO
setenv PFSHAREDBASE 0x18000000 # for static built
$*



========= pfInitFix.c

/*
 * Compile with:
       cc -g -fullwarn -shared -Wl,-init,pfInitFix pfInitFix.c -o pfInitFix.so 
 * Run with:
       setenv PFSHAREDBASE 0xWhatever
       setenv _RLD_LIST ./pfInitFix.so:DEFAULT
 * or
       setenv _RLD_LIST libdmalloc.so:./pfInitFix.so:DEFAULT
 */
#include <stdlib.h>
#include <dlfcn.h>
#include <Performer/pr.h>
pfInitFix()
{
    void *myself = dlopen(NULL, RTLD_LAZY);
    if (dlsym(myself, "pfSharedArenaBase"))
    {
        char *e = getenv("PFSHAREDBASE");
        if (e != NULL)
        {
            void *base = (*e ? (void *)strtoull(e, NULL, 0) : 0);
            pfNotify(PFNFY_INFO, PFNFY_PRINT,
                     "Requesting shared arena base %#0*llx",
                     2+2*sizeof(base),
                     (unsigned long long)base);
            pfSharedArenaBase(base);
        }
    }
    dlclose(myself);
}


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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: "Yann Andenmatten" <andenmat@imtsg11.epfl.ch>
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Date: Tue, 21 Jan 1997 10:51:47 +0100
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To: info-performer@sgi.com
Subject: add triangles in a pfGeode
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Status: O

Hi ,

Actually I'm looking for the best solution to cut a pfGeode in two pieces.
Today, I've seen for the first time the demos CAT-SCAN data display  and
FEA of a Piston (in Performance Features/Alpha Bitplanes/Finite Element
Analysis). Can someone confirme that no new triangles are added to have a so
clean clip ?

Second question, can someone tell me if Performer offer some possibilies to
add triangles in a pfGeode easily ?

Thanks in advance.

				Yann Andenmatten



-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   [][][]  [][]    [][][]  []     >  Ecole Polytechnique Federale de Lausanne
  []      []   [] []      []      >  Swiss Federal Institute of Technology
 [][]    [][][]  [][]    []       > 
[]      []      []      []        >  Yann Andenmatten, +41.22 693.58.50
[][][]  []      []      [][][]    >  yandenmat@di.epfl.ch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9701210147.ZM5593@rose.asd.sgi.com>
Date: Tue, 21 Jan 1997 01:47:48 -0800
In-Reply-To: tidrowd@cc.tacom.army.mil
        "Re: Q: No picking of pfbillboards?" (Jan 17, 10:08am)
References: <2dfadfe0@cc.tacom.army.mil>
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To: tidrowd@cc.tacom.army.mil, Thomas.Steudten@philosys.de (Thomas Steudten),
        info-performer@sgi.com
Subject: Re: Q: No picking of pfbillboards?
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+>---- On Jan 17, 10:08am, tidrowd@cc.tacom.army.mil wrote:
> Subject: Re: Q: No picking of pfbillboards?
->
->Not sure if you have already received a reply, so here goes:
->
->From the pfBillboard man page (under BUGS):
->"Intersection traversals test only the pfBillboard's bounding volume, not
-> its individual pfGeoSets."
->
->If you really need it, you might be able to add intersection traversal callbacks
->to a pfBillboard node to fix this.
->
->Question to Performer team: Will this be fixed in the next release?  Or is it 
->something we should do using callbacks?

Well, you still probably don't want to intersect with the bboard gset geometry 
anyway but with some other geometry that better represents your actual object?
That can currently be managed with traversal masks.

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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Subject: pfPipeWindows & Texture on iR
To: info-performer@sgi.com
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Status: O

Hi, Sharon Clay,

You are right about pfGetPWinWSWindow. Thanks.
i asked follow question last week, can you help me?

---- on Aug 16, 1996, Sharon Clay wrote:
>This is because each pfPipeWindow has a separate graphics context so
>when you have to change pfPipeWindows, a graphics context switch occurs.
>One additional issue is the management of textures and display lists
>between graphics contexts.  By default separate graphics
>contexts do _not_ share textures which means that you might be
>running out of texture memory from duplicated textures.
>You can verify if this is the case with performer graphics stats - they
>will show texture downloads happening.
>If this is your trouble, you can attach multiple pfPipeWindows (the
>default Performer share mask specifies to share GL objects, 
PFWIN_SHARE_GL_OBJS).

it's only available in PFMP_APPCULLDRAW. this is result of test:

		    APPCULLDRAW   APP_CULLDRAW   APPCULL_DRAW
1 pfPipeWindows       100%           100%           100%
2 shared              100%            50%            50%
2 not shared           50%            50%            50%
3 shared              100%            33%            33%
3 not shared           33%            33%            33%

the number in table is boundary, speed down if go beyond the limit.
test on iR/2xR4400, 2xRM6, IRIX6.2, PF2.1, patch 1355(Aug,96 second release).

Question: is it a normal behaviour, known bug, or my mistake ?

I'm able to supply source code if necessary. Thanks for any help!

liubin
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Date: Tue, 21 Jan 1997 20:39:46 +0800 (HKT)
From: David Chan <tfchan@cs.cuhk.hk>
To: info-performer <info-performer@sgi.com>
Subject: specify a path for a user
Message-ID: <Pine.SGI.3.91.970121203647.8997A-100000@sgi17.cs.cuhk.hk>
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HI,
	I want to ask, What is the approach to specify a path for a user 
to travel through a scene, and what is the approach's advantages and 
disadvantages?
	Any suggestion are welcome, Thanks very much.

		Bye!

		David


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701211327.ZM18161@bitch.reading.sgi.com>
Date: Tue, 21 Jan 1997 13:27:11 +0000
In-Reply-To: brian@sgi.com (Brian Furtaw)
        "Re: Shadow and projected texture" (Jan 20,  8:41pm)
References: <9701080615.ZM15429@unknown.zmail.host> 
	<9701201825.ZM17222@bitch.reading.sgi.com> 
	<9701202041.ZM5362@hotsauce.clubfed.sgi.com>
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To: brian@sgi.com, pere1@cluny.ensam.fr, info-performer@sgi.com
Subject: Re: Shadow and projected texture
Cc: PERE@cluny.ensam.fr
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On Jan 20,  8:41pm, Brian Furtaw wrote:
> Subject: Re: Shadow and projected texture
> On Jan 20,  6:25pm, Angus Dorbie wrote:
> > Subject: Re: Shadow and projected texture
> > On Jan 8,  6:15am, pere1@cluny.ensam.fr wrote:
> > > Subject: Shadow and projected texture
> > > 	Like Scott McMillan and Mark Baranowski, I try to make shadows with
> > > Performer 2.1 and Irix 6.2.
> > >
> > > 	Remi ARNAUD says:
> > > > OpenGL shadows are not supported by Performer 2.x, but the OpenGL
shadow
> > > > extensions are in the patch 1355 for 6.2.
> > >
> > > 	Is this the solution ? if, it is, ok I will install this patch.
> >
> > Well what Remi has just said means that 1355 is essential but even with
> > it it's not a solution: "OpenGL shadows are not supported by Performer 2.x"
> >
> > Compile for IrisGL and perhaps this will support the shadows via IrisGL
> > and IGLOO.
> >
> > Failing this you'll have to hand code the OpenGL shadows multi-pass.
> >
> > Cheers,
> > 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 excerpt from Angus Dorbie
>
>

Brian,
For the sake of avoiding confusion:

Remi clearly stated that you need patch 1355 for shadows in OpenGL.
If you have shadows in OpenGL you can support this yourself
using performer but the support Remi is talking about is automatic
shadows using performers multipass capability; PFTRAV_MULTIPASS and
the pflightsource; PFLS_SHADOW_ENABLE. This works for an IrisGL
compile in Performer but not OpenGL.

I hope this is clearer now.

Cheers,
Angus.

> Angus,
> I think Remi was trying to say that performer does not have a node that
> implements OpenGL shadows. Not that OpenGL shadow extension would not work.
> Even with the OpenGL shadow extension you still have to do two passes one
> to render to the depth buffer from the point view of the light source. Then
> in the final pass you load the depth buffer information into the texture
> memory using the OpenGL extension and render from the point of view of the
> observer. You can read about this in glintro. SO you will need to draw the
> channel twice with two different viewpoints. The OpenGL calls can be put
> into a post-draw callback.
>
> 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-o-o-o-o-o-o-o-o
>
> Brian Furtaw  (brian@sgi.com)
> VisSim  Technical  Consultant
> 12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293
> Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
>-- End of excerpt from Brian Furtaw


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Date: Tue, 21 Jan 1997 08:55:44 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701210855.ZM6402@hotsauce.clubfed.sgi.com>
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Shadow and projected texture" (Jan 21,  1:27pm)
References: <9701080615.ZM15429@unknown.zmail.host> 
	<9701201825.ZM17222@bitch.reading.sgi.com> 
	<9701202041.ZM5362@hotsauce.clubfed.sgi.com> 
	<9701211327.ZM18161@bitch.reading.sgi.com>
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To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>, brian@sgi.com,
        pere1@cluny.ensam.fr, info-performer@sgi.com
Subject: Re: Shadow and projected texture
Cc: PERE@cluny.ensam.fr
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Status: O

My apologies Angus, I did not know about those features. I did not mean to
cause any confusion.

Brian


On Jan 21,  1:27pm, Angus Dorbie wrote:
> Subject: Re: Shadow and projected texture
> On Jan 20,  8:41pm, Brian Furtaw wrote:
> > Subject: Re: Shadow and projected texture
> > On Jan 20,  6:25pm, Angus Dorbie wrote:
> > > Subject: Re: Shadow and projected texture
> > > On Jan 8,  6:15am, pere1@cluny.ensam.fr wrote:
> > > > Subject: Shadow and projected texture
> > > > 	Like Scott McMillan and Mark Baranowski, I try to make shadows
with
> > > > Performer 2.1 and Irix 6.2.
> > > >
> > > > 	Remi ARNAUD says:
> > > > > OpenGL shadows are not supported by Performer 2.x, but the OpenGL
> shadow
> > > > > extensions are in the patch 1355 for 6.2.
> > > >
> > > > 	Is this the solution ? if, it is, ok I will install this patch.
> > >
> > > Well what Remi has just said means that 1355 is essential but even with
> > > it it's not a solution: "OpenGL shadows are not supported by Performer
2.x"
> > >
> > > Compile for IrisGL and perhaps this will support the shadows via IrisGL
> > > and IGLOO.
> > >
> > > Failing this you'll have to hand code the OpenGL shadows multi-pass.
> > >
> > > Cheers,
> > > 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 excerpt from Angus Dorbie
> >
> >
>
> Brian,
> For the sake of avoiding confusion:
>
> Remi clearly stated that you need patch 1355 for shadows in OpenGL.
> If you have shadows in OpenGL you can support this yourself
> using performer but the support Remi is talking about is automatic
> shadows using performers multipass capability; PFTRAV_MULTIPASS and
> the pflightsource; PFLS_SHADOW_ENABLE. This works for an IrisGL
> compile in Performer but not OpenGL.
>
> I hope this is clearer now.
>
> Cheers,
> Angus.
>
> > Angus,
> > I think Remi was trying to say that performer does not have a node that
> > implements OpenGL shadows. Not that OpenGL shadow extension would not work.
> > Even with the OpenGL shadow extension you still have to do two passes one
> > to render to the depth buffer from the point view of the light source. Then
> > in the final pass you load the depth buffer information into the texture
> > memory using the OpenGL extension and render from the point of view of the
> > observer. You can read about this in glintro. SO you will need to draw the
> > channel twice with two different viewpoints. The OpenGL calls can be put
> > into a post-draw callback.
> >
> > 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-o-o-o-o-o-o-o-o
> >
> > Brian Furtaw  (brian@sgi.com)
> > VisSim  Technical  Consultant
> > 12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax:
(301)872-3293
> > Silver Spring, Maryland 20904
OpenGL/ImageVision/OpenInventor/Performer
> >-- End of excerpt from Brian Furtaw
>
>-- End of excerpt from Angus Dorbie



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive	Office:	(301)572-3293  Fax: (301)872-3293	
Silver Spring, Maryland 20904	OpenGL/ImageVision/OpenInventor/Performer
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Date: Tue, 21 Jan 1997 15:06:31 +0000
From: Graham Jones <graham.jones@sharp.co.uk>
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Organization: Sharp Laboratories of Europe
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Subject: Infinite Reality, Colour matrix and pfTexEnv Component
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Status: O

Hopefully the answer to these questions should be short and simple, I
hope someone can help me:

1) More an OpenGL question than a specific Performer question:
The glTexImage2D manual page states that RE, RE2 and VTX graphics
systems do not support colour matrix transformations as textures are
loaded or read back from texture memory. Does this apply to
InfiniteReality graphics as well? I think so, but then I may just be
doing something wrong.

2) Performer question - the pfTexEnv::setComponent call allows one
component of an RGBA texture to be selected and used as a single
component intensity texture. The manual says that a 16 bit RGBA texture
could be used to provide 4 independent 4-bit intensity textures - I
presume this is just an example, am I correct? I want to use a 32bit
RGBA texture as separate 8 bit intensity textures as an alternative to
the colour matrix transformation.

Could somebody clarify the situation here,

Thanks in advance,

Graham.

-- 
Sharp Laboratories of Europe,         Phone: +44-(0)1865-747711
Oxford Science Park,                  Fax:   +44-(0)1865-714217
Oxford, OX4 4GA
England                               Graham.Jones@sharp.co.uk
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Date: Tue, 21 Jan 1997 16:40:10 +0000 (GMT)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Rambabu <ram@ivex3d.com>
cc: info-performer@sgi.com
Subject: Re: Dual Updates frequencies ??
In-Reply-To: <32DAB754.212D@ivex3d.com>
Message-ID: <Pine.SOL.3.94.970121160159.9851C-100000@calvay.dcs.ed.ac.uk>
Organisation: Department of Computer Science - University of Edinburgh
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> Is it possible to have different update frequencies for different
> objects in a scene ? For example, I have cloud models or other static
> objects on the terrain that don't change much between frames so I just
> want to update the rest of the scene every frame and these objects every
> two frames ? 

That depends on what you mean by updating objects. The principal work
which I am aware of on the subject is being done by Matthias Wloka at
Brown University as his doctoral topic (see refs below). In [2], Wloka
illustrates how Update Rates could be incorporated into contemporary
graphics systems, however I am not aware of any system that explicity
supports this concept (and he notes, 3 years ago, that no system existed
then). Most real-time graphics systems implicitly couple all objects'
update rate with the frame rate.

As I understand it, the notion of Update Rates is applicable to any
processing that you do in order to update the representation/state of an
object - i.e. it is not concerned with rendering of an object; which is
Performer's primary aim. You would have to implement any such processing
stages yourself, and so you would have to manage the update frequency of
that object yourself. Wloka mentions that the Inventor package offers
built-in support for Update Rates via its timer callbacks - these can be
used to update an object's attributes over time. Perhaps you could adopt a
similar approach under Performer, e.g. use a callback function which is
called each frame. Within that function you have a count of the number of
times it has been called (a local static counter). You then only perform
the processing if this counter, modulo the Update Rate, is zero.

Hope this helps,

Martin.


[1] M. M. Wloka (1993). "Thesis Proposal: Time-Critical Graphics".
    Technical Report CS-93-50. Department of Computer Science, Brown
    University, Providence, RI. (November)
    ftp://ftp.cs.brown.edu/pub/techreports/93/cs93-50.ps.Z

[2] M. M. Wloka (1993). "Incorporating Update Rates into Today's Graphics
    Systems". Technical Report CS-93-56. Department of Computer Science,
    Brown University, Providence, RI. (December)
    ftp://ftp.cs.brown.edu/pub/techreports/93/cs93-56.ps.Z

+============================================================================+
| Martin Reddy                                    Dept. of Computer Science  |
|                                                 University of Edinburgh    |
| e-mail : M.Reddy@ed.ac.uk                       Mayfield Road, EH9 3JZ     |
| http://www.dcs.ed.ac.uk/~mxr/                   Tel : +44 131 650 5164     |
+============================================================================+

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Date: Tue, 21 Jan 1997 11:41:40 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701211141.ZM6908@hotsauce.clubfed.sgi.com>
In-Reply-To: Graham Jones <graham.jones@sharp.co.uk>
        "Infinite Reality, Colour matrix and pfTexEnv Component" (Jan 21,  3:06pm)
References: <32E4DB77.3D55@sharp.co.uk>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: graham.jones@sharp.co.uk, info-performer@sgi.com
Subject: Re: Infinite Reality, Colour matrix and pfTexEnv Component
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On Jan 21,  3:06pm, Graham Jones wrote:
> Subject: Infinite Reality, Colour matrix and pfTexEnv Component
> Hopefully the answer to these questions should be short and simple, I
> hope someone can help me:
>
> 1) More an OpenGL question than a specific Performer question:
> The glTexImage2D manual page states that RE, RE2 and VTX graphics
> systems do not support colour matrix transformations as textures are
> loaded or read back from texture memory. Does this apply to
> InfiniteReality graphics as well? I think so, but then I may just be
> doing something wrong.

It would mention Inifinite Reality if it was to be included with the RE and
RE2.
Since it does not this feature should work unless a note further down the page
states otherwise.

>
> 2) Performer question - the pfTexEnv::setComponent call allows one
> component of an RGBA texture to be selected and used as a single
> component intensity texture. The manual says that a 16 bit RGBA texture
> could be used to provide 4 independent 4-bit intensity textures - I
> presume this is just an example, am I correct? I want to use a 32bit
> RGBA texture as separate 8 bit intensity textures as an alternative to
> the colour matrix transformation.

You are talking about the select feature read the glTexImage2D man page for the
particulars of this function here are some excerpts from the man page.

...
                 GL_DUAL_ALPHA4_SGIS, GL_DUAL_ALPHA8_SGIS,
                 GL_DUAL_ALPHA12_SGIS, GL_DUAL_ALPHA16_SGIS,
                 GL_DUAL_LUMINANCE4_SGIS, GL_DUAL_LUMINANCE8_SGIS,
                 GL_DUAL_LUMINANCE12_SGIS, GL_DUAL_LUMINANCE16_SGIS,
                 GL_DUAL_INTENSITY4_SGIS, GL_DUAL_INTENSITY8_SGIS,
                 GL_DUAL_INTENSITY12_SGIS, GL_DUAL_INTENSITY16_SGIS,
                 GL_DUAL_LUMINANCE_ALPHA4_SGIS, GL_DUAL_LUMINANCE_ALPHA8_SGIS,
                 GL_QUAD_ALPHA4_SGIS, GL_QUAD_ALPHA8_SGIS,
                 GL_QUAD_LUMINANCE4_SGIS, GL_QUAD_LUMINANCE8_SGIS,
                 GL_QUAD_INTENSITY4_SGIS, or GL_QUAD_INTENSITY8_SGIS.

...
I see 4 and 8 bit per component formats listed here so I guess you can split up
an 32bit RGBA texture into four 8bit Intensity textures.
...
     The mapping of components from the canonical RGBA to the internal storage
     formats that begin with GL_DUAL_ and GL_QUAD_ needs to be clarified.
     There are three cases.  The first case is for the GL_DUAL_ formats that
     are groups of GL_ALPHA, GL_LUMINANCE, and GL_INTENSITY.  The R value goes
     to the first group while the A value goes to the second group.  The
     second case is for the GL_DUAL_ formats that are groups of
     GL_LUMINANCE_ALPHA.  The R and G values go to the first group while the B
     and A values go to the second group.  The third case is for the GL_QUAD_
     formats.  The R value goes to the first group, the G value to the second
     group, the B value to the third group, and the A value to the fourth
     group.


>
> Could somebody clarify the situation here,
>
> Thanks in advance,
>
> Graham.
>
> --
> Sharp Laboratories of Europe,         Phone: +44-(0)1865-747711
> Oxford Science Park,                  Fax:   +44-(0)1865-714217
> Oxford, OX4 4GA
> England                               Graham.Jones@sharp.co.uk
> =======================================================================
> 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 Graham Jones



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9701210835.ZM8559@jimbo.rtset.co.il>
Date: Tue, 21 Jan 1997 08:35:02 -0800
In-Reply-To: Graham Jones <graham.jones@sharp.co.uk>
        "Infinite Reality, Colour matrix and pfTexEnv Component" (Jan 21,  3:06pm)
References: <32E4DB77.3D55@sharp.co.uk>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: graham.jones@sharp.co.uk
Subject: Re: Infinite Reality, Colour matrix and pfTexEnv Component
Cc: info-performer@sgi.com
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>
> 1) More an OpenGL question than a specific Performer question:
> The glTexImage2D manual page states that RE, RE2 and VTX graphics
> systems do not support colour matrix transformations as textures are
> loaded or read back from texture memory. Does this apply to
> InfiniteReality graphics as well? I think so, but then I may just be
> doing something wrong.

Color matrix (and also colour matrix) can be applied to texture loads on
InfiniteReality, Impact and O2. On RE, RE2 and VTX it is applied only to pixel
transfers (glCopyPixels, glDrawPixels).


>
> 2) Performer question - the pfTexEnv::setComponent call allows one
> component of an RGBA texture to be selected and used as a single
> component intensity texture. The manual says that a 16 bit RGBA texture
> could be used to provide 4 independent 4-bit intensity textures - I
> presume this is just an example, am I correct? I want to use a 32bit
> RGBA texture as separate 8 bit intensity textures as an alternative to
> the colour matrix transformation.

The setComponent call is valid only in IrisGL on RE2. On all OpenGL machines,
interleaved textures are supported through the GL_DUAL_TEXTURE and
GL_QUAD_TEXTURE parameters in OpenGL, and not through the texture environment.



Ran



-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
  Work : 972-9-9552236               |          rany@netvision.net.il
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From: "Vector Technologies" <vectortc@swissonline.ch>
To: "Info Performer" <info-performer@sgi.com>, "Rob Jenkins" <robj@quid>,
        "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Cc: "Urs Lauenstein" <urs@zurich.sgi.com>
Subject: Re:  HW-texture representation on Impact
Date: Tue, 21 Jan 1997 18:17:44 +0100
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Yoooupeee!!!
Great thanks to Angus and Rob - we could adjust the texel depth under
MultiGen with the attribute menu.
Now 2 questions:
1. in our flt models, we always used "default" value for texel depth
attributes. On an RM-4, this value equals 8bits/component (RGBA), on an
Impact (even with 4M TRAM) default value is 4 bits/component (RGBA). If we
want to run the same application on both machines with the same quality, is
it possible under Performer to override the default parameters in order not
to have to modify the attribute of the textures under MultiGen?
2. on the Impact, we have a slight (10%) drop in the frame rate passing
from 4bits/ component to 8bits/component RGBA. Is this normal ? 
Ciao.
Alexander.
******************************************
 VECTOR TECHNOLOGIES SA
  7, ch de la Venoge
  CH - 1025  St-SULPICE
  Switzerland
  tel: +41 21 691 42 43
  fax: +41 21 691 42 40
  eml: vectortc@swissonline.ch

 Explore with us the 3rd dimension !
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Date: Tue, 21 Jan 1997 18:28:04 +0100
From: Luigi Rella <rella@aguirre.ing.unifi.it>
Subject: Large Digital Terrain Management
To: info-performer@sgi.com
Message-id: <9701211828.ZM3601@vesna.dsi.unifi.it>
MIME-version: 1.0
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Status: O

How can I build a large textured digital terrain model to improve performance
of my machine?

I have a large digital model highly detailed.
Presently I build the terrain dividing it in N x M sub-models grid (like a
chessboard) and attach each sub-model under a matrix of pfSCS.

		---------------------------------
		|	|	|	|	|
		|	|	|	|	|
		---------------------------------
		|	|	|	|	|
		|	|	|	|	|
		---------------------------------
		|	|	|	|	|
		|	|	|	|	|
		---------------------------------

Starting from a sub-model I obtain two new less-detailed sub-models through
 sub-sampling of the original one. These three sub-models then are attached to
a pfLOD that manages the long distance parts of the terrain.

		     pfSCS
			|
      -------------- pfLOD ------------
     |                  |              |
     |                  |              |
sub-model i         sub-model i     sub-model i
(low detail)    (medium detail)    (high detail)


On each sub-model (at all resolution), I apply a satellite image of the terrain
as a texture.

Without textures I have a frame rate of 15 Hz and the navigation is quite good.
But when I apply the textures  I obtain very poor performance.

Someone have suggestion to improve the performance?
Can I build the model in a different way?
How can I manage the texture to have the low occupation of TRAM?

Thank in advance.

I'm running pf2.1 on a Indigo2 with R10K, Irix 6.2, 1 TRAM , 128MB RAM.


-- 

----------------------------------------------------------------------- 
|                                                                     |
|                              Luigi Rella                            |
|                                                                     |
|                  Visual Information Processing Lab.                 |
|                   CS Dept. - University of Florence                 |
|                  e-mail: rella@aguirre.ing.unifi.it                 |
|                          tel: +39.55.4796365                        |
!                                                                     |
-----------------------------------------------------------------------
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701211753.ZM18615@bitch.reading.sgi.com>
Date: Tue, 21 Jan 1997 17:53:57 +0000
In-Reply-To: Graham Jones <graham.jones@sharp.co.uk>
        "Infinite Reality, Colour matrix and pfTexEnv Component" (Jan 21,  3:06pm)
References: <32E4DB77.3D55@sharp.co.uk>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: graham.jones@sharp.co.uk
Subject: Re: Infinite Reality, Colour matrix and pfTexEnv Component
Cc: info-performer@sgi.com
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Hi Graham,

On Jan 21,  3:06pm, Graham Jones wrote:
> Subject: Infinite Reality, Colour matrix and pfTexEnv Component
> Hopefully the answer to these questions should be short and simple, I
> hope someone can help me:
>
> 1) More an OpenGL question than a specific Performer question:
> The glTexImage2D manual page states that RE, RE2 and VTX graphics
> systems do not support colour matrix transformations as textures are
> loaded or read back from texture memory. Does this apply to
> InfiniteReality graphics as well? I think so, but then I may just be
> doing something wrong.

Infinite Reality supports the glPixelTransfer transformations
on texture downloads.

>
> 2) Performer question - the pfTexEnv::setComponent call allows one
> component of an RGBA texture to be selected and used as a single
> component intensity texture. The manual says that a 16 bit RGBA texture
> could be used to provide 4 independent 4-bit intensity textures - I
> presume this is just an example, am I correct? I want to use a 32bit
> RGBA texture as separate 8 bit intensity textures as an alternative to
> the colour matrix transformation.

This relates to the IrisGL TV_COMPONENT_SELECT possible with
the texture environment and it's OpenGL equivalent.

This is possible with OpenGL on IMPACT and Infinite Reality
systems but one consideration is; has the OpenGL functionality
been implemented in Performer? It is probably has but if
not you may have to try:

glTexParameter(gltexhandle, GL_QUAD_TEXTURE_SELECT_SGIS, component);

This will enable you to select an 8 bit single component from a 32 bit
RGBA, but if you have to resort to OpenGL then the callbacks will be a
pain when using different components from a single texture in the same
scene.

Cheers,
Angus.
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701211824.ZM18716@bitch.reading.sgi.com>
Date: Tue, 21 Jan 1997 18:24:26 +0000
In-Reply-To: "Vector Technologies" <vectortc@swissonline.ch>
        "Re:  HW-texture representation on Impact" (Jan 21,  6:17pm)
References: <199701211721.SAA25039@swissonline.ch>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Vector Technologies" <vectortc@swissonline.ch>,
        "Info Performer" <info-performer@sgi.com>, "Rob Jenkins" <robj@quid>
Subject: Re: HW-texture representation on Impact
Cc: "Urs Lauenstein" <urs@zurich.sgi.com>
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On Jan 21,  6:17pm, Vector Technologies wrote:
> Subject: Re:  HW-texture representation on Impact
> Yoooupeee!!!
> Great thanks to Angus and Rob - we could adjust the texel depth under
> MultiGen with the attribute menu.
> Now 2 questions:
> 1. in our flt models, we always used "default" value for texel depth
> attributes. On an RM-4, this value equals 8bits/component (RGBA), on an

I expect the default is actually five bits per component on RE2,
which means it looks much better than IMPACT.

> Impact (even with 4M TRAM) default value is 4 bits/component (RGBA). If we
> want to run the same application on both machines with the same quality, is
> it possible under Performer to override the default parameters in order not
> to have to modify the attribute of the textures under MultiGen?

You'd have to traverse the scene graph and change the pftextures.

> 2. on the Impact, we have a slight (10%) drop in the frame rate passing
> from 4bits/ component to 8bits/component RGBA. Is this normal ?

Yes, you may experience a larger performance hit on RE2 due to the
slower fill performance, but this depends on what you are rendering.

Cheers,
Angus.
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9701211052.ZM13142@vaisyas.engr.multigen.com>
Date: Tue, 21 Jan 1997 10:52:32 -0800
In-Reply-To: "Vector Technologies" <vectortc@swissonline.ch>
        "Re:  HW-texture representation on Impact" (Jan 21,  6:17pm)
References: <199701211721.SAA25039@swissonline.ch>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Info Performer" <info-performer@sgi.com>
Subject: Re: HW-texture representation on Impact
Mime-Version: 1.0
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Status: O

On Jan 21,  6:17pm, Vector Technologies wrote:
> Subject: Re:  HW-texture representation on Impact

> Now 2 questions:
> 1. in our flt models, we always used "default" value for texel depth
> attributes. On an RM-4, this value equals 8bits/component (RGBA), on an
> Impact (even with 4M TRAM) default value is 4 bits/component (RGBA). If we
> want to run the same application on both machines with the same quality, is
> it possible under Performer to override the default parameters in order not
> to have to modify the attribute of the textures under MultiGen?

If you set your texture attribute's internal format field to be RGBA_8 then the
OpenFlight loader will always load your textures that way, just like you want.
 I guess that you have alot of textures that you don't want to correct
manually?

> 2. on the Impact, we have a slight (10%) drop in the frame rate passing
> from 4bits/ component to 8bits/component RGBA. Is this normal ?

Yes, because you've doubled your texture memory and bandwidth requirements .

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701211855.ZM18741@bitch.reading.sgi.com>
Date: Tue, 21 Jan 1997 18:55:33 +0000
In-Reply-To: Luigi Rella <rella@aguirre.ing.unifi.it>
        "Large Digital Terrain Management" (Jan 21,  6:28pm)
References: <9701211828.ZM3601@vesna.dsi.unifi.it>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Luigi Rella <rella@aguirre.ing.unifi.it>, info-performer@sgi.com
Subject: Re: Large Digital Terrain Management
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The problem is that you will be paging texture from ram to texture
memory.

You could consider buying the extra TRAM but this may not help much if
you really have high resolution imagery.

You could try using a tlut to use 8 bit immagery to give a colour
representation but this suffers from some interpolation problems.

You could also try using MORE textures. How can this help? I
expect you are asking.

Well you can have your database with high resolution immagery on
the high Level of detail. You then have lower resolution immagery
on the lower LODs, this means that as you fly around the database
the graphics system won't have to page as much information every frame.
Currently it will be loading all the visible texture immagery at highest
resolution (and possibly with MIP maps), most of this you don't need. So
by using the model LODs to reduce the ground resolution in the distance
you will dramatically cut the download requirement probably without
affecting image quality even though it will require more texture data.

Cheers,
Angus.


On Jan 21,  6:28pm, Luigi Rella wrote:
> Subject: Large Digital Terrain Management
> How can I build a large textured digital terrain model to improve performance
> of my machine?
>
> I have a large digital model highly detailed.
> Presently I build the terrain dividing it in N x M sub-models grid (like a
> chessboard) and attach each sub-model under a matrix of pfSCS.
>
> 		---------------------------------
> 		|	|	|	|	|
> 		|	|	|	|	|
> 		---------------------------------
> 		|	|	|	|	|
> 		|	|	|	|	|
> 		---------------------------------
> 		|	|	|	|	|
> 		|	|	|	|	|
> 		---------------------------------
>
> Starting from a sub-model I obtain two new less-detailed sub-models through
>  sub-sampling of the original one. These three sub-models then are attached
to
> a pfLOD that manages the long distance parts of the terrain.
>
> 		     pfSCS
> 			|
>       -------------- pfLOD ------------
>      |                  |              |
>      |                  |              |
> sub-model i         sub-model i     sub-model i
> (low detail)    (medium detail)    (high detail)
>
>
> On each sub-model (at all resolution), I apply a satellite image of the
terrain
> as a texture.
>
> Without textures I have a frame rate of 15 Hz and the navigation is quite
good.
> But when I apply the textures  I obtain very poor performance.
>
> Someone have suggestion to improve the performance?
> Can I build the model in a different way?
> How can I manage the texture to have the low occupation of TRAM?
>
> Thank in advance.
>
> I'm running pf2.1 on a Indigo2 with R10K, Irix 6.2, 1 TRAM , 128MB RAM.

>-- End of excerpt from Luigi Rella


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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9701211115.ZM13220@vaisyas.engr.multigen.com>
Date: Tue, 21 Jan 1997 11:15:59 -0800
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: HW-texture representation on Impact" (Jan 21,  6:24pm)
References: <199701211721.SAA25039@swissonline.ch> 
	<9701211824.ZM18716@bitch.reading.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Info Performer" <info-performer@sgi.com>
Subject: Re: HW-texture representation on Impact
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 21,  6:24pm, Angus Dorbie wrote:
> On Jan 21,  6:17pm, Vector Technologies wrote:

> > Impact (even with 4M TRAM) default value is 4 bits/component (RGBA). If we
> > want to run the same application on both machines with the same quality, is
> > it possible under Performer to override the default parameters in order not
> > to have to modify the attribute of the textures under MultiGen?
>
> You'd have to traverse the scene graph and change the pftextures.

... or you can fetch the loader's shared palette and walk its list of
pfTextures.  Do this after loading, but before downloading the textures or
calling pfFrame():

#include <Performer/pfdb/pfflt.h>

static void
TexFormat ( void )
{
    fltSharedPalette* palette = fltGetCurSharedPalette();
    pfList* texList = palette->texList;
    int howMany = pfGetNum ( texList );
    int which;

    for ( which = 0; which < howMany; ++ which )
    {
        fltSharedObj* obj = pfGet ( texList, which );
        pfTexture*    tex = ( pfTexture* ) obj->object;

        int       comp;
        unsigned* image;
        int       ns;
        int       nt;
        int       nr;

        pfGetTexImage( tex, & image, & comp, & ns, & nt, & nr );
        switch ( comp )
        {
            case 4:
                pfTexFormat( tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8 );
                break;
            case 3:
                pfTexFormat( tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGB_8 );
                break;
            case 2:
                pfTexFormat( tex, PFTEX_INTERNAL_FORMAT, PFTEX_IA_8 );
                break;
            case 1:
                pfTexFormat( tex, PFTEX_INTERNAL_FORMAT, PFTEX_I_8 );
                break;
        }
    }
}

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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Message-Id: <199701212015.NAA20197@gemini.cs.utah.edu>
To: info-performer@sgi.com
Subject: Create Semaphore Arena problem
Status: O



 Hi,

 I'm having some problems getting a performer 1.2 application running again.
We recently upgraded an ONYX to IRIX 6.2. I was hoping that the 
Performer1.2 program
would still run on the new operating system, but it wont.
When I run it I get:

Performer Fatal: pfInit: Cannot create semaphore arena via NFS (/usr/tmp). Change PFTMPDIR

 Currently the PFTMPDIR is not set to anything. I change it to /tmp or
./ and I still get the same problem.

 Any suggestions out there ? I'm sure it's something really simple. I hope...

 thanks,

 dp.

====================================================
|David Pugmire      dpugmire@facility.cs.utah.edu  |
|                                                  |
|Unbreakable toys can be used to break other toys. |
====================================================
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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Tue, 21 Jan 1997 12:25:06 -0800
In-Reply-To: inca@public.bta.net.cn
        "pfPipeWindows & Texture on iR" (Jan 21,  2:04am)
References: <199701211004.AA28327@relay.interserv.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: inca@public.bta.net.cn, info-performer@sgi.com
Subject: Re: pfPipeWindows & Texture on iR
Mime-Version: 1.0
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Status: O

+>---- On Jan 21,  2:04am, inca@public.bta.net.cn wrote:
> Subject: pfPipeWindows & Texture on iR
->
->Hi, Sharon Clay,
->
->You are right about pfGetPWinWSWindow. Thanks.
->i asked follow question last week, can you help me?
->
->---- on Aug 16, 1996, Sharon Clay wrote:
->>This is because each pfPipeWindow has a separate graphics context so
->>when you have to change pfPipeWindows, a graphics context switch occurs.
->>One additional issue is the management of textures and display lists
->>between graphics contexts.  By default separate graphics
->>contexts do _not_ share textures which means that you might be
->>running out of texture memory from duplicated textures.
->>You can verify if this is the case with performer graphics stats - they
->>will show texture downloads happening.
->>If this is your trouble, you can attach multiple pfPipeWindows (the
->>default Performer share mask specifies to share GL objects, 
->PFWIN_SHARE_GL_OBJS).
->
->it's only available in PFMP_APPCULLDRAW. this is result of test:

Yes :-( - this bug is fixed in 2.2. 

->
->		    APPCULLDRAW   APP_CULLDRAW   APPCULL_DRAW
->1 pfPipeWindows       100%           100%           100%
->2 shared              100%            50%            50%
->2 not shared           50%            50%            50%
->3 shared              100%            33%            33%
->3 not shared           33%            33%            33%
->
->the number in table is boundary, speed down if go beyond the limit.
->test on iR/2xR4400, 2xRM6, IRIX6.2, PF2.1, patch 1355(Aug,96 second release).

So then if you pull up the gfx stats you probably see texture loads
happening each frame? That will have a pretty big performance hit.


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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Subject: pfuFlybox with BG FlyBox !!!
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Hi :

Using BGFlybox;

Has anybody used the pfuFlybox utilities ? I was trying to use them
in simple.c and tried printing the analog/digital values, which doesn't
seem to work.
I was calling the funtions in this order 

pfuInitFlybox();
pfuOpenFlyBox("/dev/ttyd2");
pfuGetFlybox(analog, digital);

....
while(1) {
.....
pfuGetFlybox(analog, digital);
printf(" %f %f %d, %d", analog[0], .....digital[1]);
.....
}

Is this order correct ? The man page says, pfuInitFlybox uses 
pfuOpenFlybox and pfuGetFlybox(). I keep getting a message 
" /dev/flybox" not found. Do I need to set any ENV variable 
to fix this. 

I did find that, "/dev/flybox" is hard coded in the pfutil library.
DO I need to change this and build a new lib or set some ENV variable ?

Thanks

Rambabu

ram@ivex3d.com
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To: dpugmire@facility.cs.utah.edu, info-performer@sgi.com
Subject: Re: Create Semaphore Arena problem
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dpugmire@facility.cs.utah.edu wrote:
> 
>  Hi,
> 
>  I'm having some problems getting a performer 1.2 application running again.
> We recently upgraded an ONYX to IRIX 6.2. I was hoping that the
> Performer1.2 program
> would still run on the new operating system, but it wont.
> When I run it I get:
> 
> Performer Fatal: pfInit: Cannot create semaphore arena via NFS (/usr/tmp). Change PFTMPDIR
> 
>  Currently the PFTMPDIR is not set to anything. I change it to /tmp or
> ./ and I still get the same problem.
> 
>  Any suggestions out there ? I'm sure it's something really simple. I hope...
> 
>  thanks,
> 
>  dp.
> 
> ====================================================
> |David Pugmire      dpugmire@facility.cs.utah.edu  |
> |                                                  |
> |Unbreakable toys can be used to break other toys. |
> ====================================================
> =======================================================================> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com


Hi David :

I had the same problem a few weeks back, when I was trying to run some
old (pf1.2) app. And had a suggestion from SGI which fixed the problem. 

I understand that, you must be having a disk with XFS
on it at "/". And this creates  the problem for creating a Semphore  on
these disks. I dont' know why.  Try setting the PFTMPDIR to point to a 
tmp directory on a disk with EFS. And it should work.

Hope this helps

Rambabu

ram@ivex3d.com
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From: scott@ht.com (Scott McMillan)
Message-Id: <199701212215.RAA02370@hf.ht.com>
Subject: Re: HW-texture representation on Impact and Texture detail discussion
To: info-performer@sgi.com
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Status: O

This discussion reminds me of one of my posts back in September.  You can run
it on any part of a scene graph rooted by the node passed as the argument
(at least that is the way it worked the last time I checked :).

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

Below is a recursive function (an extension of Dwight's post) that
traverses the scene graph below a node specified by the argument, and
replaces all Textures specified to the 32bit (RGBA_8) format.  Note
this problem also occurs with the obj and pfb loaders.

Also note that many times in my apps, multiple GeoSets share the same
texture.  This function will just set the same Texture multiple times.
Since I only do this once during initialization, I don't care about
efficiency.

scott


void upgradeTextures(pfNode *node)
{
   if (node->isOfType(pfGroup::getClassType()))
   {
      for (int i=0; i<((pfGroup *) node)->getNumChildren(); i++)
      {
         upgradeTextures(((pfGroup *) node)->getChild(i));
      }
   }
   else if (node->isOfType(pfGeode::getClassType()))
   {
      // okay...I have found a Geode now access the Texture, if present

      pfGeode *gnode = (pfGeode *)node;
      pfGeoSet *gset = gnode->getGSet(0);

      if (gset)
      {
         pfGeoState* gstate = gset->getGState();

         if (gstate)
         {
            pfTexture *tex =
               (pfTexture *) gstate->getAttr(PFSTATE_TEXTURE);

            if (tex)
            {
               // You probably should access the existing format and make a 
               // decision about what to change it to here.  This is how you
               // access the existing format:
               // int old_format = tex->getFormat(PFTEX_INTERNAL_FORMAT);

               tex->setFormat(PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8);
            }
         }
      }
   }
}

---------------------------------------------------------------------
-- 
  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: scott@ht.com (Scott McMillan)
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Subject: Re: Create Semaphore Arena problem (fwd)
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Status: O

"Rambabu" <ram@ivex3d.com> wrote:
> dpugmire@facility.cs.utah.edu wrote:
> > 
> >  Hi,
> > 
> >  I'm having some problems getting a performer 1.2 application running again.
> > We recently upgraded an ONYX to IRIX 6.2. I was hoping that the
> > Performer1.2 program
> > would still run on the new operating system, but it wont.
> > When I run it I get:
> > 
> > Performer Fatal: pfInit: Cannot create semaphore arena via NFS (/usr/tmp). Change PFTMPDIR
> > 
> >  Currently the PFTMPDIR is not set to anything. I change it to /tmp or
> > ./ and I still get the same problem.
> > 
> >  Any suggestions out there ? I'm sure it's something really simple. I hope...
> > 
> >  thanks,
> > 
> >  dp.
> > 
> > ====================================================
> > |David Pugmire      dpugmire@facility.cs.utah.edu  |
> > |                                                  |
> > |Unbreakable toys can be used to break other toys. |
> > ====================================================

> 
> Hi David :
> 
> I had the same problem a few weeks back, when I was trying to run some
> old (pf1.2) app. And had a suggestion from SGI which fixed the problem. 
> 
> I understand that, you must be having a disk with XFS
> on it at "/". And this creates  the problem for creating a Semphore  on
> these disks. I dont' know why.  Try setting the PFTMPDIR to point to a 
> tmp directory on a disk with EFS. And it should work.
> 
> Hope this helps
> 
> Rambabu
> 
> ram@ivex3d.com

I was trying to run the atlantis demo from the Reality Centre and was
encountering the same problem.  If you don't have an EFS system to switch to,
there is a script file which can patch the executable.  Rob Jenkins posted
this in November.  It is in the monthly-archives.

I can run the atlantis demo but I spews the following Warning continuously:

Performer Warning: pfESkyMode() Bad value 0 for mode 300

Also, it doesn't recognize Impact hardware, and even though it downloads the
textures it won't display them.

Any plans for an update of this demo for the newer hardware systems?


Happy hunting,
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: 21 Jan 1997 17:58:24 U
From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: Getting Gouraud Color
To: info-performer@sgi.com
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Status: O

                      Subject:                              Time:  5:42 PM
  OFFICE MEMO         Getting Gouraud Color                 Date:  1/21/97

Performer:

Is it possible to get the RGB color value from any place between the two end
points of a Gouraud shaded line?  The line is a pfGeoSet.

Thank you, 
Scott O'Friel


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701220254.ZM19656@bitch.reading.sgi.com>
Date: Wed, 22 Jan 1997 02:54:56 +0000
In-Reply-To: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
        "Getting Gouraud Color" (Jan 21,  5:58pm)
References: <n1358253152.63742@qmsmtpgw.mugu.navy.mil>
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To: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>, info-performer@sgi.com
Subject: Re: Getting Gouraud Color
Mime-Version: 1.0
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This is a linear interpolation in screen space.

Problems will arise if you want to calculate this for projected
screen space and the line is in perspective because the colour
interpolation is not perspective correct. This gets real fun
when you clip the line because the colour gets shaded from the
interpolated clipped line end colour.

Could you give a little more info on why you want to do this so
I can better understand how these issues might relate to you?

Cheers,
Angus.


On Jan 21,  5:58pm, SCOTT OFRIEL wrote:
> Subject: Getting Gouraud Color
>                       Subject:                              Time:  5:42 PM
>   OFFICE MEMO         Getting Gouraud Color                 Date:  1/21/97
>
> Performer:
>
> Is it possible to get the RGB color value from any place between the two end
> points of a Gouraud shaded line?  The line is a pfGeoSet.
>
> Thank you,
> Scott O'Friel
>
>
> =======================================================================
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>-- End of excerpt from SCOTT OFRIEL


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Date: Tue, 21 Jan 1997 21:55:33 -0600 (CST)
From: "Dee A. Chapman" <dchapman@ncsa.uiuc.edu>
To: info-performer@sgi.com
Subject: path following - pfuAddDelay
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Hello,

I posted this awhile ago, with no response so I thought I'd try again.  I
would like to use the "pfuAddDelay" function in the middle of one
of my paths.  However, when my object following the path encounters
this function, the object is moved from the current path location
to the origin for the duration of the delay.  After the delay, it
moves back to the previous path location.  I need the object to
stay at the current path location for the duration of the delay instead
of moving.  Is there a way to make it do this?  Has anyone else
experienced this?

Thanks for any help you can provide!
Dee

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From guest  Tue Jan 21 21:33:33 1997
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Message-ID: <310320A8.11AE@mumbai.tcs.co.in>
Date: Mon, 22 Jan 1996 10:59:12 +0530
From: Rajesh Thakur <rajesht@mumbai.tcs.co.in>
Reply-To: rajesht@mumbai.tcs.co.in
Organization: Tata Consultancy Services
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To: Eric Rose <erose@ecrc.de>
CC: info-performer@sgi.com
Subject: Re: SIRIUS Board
References: <32D62337.2D0A@mumbai.tcs.co.in> <199701201431.PAA21931@euclid.ecrc.de>
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Status: O

Hi Eric,

I am sorry for the snag.
Now you can try again and you should be able to download the utility.

- Rajesh
***********************************************************************
Eric Rose wrote:
> 
> >>>>> "Rajesh" == Rajesh Thakur <rajesht@mumbai.tcs.co.in> writes:
> 
>     Rajesh> Hi Tran, We have developed an utility based on basic
>     Rajesh> sirius commands which will help you to dump 1500 or more
>     Rajesh> images at one strech.  This utility is fully tested with
>     Rajesh> IRIX5.2, sirius1.1
> 
>     Rajesh> The download is available at following URL:
>     Rajesh> http://www.tcs.co.in/tcshome/visalt/html/login.htm
> 
>     Rajesh> You will have to register (free registration) first with
>     Rajesh> your name and then download the first GUI based utility.
> 
>     Rajesh> All the documentation is provided alongwith. However, if
>     Rajesh> you have any queries regarding the setup or operation, you
>     Rajesh> can send a mail to me any time.
> 
>     Rajesh> Would appreciate your feedback on the usability of this
>     Rajesh> utility
> 
>     Rajesh> - Rajesh Thakur
>     Rajesh> =======================================================================
>     Rajesh> List Archives, FAQ, FTP:
>     Rajesh> http://www.sgi.com/Technology/Performer/ Submissions:
>     Rajesh> info-performer@sgi.com Admin. requests:
>     Rajesh> info-performer-request@sgi.com
> 
> Any way any of the rest of us can get it? I've tried several times and
> each time I click on the software to download it, I get:
> 
> HTTP/1.0 404 Object Not Found
> 
> I would love to try out your software (improve it maybe, even).
> 
>     ---------------------------------------------------------------
> Eric Rose                                       http://www.ecrc.de/staff/erose/
> Fraunhofer Projektgruppe fuer Augmented Reality im
> Zentrum fuer Grafische Datenverarbeitung (ZGDv) eV     Email:   erose@ecrc.de
> European Computer-Industry Research Centre (ECRC) GmbH Phone:   +49-89-92699-201
> Arabellastrasse 17, D-81925 Munich                     FAX:     +49-89-92699-170
> 
> -Eric
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Date: Wed, 22 Jan 1997 15:14:27 +0800 (SST)
From: Ming Wah <eng30228@leonis.nus.sg>
To: info-performer@sgi.com
Subject: Putting attr list into geosets
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Dear all,
	Does anybody know how to put a modified attr list into a geoset? I
have obtained a copy of the coordinates and its normals and have
transformed them and tried to put them back but the results were rubbish
inside the geoset which causes a segmentation error. I used pfGSetAttr to
put the list of attributes back.

Thanks

Ming Wah

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Date: Thu, 9 Jan 1997 20:06:29 +0000
In-Reply-To: scott@ht.com (Scott McMillan)
        "Re: Shadow and projected texture" (Jan 21,  6:50pm)
References: <199701212350.SAA02673@hf.ht.com>
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Subject: Re: Shadow and projected texture
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	Dear Scott,

I thank you for your answer. Yes, I am still looking for an sample code of two
projected texture spotlights. But, the man pages says:

	> the total number of rendering passes is numProjLights + 2 *
numNonFrozenShadowLights.

So if I put 2 ProjLights, I will get a number of rendering passes equals to
2*numProjLights = 2. So, I could render a 'shadow' for two objets (each
ProjLight is attached to the pfDCS of each objet and place upside it).

Well, It is not 'the foot' (in french)(that means: It is not the best solution)
to render the shadow of all objets in the scene to have a spotLight for each
objet attached to its pfDCS.
So, I am not so stupid, if I could (or somebody could) put only one
ShadowLight, it costs 2 rendering passes too to render the shadow of all the
scene. By reading the mail list of info-performer, I saw that you fight with
shadow since a long time,Scott , don't you win?

	If you could send me your sample code, I will sincerly thank you.

	If somebody have another sample code with shadow perhaps in OpenGL(and
Irix 6.2), I will thank this man too.

	Thank you to Angus and Brian for their participation in: "Battle
against the shadow"

	Cheers,
				Christian


-- 


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Date: Wed, 22 Jan 1997 10:02:53 +0000
From: Graham Jones <graham.jones@sharp.co.uk>
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Organization: Sharp Laboratories of Europe
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To: info-performer@sgi.com
Subject: Re: Infinite Reality, Colour matrix and pfTexEnv Component
References: <32E4DB77.3D55@sharp.co.uk> <9701210835.ZM8559@jimbo.rtset.co.il>
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Status: O

Thanks to those who replied to my question (Ran, Brian and Angus)

Ran Yakir wrote:
> Color matrix (and also colour matrix) can be applied to texture loads
> on InfiniteReality, Impact and O2. On RE, RE2 and VTX it is applied
> only to pixel transfers (glCopyPixels, glDrawPixels).

Would I be right in thinking that, on InfiniteReality, the colour matrix
is not applied when an object is rendered with a texture, but only when
the texture is sent to the hardware then?

So I wouldn't be able to render the same object three times with three
different colour matrices without downloading the texture three times
(I'm trying to avoid all that data flying around the place).

> > I wrote originally:
> > 2) Performer question - the pfTexEnv::setComponent call allows one
> > component of an RGBA texture to be selected and used as a single
> > component intensity texture.

Ran Yakir wrote:
> The setComponent call is valid only in IrisGL on RE2. On all OpenGL
> machines, interleaved textures are supported through the
> GL_DUAL_TEXTURE and GL_QUAD_TEXTURE parameters in OpenGL, and not
> through the texture environment.

So you are saying I will need to resort to using the OpenGL calls after
applying my Performer texture, as Angus suggested.

I'll have a go but I might have a few more questions if it doesn't come
off!

Thanks for all your help.

Graham.

-- 
Sharp Laboratories of Europe,         Phone: +44-(0)1865-747711
Oxford Science Park,                  Fax:   +44-(0)1865-714217
Oxford, OX4 4GA
England                               Graham.Jones@sharp.co.uk
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Date: Wed, 22 Jan 1997 11:51:44 +0000
In-Reply-To: Graham Jones <graham.jones@sharp.co.uk>
        "Re: Infinite Reality, Colour matrix and pfTexEnv Component" (Jan 22, 10:02am)
References: <32E4DB77.3D55@sharp.co.uk>  <9701210835.ZM8559@jimbo.rtset.co.il> 
	<32E5E5CD.7D68@sharp.co.uk>
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On Jan 22, 10:02am, Graham Jones wrote:
> Subject: Re: Infinite Reality, Colour matrix and pfTexEnv Component
> Thanks to those who replied to my question (Ran, Brian and Angus)
>
> Ran Yakir wrote:
> > Color matrix (and also colour matrix) can be applied to texture loads
> > on InfiniteReality, Impact and O2. On RE, RE2 and VTX it is applied
> > only to pixel transfers (glCopyPixels, glDrawPixels).
>
> Would I be right in thinking that, on InfiniteReality, the colour matrix
> is not applied when an object is rendered with a texture, but only when
> the texture is sent to the hardware then?

Yes.

>
> So I wouldn't be able to render the same object three times with three
> different colour matrices without downloading the texture three times
> (I'm trying to avoid all that data flying around the place).

You want to use glColorTableSGI for this kind of thing.

Cheers,
Angus.

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In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Shadow and projected texture" (Jan 21,  1:27pm)
References: <9701080615.ZM15429@unknown.zmail.host> 
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	<9701202041.ZM5362@hotsauce.clubfed.sgi.com> 
	<9701211327.ZM18161@bitch.reading.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Subject: Re: Shadow and projected texture
Cc: info-performer@sgi.com, PERE@cluny.ensam.fr
Mime-Version: 1.0
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	Angus,

	You say in your last mail about shadows that:

	- if I would like to have shadows in my perfomer 2.1 application
compiled in OpenGL, I need patch 1355 and must hand code the openGL shadows
multi-pass: have you got some sample code about that?

	- if I would like to have shadows in my perfomer 2.1 by using
PFLS_SHADOW_ENABLE and PFTRAV_MULTIPASS, the only way today is to compile in
IrisGL... but another question: how could I make this compilation : I try with
igldso or iglopt, but errors occured during execution like
-> 6019:./perfly: rld: Error: unresolvable symbol in ./perfly: GLOBALBorder
-> 6019:./perfly: rld: Fatal Error: this executable has unresolvable symbols
Could you tell me why?
And what is the frame speed in IrisGL on a Infinite Reality? OpenGL should be
faster, shouldn't it?

	Thanks a lot for your answer!

	Regards.

			Christian

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701221226.ZM20413@bitch.reading.sgi.com>
Date: Wed, 22 Jan 1997 12:26:02 +0000
In-Reply-To: "login IRIX" <pere@cluny.ensam.fr>
        "Re: Shadow and projected texture" (Jan 22,  1:04pm)
References: <9701080615.ZM15429@unknown.zmail.host> 
	<9701201825.ZM17222@bitch.reading.sgi.com> 
	<9701202041.ZM5362@hotsauce.clubfed.sgi.com> 
	<9701211327.ZM18161@bitch.reading.sgi.com> 
	<9701221304.ZM6406@unknown.zmail.host>
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To: "login IRIX" <pere@cluny.ensam.fr>
Subject: Re: Shadow and projected texture
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 22,  1:04pm, login IRIX wrote:
> Subject: Re: Shadow and projected texture
> 	Angus,
>
> 	You say in your last mail about shadows that:
>
> 	- if I would like to have shadows in my perfomer 2.1 application
> compiled in OpenGL, I need patch 1355 and must hand code the openGL shadows
> multi-pass: have you got some sample code about that?

No I don't, there only code I've seen to do this is the IrisGL code by
John Rholf in 4DGifts. You should be able to obtain some sample OpenGL
code though.

>
> 	- if I would like to have shadows in my perfomer 2.1 by using
> PFLS_SHADOW_ENABLE and PFTRAV_MULTIPASS, the only way today is to compile in
> IrisGL... but another question: how could I make this compilation : I try
with
> igldso or iglopt, but errors occured during execution like
> -> 6019:./perfly: rld: Error: unresolvable symbol in ./perfly: GLOBALBorder
> -> 6019:./perfly: rld: Fatal Error: this executable has unresolvable symbols
> Could you tell me why?

You either aren't linking a library you need or the code is making calls
to unsupported functions, not necessarily your code, possibly something
in a performer dso. Did you really get the code to compile with iglopt?

Again, make sure you have patch 1422 for the IrisGL.


> And what is the frame speed in IrisGL on a Infinite Reality? OpenGL should be
> faster, shouldn't it?

OpenGL is much faster than IrisGL on iR, I think IrisGL will give you
RE2-ish performance.

Cheers,
Angus.
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Subject: Re: pfPipeWindows & Texture on iR
To: info-performer@sgi.com
X-Mailer: SPRY Mail Version: 04.00.06.17
Status: O


Sharon Clay wrote:
>Yes :-( - this bug is fixed in 2.2.

Thanks for the reply. i'm doing a difficult project that
has 9 non-rectangular viewports with real-time responding.
i know multi-windows is bad thing, but can't avoid it.

You can see my work in sgigate.sgi.com:receive/snap.rgb,
please let me know if you are amazed or have some suggestion
for it. (pls delete it after seen)

Thanks for your time!

liubin

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701221356.ZM20583@bitch.reading.sgi.com>
Date: Wed, 22 Jan 1997 13:56:02 +0000
In-Reply-To: inca@public.bta.net.cn
        "Re: pfPipeWindows & Texture on iR" (Jan 22,  8:47pm)
References: <199701221247.UAA08202@public.bta.net.cn>
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Subject: Re: pfPipeWindows & Texture on iR
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Status: O

Looks great, what is it?


On Jan 22,  8:47pm, inca@public.bta.net.cn wrote:
> Subject: Re: pfPipeWindows & Texture on iR
>
> Thanks for the reply. i'm doing a difficult project that
> has 9 non-rectangular viewports with real-time responding.
> i know multi-windows is bad thing, but can't avoid it.
>

Why can't you avoid multiple windows?
A few overlapping channels and the use of arbitrary clip planes
or maybe just stencil operations would work.

eg:
You draw the channels masks to the stencil planes with
specific values. You don't need unique values for each channel
just ensure that for a given rectangle you have a unique value
for the channel of interest, I reckon you'd need 2 bits of
stencil info:
                      3
                 2         2

                3     1     3

                 2         2
                      3

Everything else is stencil == 0.

You do this once, then in the channel draw function you
set the appropriate stencil test so that rendering is only
performed when the stencil test value == framebuffer value.
Clip planes could then be used to reduce fill overhead.

Here's some OpenGL code I used in Performer for a similar
thing, the idea was to save some pixel fill time by culling
hidden blended pixels outside a circular region using stencil
operations, it didn't produce a measurable improvement for
my project but you have a different objective.

Cheers,
Angus.

static void
StencilHUD(pfPipeWindow *pw)
{
    double f;
    static int mapped = 0;
    float new_x = 0.0f, new_y = 0.0f;
    if(Visual_Mode != VISUAL_OPTICAL)
      return;

      pfSelectPWin(pw);

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

      glDisable(GL_CULL_FACE);
      glDisable(GL_DEPTH_TEST);
      glEnable(GL_STENCIL_TEST);

      glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);

        glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glColor3f(0.0f, 0.0f, 0.0f);

        /* Clear stencil planes to one over entire window */
        glClearStencil(0);
        glClear(GL_STENCIL_BUFFER_BIT);
        /* were a drawin' */
        glStencilFunc(GL_ALWAYS, channel_stencil_value, 0x3);
        glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);

        glBegin(GL_TRIANGLE_FAN);
        for(f = 0.0; f< 359.5; f+=1.0)
        {
          pfSinCos((float)f, &new_x, &new_y);
          glVertex2f(new_x, new_y);
        }
        glEnd();

      glEnable(GL_CULL_FACE);
      glEnable(GL_DEPTH_TEST);

    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
}

Use this in your channel draw function:

      glStencilFunc(GL_EQUAL, channel_stencil_value, 0x3);
      glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
      glEnable(GL_STENCIL_TEST);
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To: info-performer@sgi.com
From: dstipe@indy3.gstone.com (Daniel Stipe)
Subject: 16mb or 64 mb max tex memory on RE2
Status: O

Greetings Performers,

An internal debaate has generated a question (basic) for the group.
Is the maximum texture memory on a Reality Engine 2
16mb or 64mb?

Thanks,

Dan

                       Dan Stipe - Sr. Staff Member
                      Tele: (619) 974-6300  ext. 176

 /\/\/\     GreyStone Technology, Inc.       fax:   (619) 974-6303
/ /\/\ \    4950 Murphy Canyon Road          e-mail: dstipe@gstone.com
\ \/\/ /    San Diego, CA 92123-4325         web: http://www.gstone.com/
 \/\/\/


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From: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
Message-Id: <9701221721.ZM913@chakotay>
Date: Wed, 22 Jan 1997 17:21:09 +0100
In-Reply-To: dstipe@indy3.gstone.com (Daniel Stipe)
        "16mb or 64 mb max tex memory on RE2" (Jan 22,  7:42am)
References: <v01530500af0b78911717@[199.35.226.167]>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: dstipe@indy3.gstone.com (Daniel Stipe), info-performer@sgi.com
Subject: Re: 16mb or 64 mb max tex memory on RE2
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Dan,

> An internal debaate has generated a question (basic) for the group.
> Is the maximum texture memory on a Reality Engine 2
> 16mb or 64mb?

To my knowledge the Relity Engine2 graphics supports to kinds of raster
managers:

RM4 (4 MB texture memory)
RM5 (16 MB texture memory)

So the maximum amount of texture memory available on the RE2 is 16 MB

Peter

-- 
-----------------------------------------------------------------------
Dipl.-Ing. Peter Ebbesmeyer                Universitaet-GH  Paderborn    
Raum F0.210                                  Heinz Nixdorf Institut     
Tel. + 49 5251 606234                     Rechnerintegrierte Produktion
Fax. + 49 5251 606268                       Virtual Environments Team      
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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9701221054.ZM8857@christine.cae.ca>
Date: Wed, 22 Jan 1997 10:54:59 -0500
In-Reply-To: Ming Wah <eng30228@leonis.nus.sg>
        "Putting attr list into geosets" (Jan 22,  3:14pm)
References: <Pine.OSF.3.95.970122151123.19732B-100000@leonis.nus.sg>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: eng30228@leonis.nus.sg
Subject: Re: Putting attr list into geosets
Cc: info-performer@sgi.com
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On Jan 22,  3:14pm, Ming Wah wrote:
> Subject: Putting attr list into geosets
>
> Dear all,
> 	Does anybody know how to put a modified attr list into a geoset? I
> have obtained a copy of the coordinates and its normals and have
> transformed them and tried to put them back but the results were rubbish
> inside the geoset which causes a segmentation error. I used pfGSetAttr to
> put the list of attributes back.
>
-- End of excerpt from Ming Wah

You shouldn't need to call pfGSetAttr again to put the list back.
pfGetGSetAttrLists gives you the pointers to the actual list, not a copy of
them. Once you have the pointer, simply modify its content and thats it. The
geoset will be aware of the changes.

However the safest way to do this sort of thing is to use a pfCycleBuffer
for the attribute list you intend to modify. This way you will be frame
accurate when multiprocessing.

The man page of pfCycleBuffer contains a simple example for this:

          pfVec3         *prevVerts, *curVerts;

          pfInit();

          pfMultiprocess(mpMode);

          /*
           * This calls pfCBufferConfig() with the number of buffers
           * appropriate to the multiprocessing mode.
          */
          pfConfig();

          verts = pfNewCBuffer(sizeof(pfVec3) * numVerts, pfGetSharedArena());
          pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, verts, NULL);

          while(!done)
          {
              curVerts = pfGetCurCBufferData(verts);

              /* Compute new positions of mass-spring system */
              for (i=0; i<numVerts; i++)
               curVerts[i] = prevVerts[i] + netForceVector * deltaTime;

              /* Indicate that 'verts' has changed */
              pfCBufferChanged(verts);

              prevVerts = curVerts;

              /* This calls pfCBufferFrame() */
              pfFrame();
          }



-- 
Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
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From: scott@ht.com (Scott McMillan)
Message-Id: <199701221634.LAA03569@hf.ht.com>
Subject: Re: Shadow and projected texture
To: pere1@cluny.ensam.fr
Date: Wed, 22 Jan 1997 11:34:20 -0500 (EST)
Cc: info-performer@sgi.com
In-Reply-To: <9701092006.ZM19841@unknown.zmail.host> from "pere1@cluny.ensam.fr" at Jan 9, 97 08:06:29 pm
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> 
> 	Dear Scott,
> 
> I thank you for your answer. Yes, I am still looking for an sample code of
> two projected texture spotlights. But, the man pages says:
> 
> 	If you could send me your sample code, I will sincerly thank you.
> 

Can do.  It would be MUCH easier if I could tar up the stuff and upload it to
an FTP site.

I have a pfC++/OpenGL example of two such spotlights of different colors
(yellow and blue, I think) that rotate around a scene with three walls (2 of
which are texture mapped) and a 3D model.  The FOV of the spotlights are
modulated.  Colored line segments have been added to identify the two
spotlight origins and directions.

This example illustrates a few bugs (there are a few more in pf2.2):
 - the color of both spotlights projected onto textured surfaces are the same
   and the color modulates between
   the color specified for each light (it will change from yellow to blue and
   back as the lights are rotated in space).  The color projected onto the
   non-textured surface is different but exhibits the same behaviour.

 - as the FOV of the light shrinks light appears behind the spotlight

 - on my High Impact (with Perf 2.0.2) one projected texture is dithered MUCH
   more than the other.

I know that Remi was looking into these (any news?).

> By reading the mail list of info-performer, I saw that you fight with
> shadow since a long time,Scott , don't you win?

For the record, I never got around to tackling shadows...I got bogged down
with the bugs (in 2.2 and 2.0.2).

If I am not mistaken, shadows in OpenGL will require that you do your own
multipass rendering.  I do not know how to accomplish this *yet*.  If anybody
out there has an example of ANY kind of multipass rendering on top of
Performer I too would be grateful.

> 	If somebody have another sample code with shadow perhaps in OpenGL(and
> Irix 6.2), I will thank this man too.
> 
> 	Thank you to Angus and Brian for their participation in: "Battle
> against the shadow"
> 
> 	Cheers,

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: Wed, 22 Jan 1997 11:36:32 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701221136.ZM11097@hotsauce.clubfed.sgi.com>
In-Reply-To: dstipe@indy3.gstone.com (Daniel Stipe)
        "16mb or 64 mb max tex memory on RE2" (Jan 22,  7:42am)
References: <v01530500af0b78911717@[199.35.226.167]>
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The RM4 RE2 comes with 4megs of texture memory. The RM5 RE2 comes with 16MB of
texture memory. 64MB of texture memory is available on the RM6 and RM7 for
Infinite Reality graphics.

Brian

On Jan 22,  7:42am, Daniel Stipe wrote:
> Subject: 16mb or 64 mb max tex memory on RE2
> Greetings Performers,
>
> An internal debaate has generated a question (basic) for the group.
> Is the maximum texture memory on a Reality Engine 2
> 16mb or 64mb?
>
> Thanks,
>
> Dan
>
>                        Dan Stipe - Sr. Staff Member
>                       Tele: (619) 974-6300  ext. 176
>
>  /\/\/\     GreyStone Technology, Inc.       fax:   (619) 974-6303
> / /\/\ \    4950 Murphy Canyon Road          e-mail: dstipe@gstone.com
> \ \/\/ /    San Diego, CA 92123-4325         web: http://www.gstone.com/
>  \/\/\/
>
>
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>-- End of excerpt from Daniel Stipe



-- 
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Date: 22 Jan 1997 08:35:12 U
From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: Re: Getting Gouraud Color
To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>, info-performer@sgi.com
X-Mailer: Mail*Link SMTP-QM 3.0.2
Status: O

Perhaps a little more explanation of our situation will help.  Thanks for
looking in.

What I am doing is a 3D type bar graph where each bar represents a radar's
range and/or doppler gate (range (x-axis) vs. doppler (y-axis)).  The height
of the gate (z-axis) represents the amplitude of the signal in that particular
gate.  I would like to have the amplitude of each gate related to color where
blue is the lowest energy and red is the highest.   The line I was referring
to is the z-axis which is the amplitude axis and is Gouraud shaded from blue
to red.

For example, if a the max signal strength was 80db and a gates value was 80 db
that bar would be Gouraud shaded from blue to red.  If the signal strength for
a gate was 40db the bar would have the same color as the z-axis, from blue to
the color of at the mid-point of the z-axis. 

Thanks again,
Scott O'Friel
------------------------------
Date: 1/21/97 7:33 PM
To: OFRIEL, SCOTT
From: Angus Dorbie

This is a linear interpolation in screen space.

Problems will arise if you want to calculate this for projected
screen space and the line is in perspective because the colour
interpolation is not perspective correct. This gets real fun
when you clip the line because the colour gets shaded from the
interpolated clipped line end colour.

Could you give a little more info on why you want to do this so
I can better understand how these issues might relate to you?

Cheers,
Angus.


On Jan 21,  5:58pm, SCOTT OFRIEL wrote:
> Subject: Getting Gouraud Color
>                       Subject:                              Time:  5:42 PM
>   OFFICE MEMO         Getting Gouraud Color                 Date:  1/21/97
>
> Performer:
>
> Is it possible to get the RGB color value from any place between the two end
> points of a Gouraud shaded line?  The line is a pfGeoSet.
>
> Thank you,
> Scott O'Friel
>
>
> =======================================================================
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>-- End of excerpt from SCOTT OFRIEL


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To: Angus Dorbie <dorbie@bitch.reading.sgi.com>
Cc: info-performer@sgi.com
Subject: Re: Infinite Reality, Colour matrix and pfTexEnv Component
References: <32E4DB77.3D55@sharp.co.uk>  <9701210835.ZM8559@jimbo.rtset.co.il> 
		<32E5E5CD.7D68@sharp.co.uk> <9701221151.ZM20307@bitch.reading.sgi.com>
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Angus Dorbie wrote:
> 
> On Jan 22, 10:02am, Graham Jones wrote:
> > So I wouldn't be able to render the same object three times with
> > three different colour matrices without downloading the texture
> > three times (I'm trying to avoid all that data flying around the
> > place).
> 
> You want to use glColorTableSGI for this kind of thing.

Angus,

I could be barking up the wrong billboard but from a read of the manual
and book on the colour table extension it would appear that I wouldn't
be able to map Green to Red (for example), as I would if the colour
matrix worked for texturing operations, but only remap, say, Green to a
different Green.

Useful as the extension may be I don't think I quite does what I need -
please correct me if I'm wrong.

Presumably if I can get the QUAD_TEXTURE_SELECT extension working for me
and it extracts a component as an intensity texture, the extracted
texture will render in to R, G and B.

Graham.
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Date: Wed, 22 Jan 97 10:48:05 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701221548.AA12238@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: Getting Gouraud Color
Status: O

On Jan 21,  5:58pm, SCOTT OFRIEL wrote:

> Is it possible to get the RGB color value from any place between the two end
> points of a Gouraud shaded line?  The line is a pfGeoSet.

Angus Dorbie <dorbie@bitch.reading.sgi.com> replied:

> This is a linear interpolation in screen space.
> 
> Problems will arise if you want to calculate this for projected
> screen space and the line is in perspective because the colour
> interpolation is not perspective correct. This gets real fun
> when you clip the line because the colour gets shaded from the
> interpolated clipped line end colour.

In fact, it's even worse than that - the colour of some point
on a gouraud shaded line/polygon can be different on different
channels.


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)
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Wed, 22 Jan 1997 16:50:40 +0000
In-Reply-To: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
        "Re: Getting Gouraud Color" (Jan 22,  8:35am)
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An assumption of linear interpolation would probably produce reasonable
results for gouraud interpolation but you may want perspective correct
interpolation for some viewpoints.

The way to achieve perspective correct parameter mapping is to use
a 1D texture and map the texture coordinate to the amplitude
parameter. This is extremely powerfull when you consider that
you can modify the texture image to map any scale in a linear
manner to your vertical scale. This could for example include a
suitable logaritmic scale markers, and all you have to do is
specify texture coords instead of colours. You can band the data
or use alpha to isolate a particular height and your still only
using a 1D image.

If you use a 2D image you could do all the above but map an
additional parameter in your data and use alpha to clip to areas
of this parameter.

Cheers,
Angus.

On Jan 22,  8:35am, SCOTT OFRIEL wrote:
> Subject: Re: Getting Gouraud Color
> Perhaps a little more explanation of our situation will help.  Thanks for
> looking in.
>
> What I am doing is a 3D type bar graph where each bar represents a radar's
> range and/or doppler gate (range (x-axis) vs. doppler (y-axis)).  The height
> of the gate (z-axis) represents the amplitude of the signal in that
particular
> gate.  I would like to have the amplitude of each gate related to color where
> blue is the lowest energy and red is the highest.   The line I was referring
> to is the z-axis which is the amplitude axis and is Gouraud shaded from blue
> to red.
>
> For example, if a the max signal strength was 80db and a gates value was 80
db
> that bar would be Gouraud shaded from blue to red.  If the signal strength
for
> a gate was 40db the bar would have the same color as the z-axis, from blue to
> the color of at the mid-point of the z-axis.
>

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From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Peter Ebbesmeyer <pe@hni.uni-paderborn.de>
cc: Daniel Stipe <dstipe@indy3.gstone.com>, info-performer@sgi.com
Subject: Re: 16mb or 64 mb max tex memory on RE2
In-Reply-To: <9701221721.ZM913@chakotay>
Message-ID: <Pine.SOL.3.94.970122170352.11063B-100000@calvay.dcs.ed.ac.uk>
Organisation: Department of Computer Science - University of Edinburgh
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Status: O


The RealityEngine2 can accommodate up to 4 RMs, so if you have four RM5's
then that's 64 MB of texture memory in total. 

Martin.

> > An internal debaate has generated a question (basic) for the group.
> > Is the maximum texture memory on a Reality Engine 2
> > 16mb or 64mb?
> 
> To my knowledge the Relity Engine2 graphics supports to kinds of raster
> managers:
> 
> RM4 (4 MB texture memory)
> RM5 (16 MB texture memory)
> 
> So the maximum amount of texture memory available on the RE2 is 16 MB


+============================================================================+
| Martin Reddy                                    Dept. of Computer Science  |
|                                                 University of Edinburgh    |
| e-mail : M.Reddy@ed.ac.uk                       Mayfield Road, EH9 3JZ     |
| http://www.dcs.ed.ac.uk/~mxr/                   Tel : +44 131 650 5164     |
+============================================================================+

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701221721.ZM1292@bitch.reading.sgi.com>
Date: Wed, 22 Jan 1997 17:21:31 +0000
In-Reply-To: Graham Jones <graham.jones@sharp.co.uk>
        "Re: Infinite Reality, Colour matrix and pfTexEnv Component" (Jan 22,  4:40pm)
References: <32E4DB77.3D55@sharp.co.uk>  <9701210835.ZM8559@jimbo.rtset.co.il> 
	<32E5E5CD.7D68@sharp.co.uk> 
	<9701221151.ZM20307@bitch.reading.sgi.com> 
	<32E6430F.259F@sharp.co.uk>
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Subject: Re: Infinite Reality, Colour matrix and pfTexEnv Component
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On Jan 22,  4:40pm, Graham Jones wrote:
> Subject: Re: Infinite Reality, Colour matrix and pfTexEnv Component

> Angus,
>
> I could be barking up the wrong billboard but from a read of the manual
> and book on the colour table extension it would appear that I wouldn't
> be able to map Green to Red (for example), as I would if the colour
> matrix worked for texturing operations, but only remap, say, Green to a
> different Green.
>
> Useful as the extension may be I don't think I quite does what I need -
> please correct me if I'm wrong.
>
> Presumably if I can get the QUAD_TEXTURE_SELECT extension working for me
> and it extracts a component as an intensity texture, the extracted
> texture will render in to R, G and B.

You want to map a one component texture, which is what you
have after the texture selection of a particular component,
to an arbitrary colour, and colour tables can do this
The table information can hold a complete rgba ramp for
your intensity map, and this is without considering the
glColorTableParameterSGI call which could probably also
do what you need.

Cheers,
Angus.

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From: "Luis Ignacio Miranda" <lmiranda@buitre.madrid.sgi.com>
Message-Id: <9701221850.ZM23698@buitre.madrid.sgi.com>
Date: Wed, 22 Jan 1997 18:50:08 +0100
In-Reply-To: Martin Reddy <mxr@dcs.ed.ac.uk>
        "Re: 16mb or 64 mb max tex memory on RE2" (Jan 22,  5:06pm)
References: <Pine.SOL.3.94.970122170352.11063B-100000@calvay.dcs.ed.ac.uk>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Martin Reddy <mxr@dcs.ed.ac.uk>,
        Peter Ebbesmeyer <pe@hni.uni-paderborn.de>
Subject: Re: 16mb or 64 mb max tex memory on RE2
Cc: Daniel Stipe <dstipe@indy3.gstone.com>, info-performer@sgi.com
Mime-Version: 1.0
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Martin,

When you add RM's to whatever system (RE2 or iR) you increase the pixel fill
rate, but NOT the texture memory. It doesn't matter the number of RM's, if you
have RM4's you have 4 MB of texture memory and if you have RM5's you have 16
MB. Of course, RM4's and RM5's can not be mixed in a single system.

Hope to help

Nacho






On Jan 22,  5:06pm, Martin Reddy wrote:
> Subject: Re: 16mb or 64 mb max tex memory on RE2
>
> The RealityEngine2 can accommodate up to 4 RMs, so if you have four RM5's
> then that's 64 MB of texture memory in total.
>
> Martin.
>
> > > An internal debaate has generated a question (basic) for the group.
> > > Is the maximum texture memory on a Reality Engine 2
> > > 16mb or 64mb?
> >
> > To my knowledge the Relity Engine2 graphics supports to kinds of raster
> > managers:
> >
> > RM4 (4 MB texture memory)
> > RM5 (16 MB texture memory)
> >
> > So the maximum amount of texture memory available on the RE2 is 16 MB
>
>
> +============================================================================+
> | Martin Reddy                                    Dept. of Computer Science
 |
> |                                                 University of Edinburgh
   |
> | e-mail : M.Reddy@ed.ac.uk                       Mayfield Road, EH9 3JZ
    |
> | http://www.dcs.ed.ac.uk/~mxr/                   Tel : +44 131 650 5164
    |
> +============================================================================+
>
> =======================================================================
> 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 Martin Reddy



-- 
*******************************************************************************
* Luis Ignacio Miranda               Edificio "Santa Engracia 120"            *    
* Silicon Graphics, S.A.             Plaza del Descubridor Diego de Ordas,3   *
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Date: Wed, 22 Jan 1997 09:48:19 -0800
From: derekj@q-ryche (Derek Jewhurst)
Message-Id: <9701220948.ZM2086@q-ryche.csd.sgi.com>
In-Reply-To: Martin Reddy <mxr@dcs.ed.ac.uk>
        "Re: 16mb or 64 mb max tex memory on RE2" (Jan 22,  5:06pm)
References: <Pine.SOL.3.94.970122170352.11063B-100000@calvay.dcs.ed.ac.uk>
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To: Martin Reddy <mxr@dcs.ed.ac.uk>,
        Peter Ebbesmeyer <pe@hni.uni-paderborn.de>
Subject: Re: 16mb or 64 mb max tex memory on RE2
Cc: Daniel Stipe <dstipe@indy3.gstone.com>, info-performer@sgi.com
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On Jan 22,  5:06pm, Martin Reddy wrote:
> Subject: Re: 16mb or 64 mb max tex memory on RE2
>
> The RealityEngine2 can accommodate up to 4 RMs, so if you have four RM5's
> then that's 64 MB of texture memory in total.

Addtional RM's do not mean additional texture memory.  Each RM holds a copy of
the textures so you are still limited to 4MB on a RM4 and 16MB on a RM5.

-Derek


-- 
Derek Jewhurst                                                 |\	       
Member Technical Staff, Global Technology Support              | \____oo_  
Silicon Graphics Inc.                                         ((__|  /___>
derekj@csd.sgi.com                                                | // 
                                                                  |// 
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From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701221253.ZM11688@hotsauce.clubfed.sgi.com>
In-Reply-To: Graham Jones <graham.jones@sharp.co.uk>
        "Re: Infinite Reality, Colour matrix and pfTexEnv Component" (Jan 22,  4:40pm)
References: <32E4DB77.3D55@sharp.co.uk>  <9701210835.ZM8559@jimbo.rtset.co.il> 
	<32E5E5CD.7D68@sharp.co.uk> 
	<9701221151.ZM20307@bitch.reading.sgi.com> 
	<32E6430F.259F@sharp.co.uk>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: graham.jones@sharp.co.uk, Angus Dorbie <dorbie@bitch.reading.sgi.com>
Subject: Re: Infinite Reality, Colour matrix and pfTexEnv Component
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

Brian,

Someone mentioned to me that the Impact use 4D textures to map one color space
into another, but I never got the details of how to do it. That was primarily
concerning video and doing RGBA to CMYK conversions. Their is an extension that
will read textures as ABGR instead of RGBA. So I suspect what you want to do is
possible. In imagevision library this is an easy task you just switch the
channels as you copy them.

Hold on I found what I was looking for what you want is glPixelTexGenSGIX (3G)
the man page states this extension can be used as a very accurate colorspace
converter.

Brian


On Jan 22,  4:40pm, Graham Jones wrote:
> Subject: Re: Infinite Reality, Colour matrix and pfTexEnv Component
> Angus Dorbie wrote:
> >
> > On Jan 22, 10:02am, Graham Jones wrote:
> > > So I wouldn't be able to render the same object three times with
> > > three different colour matrices without downloading the texture
> > > three times (I'm trying to avoid all that data flying around the
> > > place).
> >
> > You want to use glColorTableSGI for this kind of thing.
>
> Angus,
>
> I could be barking up the wrong billboard but from a read of the manual
> and book on the colour table extension it would appear that I wouldn't
> be able to map Green to Red (for example), as I would if the colour
> matrix worked for texturing operations, but only remap, say, Green to a
> different Green.
>
> Useful as the extension may be I don't think I quite does what I need -
> please correct me if I'm wrong.
>
> Presumably if I can get the QUAD_TEXTURE_SELECT extension working for me
> and it extracts a component as an intensity texture, the extracted
> texture will render in to R, G and B.
>
> Graham.
> =======================================================================
> 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 Graham Jones



-- 
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VisSim  Technical  Consultant
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701221750.ZM1559@bitch.reading.sgi.com>
Date: Wed, 22 Jan 1997 17:50:13 +0000
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: Getting Gouraud Color" (Jan 22, 10:48am)
References: <9701221548.AA12238@mred.bgm.link.com>
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To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.com
Subject: Re: Getting Gouraud Color
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On Jan 22, 10:48am, Steve Baker wrote:
> Subject: Re: Getting Gouraud Color
> On Jan 21,  5:58pm, SCOTT OFRIEL wrote:
>
> > Is it possible to get the RGB color value from any place between the two
end
> > points of a Gouraud shaded line?  The line is a pfGeoSet.
>
> Angus Dorbie <dorbie@bitch.reading.sgi.com> replied:
>
> > This is a linear interpolation in screen space.
> >
> > Problems will arise if you want to calculate this for projected
> > screen space and the line is in perspective because the colour
> > interpolation is not perspective correct. This gets real fun
> > when you clip the line because the colour gets shaded from the
> > interpolated clipped line end colour.
>
> In fact, it's even worse than that - the colour of some point
> on a gouraud shaded line/polygon can be different on different
> channels.

Yep, you can experience some shading discontinuities across
channels but this is really the result of the same effect.

But the worseness is even more worser than the worsening you
mention :-). If you have lighting calculations they
move around as a result of the clipping and can produce obvious
anomalies, especially if you have specular materials.

Cheers,
Angus.

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From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701221257.ZM11695@hotsauce.clubfed.sgi.com>
In-Reply-To: Martin Reddy <mxr@dcs.ed.ac.uk>
        "Re: 16mb or 64 mb max tex memory on RE2" (Jan 22,  5:06pm)
References: <Pine.SOL.3.94.970122170352.11063B-100000@calvay.dcs.ed.ac.uk>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Martin Reddy <mxr@dcs.ed.ac.uk>,
        Peter Ebbesmeyer <pe@hni.uni-paderborn.de>
Subject: Re: 16mb or 64 mb max tex memory on RE2
Cc: Daniel Stipe <dstipe@indy3.gstone.com>, info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

No its still only 16MB of texture memory, you just have 4 RMs doing the
texturing of the scene instead of one. The speed changes not the capacity.

Brian

On Jan 22,  5:06pm, Martin Reddy wrote:
> Subject: Re: 16mb or 64 mb max tex memory on RE2
>
> The RealityEngine2 can accommodate up to 4 RMs, so if you have four RM5's
> then that's 64 MB of texture memory in total.
>
> Martin.
>
> > > An internal debaate has generated a question (basic) for the group.
> > > Is the maximum texture memory on a Reality Engine 2
> > > 16mb or 64mb?
> >
> > To my knowledge the Relity Engine2 graphics supports to kinds of raster
> > managers:
> >
> > RM4 (4 MB texture memory)
> > RM5 (16 MB texture memory)
> >
> > So the maximum amount of texture memory available on the RE2 is 16 MB
>
>
> +============================================================================+
> | Martin Reddy                                    Dept. of Computer Science
 |
> |                                                 University of Edinburgh
   |
> | e-mail : M.Reddy@ed.ac.uk                       Mayfield Road, EH9 3JZ
    |
> | http://www.dcs.ed.ac.uk/~mxr/                   Tel : +44 131 650 5164
    |
> +============================================================================+
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Martin Reddy



-- 
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Brian Furtaw  (brian@sgi.com)	
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9701220956.ZM1905@quid.csd.sgi.com>
Date: Wed, 22 Jan 1997 09:56:10 -0800
In-Reply-To: Martin Reddy <mxr@dcs.ed.ac.uk>
        "Re: 16mb or 64 mb max tex memory on RE2" (Jan 22,  5:06pm)
References: <Pine.SOL.3.94.970122170352.11063B-100000@calvay.dcs.ed.ac.uk>
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To: Martin Reddy <mxr@dcs.ed.ac.uk>,
        Peter Ebbesmeyer <pe@hni.uni-paderborn.de>
Subject: Re: 16mb or 64 mb max tex memory on RE2
Cc: Daniel Stipe <dstipe@indy3.gstone.com>, info-performer@sgi.com
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On Jan 22,  5:06pm, Martin Reddy wrote:
> Subject: Re: 16mb or 64 mb max tex memory on RE2
>
> The RealityEngine2 can accommodate up to 4 RMs, so if you have four RM5's
> then that's 64 MB of texture memory in total.
>
> Martin.

That's true although actually more RMs doesn't give you more memory as the
textures are duplicated across each RM. The big benefits of more RMs are bigger
frame buffer ( deeper pixels ) and greatly increased texture and fill
bandwidth. The biggest single physical texture is still limited by the size of
a single RM. Each RM is divided into 2 banks so you can load a single texture
up to 1xRMsize/2

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9701221007.ZM10100@rose.asd.sgi.com>
Date: Wed, 22 Jan 1997 10:07:22 -0800
In-Reply-To: "Nicolas Gauvin" <nicolas@cae.ca>
        "Re: Putting attr list into geosets" (Jan 22, 10:54am)
References: <Pine.OSF.3.95.970122151123.19732B-100000@leonis.nus.sg> 
	<9701221054.ZM8857@christine.cae.ca>
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Subject: Re: Putting attr list into geosets
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+>---- On Jan 22, 10:54am, Nicolas Gauvin wrote:
> Subject: Re: Putting attr list into geosets
->From guest@holodeck.csd.sgi.com  Wed Jan 22 08:50:17 1997

->
->You shouldn't need to call pfGSetAttr again to put the list back.
->pfGetGSetAttrLists gives you the pointers to the actual list, not a copy of
->them. Once you have the pointer, simply modify its content and thats it. The
->geoset will be aware of the changes.

We will use the new data for drawing but we will not automatically
compute new isect or culling bboxes cached on the gset.  So,
You may want to fix a bbox statically that is big enough to hold
the possible transformed values with pfGSetBBox (also the safest/most
efficient thing to do with the MP cyclebuffer soln.) or else force the bbox to 
be recomputed with a NULL box to pfGSetBBox() or the full
icset cache with pfGSetIsectMask() (yes, we need more direct API for that).

src.

->
->However the safest way to do this sort of thing is to use a pfCycleBuffer
->for the attribute list you intend to modify. This way you will be frame
->accurate when multiprocessing.
->
->The man page of pfCycleBuffer contains a simple example for this:
->
->          pfVec3         *prevVerts, *curVerts;
->
->          pfInit();
->
->          pfMultiprocess(mpMode);
->
->          /*
->           * This calls pfCBufferConfig() with the number of buffers
->           * appropriate to the multiprocessing mode.
->          */
->          pfConfig();
->
->          verts = pfNewCBuffer(sizeof(pfVec3) * numVerts, pfGetSharedArena());
->          pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, verts, NULL);
->
->          while(!done)
->          {
->              curVerts = pfGetCurCBufferData(verts);
->
->              /* Compute new positions of mass-spring system */
->              for (i=0; i<numVerts; i++)
->               curVerts[i] = prevVerts[i] + netForceVector * deltaTime;
->
->              /* Indicate that 'verts' has changed */
->              pfCBufferChanged(verts);
->
->              prevVerts = curVerts;
->
->              /* This calls pfCBufferFrame() */
->              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
->=======================================================================
->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 Nicolas Gauvin



-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701221824.ZM1668@bitch.reading.sgi.com>
Date: Wed, 22 Jan 1997 18:24:49 +0000
In-Reply-To: "Luis Ignacio Miranda" <lmiranda@buitre.madrid.sgi.com>
        "Re: 16mb or 64 mb max tex memory on RE2" (Jan 22,  6:50pm)
References: <Pine.SOL.3.94.970122170352.11063B-100000@calvay.dcs.ed.ac.uk> 
	<9701221850.ZM23698@buitre.madrid.sgi.com>
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        Martin Reddy <mxr@dcs.ed.ac.uk>,
        Peter Ebbesmeyer <pe@hni.uni-paderborn.de>
Subject: Re: 16mb or 64 mb max tex memory on RE2
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On Jan 22,  6:50pm, Luis Ignacio Miranda wrote:

> ... Of course, RM4's and RM5's can not be mixed in a single system.
>

Yes they can, the RM5's just behave like RM4's.

On iR you cannot mix RM6-16s with RM6-64s.

Cheers,
Angus.
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From: scott@ht.com (Scott McMillan)
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Subject: Re: Shadow and projected texture
To: craig@nvg.aircrew.asu.edu (Craig A. Vrana)
Date: Wed, 22 Jan 1997 17:10:06 -0500 (EST)
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The two spotlight projected texture demo (uncompiled) can be found at:

   ftp://ftp.ht.com/outgoing/two_spots.tar.gz

I have only compiled and tested it on a High Impact/Irix 6.2/pf2.0.2/O32.

Let me know if problems occur,
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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On Wed, 22 Jan 1997, Angus Dorbie wrote:

..snip..

> 
> Yep, you can experience some shading discontinuities across
> channels but this is really the result of the same effect.

I think we may be getting an artifact related to this on our sky polygons
with a multichannel configuration.

So, my question is, when a line is clipped to a viewing frustum how is the
color of the resulting clipped line calculated?  For example:

			 |<------- within channel ------------->|

	.----------------.--------------------------------------.

	white       (clipped point)			     black

what color is used for the clipped point when gouraud shading is used?

> 
> But the worseness is even more worser than the worsening you
> mention :-). If you have lighting calculations they
> move around as a result of the clipping and can produce obvious
> anomalies, especially if you have specular materials.
> 

eek.  I'm glad my sky polygons aren't lit!


Troy Stephen.


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To: info-performer@sgi.com, brian@sgi.com (Brian Furtaw)
Subject: Re[2]: 16mb or 64 mb max tex memory on RE2
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What's the diff between a RM6 and a RM7?  First time I've heard of a RM7.


Don Tidrow
Visual Simulation Developer
US Army TACOM


______________________________ Reply Separator _________________________________
Subject: Re: 16mb or 64 mb max tex memory on RE2
Author:  brian@sgi.com (Brian Furtaw) at TWLAN-SMTP
Date:    1/22/97 11:36 AM


The RM4 RE2 comes with 4megs of texture memory. The RM5 RE2 comes with 16MB of
texture memory. 64MB of texture memory is available on the RM6 and RM7 for
Infinite Reality graphics.

Brian

On Jan 22,  7:42am, Daniel Stipe wrote:
> Subject: 16mb or 64 mb max tex memory on RE2
> Greetings Performers,
>
> An internal debaate has generated a question (basic) for the group.
> Is the maximum texture memory on a Reality Engine 2
> 16mb or 64mb?
>
> Thanks,
>
> Dan
>
>                        Dan Stipe - Sr. Staff Member
>                       Tele: (619) 974-6300  ext. 176
>
>  /\/\/\     GreyStone Technology, Inc.       fax:   (619) 974-6303
> / /\/\ \    4950 Murphy Canyon Road          e-mail: dstipe@gstone.com
> \ \/\/ /    San Diego, CA 92123-4325         web: http://www.gstone.com/
>  \/\/\/
>
>
> =======================================================================
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-- 
Indu Bingham
http://reality.sgi.com/employees/indu_csd/indu.html
indu@sgi.com
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-- 
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In-reply-to: Troy Stephen's message of Thu, 23 Jan 1997 10:18:03 +1112 (EST) <Pine.OSF.3.94.970123100911.23185A-100000@murad>
Subject: Re: Getting Gouraud Color
Status: O

   Date: Thu, 23 Jan 1997 10:18:03 +1112 (EST)
   From: Troy Stephen <troys@wormald.com.au>

   On Wed, 22 Jan 1997, Angus Dorbie wrote:

   ..snip..

   > 
   > Yep, you can experience some shading discontinuities across
   > channels but this is really the result of the same effect.

   I think we may be getting an artifact related to this on our sky polygons
   with a multichannel configuration.

   what color is used for the clipped point when gouraud shading is used?

   > 
   > But the worseness is even more worser than the worsening you
   > mention :-). If you have lighting calculations they
   > move around as a result of the clipping and can produce obvious
   > anomalies, especially if you have specular materials.
   > 

   eek.  I'm glad my sky polygons aren't lit!

Do these artifacts occur in OpenGL?  I thought that the spec required
shading and lighting calculations be done using the unclipped
vertices.

Tim
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From: brian@sgi.com (Brian Furtaw)
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In-Reply-To: tidrowd@cc.tacom.army.mil
        "Re[2]: 16mb or 64 mb max tex memory on RE2" (Jan 22,  6:00pm)
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Subject: Re: Re[2]: 16mb or 64 mb max tex memory on RE2
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On Jan 22,  6:00pm, tidrowd@cc.tacom.army.mil wrote:
> Subject: Re[2]: 16mb or 64 mb max tex memory on RE2
> 
> What's the diff between a RM6 and a RM7?  First time I've heard of a RM7.
> 
> 
> Don Tidrow
> Visual Simulation Developer
> US Army TACOM
> 
> 
> ______________________________ Reply Separator _________________________________
> Subject: Re: 16mb or 64 mb max tex memory on RE2
> Author:  brian@sgi.com (Brian Furtaw) at TWLAN-SMTP
> Date:    1/22/97 11:36 AM
> 
> 
> The RM4 RE2 comes with 4megs of texture memory. The RM5 RE2 comes with 16MB of
> texture memory. 64MB of texture memory is available on the RM6 and RM7 for
> Infinite Reality graphics.
> 
> Brian
> 
> On Jan 22,  7:42am, Daniel Stipe wrote:
> > Subject: 16mb or 64 mb max tex memory on RE2
> > Greetings Performers,
> >
> > An internal debaate has generated a question (basic) for the group.
> > Is the maximum texture memory on a Reality Engine 2
> > 16mb or 64mb?
> >
> > Thanks,
> >
> > Dan
> >
> >                        Dan Stipe - Sr. Staff Member
> >                       Tele: (619) 974-6300  ext. 176
> >
> >  /\/\/\     GreyStone Technology, Inc.       fax:   (619) 974-6303
> > / /\/\ \    4950 Murphy Canyon Road          e-mail: dstipe@gstone.com
> > \ \/\/ /    San Diego, CA 92123-4325         web: http://www.gstone.com/
> >  \/\/\/
> >
> >
> > =======================================================================
> > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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> >-- End of excerpt from Daniel Stipe
> 
> 
> 
> -- 
> 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-o-o-o-o-o-o
> 
> Brian Furtaw  (brian@sgi.com)	
> VisSim  Technical  Consultant
> 12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
> Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
> =======================================================================
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>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from tidrowd@cc.tacom.army.mil


The RM7 fits in an Onyx2 and an RM6 fits in an Onyx. Take a look at the new kid on the block.

http://www.sgi.com/Products/

I want one.

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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
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Date: Thu, 23 Jan 1997 10:15:59 +0000
In-Reply-To: blythe@banshee.asd.sgi.com (David Blythe)
        "Re: Shadow and projected texture" (Jan 22,  4:00pm)
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	Thanks to you David,

You don't cc your mail : if I could
> OpenGL example
>
> http://www.sgi.com/Technology/OpenGL/advanced/tomcat/shadowmap.c
>
> 	-db

I will try to test this sample : I must install GLUT too, I see.

Scott, try this too! The first to win "Battle against shadows" win virtual
(french) champagne.

See you soon

		Christian

-- 


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 23 Jan 1997 10:18:34 +0000
In-Reply-To: tidrowd@cc.tacom.army.mil
        "Re[2]: 16mb or 64 mb max tex memory on RE2" (Jan 22,  6:00pm)
References: <2e69f600@cc.tacom.army.mil>
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On Jan 22,  6:00pm, tidrowd@cc.tacom.army.mil wrote:
> Subject: Re[2]: 16mb or 64 mb max tex memory on RE2
>
> What's the diff between a RM6 and a RM7?  First time I've heard of a
>

The RM6 is the ONYX Infinite Reality Raster Manager the
RM7 is the ONYX2 Infinite Reality Raster Manager which
also has the 16 or 64 Mb texture options and 80Mb framebuffer
memory.

There's also the RM8 which is a cost reduced Raster Manager
for ONYX2 Reality with 40Mb of framebuffer memory and reduced
textured fill performance.

Cheers,
Angus.

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Luis Ignacio Miranda wrote:

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Thanks for all reply!

+>Angus Dorbie wrote:
>>Looks great, what is it?

It's a simulator of telescope used in space airship. spaceman view earth through
it and square away. it has separatory 9 perspectives with fixed relation.

>>Why can't you avoid multiple windows?
>>A few overlapping channels and the use of arbitrary clip planes
>>or maybe just stencil operations would work.
>> ...

i went astray!
the way is Shape Extension's XShapeCombineMask clip in X window level. so i must
use three windows: one for center, one for up-down-left-right and one for 
4-corners.
i'm new in GL/Performer(3 months) and leave stencil out of consideration.
The suggestion get me out of trouble, Thank you very much indeed!

Brian wrote:
>I am impressed it looks like a view out of the bridge of the Millenium Falcon.
>You could do this same effect with one viewport (pfChannel,pfPipe) just use a
>postdraw callback that applies the light blue mask after the Channel has
>rendered. It will give you a lot more graphics bandwidth to do other effects.

the snap.rgb shows normal state(hpr=0.0f) only. i don't think can do with one
viewport.

 viewpor1 viewpor2                 viewport0
	 |                       \             /
  \      |      /                 \           /
   \     |     /                   \         /
    \    |    /                     \       /
     \   |   /                       \     /
      \  |  /                         \   /
       \ | /                           \ /
	\|/

-------------------             -------------------
|        |        |             |                 |
|viewpor1|viewpor2| is equal to |    viewport0    | ? i say no.
|        |        |             |                 |
--------------------            --------------------
and my 9 perspective cones are separatory, but viewports are neighboring.

Thanks again.

liubin

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From: "Jude Anthony" <jude@p3.enzian.com>
Organization: Enzian Technology, Inc.
To: info-performer@sgi.com
Date: Thu, 23 Jan 1997 08:44:47 EST
Subject: Re: Scene Density Requirements
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Status: O

<sorting snipped>

> Is this really true?  I thought that rendering front to back (on
> either an iR or a RE2) would be significantly faster than vice versa.

Actually, I tried both ways in my test, just to check.  The difference 
between back-to-front and front-to-back resulted in 0.1ms improvement in draw 
time for the entire 3000 polygon scene.  (According to stats in Vega.)

Just for info.

Later,
Jude Anthony
jude@p3.enzian.com
 
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Date: Thu, 23 Jan 1997 14:23:37 +0000
From: Graham Jones <graham.jones@sharp.co.uk>
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Organization: Sharp Laboratories of Europe
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To: info-performer@sgi.com
Subject: Re: Infinite Reality, Colour matrix etc
References: <32E4DB77.3D55@sharp.co.uk> <9701211753.ZM18615@bitch.reading.sgi.com>
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Status: O

OK, I'm still having no luck with my textures, maybe an explanation of
what I am trying to do would help!

I have one channel in which I render a scene, full colour/textured etc.
It could be any model which can be loaded into Performer. The rendered
image is subloaded into a pfTexture to be used later. I need to hang on
to all the colour information.

I have a second channel in which I render a simple set of tri-strips as
a geoset. These tri-strips are textured with the subloaded texture. When
I do this rendering I want to be able to render the R, G and B
components of the texture separately (rendering the geoset 3 times) into
the Red component of the second channel. I then need to be able to do
the same thing but into the Green component, and then into the Blue
component. I will arrange that all the data goes to the correct pixels
to end up with the required image.

I can't get to the individual colour components of the texture.

I had hoped to use the colour matrix extension, except that it doesn't
act when rendering a texture, only downloading. I had then hoped to use
the GL_QUAD_TEXTURE_SELECT extension to select the individual components
and use them as Intensity textures but that doesn't want to work either!
(I can use the colour mask to restrict rendering to the R, G or B
component of the channel). I don't need to process the intensities once
thay have been transferred to the other colour components.

Maybe a snippet of my, very simple, code would help. Can anybody give
any suggestion why this doesn't select a single component of the
texture?

  glDisable( GL_DEPTH_TEST );
  glDisable( GL_MULTISAMPLE_SGIS );
  pfDisable( PFEN_LIGHTING );

  pfEnable( PFEN_TEXTURE );
  glTexParameteri( GL_TEXTURE_2D,
                   GL_QUAD_TEXTURE_SELECT_SGIS, 0 /* RED */);
  tex1->apply();      // tex1 is one of my subloaded pfTextures      
  gSet[0][0]->draw();

  pfEnable( PFEN_LIGHTING );
  glEnable( GL_DEPTH_TEST );
  glEnable( GL_MULTISAMPLE_SGIS );

All I get on screen is the geoset textured with the tex1 texture but in
full colour, not just the red component. The texture is a PFTEX_RGBA_8
internal format texture subloaded from the framebuffer.

For an extension to this little bit of graphics it is vital that I can
use the subloaded textures to give me the image in the second channel so
if there are any ideas about how to make this work I would love to hear
them.

I'm sorry to keep pushing this point but by myself I'm not getting
anywhere. The suggestions I have had so far have been interesting but
don't actually help me get the image I need on screen!

Graham.

-- 
Sharp Laboratories of Europe,         Phone: +44-(0)1865-747711
Oxford Science Park,                  Fax:   +44-(0)1865-714217
Oxford, OX4 4GA
England                               Graham.Jones@sharp.co.uk
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From guest  Thu Jan 23 07:01:20 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701231459.ZM3388@bitch.reading.sgi.com>
Date: Thu, 23 Jan 1997 14:59:44 +0000
In-Reply-To: Graham Jones <graham.jones@sharp.co.uk>
        "Re: Infinite Reality, Colour matrix etc" (Jan 23,  2:23pm)
References: <32E4DB77.3D55@sharp.co.uk> 
	<9701211753.ZM18615@bitch.reading.sgi.com> 
	<32E77460.1F76@sharp.co.uk>
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Subject: Re: Infinite Reality, Colour matrix etc
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Status: O

glColorMask should be enough for this without lookup tables
after the component select.

You should try GL_QUAD_INTENSITY8_SGIS as the components term
in glTexImage2D (the internal format) if you want to use
glTexParameter to isolate components.

Cheers,
Angus.

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From: Thomas.Steudten@philosys.de (Thomas Steudten)
Message-Id: <199701231425.PAA06520@indy.philosys.de>
Subject: no image with pfuSaveImage on iR
To: info-performer@sgi.com
Date: Thu, 23 Jan 1997 15:25:28 +0100 (MET)
Organisation: Philosys Software GmbH, Unterschleissheim, Germany
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Hello,

i've tried to make a snapshot of one channel. On indy IRIX 5.3 Performer 2.0,
O2's IRIX 6.3 everything is fine.

But the same program fails on iR with Performer 2.1 and IRIX 6.2.
Fail means, the image is total black, nothing else seen.

Has anyone tried to take a snapshot on iR with pfuSaveImage(..)?



Regards,

Thomas



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From: rany@rtset.co.il (Ran Yakir)
Message-Id: <9701231706.ZM3951@oren.rtset.co.il>
In-Reply-To: Graham Jones <graham.jones@sharp.co.uk>
        "Re: Infinite Reality, Colour matrix etc" (Jan 23,  2:23pm)
References: <32E4DB77.3D55@sharp.co.uk> 
	<9701211753.ZM18615@bitch.reading.sgi.com> 
	<32E77460.1F76@sharp.co.uk>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: graham.jones@sharp.co.uk
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Status: O

On Jan 23,  2:23pm, Graham Jones wrote:
> Subject: Re: Infinite Reality, Colour matrix etc
> I have one channel in which I render a scene, full colour/textured etc.
> It could be any model which can be loaded into Performer. The rendered
> image is subloaded into a pfTexture to be used later. I need to hang on
> to all the colour information.
>
> I have a second channel in which I render a simple set of tri-strips as
> a geoset. These tri-strips are textured with the subloaded texture. When
> I do this rendering I want to be able to render the R, G and B
> components of the texture separately (rendering the geoset 3 times) into
> the Red component of the second channel. I then need to be able to do
> the same thing but into the Green component, and then into the Blue
> component. I will arrange that all the data goes to the correct pixels
> to end up with the required image.
>
> I can't get to the individual colour components of the texture.
>
> I had hoped to use the colour matrix extension, except that it doesn't
> act when rendering a texture, only downloading. I had then hoped to use
> the GL_QUAD_TEXTURE_SELECT extension to select the individual components
> and use them as Intensity textures but that doesn't want to work either!
> (I can use the colour mask to restrict rendering to the R, G or B
> component of the channel). I don't need to process the intensities once
> thay have been transferred to the other colour components.
>
> Maybe a snippet of my, very simple, code would help. Can anybody give
> any suggestion why this doesn't select a single component of the
> texture?
>
>   glDisable( GL_DEPTH_TEST );
>   glDisable( GL_MULTISAMPLE_SGIS );
>   pfDisable( PFEN_LIGHTING );
>
>   pfEnable( PFEN_TEXTURE );
>   glTexParameteri( GL_TEXTURE_2D,
>                    GL_QUAD_TEXTURE_SELECT_SGIS, 0 /* RED */);
>   tex1->apply();      // tex1 is one of my subloaded pfTextures
>   gSet[0][0]->draw();
>
>   pfEnable( PFEN_LIGHTING );
>   glEnable( GL_DEPTH_TEST );
>   glEnable( GL_MULTISAMPLE_SGIS );
>


Graham,

You should do the following :

When you create the pfTexture that is being subtexloaded with the screen, you
should give it an internal format of GL_QUAD_LUMINANCE8_SGIS. I think that
Performer will eat this argument although it is a GL constant.
When you need to use the texture, bind it first (using apply()), and then call
glTexParameter with the selection.

Ran

-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
  Work : 972-9-9552236               |          rany@netvision.net.il
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Fax    : 972-9-9552239               |
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
Message-Id: <9701230725.ZM3592@python.tamu.edu>
Date: Thu, 23 Jan 1997 07:25:58 -0800
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Subject: Frame rate drop down seriously!!!!
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--PART-BOUNDARY=.19701230725.ZM3592.tamu.edu
Content-Type: text/plain; charset=us-ascii

Hi,
	I have a serious frame rate problem when I create three channels on one
pipeline. When I run my program in three channels, frame rate will drop down
form 72Hz to 36 Hz. If I close one channel and remain two of them, the frame
rate will repeatly jump from 72Hz to 36Hz and back to 72Hz.

	My question are :

		1. Why the frame rate drop down seriously? I follow the example
in the programmer's guide. I attach my code with this mail.

		2. Why the frame rate have only two values : 72Hz and 36Hz? Why
the values of frame rate between these two values will not appear?

		3. I use draw callback function to draw HUD. But after that the
statistics diagram diappear. Why?

	For the time being, there have only a rectangular 150x8600 with texture
applied in the enviourement. I run my program on ONYX RE2. This problem trouble
me for long time. Hope you can help me. Thanks.

-- 
_______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
     (_Y_.)'  ._   )  `._ `. ``-..-'  Phone(O) :(409) 845-0729      
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 (il),-''  (li),'  ((!.-'     Address  :Aerospace Engineering Department
                                        H.R. Bright Building
                                        Texas A&M University
                                        College Station 77840-3141
_______________________________________________________________________________


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void drawFunc(pfChannel *chan, void *data)
{
    PassData *pd = (PassData*)data;
    
    pfClearChan(chan);
    pfDraw();
    HUD(pd);
}

void scenehierachy(pfScene *scene)
{
    pfDCS	*dcs;
    pfSCS	*scs;
    pfLayer	*layer;
    pfCoord	location;
    pfMatrix	dst;
    
    pfSetVec3(location.xyz, 0.0f, 0.0f, 470.0f);
    pfSetVec3(location.hpr, 0.0f, 0.0f, 0.0f);
    pfMakeCoordMat(dst, &location);
    
    dcs = pfNewDCS();
    scs = pfNewSCS(dst);
    layer = pfNewLayer();

    pfAddChild(layer, seventeenLbase());
    pfAddChild(layer, seventeenLmarking());
    pfAddChild(scs, layer);
    
    pfAddChild(scene, scs);
}

int
main (int argc, char *argv[])
{
    double     t = 0.;
    pfScene     *scene;
    pfPipe      *p;
    pfPipeWindow *pw;
    pfChannel   *chan[3];
    pfCoord	view;
    pfEarthSky  *esky;
    pfVec3	hprOffsets;
    pfVec3	xyzOffsets;
    int index = 1;
    int j=0;
    int test=0;
    float time=0;
    
    PassData	*pd;
    
    /* Initialize Performer */
    pfInit();	

    /* Use default multiprocessing mode based on number of
     * processors.
     */
    pfMultiprocess(PFMP_DEFAULT);
    pfFrameRate(60.0f);

    /* Configure multiprocessing mode and start parallel
     * processes.
     */
    pfConfig();			
    
    pfFilePath(".:/usr/poeple/renjye/Performer/Texture:~/Performer/graphic_objects");

     scene = pfNewScene();
     scenehierachy(scene);
      
    /*Create Earth and Sky*/
    esky = pfNewESky();
    pfESkyMode(esky, PFES_BUFFER_CLEAR, PFES_SKY_GRND);
    pfESkyAttr(esky, PFES_GRND_HT, -1.0f);
    pfESkyColor(esky, PFES_GRND_FAR, 0.0f, 100.0f/255.0f, 0.0f, 1.0f);
    pfESkyColor(esky, PFES_GRND_NEAR, 0.0f, 1.0f, 0.0f, 1.0f);

    /* Config and open GL window */
    p = pfGetPipe(0);
    pw = pfNewPWin(p);
    pfPWinName(pw, "View"); 
    pfPWinOriginSize(pw, 0, 0, 1280, 1504);
    pfOpenPWin(pw);
    pfConfigPWin(pw);
    
    for(j=0;j<=2;j++)
	chan[j]=pfNewChan(p);

    /* initializing channels for using the Multi-Channel Option */
    pfuConfigMCO(chan, 3);

    /* Form channel group with middle as the "master" */
    pfAttachChan(chan[1], chan[0]);
    pfAttachChan(chan[1], chan[2]);

    /* Set FOV of all channels */
    pfMakeSimpleChan(chan[1], 45.0f);
    pfChanAutoAspect(chan[1], PFFRUST_CALC_VERT);

    /* Set clipping planes of all channels */
        
    hprOffsets[PF_P] = 0.0f;
    hprOffsets[PF_R] = 0.0f;
    pfSetVec3(xyzOffsets, 0.0f, -5500.0f, 0.0f);

    /* Set up viewport and viewing offets */
    /* Note that these are not shared by default */
    pfChanViewport(chan[0], 0.0f, 0.5f, 0.0f, .319f);
    hprOffsets[PF_H] = 45.0f;
    pfChanViewOffsets(chan[0], xyzOffsets, hprOffsets);

    pfChanViewport(chan[1], 0.0f, 1.0f, 0.39f, 1.0f);
    hprOffsets[PF_H] = 0.0f;
    pfChanViewOffsets(chan[1], xyzOffsets, hprOffsets);

    pfChanViewport(chan[2], 0.5f, 1.0f, 0.0f, .319f);
    hprOffsets[PF_H] = -45.0f;
    pfChanViewOffsets(chan[2], xyzOffsets, hprOffsets);
    
    pfAddChan(pw, chan[0]);
    pfAddChan(pw, chan[1]);
    pfAddChan(pw, chan[2]);
    
    pfSetVec3(view.xyz, 0.0f, 0.0f, 471.0f);
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f); 
    pfChanScene(chan[1], scene);
    pfChanNearFar(chan[1], 1.0f, 25000);
    pfChanFOV(chan[1], 45.0f, -1.0f);
    pfChanESky(chan[1], esky);
    pfChanView(chan[1], view.xyz, view.hpr);

    make_objects();	    /* Make symbology for HUD by display list */
    
    /* Setup channel 1 passthrough data */
    pd = (PassData*)pfAllocChanData(chan[1], sizeof(PassData));
    
    /* Bind craw callback functions to channel */
    pfChanTravFunc(chan[1], PFTRAV_DRAW, drawFunc);
    
    /* Initialize font */
    pfuMakeRasterXFont("-*-screen-medium-r-normal--7-*-*-*-m-60-iso8859-1", &x_font1);
    
    /* Sets the current X Window font to x_font1 */
    pfuSetXFont(&x_font1);
   
   pd->var = 1547;
    pfPassChanData(chan[1]);
    
    do{
	pfFrame();
        pfDrawChanStats(chan[0]);
	
	view.xyz[PF_X] = 0;
        view.xyz[PF_Y] = time*100;
        view.xyz[PF_Z] = 600.0;
        view.hpr[PF_H] = 0;
        view.hpr[PF_P] = 0.0;
        view.hpr[PF_R] = time/4;
	
	 time +=1;
	
	pfChanView(chan[1], view.xyz, view.hpr);

    }while(time<400.0);

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

    return 0;
}
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Date: Thu, 23 Jan 1997 16:19:14 +0000
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To: Thomas.Steudten@philosys.de
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Subject: Re: no image with pfuSaveImage on iR
References: <199701231425.PAA06520@indy.philosys.de>
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Thomas Steudten wrote:
> 
> Hello,
> 
> i've tried to make a snapshot of one channel. On indy IRIX 5.3 Performer 2.0,
> O2's IRIX 6.3 everything is fine.
> 
> But the same program fails on iR with Performer 2.1 and IRIX 6.2.
> Fail means, the image is total black, nothing else seen.
> 
> Has anyone tried to take a snapshot on iR with pfuSaveImage(..)?

Thomas,

I've taken many snapshots of channels with pfuSaveImage on iR so I can
confirm that it works. I didn't have to do anything special to make it
work either.

You could try loading a model into perfly and pressing 'x' to save an
image - that uses pfuSaveImage. If that test doesn't work then you
really do have a problem.

Sorry I can't help you any further.

Graham.

-- 
Sharp Laboratories of Europe,         Phone: +44-(0)1865-747711
Oxford Science Park,                  Fax:   +44-(0)1865-714217
Oxford, OX4 4GA
England                               Graham.Jones@sharp.co.uk
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Subject:  RE: no image with pfuSaveImage on iR
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=0C     Hi Thomas,

     I had exactly the same problem, not on an iR IRIX 6.2 with performer=
 2.1,
     but with an Onyx RE2 IRIX 5.3 with Performer 2.0.1.
     The image was not black but totally aberrated, with only the red can=
al, when
     a chunk of image appears. Bref, pfuSaveImage didn't work.

     BUT, I found an alternative : I use a system call to the unix comman=
d
     "scrsave"

     The only problem is that you better not cover a part of your Perform=
er
     pipewindow with another window, because my method is to make a snaps=
hot of a
     part of the screen cropped according to the dimensions of the pipewi=
ndow. 
     Apart from this the result is OK (a rgb image file in the current di=
rectory).
     I dont think that this method will depend on the SGI platform.

     void
     snapImage(void)
     <
       ostrstream ost;
       static int          count =3D 0;
       pfPipe*             cpipe =3D Shared->chan->getPipe();
       int                 id =3D pfGetId(cpipe)*10 + count++;

       int ox, oy, sx, sy;
       Shared->pw->getCurScreenOriginSize(&ox, &oy, &sx, &sy);

       ost << "scrsave " <<  "Photo." << id << ".rgb " 
           << ox << " " << (ox+sx) << " " << oy << " " << (oy+sy) << " ;"=
;  
       
       pfNotify(PFNFY_ALWAYS, PFNFY_PRINT, "Saving pipe %d image : %s?n",=

         pfGetId(cpipe), ost.str());    
       //
       // NO MORE !!!
       /*
         pfuSaveImage(ost.str(), 0, 0,
         Shared->mouse.winSizeX,
         Shared->mouse.winSizeY,
         0);
       */
       
       //
       // BUT :
       //
       
       system(ost.str());

       pfNotify(PFNFY_ALWAYS, PFNFY_PRINT, "Done?n");
     >

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Date: Thu, 23 Jan 1997 16:45:15 +0000
From: Graham Jones <graham.jones@sharp.co.uk>
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To: info-performer@sgi.com
Subject: Re: Infinite Reality, Colour matrix etc
References: <32E4DB77.3D55@sharp.co.uk> 
		<9701211753.ZM18615@bitch.reading.sgi.com> 
		<32E77460.1F76@sharp.co.uk> <9701231706.ZM3951@oren.rtset.co.il>
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Angus Dorbie wrote:
> glColorMask should be enough for this without lookup tables
> after the component select.

It certainly is, no problem there.

> You should try GL_QUAD_INTENSITY8_SGIS as the components term
> in glTexImage2D (the internal format) if you want to use
> glTexParameter to isolate components.

Ran Yakir wrote:
> You should do the following :
> 
> When you create the pfTexture that is being subtexloaded with the
> screen, you should give it an internal format of
> GL_QUAD_LUMINANCE8_SGIS. I think that
> Performer will eat this argument although it is a GL constant.

Now I'm getting somewhere - I thought about doing this almost
simultanously with the arrival of your mail. I have found that the
format needs to be GL_QUAD_INTENSITY8_SGIS, as Angus suggested, rather
then the LUMINANCE version but otherwise that is the method that works.

> When you need to use the texture, bind it first (using apply()), and
> then call glTexParameter with the selection.

Now I do get an intensity texture drawn on my tri-strips.

That leaves me with only (!) 2 problems.

1) The texture extracted by the glTexParameter setting seems to taking 4
bits out of the 8 in the particular colour component selected.

The top 4 bits of the 8 are duplicated into the bottom 4 to make the
full 8 bit grey level. So a pixel value in hex of 39 would show on
screen as hex 33 (in R, G, B and A). It's better than it not happening
at all but can I get the full 8 bits?

2) The other problem is that intermittently (always the worst problems)
my stencil mask is not written to the screen and then nothing appears.
It looks like some state or position is being left over from the
rendering of the previous channels causing the origin not to be where I
expect and the glDrawPixels call fails. Is there any way of guaranteeing
the geometry state at the start of a draw callback?

Of course I could just set it explicitly.

Thanks again for all your help, I seem to be on the road to sanity at
last.

Graham.

-- 
Sharp Laboratories of Europe,         Phone: +44-(0)1865-747711
Oxford Science Park,                  Fax:   +44-(0)1865-714217
Oxford, OX4 4GA
England                               Graham.Jones@sharp.co.uk
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From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Ren-Jye Yu <renjye@python.tamu.edu>
cc: info-performer@sgi.com
Subject: Re: Frame rate drop down seriously!!!!
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Under the current implementation of IRIS Performer, the frame rate is
constrained to be an integer multiple of the video refresh rate. Your
video refresh rate is 72 Hz and so if the simulation is unable to run at
72 Hz, then it will drop down to the next integer multiple of 72, i.e. 
72 / 2 = 36 Hz. 

> I have a serious frame rate problem when I create three channels on one
> pipeline. When I run my program in three channels, frame rate will drop down
> form 72Hz to 36 Hz. If I close one channel and remain two of them, the frame
> rate will repeatly jump from 72Hz to 36Hz and back to 72Hz.

+============================================================================+
| 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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A customer of ours wants to configure an Onyx/Onyx2 for two stereo views and of
course he doesn't want to spend too much money.  We assume that the views will
be fairly the same (i.e., reuse the same texture).  Does anyone have any advice
as far as whether we should load all of the RMs into a single graphics pipe, or
split them up into two separate graphics pipes?

Specifically, is the texture downloaded separately for each pipe, and if so,
does that outweigh the benefit of isolated graphics pipelines?

Does anyone have any lessons learned for generating two separate (but almost
the same) stereo views?

Our application repeatedly updates the scene graph and downloads/updates new
texture.

Thanks for any advice,
Bob

-- 
--------------------------------------------------------------------
Robert Cowling                                cowling@autometric.com
Director, Product Engineering                         (703) 658-4035
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        "Re: Frame rate drop down seriously!!!!" (Jan 23,  4:44pm)
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On Jan 23,  4:44pm, Martin Reddy wrote:
> Subject: Re: Frame rate drop down seriously!!!!
>
>
> Under the current implementation of IRIS Performer, the frame rate is
            ^^^^^^^
And always will be, this is very desirable since you'd see the image
breaking up if Performer didn't wait for the video to refresh between
swaps. This is one of the fundamental rules of real-time animation.

> constrained to be an integer multiple of the video refresh rate. Your
> video refresh rate is 72 Hz and so if the simulation is unable to run at
> 72 Hz, then it will drop down to the next integer multiple of 72, i.e.
> 72 / 2 = 36 Hz.
>
> > I have a serious frame rate problem when I create three channels on one
> > pipeline. When I run my program in three channels, frame rate will drop
down
> > form 72Hz to 36 Hz. If I close one channel and remain two of them, the
frame
> > rate will repeatly jump from 72Hz to 36Hz and back to 72Hz.
>
> +============================================================================+
> | 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
     |
> +============================================================================+
>-- End of excerpt from Martin Reddy


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Message-Id: <199701231927.OAA02643@stiletto.ait.nrl.navy.mil>
From: Jim Durbin <durbin@ait.nrl.navy.mil>
To: info-performer@sgi.com
CC: doyle@ait.nrl.navy.mil, bcolbert@ait.nrl.navy.mil, dolson@sgi.com,
        singer@sgi.com
Subject: Clip map blues...
Reply-To: durbin@ait.nrl.navy.mil
Status: O


We, like everybody else these days, are working with large terrain
databases created from dted and high-res imagry.

We are currently using a 8k by 8k clip-map texture pyramid.  When the
application is running, we notice that the bottom left corner
(cooresponding to the origin of our world) has a high-res texture tile
loaded.  Moving out from that corner along the x and y axes, the
texture tiles displayed are from progressively lower-res levels of the
pyramid.

No matter where we move the viewpt, the resolution of the clip map
displayed for a given tile does not change.  The same behavior is
observed when the textured object is moved and the viewpt is held
constant.

Also, in one of our applications, the high-res texture in the bottom
left corner was replaced when the texture model was scaled up with a
stale texture that was from another application that was run 4 days
prior.  We were finally succesfull at flushing that texture by
rebooting the machine.  Has anyone else seen this type of behavior?

However, when we load the same model into perfly, the clipmap behavior
works perfectly.

What am I missing?  Is there an extra step that I need to take to
inform Performer to recalculate the clipmap?

Should I be able to move the textured model and leave the viewpt
constant (position and hpr with respect to world coordinates) and get
the same affect as moving the viewpt and holding the textured model
constant?

We have an Onyx w/ 4 R10000s, one IR pipe with a single RM6/16,
running Performer 2.1 internal version number 1234000053.

=======================================================================

To make story more interesting:

We know that the clip mapping worked in one of our applications (where
the view point was changed) last week.  The only known change made to
the machine between success and failure of clip mapping is the
application of:

	Patch SG0001422: IGLOO (IrisGL On OpenGL) patch for O2, Impact
			and InfiniteReality
	Patch SG0001572: 6.2 streams rollup patch
	Patch SG0001601: mediad rollup patch
	Patch SG0001625: dmedia rollup patch
	Patch SG0001650: All platform kernel rollup patch
	Patch SG0001667: XFS rollup #6 for 6.2
	Patch SG0001679: Special rollup for NFS locking FailSafe enhancements
	Patch SG0001692: fix kernel memory consumption on cachefs during find

Removal of those patches has not corrected the situation.  It is my
guess that the patches are irrelevant, but I include here for
completness.

Any suggestions would be greatly appreciated!

Thanks!

-Jim

-- 
_________________________________________________________________________
|	Jim Durbin			     durbin@nrl.navy.mil        |
|	ITD Virtual Reality Lab		     (202) 767-6025		|
|	Naval Research Laboratory	     (202) 767-1122 (fax)       |
|		http://www.ait.nrl.navy.mil/people/durbin		|
|									|
|  "It is much easier to criticize an idea than it is to conceive it."	|
|							anonymous	|
|   Lack of brains hinders research - The Columbus Dispatch, April 16   |
_________________________________________________________________________
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From: "Doug Price" <doug@ren.paradigmsim.com>
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Date: Thu, 23 Jan 1997 13:46:07 -0600
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Subject: pfStats
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Status: O

	I have an application which uses pfFrameStats (obtained from the
pfChannel) to gather pfFrameStats.  This works fine.  In the man pages it says
that the pfStats can also be gathered using the pfFrameStats and even shows
examples to this effect.  When I try this, the values I get back seem to be
reasonable, but I get the following warning every frame:

=> warn  pfOpenStats(pfStats*) for 0x18ca86e0 ignored
        Already have a different opened pfStats=0x18ba3d20 mask=0x1. ( Error 0
)

I, however, have not created any pfStats instances.  Is there a default pfStats
created by performer that I need to close to avoid getting this message?


-- 
     **********************************************************************

	Doug Price			Phone: (972) 960 - 2301
	Software Engineer		Fax:   (972) 960 - 9049
	Paradigm Simulation		Email: doug@paradigmsim.com

     **********************************************************************
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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Thu, 23 Jan 1997 12:05:49 -0800
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: 16mb or 64 mb max tex memory on RE2" (Jan 23, 10:18am)
References: <2e69f600@cc.tacom.army.mil> 
	<9701231018.ZM2998@bitch.reading.sgi.com>
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To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>, info-performer@sgi.com,
        tidrowd@cc.tacom.army.mil
Subject: Re: 16mb or 64 mb max tex memory on RE2
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+>---- On Jan 23, 10:18am, Angus Dorbie wrote:
> Subject: Re: 16mb or 64 mb max tex memory on RE2
->From guest@holodeck.csd.sgi.com  Thu Jan 23 02:35:27 1997
->
->On Jan 22,  6:00pm, tidrowd@cc.tacom.army.mil wrote:
->> Subject: Re[2]: 16mb or 64 mb max tex memory on RE2
->>
->> What's the diff between a RM6 and a RM7?  First time I've heard of a
->>
->
->The RM6 is the ONYX Infinite Reality Raster Manager the
->RM7 is the ONYX2 Infinite Reality Raster Manager which
->also has the 16 or 64 Mb texture options and 80Mb framebuffer
->memory.
->
->There's also the RM8 which is a cost reduced Raster Manager
->for ONYX2 Reality with 40Mb of framebuffer memory and reduced
->textured fill performance.
->

Minor correction here: the texture fill performance is the same.
What is reduced is both the number of multisamples you can have (4)
and the multisampled fill performance (peak is around 100 MPixels/sec 
as opposed to 180).  So texture fill is the same unless limited by being 
combined with multisampling.


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: "Rob Jenkins" <robj@quid>
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Date: Thu, 23 Jan 1997 12:25:05 -0800
In-Reply-To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
        "RE: no image with pfuSaveImage on iR" (Jan 23,  5:01pm)
References: <199701231648.IAA14072@sgi.sgi.com>
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Subject: Re: no image with pfuSaveImage on iR
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Status: O

Those with problems using pfuSaveImage on iR - is this within your own app ?
Please could you test with perfly ( hit the 'snap screen' GUI button ).

pfuSaveImage does different things depending if your rendering with Iris or
OpenGL:

#ifdef IRISGL
    lrectread((short)xorg, (short)yorg,
	(short)(xorg+xsize-1), (short)(yorg+ysize-1), scrbuf);
#else /* OPENGL */
    glReadPixels((short)xorg, (short)yorg, (short)xsize, (short)ysize,
	 GL_RGBA, GL_UNSIGNED_BYTE, scrbuf);

I saw the note about using scrsave, that uses Iris GL so would do lrectread.

If perfly and perfly_ogl snap screen OK then you have an app problem. If one or
the other doesn't work please let me know.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: brian@sgi.com (Brian Furtaw)
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In-Reply-To: Jim Durbin <durbin@ait.nrl.navy.mil>
        "Clip map blues..." (Jan 23,  2:27pm)
References: <199701231927.OAA02643@stiletto.ait.nrl.navy.mil>
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To: durbin@ait.nrl.navy.mil, info-performer@sgi.com
Subject: Re: Clip map blues...
Cc: bcolbert@ait.nrl.navy.mil, doyle@ait.nrl.navy.mil, singer@sgi.com
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Status: O

Jim,

You have described clipmapping perfectly except. Your application is not
telling the clipmapping routines, man pfClipTexture, what the closest point on
the terrain to the observer is, man pfuGetClosestPoint.

This is my guess as to what you can do to fix this, after you update the
position of the observer, in the updatesim routine, call
pfuGetClosestPoint(...) then call pfClipTexture::setCenter(...) to move the
center of resolution on the clipmap. I guess you may have to do some work to
translate between the closest point and the texture coordinates.

Brian

On Jan 23,  2:27pm, Jim Durbin wrote:
> Subject: Clip map blues...
>
> We, like everybody else these days, are working with large terrain
> databases created from dted and high-res imagry.
>
> We are currently using a 8k by 8k clip-map texture pyramid.  When the
> application is running, we notice that the bottom left corner
> (cooresponding to the origin of our world) has a high-res texture tile
> loaded.  Moving out from that corner along the x and y axes, the
> texture tiles displayed are from progressively lower-res levels of the
> pyramid.
>
> No matter where we move the viewpt, the resolution of the clip map
> displayed for a given tile does not change.  The same behavior is
> observed when the textured object is moved and the viewpt is held
> constant.
>
> Also, in one of our applications, the high-res texture in the bottom
> left corner was replaced when the texture model was scaled up with a
> stale texture that was from another application that was run 4 days
> prior.  We were finally succesfull at flushing that texture by
> rebooting the machine.  Has anyone else seen this type of behavior?
>
> However, when we load the same model into perfly, the clipmap behavior
> works perfectly.
>
> What am I missing?  Is there an extra step that I need to take to
> inform Performer to recalculate the clipmap?
>
> Should I be able to move the textured model and leave the viewpt
> constant (position and hpr with respect to world coordinates) and get
> the same affect as moving the viewpt and holding the textured model
> constant?
>
> We have an Onyx w/ 4 R10000s, one IR pipe with a single RM6/16,
> running Performer 2.1 internal version number 1234000053.
>
> =======================================================================
>
> To make story more interesting:
>
> We know that the clip mapping worked in one of our applications (where
> the view point was changed) last week.  The only known change made to
> the machine between success and failure of clip mapping is the
> application of:
>
> 	Patch SG0001422: IGLOO (IrisGL On OpenGL) patch for O2, Impact
> 			and InfiniteReality
> 	Patch SG0001572: 6.2 streams rollup patch
> 	Patch SG0001601: mediad rollup patch
> 	Patch SG0001625: dmedia rollup patch
> 	Patch SG0001650: All platform kernel rollup patch
> 	Patch SG0001667: XFS rollup #6 for 6.2
> 	Patch SG0001679: Special rollup for NFS locking FailSafe enhancements
> 	Patch SG0001692: fix kernel memory consumption on cachefs during find
>
> Removal of those patches has not corrected the situation.  It is my
> guess that the patches are irrelevant, but I include here for
> completness.
>
> Any suggestions would be greatly appreciated!
>
> Thanks!
>
> -Jim
>
> --
> _________________________________________________________________________
> |	Jim Durbin			     durbin@nrl.navy.mil        |
> |	ITD Virtual Reality Lab		     (202) 767-6025		|
> |	Naval Research Laboratory	     (202) 767-1122 (fax)       |
> |		http://www.ait.nrl.navy.mil/people/durbin		|
> |									|
> |  "It is much easier to criticize an idea than it is to conceive it."
|
> |							anonymous	|
> |   Lack of brains hinders research - The Columbus Dispatch, April 16   |
> _________________________________________________________________________
> =======================================================================
> 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 Jim Durbin



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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Hello!

I have an interesting texture problem running MultiGen (14.1, 14.2, and
Series II) on a high impact.  The problem started when I upgraded to
IRIX 6.2 - basically, some textures (usually with 2:1, 4:1, 1:4, or 1:2
aspect ratio) appear as broad bands of color on the MultiGen desktop but
behave correctly in perfly and vega.  (The textures show up correctly in
the texture editor and also on the series II texture palette.)

The impact has one TRAM and most of the recommended patches from SGI. 
We have one other machine like this one and it exhibits the same
problem.  I've tried it on two other impacts, both with 4 TRAMS, and the
texture appeared fine on one but not on the other.  

I've compared patches with the 4TRAM impact which works, but haven't
been able to find out what's causing the problem.  Has anyone heard of
anything like this?

I'm including a sample texture cliffx2.rgb, and a screen capture of what
it looks like on the MultiGen desktop - snap.rgb.  

Thanks,

Charles.

P.S.  (All the 6.2 impacts at MultiGen have 4TRAMS - they have not seen
this problem.)
-- 
=================================================================
Charles Walters	
Database Engineering
14900 Landmark Blvd. #400	chuck@paradigmsim.com	
Dallas, TX 75240		www.paradigmsim.com
=================================================================
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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701232004.AA21551@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: pfStats
Status: O


Doug Price <doug@ren.paradigmsim.com> said:

>         I have an application which uses pfFrameStats (obtained from the
> pfChannel) to gather pfFrameStats.  This works fine.  In the man pages it says
> that the pfStats can also be gathered using the pfFrameStats and even shows
> examples to this effect.  When I try this, the values I get back seem to be
> reasonable, but I get the following warning every frame:
> 
> => warn  pfOpenStats(pfStats*) for 0x18ca86e0 ignored
>         Already have a different opened pfStats=0x18ba3d20 mask=0x1. ( Error 0)
>
> I, however, have not created any pfStats instances.  Is there a default pfStats
> created by performer that I need to close to avoid getting this message?

Me too - I'm using OpenGL/Perf 2.2 (recent beta)/iR and also IrisGL/Perf 2.0.2/RE2
and I recollect that both seem to say the same thing as Doug is getting - although
I only get the message once whenever I turn stats on.

Since stats are not a "real issue" - in that they are turned off during
real simulation, I hadn't worried too much about it. If (as Doug sees),
they appear every frame though, you are going to get bad timings because
of the time it takes to print the message itself.



Steve Baker                     817-619-1361 (Vox-Lab)
Hughes Training Inc.            817-619-8776 (Vox-Office/Vox-Mail)
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Arlington, Texas. TX 76005-6171 Steve@MrEd.bgm.link.com (eMail)
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"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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From: dstipe@indy3.gstone.com (Daniel Stipe)
Subject: ERDAS Imagine Format
Status: O

Greetings,

I am about to receive data in the ERDAS Imagine format.  Can anyone tell me
about the format, vector me to a performer loader, or tell me how to get
the data into MultiGen so that I can use it in a Performer-based
application?

Thanks

Dan Stipe

                       Dan Stipe - Sr. Staff Member
                      Tele: (619) 974-6300  ext. 176

 /\/\/\     GreyStone Technology, Inc.       fax:   (619) 974-6303
/ /\/\ \    4950 Murphy Canyon Road          e-mail: dstipe@gstone.com
\ \/\/ /    San Diego, CA 92123-4325         web: http://www.gstone.com/
 \/\/\/


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Date: Thu, 23 Jan 1997 15:26:58 -0600
From: Charles Walters <chuck@paradigmsim.com>
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Status: O

Uhhh...

Never mind! Never mind!  The problem seems to be igloo - the ogl version
works fine.  If at some point a patch is generated for the problem with
older versions of MultiGen (which are not open_gl) I will pass it along.

Regards,

Charles.

Charles Walters wrote:
> 
> Hello!
> 
> I have an interesting texture problem running MultiGen (14.1, 14.2, and
> Series II) on a high impact.  The problem started when I upgraded to
> IRIX 6.2 - basically, some textures (usually with 2:1, 4:1, 1:4, or 1:2
> aspect ratio) appear as broad bands of color on the MultiGen desktop but
> behave correctly in perfly and vega.  (The textures show up correctly in
> the texture editor and also on the series II texture palette.)
> 
> The impact has one TRAM and most of the recommended patches from SGI.
> We have one other machine like this one and it exhibits the same
> problem.  I've tried it on two other impacts, both with 4 TRAMS, and the
> texture appeared fine on one but not on the other.
> 
> I've compared patches with the 4TRAM impact which works, but haven't
> been able to find out what's causing the problem.  Has anyone heard of
> anything like this?
> 
> I'm including a sample texture cliffx2.rgb, and a screen capture of what
> it looks like on the MultiGen desktop - snap.rgb.
> 
> Thanks,
> 
> Charles.
> 
> P.S.  (All the 6.2 impacts at MultiGen have 4TRAMS - they have not seen
> this problem.)
> --
> =================================================================
> Charles Walters
> Database Engineering
> 14900 Landmark Blvd. #400       chuck@paradigmsim.com
> Dallas, TX 75240                www.paradigmsim.com
> =================================================================
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com

-- 
=================================================================
Charles Walters	
Database Engineering
14900 Landmark Blvd. #400	chuck@paradigmsim.com	
Dallas, TX 75240		www.paradigmsim.com
=================================================================
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Date: Thu, 23 Jan 1997 16:15:53 -0600
To: info-performer@sgi.com
From: ken sartor <sartor@bur.visidyne.com>
Subject: very bright lights
Status: O


Greetings,

For an effect that i am trying to achieve, it would be
very nice to have *EXTREMELY* bright lights... But, when
i just naively crank up the light, i do not get the
effect i want.  What happens is that all the geometry
is affected in the way i want (when the light is sufficiently
bright, it turns white) but the texture is clamped to some
value (objects that are textured and already on white
geometry are unaffected by brightning the light source
above 1).

The effect i want is for all objects to be brightened by 
the extremely bright light source and, if it is sufficiently
bright, to turn white.  Is there some way to achieve this
effect?  Note that i want a method that will do this generally
for various databases (i.e., i don't want to depend on 
custom made databases).

Thanks in advance!

ken

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From guest  Thu Jan 23 15:27:08 1997
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Date: Thu, 23 Jan 1997 15:21:43 -0800 (PST)
From: Gerard Tyra - SA Technology <gtyra@cts.com>
To: ken sartor <sartor@bur.visidyne.com>
cc: info-performer@sgi.com
Subject: Re: very bright lights
In-Reply-To: <2.2.32.19970123221553.006ae730@mail.bur.visidyne.com>
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Status: O

Ken,

You have hit a problem that I have seen in everything from flight 
simulators to animation systems, ie. lights/color values are clamped to 1.0.

So here is my open wish list:
1) Allow values greater than 1.0 to be input and used in the 
computation.  After all, even a dark grey surface will look white if you 
pump enough light into it.

2) Give me 10/12 bit DACs on the IR.  Then I can render a moon lit night 
scene with values below 128 (or 0.5) but still "spike" the display with 
values over 3000 for light sources.

Is anyone from ASD out there listening?

Gerry

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Date: Fri, 24 Jan 1997 09:02:05 +0100
From: axel@elwood.hannover.sgi.com (Axel Sammet)
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In-Reply-To: ken sartor <sartor@bur.visidyne.com>
        "very bright lights" (Jan 23, 16:15)
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                           W|;c`-$RB#fhJyqOqzxMj;$,G\])yHwzuz?[XfMC<J_94$XlFbPLb<;Q"VKysDB5mk$TXn3Gq*?3oq
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To: ken sartor <sartor@bur.visidyne.com>, info-performer@sgi.com
Subject: Re: very bright lights
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Content-Type: text/plain; charset=us-ascii
Status: O

Hi Ken

The problem with commonly available diplays is, that they give every pixel
the same amount of time. Therefore the intensity is physically limited and
you need a longer drawing time for the Cathod Ray for the bright lights
sources to become REALLY bright.
This is commonly referred to as calligraphic lights and performer in
Infinite Reality supports the control of a calligraphic lights board from
EIS.
All the bright lights are drawn in the vertical retrace phase of the
drawing phase and allows you to place quite a number(several thousand) of
calligraphic lights in this period. However, it reduces the time available
to draw the initial frame.
Be sure you really need these bright lights, since the board and the
Diplays/Projectors are pretty expensive.

Let me know if you need more details/contacts.

Axel

On Jan 23, 16:15, ken sartor wrote:
> Subject: very bright lights
>
> Greetings,
>
> For an effect that i am trying to achieve, it would be
> very nice to have *EXTREMELY* bright lights... But, when
> i just naively crank up the light, i do not get the
> effect i want.  What happens is that all the geometry
> is affected in the way i want (when the light is sufficiently
> bright, it turns white) but the texture is clamped to some
> value (objects that are textured and already on white
> geometry are unaffected by brightning the light source
> above 1).
>
> The effect i want is for all objects to be brightened by
> the extremely bright light source and, if it is sufficiently
> bright, to turn white.  Is there some way to achieve this
> effect?  Note that i want a method that will do this generally
> for various databases (i.e., i don't want to depend on
> custom made databases).
>
> Thanks in advance!
>
> ken
>
> =======================================================================
> 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 ken sartor



-- 

_____________________________________________________________________

Axel Sammet, SE
Visual Simulation

Silicon Graphics GmbH         | Tel:    +49 511 90172-29
Ahrensburger Strasse 3        | Fax:    +49 511 6138-115
30659 Hannover                | VM #:   59191  M/S: IDE-3140
Germany                       | E-Mail: axel@hannover.sgi.com
_____________________________________________________________________
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Date: Fri, 24 Jan 1997 08:39:05 +0100
From: Luigi Rella <rella@aguirre.ing.unifi.it>
Subject: Re: Terrain
To: renjye@python.tamu.edu, info-performer@sgi.com
Message-id: <9701240839.ZM9440@vesna.dsi.unifi.it>
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Status: O

I use my software (the cheapest).
I write a sort of importer that read elevation data file and texture image file
and build a 3D representation of the terrain.
I have some problems in with the textures management (see Angus's Reply) but I
can give you my sw and we can work together to resolve the remaining problems.

See you later.

-- 

----------------------------------------------------------------------- 
|                                                                     |
|                              Luigi Rella                            |
|                                                                     |
|                  Visual Information Processing Lab.                 |
|                   CS Dept. - University of Florence                 |
|                  e-mail: rella@aguirre.ing.unifi.it                 |
|                          tel: +39.55.4796365                        |
!                                                                     |
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To: axel@elwood.hannover.sgi.com (Axel Sammet), info-performer@sgi.com,
        ken
	sartor <sartor@bur.visidyne.com>
From: Roger Morris <rmorris@tswl.co.uk>
Subject: Re: very bright lights
Date: Fri, 24 Jan 1997 09:17:35 -0800
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--BeyondBoundary_1_Fri_Jan_24_09:17:39_1997__29
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Ken & Axel,

Don't get confused between light SOURCES (which is what Ken is talking about)
and light POINTS (which can be drawn calligraphically, as Axel describes, but
don't illuminate the scene, no matter how bright they get!).

Ken,  are you using DECAL textures?  These are unaffected by shading.  You
should
use modulated textures on a white polygon, instead.

>  From: axel@elwood.hannover.sgi.com (Axel Sammet), on 24/01/97 09:02:
>  Hi Ken
>  
>  The problem with commonly available diplays is, that they give every pixel
>  the same amount of time. Therefore the intensity is physically limited and
>  you need a longer drawing time for the Cathod Ray for the bright lights
>  sources to become REALLY bright.
>  This is commonly referred to as calligraphic lights and performer in
>  Infinite Reality supports the control of a calligraphic lights board from
>  EIS.
>  All the bright lights are drawn in the vertical retrace phase of the
>  drawing phase and allows you to place quite a number(several thousand) of
>  calligraphic lights in this period. However, it reduces the time available
>  to draw the initial frame.
>  Be sure you really need these bright lights, since the board and the
>  Diplays/Projectors are pretty expensive.
>  
>  Let me know if you need more details/contacts.
>  
>  Axel
>  
>  On Jan 23, 16:15, ken sartor wrote:
>  > Subject: very bright lights
>  >
>  > Greetings,
>  >
>  > For an effect that i am trying to achieve, it would be
>  > very nice to have *EXTREMELY* bright lights... But, when
>  > i just naively crank up the light, i do not get the
>  > effect i want.  What happens is that all the geometry
>  > is affected in the way i want (when the light is sufficiently
>  > bright, it turns white) but the texture is clamped to some
>  > value (objects that are textured and already on white
>  > geometry are unaffected by brightning the light source
>  > above 1).
>  >
>  > The effect i want is for all objects to be brightened by
>  > the extremely bright light source and, if it is sufficiently
>  > bright, to turn white.  Is there some way to achieve this
>  > effect?  Note that i want a method that will do this generally
>  > for various databases (i.e., i don't want to depend on
>  > custom made databases).
>  >
>  > Thanks in advance!
>  >
>  > ken
>  >
>  > =======================================================================
>  > 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 ken sartor
>  
>  
>  
>  -- 
>  
>  _____________________________________________________________________
>  
>  Axel Sammet, SE
>  Visual Simulation
>  
>  Silicon Graphics GmbH         | Tel:    +49 511 90172-29
>  Ahrensburger Strasse 3        | Fax:    +49 511 6138-115
>  30659 Hannover                | VM #:   59191  M/S: IDE-3140
>  Germany                       | E-Mail: axel@hannover.sgi.com
>  _____________________________________________________________________
>  =======================================================================
>  List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>              Submissions:  info-performer@sgi.com
>          Admin. requests:  info-performer-request@sgi.com
>  
>  

==========================
Roger Morris				TRANSFORMATION SOFTWARE
Applications Engineer		Thame Park Road
TEL: 01844 261456			Thame
FAX: 01844 260056			Oxon, OX9 3UQ
E-mail: rmorris@tswl.co.uk
==========================

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Date: Fri, 24 Jan 1997 12:37:37 +0100
From: axel@elwood.hannover.sgi.com (Axel Sammet)
Message-Id: <9701241237.ZM13759@elwood.hannover.sgi.com>
In-Reply-To: Roger Morris <rmorris@tswl.co.uk>
        "Re: very bright lights" (Jan 24,  9:17)
References: <BMSMTP8541260052rmorris@hegel>
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                           W|;c`-$RB#fhJyqOqzxMj;$,G\])yHwzuz?[XfMC<J_94$XlFbPLb<;Q"VKysDB5mk$TXn3Gq*?3oq
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To: Roger Morris <rmorris@tswl.co.uk>, info-performer@sgi.com,
        ken sartor <sartor@bur.visidyne.com>
Subject: Re: very bright lights
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Roger

You're absolutly right! Of course, Calligraphic lights do not illuminate
the scene.
I didn't read careful enough ;-)

Axel

On Jan 24,  9:17, Roger Morris wrote:
> Subject: Re: very bright lights
>
> Ken & Axel,
>
> Don't get confused between light SOURCES (which is what Ken is talking
about)
> and light POINTS (which can be drawn calligraphically, as Axel describes,
but
> don't illuminate the scene, no matter how bright they get!).
>
> Ken,  are you using DECAL textures?  These are unaffected by shading.
 You
> should
> use modulated textures on a white polygon, instead.
>
> >  From: axel@elwood.hannover.sgi.com (Axel Sammet), on 24/01/97 09:02:
> >  Hi Ken
> >
> >  The problem with commonly available diplays is, that they give every
pixel
> >  the same amount of time. Therefore the intensity is physically limited
and
> >  you need a longer drawing time for the Cathod Ray for the bright
lights
> >  sources to become REALLY bright.
> >  This is commonly referred to as calligraphic lights and performer in
> >  Infinite Reality supports the control of a calligraphic lights board
from
> >  EIS.
> >  All the bright lights are drawn in the vertical retrace phase of the
> >  drawing phase and allows you to place quite a number(several thousand)
of
> >  calligraphic lights in this period. However, it reduces the time
available
> >  to draw the initial frame.
> >  Be sure you really need these bright lights, since the board and the
> >  Diplays/Projectors are pretty expensive.
> >
> >  Let me know if you need more details/contacts.
> >
> >  Axel
> >
> >  On Jan 23, 16:15, ken sartor wrote:
> >  > Subject: very bright lights
> >  >
> >  > Greetings,
> >  >
> >  > For an effect that i am trying to achieve, it would be
> >  > very nice to have *EXTREMELY* bright lights... But, when
> >  > i just naively crank up the light, i do not get the
> >  > effect i want.  What happens is that all the geometry
> >  > is affected in the way i want (when the light is sufficiently
> >  > bright, it turns white) but the texture is clamped to some
> >  > value (objects that are textured and already on white
> >  > geometry are unaffected by brightning the light source
> >  > above 1).
> >  >
> >  > The effect i want is for all objects to be brightened by
> >  > the extremely bright light source and, if it is sufficiently
> >  > bright, to turn white.  Is there some way to achieve this
> >  > effect?  Note that i want a method that will do this generally
> >  > for various databases (i.e., i don't want to depend on
> >  > custom made databases).
> >  >
> >  > Thanks in advance!
> >  >
> >  > ken
> >  >
> >  >
=======================================================================
> >  > 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 ken sartor
> >
> >
> >
> >  --
> >
> >  _____________________________________________________________________
> >
> >  Axel Sammet, SE
> >  Visual Simulation
> >
> >  Silicon Graphics GmbH         | Tel:    +49 511 90172-29
> >  Ahrensburger Strasse 3        | Fax:    +49 511 6138-115
> >  30659 Hannover                | VM #:   59191  M/S: IDE-3140
> >  Germany                       | E-Mail: axel@hannover.sgi.com
> >  _____________________________________________________________________
> >
 =======================================================================
> >  List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
> >              Submissions:  info-performer@sgi.com
> >          Admin. requests:  info-performer-request@sgi.com
> >
> >
>
> ==========================
> Roger Morris				TRANSFORMATION SOFTWARE
> Applications Engineer		Thame Park Road
> TEL: 01844 261456			Thame
> FAX: 01844 260056			Oxon, OX9 3UQ
> E-mail: rmorris@tswl.co.uk
> ==========================
>
> [ Attachment (application/octet-stream): "ATTRIBS.BND" 7020 bytes
>   Encoded with "base64" ]
>-- End of excerpt from Roger Morris



-- 

_____________________________________________________________________

Axel Sammet, SE
Visual Simulation

Silicon Graphics GmbH         | Tel:    +49 511 90172-29
Ahrensburger Strasse 3        | Fax:    +49 511 6138-115
30659 Hannover                | VM #:   59191  M/S: IDE-3140
Germany                       | E-Mail: axel@hannover.sgi.com
_____________________________________________________________________
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Date: Fri, 24 Jan 97 08:07:14 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701241307.AA23813@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: very bright lights
Status: O


Gerard Tyra - SA Technology <gtyra@cts.com> said:

> You have hit a problem that I have seen in everything from flight 
> simulators to animation systems, ie. lights/color values are clamped to 1.0.
> 
> So here is my open wish list:
>
> 1) Allow values greater than 1.0 to be input and used in the 
> computation.  After all, even a dark grey surface will look white if you 
> pump enough light into it.
 
Woaaa - be very careful what you wish for. Suppose they did compute
things the way you suggest. What would happen to a red surface with
RGB values like  (1.0,0.1,0.1) - presuming that the colour calculations
are done indepenantly in RED, GREEN and BLUE - what would happen? The
answer is that all three colour components could go over 1.0 and (presumably)
be clamped to 1.0 for display. This would mean that the predominantly red
surface would show up as white - but real-world diffuse reflectors don't
change colours like that. (Don't get confused with specular reflectors -
which are a different matter).

> 2) Give me 10/12 bit DACs on the IR.  Then I can render a moon lit night 
> scene with values below 128 (or 0.5) but still "spike" the display with 
> values over 3000 for light sources.

Building DAC's with high precision *and* high speed is a non-trivial problem.

There is a real problem with lighting - and some fixes could be attempted,
but you have to be really careful. One obvious area is penetration through
fog - really bright lights should show through fog better than they do
right now, for example.



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)
                                http://web2.airmail.net/sjbaker1     (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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Date: Fri, 24 Jan 1997 22:58:22 +0900
To: info-performer@sgi.com
From: Gil-won Park <myidisid@interpia.net>
Subject: How to use performer on Window95/NT in IBM PC
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Status: O

Greetings,

I have a account on Indy and I can use performer. but Indy is located
distant from me about 40KM.

Fortunately, I can use network of T1. So, I use exceed 5.0 & Windows95

Pls give me a answer for using IRIX 5.3 remotely in Windows95/NT.

Thnks for reading.



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From: "Angus W.S. Henderson" <angus@despair.paradigmsim.com>
Message-Id: <9701240913.ZM116@despair.paradigmsim.com>
Date: Fri, 24 Jan 1997 09:13:31 -0600
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: very bright lights" (Jan 24,  8:07am)
References: <9701241307.AA23813@mred.bgm.link.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: very bright lights
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Status: O

>What would happen to a red surface with
> RGB values like  (1.0,0.1,0.1) - presuming that the colour calculations
> are done indepenantly in RED, GREEN and BLUE - what would happen? The
> answer is that all three colour components could go over 1.0 and (presumably)
> be clamped to 1.0 for display. This would mean that the predominantly red
> surface would show up as white - but real-world diffuse reflectors don't
> change colours like that. (Don't get confused with specular reflectors -
> which are a different matter).

I disagree. As I understand it the original request was for VERY bright lights,
i.e to emulate the effects of overexposure, blinding lights at night etc.

In these circumstances the original colour of the database is secondary you
just want to burn the light colour onto everything, and as Ken said it's the
textured surfaces that limit the effect.

I bet the only answer he gets is "use a multi-pass technique"

I hate multi pass techniques.

ANgus
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701241524.ZM5102@bitch.reading.sgi.com>
Date: Fri, 24 Jan 1997 15:24:47 +0000
In-Reply-To: ken sartor <sartor@bur.visidyne.com>
        "very bright lights" (Jan 23,  4:15pm)
References: <2.2.32.19970123221553.006ae730@mail.bur.visidyne.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: ken sartor <sartor@bur.visidyne.com>, info-performer@sgi.com
Subject: Re: very bright lights
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Status: O

The problem you describe is caused by OpenGL.

Pixel colours are clamped to 1.0 prior to texturing.

If you didn't do this you'd see all sorts of banding when you
applied dark textures to a bright surface because you simply
don't have the precision in the image.

The whole problem boils down to precision if you consider that
you could use colour tables to apply gain to the image on the
screen, so one solution might be to darken everything so that
colours are never actually clamped and then use a colour table
to apply gain.

But expect problems due to lack of sufficient precision.

Cheers,
Angus.

On Jan 23,  4:15pm, ken sartor wrote:
> Subject: very bright lights
>
> Greetings,
>
> For an effect that i am trying to achieve, it would be
> very nice to have *EXTREMELY* bright lights... But, when
> i just naively crank up the light, i do not get the
> effect i want.  What happens is that all the geometry
> is affected in the way i want (when the light is sufficiently
> bright, it turns white) but the texture is clamped to some
> value (objects that are textured and already on white
> geometry are unaffected by brightning the light source
> above 1).
>
> The effect i want is for all objects to be brightened by
> the extremely bright light source and, if it is sufficiently
> bright, to turn white.  Is there some way to achieve this
> effect?  Note that i want a method that will do this generally
> for various databases (i.e., i don't want to depend on
> custom made databases).
>
> Thanks in advance!
>
> ken
>
> =======================================================================
> 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 ken sartor


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Date: Fri, 24 Jan 1997 17:58:44 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: more openGL than perf
Status: O

Hello,

this far from performer and closer to OpenGL, but I've noticed that
here there are several OpenGL kings !!!

Well,
Here's my problem.
I used to work under Performer with objects and scenes
described with Inventor format. Now I have an application
that needs to run on PC ( don'thow me stones ..).
So I've done a loader that allows me to load Open Inventor scenes or objects 
and render under OpenGL.

Everything is working fine but not the lighting.

If I'm close to the object, color and material
are quiet good and if I'm further, the object is 
"burnt", its color is white overall.

So what is good standard lighting model for an OpenGL scene?
What is basic material conversion or tricks from Open IV to Open GL ?
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Status: O

inca@public.bta.net.cn wrote:
>
> Sharon Clay wrote:
> >Yes :-( - this bug is fixed in 2.2.
>
> Thanks for the reply. i'm doing a difficult project that
> has 9 non-rectangular viewports with real-time responding.

I thought viewports were, by definition, rectangular. Am I missing
something?

> i know multi-windows is bad thing, but can't avoid it.



--

Chris Volpe			Phone: (518) 387-7766 
GE Corporate R&D		Fax:   (518) 387-6560
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Date: Fri, 24 Jan 1997 09:28:04 -0800
From: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
Message-Id: <199701241728.JAA29796@sgi600.msd.lmsc.lockheed.com>
To: info-performer@sgi.com
Subject: ONYX2 and graphics performance.
Status: O


Fellow Performers,

We are in the process of upgrading our "old" ONYX RE2 to InfiniteReality
graphics.  One option is to retrofit the IR graphics subsytem with 2-RM6-64
with R10000's replacing our R4400's,  The other, significantly more
expensive option is to get a totally new ONYX2 IR system and surplus our
"old" ONYX to another project.  The question that I have is just how much
of a performance increase graphics-wise will the ONYX2 system have over the
upgraded ONYX system?  Will the lack of ONYX2 XBOW for instance greatly
limit my texture loading rates for instance?  Just how much does the ONYX2 
architecture do for graphics?  I would be grateful for any inputs.

Thanks,

Kenneth N. Sakai                           Lockheed Martin Missiles & Space
Research Specialist/3-D Computer Graphics  P.O. Box 3504
Email: sakai@lmsc.lockheed.com             Sunnyvale, CA  94088-3504
Phone: (408) 756-0682                     

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Date: Fri, 24 Jan 97 12:11:05 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701241711.AA25895@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: very bright lights
Status: O


I said:

>> What would happen to a red surface with
>> RGB values like  (1.0,0.1,0.1) - presuming that the colour calculations
>> are done indepenantly in RED, GREEN and BLUE - what would happen? The
>> answer is that all three colour components could go over 1.0 and (presumably)
>> be clamped to 1.0 for display. This would mean that the predominantly red
>> surface would show up as white - but real-world diffuse reflectors don't
>> change colours like that. (Don't get confused with specular reflectors -
>> which are a different matter).

Angus W.S. Henderson <angus@despair.paradigmsim.com> replied:

> I disagree. As I understand it the original request was for VERY bright lights,
> i.e to emulate the effects of overexposure, blinding lights at night etc.
> 
> In these circumstances the original colour of the database is secondary you
> just want to burn the light colour onto everything, and as Ken said it's the
> textured surfaces that limit the effect.
 
Well, I suppose the effect of extremely bright lights depends on what exactly
you are trying to display.

If (as simulation usually requires), you are simulating the effect of light
from the real world hitting your eyes directly, then the red surface will
presumably absorb the same percentages of the red, gren and blue parts of
the spectrum when the light is bright as it would when the light is dim.
I'm no physicist - but I'd bet that this would be true until the light gets
bright enough to vaporize whatever the red surface is.

That would suggest that the light reflected from the surface is still in
the same 1.0,0.1,0.1 proportions. When this hits the receptors in your
eye, you should *presumably* still see the same proportions of red, green
and blue - unless your red receptors saturate completely and cease to detect
the amount of incoming light correctly. It would have to be an EXTREMELY
bright light to do that. Once the light gets that bright, what dominates
what you see are some of the effects detailed in James Arvo's excellent paper
at SigGraph 95 ("Physically-based Glare Effects for Digital Images")

Things would be different if you were trying so simulate photographic media,
in that case, the film may well exhibit effects that are different from
your eyes.

This comes down to simulating what people *expect* an effect to look like
(because they see it on TV or whatever) - which is often a different matter
from what the effect *really* looks like.

> I bet the only answer he gets is "use a multi-pass technique"
> 
> I hate multi pass techniques.

I agree.


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)
                                http://web2.airmail.net/sjbaker1     (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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From: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
Message-Id: <199701241820.KAA29979@sgi600.msd.lmsc.lockheed.com>
To: info-performer@sgi.com
Subject: pfDirtCheck problems
Status: O


Fellow Performers,

I have been trying to track down a persistant bug problem that is resulting 
in intermittant "_pfDirtCheck" core problems.  I have tried both dmalloc
and Purify but have been unsuccessful in tracking down the problem.
I was wondering if anyone could tell me just what sort of problem is implied
by _pfDirtCheck.  Does this always imply corrupted "pfMalloc'ed" memory?
What sort of mistakes can lead to these types of problems? (By the
way, we are not doing pfDBase things).  We are still using Performer 2.0
(rather than Performer 2.01. Were there _pfDirtCheck-type problems with
Performer 2.0?

Thanks,

Kenneth N. Sakai                           Lockheed Martin Missiles & Space
Research Specialist/3-D Computer Graphics  P.O. Box 3504
Email: sakai@lmsc.lockheed.com             Sunnyvale, CA  94088-3504
Phone: (408) 756-0682                     

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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: How to use performer on Window95/NT in IBM PC
To: myidisid@interpia.net (Gil-won Park)
Date: Fri, 24 Jan 1997 11:24:35 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <3.0.1.32.19970124225821.0078c670@interpia.net> from "Gil-won Park" at Jan 24, 97 10:58:22 pm
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Status: O

Gil-won Park wrote:
> 
> Greetings,
> 
> I have a account on Indy and I can use performer. but Indy is located
> distant from me about 40KM.
> 
> Fortunately, I can use network of T1. So, I use exceed 5.0 & Windows95
> 
> Pls give me a answer for using IRIX 5.3 remotely in Windows95/NT.
> 
> Thnks for reading.
> 

 I don't think exceed is compatible with opengl. It is surely not compatible
 with IrisGL. Please contact your exceed support for confirmation.

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Fri, 24 Jan 1997 19:56:12 +0000
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: very bright lights" (Jan 24, 12:11pm)
References: <9701241711.AA25895@mred.bgm.link.com>
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To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.com
Subject: Re: very bright lights
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On Jan 24, 12:11pm, Steve Baker wrote:
> Subject: Re: very bright lights

>
> That would suggest that the light reflected from the surface is still in
> the same 1.0,0.1,0.1 proportions. When this hits the receptors in your
> eye, you should *presumably* still see the same proportions of red, green
> and blue - unless your red receptors saturate completely and cease to detect
> the amount of incoming light correctly. It would have to be an EXTREMELY
> bright light to do that. Once the light gets that bright, what dominates
> what you see are some of the effects detailed in James Arvo's excellent paper
> at  ("Physically-based Glare Effects for Digital Images")
>

If your'e interested in the perception of brightness & colour in
computer graphics you should read the SigGraph 96 paper "A Model
of Visual Adaptation for Realistic Image Synthesis" by Ferwerda,
Pattanaik, Shirley and Greenberg. It covers colour, spatial and
temporal effects.

Cheers,
Angus.

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Date: Fri, 24 Jan 1997 15:40:22 -0500
From: "Rambabu" <ram@ivex3d.com>
Organization: IVEX
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Subject: Makedepend : No locks available !!!!
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Status: O

Hi :

This is more of a compilation problem than a Perf. problem. 

I am trying to compile sample perf. code (/usr/share/Perfomer... & 
and also Perfly sample code) on an NFS dir 
and I keep getting this message 

FATAL : Makedepend : No locks available ....

When I try the same on a local FS, it seems to work fine.

Is this an NFS permissions problem ?

Thanks

Ram
ram@ivex3d.com
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From: "Rob Jenkins" <robj@quid>
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Date: Fri, 24 Jan 1997 13:42:02 -0800
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Subject: re: Makedepend : No locks available !!!
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Status: O

I only did a quick search - the problem may be more complex than this but it's
worth checking that the chkconfig flag lockd is 'on'

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Message-ID: <32EA0089.7752@rtset.co.il>
Date: Sat, 25 Jan 1997 04:46:01 -0800
From: Ran Yakir <rany@rtset.co.il>
Reply-To: rany@rtset.co.il
Organization: RT-SET
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To: ceti <ceti@worldnet.net>
CC: info-performer@sgi.com
Subject: Re: more openGL than perf
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ceti wrote:
> 
> Hello,
> 
> this far from performer and closer to OpenGL, but I've noticed that
> here there are several OpenGL kings !!!
> 
> Well,
> Here's my problem.
> I used to work under Performer with objects and scenes
> described with Inventor format. Now I have an application
> that needs to run on PC ( don'thow me stones ..).
> So I've done a loader that allows me to load Open Inventor scenes or objects
> and render under OpenGL.
> 
> Everything is working fine but not the lighting.
> 
> If I'm close to the object, color and material
> are quiet good and if I'm further, the object is
> "burnt", its color is white overall.
> 
> So what is good standard lighting model for an OpenGL scene?
> What is basic material conversion or tricks from Open IV to Open GL ?

1. There may be bugs in the PC implementation of OpenGL, that cause this
behaviour - or -

2. You might be running into a lighting condition in which the specular
reflection, which depends also on viewer position causes the object to
be very bright - or -

3. You may have very thick white fog that makes the object white as you
get further.


Whiy don't you try disabling fog (glDisable (GL_FOG) ), and turning off
speculat lighting with glLightfv.


Ran


-- 
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Date: Fri, 24 Jan 1997 17:05:25 -0500
From: "Rambabu" <ram@ivex3d.com>
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Subject: pfuTraverser() printing pfLPointState info !!!
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Status: O

Hi : 

I am using pfuTraverser() utility to print the nodeInfo into a file.
I am able to print the node info of all pfGeodes / pfGeoSet. The 
callback "cbPrintNodeInfo" in .../libpfutil/trav.c prints 
this info. But when I added this simple piece of code

if(node == pfGetLPStateClassType())
  {
    print("\n LPState found \n");
    ......
  }
and recompiled the lib and tried on database with lightpoints only,
this is never set to true to print the message.  But the  *.flt loader
(15.3b7) prints the summary and counts the LPStates.
Do I need to add any tokens to trav.c to recognize this ClassType ?

Thanks

Ram
ram@ivex3d.com
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From guest  Fri Jan 24 14:53:17 1997
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From: "Hudson Holmes" <holmes@ivex3d.com>
To: "'Gil-won Park'" <myidisid@interpia.net>,
        "'info-performer'"
	 <info-performer@sgi.com>
Subject: RE: How to use performer on Window95/NT in IBM PC
Date: Fri, 24 Jan 1997 17:42:59 -0500
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Hello,
I have used Exceed 5 to remotely login with IRIX 6.2.  It
requires Windows NT and a add-on product to Exceed 5 called
Exceed 3D for Windows NT V5.1 and will only run on NT.  It supports
some OpenGL but there are some calls which are not supported.


I was able to use software manager and other IRIX graphics utilities.
It worked with the Lynx panel from Vega but failed when I ran
a Vega app that I had written.

If you have Exceed 5 already the Exceed 3D was not very expensive
so maybe it's worth a try for you.

Good Luck,

Hudson Holmes, Software Engineering Manager
IVEX Inc.
4355 International Blvd.
Norcross, GA 30093
voice 770-564-1148    fax 770-381-0622      holmes@ivex3d.com

----------
From: 	Gil-won Park
Sent: 	Friday, January 24, 1997 8:58 AM
To: 	info-performer@sgi.com
Subject: 	How to use performer on Window95/NT in IBM PC

Greetings,

I have a account on Indy and I can use performer. but Indy is located
distant from me about 40KM.

Fortunately, I can use network of T1. So, I use exceed 5.0 & Windows95

Pls give me a answer for using IRIX 5.3 remotely in Windows95/NT.

Thnks for reading.



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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Fri, 24 Jan 1997 14:53:21 -0800
In-Reply-To: "Rambabu" <ram@ivex3d.com>
        "pfuTraverser() printing pfLPointState info !!!" (Jan 24,  5:05pm)
References: <32E93225.3188@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: pfuTraverser() printing pfLPointState info !!!
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On Jan 24,  5:05pm, Rambabu wrote:
> Subject: pfuTraverser() printing pfLPointState info !!!
> Hi :
>
> I am using pfuTraverser() utility to print the nodeInfo into a file.
> I am able to print the node info of all pfGeodes / pfGeoSet.

[munch]

> Do I need to add any tokens to trav.c to recognize this ClassType ?

pfLPointState is an attribute of a pfGeoState which is an attribute of a
pfGeoSet.  You need to modify your traversal to perform this extended lookup.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: pfuTraverser() printing pfLPointState info !!!
To: ram@ivex3d.com (Rambabu)
Date: Fri, 24 Jan 1997 14:57:53 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <32E93225.3188@ivex3d.com> from "Rambabu" at Jan 24, 97 05:05:25 pm
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Rambabu wrote:
> 
> Hi : 
> 
> I am using pfuTraverser() utility to print the nodeInfo into a file.
> I am able to print the node info of all pfGeodes / pfGeoSet. The 
> callback "cbPrintNodeInfo" in .../libpfutil/trav.c prints 
> this info. But when I added this simple piece of code
> 
> if(node == pfGetLPStateClassType())
>   {
>     print("\n LPState found \n");
>     ......
>   }
> and recompiled the lib and tried on database with lightpoints only,
> this is never set to true to print the message.  But the  *.flt loader
> (15.3b7) prints the summary and counts the LPStates.
> Do I need to add any tokens to trav.c to recognize this ClassType ?

 The pfLPointState node is not directly attached to the database. It is
 attached to a pfGeoState.

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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: ONYX2 and graphics performance.
To: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
Date: Fri, 24 Jan 1997 16:30:59 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <199701241728.JAA29796@sgi600.msd.lmsc.lockheed.com> from "Ken Sakai" at Jan 24, 97 09:28:04 am
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Ken Sakai wrote:
> 
> 
> Fellow Performers,
> 
> We are in the process of upgrading our "old" ONYX RE2 to InfiniteReality
> graphics.  One option is to retrofit the IR graphics subsytem with 2-RM6-64
> with R10000's replacing our R4400's,  The other, significantly more
> expensive option is to get a totally new ONYX2 IR system and surplus our
> "old" ONYX to another project.  The question that I have is just how much
> of a performance increase graphics-wise will the ONYX2 system have over the
> upgraded ONYX system?  Will the lack of ONYX2 XBOW for instance greatly
> limit my texture loading rates for instance?  Just how much does the ONYX2 
> architecture do for graphics?  I would be grateful for any inputs.
> 

 Onyx2 will provide you 2x the speed for downloading textures and display
 lists to the gfx.  ClipMapping for example works a lot better on Onyx2.

 Independantly, some applicaton have a 10% increase of Pixel Fill.

 Evrything else is the almost the same for graphic, but dont forget that
 the bandwith between Cpu and Main memory is greatly improved on Onyx2,
 so that may help also for the other part of your applications.

 Also, I thought that Onyx2 IR was less expensibe that Onyx IR ?

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From guest  Fri Jan 24 22:18:20 1997
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9701242216.ZM24996@sixty.asd.sgi.com>
Date: Fri, 24 Jan 1997 22:16:28 -0800
In-Reply-To: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
        "ONYX2 and graphics performance." (Jan 24,  9:28am)
References: <199701241728.JAA29796@sgi600.msd.lmsc.lockheed.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai), info-performer@sgi.com
Subject: Re: ONYX2 and graphics performance.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

	Speaking in general terms, all the imediate mode performance has been
greatly increased due the new bandwidth host - Gfx, although the internal
graphics pipeline architecture/speeds is nearly identical.

	If your application was host limited (bandwidth in/out the pipe), CPU
limited (processing of the delivery for OpenGL calls) or if you performed large
pixel transfers (glDrawPixels/glReadPixels) - texture paging then Onyx2 IR
should boost your application.

	I don't know which numbers we have been published but I have seen over
337 MB/s (glDrawPixels) on Onyx2 IR for 1kx1k about four weeks ago. I think
that this is also the number for texture paging. On Onyx (1) it was 180MB/s,
now it is over 300MB/s, in fact I think that the latest number is probably 340
MB/s.

	Off course if your texture transfers were very small (set up limited)
then you might not see so huge numbers.

	Also on the CPU side, I have seen very impressive improvements, since
very few applications fit on any secundary CPU cache (now 4MB); therefore the
new amazing bandwidth in/out main memory (independent of the number of CPUs
!!!!) helps a lot.

	Regarding hardware display list mode, you will see the same performance
that before if you where using the display list memory cache in IR. (!!!).

Regards.

-Javier

On Jan 24,  9:28am, Ken Sakai wrote:
> Subject: ONYX2 and graphics performance.
>
> Fellow Performers,
>
> We are in the process of upgrading our "old" ONYX RE2 to InfiniteReality
> graphics.  One option is to retrofit the IR graphics subsytem with 2-RM6-64
> with R10000's replacing our R4400's,  The other, significantly more
> expensive option is to get a totally new ONYX2 IR system and surplus our
> "old" ONYX to another project.  The question that I have is just how much
> of a performance increase graphics-wise will the ONYX2 system have over the
> upgraded ONYX system?  Will the lack of ONYX2 XBOW for instance greatly
> limit my texture loading rates for instance?  Just how much does the ONYX2
> architecture do for graphics?  I would be grateful for any inputs.
>
> Thanks,
>
> Kenneth N. Sakai                           Lockheed Martin Missiles & Space
> Research Specialist/3-D Computer Graphics  P.O. Box 3504
> Email: sakai@lmsc.lockheed.com             Sunnyvale, CA  94088-3504
> Phone: (408) 756-0682
>
> =======================================================================
> 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 Ken Sakai



-- 
*************************************************************************
* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
*                                   * Vmail:            	 3-1589 *            
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Date: Sat, 25 Jan 1997 13:33:10 -0800 (PST)
From: Gerard Tyra - SA Technology <gtyra@cts.com>
To: Steve Baker <steve@mred.bgm.link.com>
cc: info-performer@sgi.com
Subject: Re: very bright lights
In-Reply-To: <9701241307.AA23813@mred.bgm.link.com>
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On Fri, 24 Jan 1997, Steve Baker wrote:

> 
> Gerard Tyra - SA Technology <gtyra@cts.com> said:
> 
> > You have hit a problem that I have seen in everything from flight 
> > simulators to animation systems, ie. lights/color values are clamped to 1.0.
> > 
> > So here is my open wish list:
> >
> > 1) Allow values greater than 1.0 to be input and used in the 
> > computation.  After all, even a dark grey surface will look white if you 
> > pump enough light into it.
>  
> Woaaa - be very careful what you wish for. Suppose they did compute
> things the way you suggest. What would happen to a red surface with
> RGB values like  (1.0,0.1,0.1) - presuming that the colour calculations
> are done indepenantly in RED, GREEN and BLUE - what would happen? The
> answer is that all three colour components could go over 1.0 and (presumably)
> be clamped to 1.0 for display. This would mean that the predominantly red
> surface would show up as white - but real-world diffuse reflectors don't
> change colours like that. (Don't get confused with specular reflectors -
> which are a different matter).
>

Here I beg to differ.  Once the staurates, color starts to drop out of 
the equation.  And if the light only has a red component, you would still 
get a red object, as long as the object has any red in its surface color.
 
> > 2) Give me 10/12 bit DACs on the IR.  Then I can render a moon lit night 
> > scene with values below 128 (or 0.5) but still "spike" the display with 
> > values over 3000 for light sources.
> 
> Building DAC's with high precision *and* high speed is a non-trivial problem.

True, but the same could be said of the DACs we are using right now.  I 
am currently aware of two commercial sources for such DACs.  The business 
issue for SGI is if enough people are willing to pay more to get the 
extra dynamic range.  I also know a lot of people in the pre-press 
business who would love to have the better gamma correction of 12 bit color.

Gerry

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From: "G.W. Estep II" <gw@rivatech.com>
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To: Rémi Arnaud <remi@remi.asd.sgi.com>
CC: Gil-won Park <myidisid@interpia.net>, info-performer@sgi.com
Subject: Re: How to use performer on Window95/NT in IBM PC
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Status: O

Gil-won,

I have an eval copy of Exceed 5 (Version 5.1.3) that does OpenGL.  It
also 
runs the OpenInventor viewer, ivview.  There are also some examples
programs
that run local under Exceed that you might be interested in. 

However, I have not been successful at getting even the simplest
Performer 
apps to run due to non-support of the GLX widget for some reason.  I get 
messages that report bad opcodes related to GLX and X_GLXQueryVersion
and 
the program dies.

Hope this helps,

G.W.

Rémi Arnaud wrote:
> 
> Gil-won Park wrote:
> >
> > Greetings,
> >
> > I have a account on Indy and I can use performer. but Indy is located
> > distant from me about 40KM.
> >
> > Fortunately, I can use network of T1. So, I use exceed 5.0 & Windows95
> >
> > Pls give me a answer for using IRIX 5.3 remotely in Windows95/NT.
> >
> > Thnks for reading.
> >
> 
>  I don't think exceed is compatible with opengl. It is surely not compatible
>  with IrisGL. Please contact your exceed support for confirmation.
> 
>     _  /              _             _
>    |_) _ ._ _ o   /\ |_)|\ | /\ | || \
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> 
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In order to demonstrate the power of our new Onyx2 RealityMonster (4
iR-pipes !) we need a good demo.
I know that there's a stereo-version of the perfly demo named sfly, I've
seen it be mentioned here on this list a few times. Does someone know
where I can find this program.

Many thanks,

Wilfred Janssen
 
-- 
===================================================================
| Wilfred Janssen                         SARA                    |
|                                         P.O. Box 94613          |
| Consultant Scientific Computing         1090 GP Amsterdam       |
| Academic Computing Services Amsterdam   The Netherlands         |
|                                                                 |
| Phone: 020-592 3000                     e-mail: wilfred@sara.nl |
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From: dick@demeern.sgi.com (Dick Rous)
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In-Reply-To: Wilfred Janssen <wilfred@sara.nl>
        "Stereo version of perfly" (Jan 27,  2:23pm)
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Wilfred,

There is a tar-archive of sfly at
sgigate.sgi.com/pub/Performer/src/pf1.2/sfly.tar.Z

However, this is a Performer1.2 program, so you have to convert it to 2.1 and
OpenGL in order to be useful for your InfiniteReality system.

Anybody aware of an OpenGL 2.x version?

Regards,

-- 
------------------------------------------------------------
Dick Rous                    email....: dick@demeern.sgi.com
Systems Engineer             voicemail: 5-8160 
Graphics Technology          phone....: (31) 30-6696868

Silicon Graphics BV          phone....: (31) 30-6696777  
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     "Performer is layered over OpenGL"
     
     Is that a generalization or is it an absolute. I recall hearing way 
     back that while Performer was laid on top of Iris GL, it could access 
     some graphics hardware that GL could not. Don't recall the context.
     
     Just curious.

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Status: O

Hi : 

I lost the figure on pfChannels supported by pfPipe(). The Pguide,
most of the time says a "multiple number of channels", but under the 
MCO, it supports upto 6-channels. So, is MCO a default option
with Onyx iR/Onyx2  ?  What is actual figure on the number of channels
with/without MCO on an iR ?

Also, what is cost stretching upto the maximum number of channels 
(whatever that number is) in terms of resolution/throughput ?

Just getting our figures right for a technical writeup ?


Ram

ram@ivex3d.com
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Date: Mon, 27 Jan 1997 18:30:09 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: thank you all for OpenGL trick !
Status: O

First, I'd like to thank you for the answers I got on
my OpenGL problem and particulary
- Ran Yakir
- Dirk reiners
- Steve Baker
Second, I make a small sumary of answers :

There may be bugs in the PC implementation of OpenGL
 -> Sorry, but not because my own indy behaves the same way.

You might be running into a lighting condition in which the specular
reflection causes the object to be very bright 
 -> That was my only track of solutions but I had already tried a lot of
combinations but with no solution.

You may have very thick white fog that makes the object white as you
get further
-> Surprised because it was just set by default but I've tried a glDisable
(GL_FOG) to be sure.

Finally,
Did you glEnable(GL_NORMALIZE)?
 -> Woaaaaw! it's working !!!!

Well done !!

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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: pfChannels under MCO ??
To: ram@ivex3d.com (Rambabu)
Date: Mon, 27 Jan 1997 10:29:45 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <32ECE2BC.71EE@ivex3d.com> from "Rambabu" at Jan 27, 97 12:15:40 pm
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Status: O

Rambabu wrote:
> 
> Hi : 
> 
> I lost the figure on pfChannels supported by pfPipe(). The Pguide,
> most of the time says a "multiple number of channels", but under the 
> MCO, it supports upto 6-channels. So, is MCO a default option
> with Onyx iR/Onyx2  ?  What is actual figure on the number of channels
> with/without MCO on an iR ?

 There are to videos as a standard on iR, and 8 as an option.
> 
> Also, what is cost stretching upto the maximum number of channels 
> (whatever that number is) in terms of resolution/throughput ?

 The maximum bandwith is 300 MHz , shared by the 8 videos. The fill given
 by the number of RM on the pipe is shared between all the channels on
 that pipe.
 A minimum of memory is needed to have antialiasing with more than
 1 video. therefore there is a minimum of # of RMs.

 use ircombine with a simulated target hardware to check if you
 are OK for the configuration you want.


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Message-ID: <32ECF44A.727D@rayva.org>
Date: Mon, 27 Jan 1997 13:30:34 -0500
From: Thom DeCarlo <tdecarlo@rayva.org>
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Organization: TASC, Inc.
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Status: O

Hi,
I've been trying for the better part of a week to download the
latest version of MultiGen's Performer loader from their ftp site.
I don't understand why, but after about the first minute the download
stops and after around 10-30 minutes the connection closes itself.

Are there any other places that I can find their loader files?
(that is, Performer_Loader_202.tar.Z)

TIA,
Thom
-- 
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From: Hill_Brian@amelnx.advmar.com
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Date: Mon, 27 Jan 97 13:55:55 EST
Encoding: 62 Text
Message-Id: <9700258542.AA854229864@amelnx.advmar.com>
To: info-performer@sgi.com
Subject: Re: pfChannels under MCO ??
Status: O

     
Ram,
     
MCO doesn't apply to IR it applies to RE/RE2.
     
The IR comes with 2 channels and can be upgraded to 8 channels per pipe.
     
The base 2 channel product is call a DG4-2 Two Channel Display and the 
upgrade product is a DG4-8 Eight Channel Display.
     
     
Resolution/throughput is limited by two components:

1) Number of RMs per pipe for pixel processing and frame buffer memory 
     200 Mpixels/sec/RM
     80 Mbytes/RM framebuffer memory
     
     Max resolution will be related to number of channels and the frame 
     buffer configuration (resolution, pixel depth (color res, Z, stencil, 
     accum, dbl buff, subsamples)).
     
2) Framebuffer to display generator bandwidth (210-290 Mpixels/sec)
     
I think these are ONYX IR and I don't know about ONYX2.
     
The IR provides a huge range of flexibility in configuring your channels and 
displays. I would recommend you contact your sales rep and get the product 
info on how to configure a system based on guestimates of an applications 
requirements. It will really help your write up if you have a basic 
understanding of what the system is capable of.
     
Brian Hill
hill_brian@advmar.com
     
     
______________________________ Reply Separator _________________________________
Subject: pfChannels under MCO ??
Author:  "Rambabu" <ram@ivex3d.com> at Internet 
Date:    1/26/97 12:12 PM
     
     
Hi : 
     
I lost the figure on pfChannels supported by pfPipe(). The Pguide, 
most of the time says a "multiple number of channels", but under the 
MCO, it supports upto 6-channels. So, is MCO a default option
with Onyx iR/Onyx2  ?  What is actual figure on the number of channels 
with/without MCO on an iR ?
     
Also, what is cost stretching upto the maximum number of channels 
(whatever that number is) in terms of resolution/throughput ?
     
Just getting our figures right for a technical writeup ?
     
     
Ram
     
ram@ivex3d.com
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701271911.LAA14312@remi.asd.sgi.com>
Subject: Re: Performer/OpenGL
To: WILLIAM_MARINELLI@ntsc.navy.mil
Date: Mon, 27 Jan 1997 11:11:43 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <9700278543.AA854390415@CCMAIL.NTSC.NAVY.MIL> from "WILLIAM_MARINELLI@ntsc.navy.mil" at Jan 27, 97 10:35:27 am
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Status: O

WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> 
>      "Performer is layered over OpenGL"
>      
>      Is that a generalization or is it an absolute. I recall hearing way 
>      back that while Performer was laid on top of Iris GL, it could access 
>      some graphics hardware that GL could not. Don't recall the context.
>      

  Performer is 100% layered over OpenGL, there are no back doors of any kind.
  Performer uses SGI OpenGL extensions and GLX functions that are all available.

  Performer is still compatible with IrisGL (mainly for RE2), but there will be
  no new fonctionality for IrisGL. 

  There are no more IrisGL based hardware available from SGI. All IrisGL implementation
  are now through the IGLOO library, that is not very usefull for Performer applications
  as IGLOO is a layer on top of OpenGL.

   Best regards

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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: pfChannels under MCO ??
Date: Mon, 27 Jan 1997 17:39:57 GMT
Organization: Pera
Message-ID: <32ece70a.32765759@post.demon.co.uk>
References: <32ECE2BC.71EE@ivex3d.com>
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Status: O

On Mon, 27 Jan 1997 12:15:40 -0500, you wrote:
>Hi :=20
>
>I lost the figure on pfChannels supported by pfPipe(). The Pguide,
>most of the time says a "multiple number of channels", but under the=20
>MCO, it supports upto 6-channels. So, is MCO a default option
>with Onyx iR/Onyx2  ?  What is actual figure on the number of channels
>with/without MCO on an iR ?

The basic iR configuration supports 2 channels, with an option (called
DG8 I think) to provide 8 output channels.

--=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
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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Date: Mon, 27 Jan 1997 17:42:28 -0500
From: "Rambabu" <ram@ivex3d.com>
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Hi :

Has anybody tried changing the pixel_size() of pfLPointState on the fly 
?  I want to map this variations to some keyboard input ? for that mater 
any such attribute of the pfLPointState().

Ram

ram@ivex3d.com
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: Pixel Size of pfLPointState() !!
To: ram@ivex3d.com (Rambabu)
Date: Mon, 27 Jan 1997 15:15:15 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <32ED2F54.7356@ivex3d.com> from "Rambabu" at Jan 27, 97 05:42:28 pm
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Status: O

Rambabu wrote:
> 
> Hi :
> 
> Has anybody tried changing the pixel_size() of pfLPointState on the fly 
> ?  I want to map this variations to some keyboard input ? for that mater 
> any such attribute of the pfLPointState().

 The size of the point is in the geoset get->setPntSize or pfGSetPntSize.

 this value is NOT used if the PFLPS_SIZE_MODE is enabled in the LPState
 in that case the value used is PFLPS_SIZE_ACTUAL, wich is not the
 value in screen space, but the size in world space.
 The resulting value (projection of the actual size) is clipped
 by PFLPS_SIZE_MIN_PIXEL and PFLPS_SIZE_MAX_PIXEL in screnn space.

 Best Regard

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Subject: [Q] Onyx2 Reality for VR???
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From: Brian Corrie <bcorrie@cs.anu.edu.au>
Status: O


G'day all,

I have what may seem like a silly question, but I am a bit of a newbie to high 
end SGI graphics systems and this seems like the place to clarify some things. 
Sorry about the length of this email, but I thought it best to give as much 
info as possible to avoid confusion. We are looking at purchasing an 
Immersadesk VR system and an Onyx2 Reality Deskside system to drive it.  The 
Immersadesk is a drafting sized immersive VR system with stereo viewing and 
both head and hand tracking. Up until recently, these devices were typically 
driven by a Onyx RE or Onyx IR system, usually with 1 pipe.  Given the 
previous statement, it appears obvious that the Onyx2 Reality Deskside system 
would be more than capable of driving the Immersadesk.

The problem (and my question) arises from the fact that the Onyx2 Reality is a 
scaled down version of the Onyx2 IR and I am not familiar enough with high end 
SGI hardware (nor familiar enough with the VR requirements imposed on these 
machines) to determine whether or not this 'scaling down' is going to impact 
drastically on opearting the Immersadesk...  I am unfortunately in the 
position that I have to advise the powers that be on whether the machine will 
be capable of driving the Immeradesk successfully, so I need to find these 
things out...

The main potential problem is the configuartion of the frame buffer.  The 
Onyx2 Reality has an RM8 with 40 MB of frame buffer as standard, which is half 
the frame buffer of what the IR RM7s have (80 MB).  To drive the Immersadesk, 
we require 1280x1024 stereo, double buffered rendering.  With 40 MB of frame 
buffer at 1280x1024 pixels, this gives us 256 bits/pixel.  My problem is that 
I do not know enough about the frame buffer modes of the IR pipes to be sure 
that we are not going to lose some capabability that we require due to having 
"only" 256 bits/pixel.  If we are using 12bit RGBA pixels with stereo double 
buffering my calculations tell me that we need 4 x 48 bits (for left/front, 
right/front, left/back, and right/back images) and we will say 23 bits for 
depth.  This leaves us with just over 40 bits/pxel remaining, which seems like 
more than enough...

So my question is, am I missing anything here???? Our SGI reps here in 
Canberra have expressed some concern that this may not be enough.  
Specifically, they have stated that there will be no anti-aliasing available 
(only 1 sample per pixel).  I have the Onyx2 Technical Report and it mentions 
the Accumulation Buffer, stencils, overlays, tags, and things like LA32, LA16, 
and MS Color (see page 20 of the Onyx2 Tech Report) without really defining 
what they are and how they are used.  What I need to know in what 
circumstances are they used and how many of my valuable bits/pixel are they 
going to chew up?  I am also interested in finding out if any of these are 
essential in driving a system like the Immersadesk and if so, will my 40 MB of 
frame buffer be enough... (Gee, I am really starting to sound possesive about 
that good ol' Onyx2 Reality box, I wonder if they will let me have it in my 
office 8-)

I am hoping that someone on this list is both an Onyx2 and an Immersadesk 
user, as that is really what I need to answer my questions.  Of course any 
input from anyone would be HUGELY appreciated!!!!

Thanks in advance,

	Brian Corrie.





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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
To: Performer ML Question <info-performer@sgi.com> (Receipt Notification 
    Requested) (Non Receipt Notification Requested)
Subject:  pfLayer & spheres
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Status: O



=0C     Hi,

     I am using 2 concentric spheres with almost-equal radiuses. When I a=
m far
     away from those spheres, there is a problem of flickering between
     almost-coplanar polygons coming from the 2 spheric layers.
     In order to give a priority to the biggest-radius-sphere, I have use=
d a
     pfLayer node above the 2 nodes associated to the 2 spheres, like thi=
s :

     layer(pfLayer)
     !____________
     !                        !
     sphere_1          sphere_2

     It doesnot work ; the flickering has not moved away.

     Do I have to understand that pfLayer works only with planar objects =
?

     My 2 spheres are facettized exactly the same way, ie one is the exac=
t
     homothety of the other, so each polygon of one sphere is parallel an=
d decaled
     from one polygon of the other sphere. That's why I expected that pfL=
ayer
     would work. 

     What advice would you give me to resolve this problem of priority be=
tween 2
     concentric spheres ?

     I dont want to switch off the little sphere when I am outside the bi=
g one,
     because the big sphere is semi-transparent, to see the texture of th=
e little
     one.

     Hope to have been clear enough,

     Cheers,

     Mike

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Date: Tue, 28 Jan 1997 16:28:30 +0100
From: Guy Premont <silicon-worlds@calva.net>
Organization: Silicon Worlds S.A.
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Subject: Video Texturing
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Status: O

Hi,

I work currently on using video as texture and I think I need some help.
I'm using an Onyx, 2 cpus, 2 Sirius cards, Irix 5.3 and Performer 2.0.
There was a short discussion about this a couple of month ago, and it
was pointed out that movietex.c was a good demo to begin with if you
could make it run. I did make it run, easily.

Now, I have set-up my own application to be able to use video texturing
on any object. It works, but only if I turn off multiprocessing by doing
pfMultiprocess(0). If I run it with multiprocessing on it core dumps the
first time it tries to load the video into texture memory. I know it
looks like something that hasn't been put correctly into shared memory
BUT as far as I can tell every data structure involved was created from
the shared arena. The pointer to the pfTexture used with pfLoadTex()
comes from pfGetGStateAttr(gstate,PFSTATE_TEXTURE) and the
initialisation of this pointer and pfLoadTex are all in the same process
(APP).

I'm beginning to wonder if there are known bugs when using video
texturing in a multiprocess environment.

Somebody can help?


Guy Premont
===========================================
          Silicon Worlds S.A.  
12, rue de Chatillon    75014 Paris  France
       Tel: +33 (01) 53.90.11.11
       Fax: +33 (01) 53.90.11.12
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Date: Tue, 28 Jan 1997 08:24:17 -0800
From: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
Message-Id: <199701281624.IAA19153@sgi600.msd.lmsc.lockheed.com>
To: info-performer@sgi.com
Subject: Deleting Performer subgraphs
Status: O


Hi,

I have been trying to write a function that would free memory for a
Performer subgraph given the root node of the subgraph to be deleted.
The function shown below is designed to do this by traversing the subtree
deleting geosets and nodes from the bottom up.  The function seems to
work fine on our R4400 ONYX but I get Performer memory corruption as
indicated by pfDirtCheck warnings when I run the code on on a R10000 
machine.  In particular, I core dump when I later use pfNodeTravMask()
to set node traversal masks on the parts of the scene graph that
still remain (parts that have not been deleted using this function).  Can 
anyone spot a problem with what I am doing? (I assume that many others
have written similar functions to delete Performer subgraphs) Could this 
be some sort of bug? (I am compiling O32 mode using Performer 2.0.)  Any
help would be GREATLY appreciated as I have been fighting this problem
for a while.


//---------------------------------------------------------------------------
// void deleteRecursor(pfNode *node)
//---------------------------------------------------------------------------
void  deleteRecursor(pfNode *node)
{
    long i,j;
    long num_children;
    long numgeosets;
    pfGeoSet *geoset;
    long rval;
    pfGroup *parent;
    long numParents;

    long node_id = pfGetId(node);
    pfNode *child_node;

    if(!pfIsOfType(node,pfGetGeodeClassType()) &&
       !pfIsOfType(node,pfGetLPointClassType()) &&
       !pfIsOfType(node,pfGetBboardClassType()))
    {   
        num_children = pfGetNumChildren((const pfGroup *)node);

	for(i = num_children - 1; i >= 0; i--)
	{
	    child_node = pfGetChild((const pfGroup *)node,i);
            deleteRecursor(child_node);
	}
    }
    else if(pfIsOfType(node,pfGetGeodeClassType()))
    {
       pfGeode *geode = (pfGeode *)node;
       if(numgeosets = pfGetNumGSets(geode))
       {
          for(j = numgeosets - 1; j >= 0; j--)
          {
             geoset = pfGetGSet(geode,j);
             pfRemoveGSet(geode,geoset);
             rval = pfDelete(geoset);
             if(rval == FALSE)
             {
                 cerr << "Geoset cannot be deleted\n";
             }

          }
       }
    }
    numParents = pfGetNumParents(node);
    for(j = numParents - 1; j >=0; j--)
    {
        parent = pfGetParent(node,j);
        pfRemoveChild(parent,node);
    }
    rval = pfDelete(node);
    if(rval == FALSE)
    {
       cerr << "Node cannot be deleted\n";
    }
}


Thanks,

Kenneth N. Sakai                           Lockheed Martin Missiles & Space
Research Specialist/3-D Computer Graphics  P.O. Box 3504
Email: sakai@lmsc.lockheed.com             Sunnyvale, CA  94088-3504
Phone: (408) 756-0682                     

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Date: Tue, 28 Jan 1997 08:56 +1030
From: "Simpkin, Graeme" <graeme.simpkin@dsto.defence.gov.au>
To: myidisid@interpia.net, remi@remi.asd.sgi.com
Cc: info-performer@sgi.com
Subject: RE: How to use performer on Window95/NT 
X-priority: 3
X-charset: US-ASCII
Status: O

R?mi Arnaud wrote:
>
>Gil-won Park wrote:
>>
>> Greetings,
>>
>> I have a account on Indy and I can use performer. but Indy is located
>> distant from me about 40KM.
>>
>> Fortunately, I can use network of T1. So, I use exceed 5.0 & Windows95
>>
>> Pls give me a answer for using IRIX 5.3 remotely in Windows95/NT.
>>
>> Thnks for reading.
>>
>
> I don't think exceed is compatible with opengl. It is surely not   
compatible
> with IrisGL. Please contact your exceed support for confirmation.

Actually, you can now purchase openGL extensions for the exceed product   
(5.x) .  We tested
the exceed openGL extensions (making the NT box a GLX display).  Our   
simple.c
performer application, compiled to use open GL, worked fine on the PC.   
 Not real
fast - seemed to be pixel fill limited.  But I was still impressed at   
seeing my performer
app display on the PC - might be OK for remote coding etc.

regards,
Graeme Simpkin


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Date: 28 Jan 97 11:47:17 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: info_performer <info-performer@sgi.com>
Subject: Re: add triangles in a pfGeode
Message-ID: <970128164716_101372.3460_JHP141-3@CompuServe.COM>
Status: O

If you want to had triangles with their texture and color, you can use
pfdbuilder functions.
 if it's only to correct a Geode you have to get its geosets and their arrays
and modify them .

Yoel

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Date: 28 Jan 97 11:47:08 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: info_performer <info-performer@sgi.com>
Subject: zbuf and texture on Impact Again
Message-ID: <970128164708_101372.3460_JHP141-2@CompuServe.COM>
Status: O

For the texture detail problem, it's the samme with 1 or 4 TRAM. It's look like
a little rubban just in front of me.
For the zbuffer problem: I discover that subfaces are not cutting by the
EarthandSky model (it's works only with Clear mode) . it's seems to work better
but not perfect when I use the Stencil Mode for Layer.

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Date: 28 Jan 97 11:46:57 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: info_performer <info-performer@sgi.com>
Subject: IR texture
Message-ID: <970128164656_101372.3460_JHP141-1@CompuServe.COM>
Status: O

I work with Performer 2.1 on OpenGL Version
I notice a problem of dithering on texture like on MaxImpact.
Another patch on 2.1 ?

Yoel

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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9701281210.ZM597@christine.cae.ca>
Date: Tue, 28 Jan 1997 12:10:22 -0500
In-Reply-To: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
        "Deleting Performer subgraphs" (Jan 28,  8:24am)
References: <199701281624.IAA19153@sgi600.msd.lmsc.lockheed.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: sakai@lmsc.lockheed.com
Subject: Re: Deleting Performer subgraphs
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 28,  8:24am, Ken Sakai wrote:
> Subject: Deleting Performer subgraphs
>
> Hi,
>
> I have been trying to write a function that would free memory for a
> Performer subgraph given the root node of the subgraph to be deleted.

You don't really need to write such a function since Performer already does it
for you. Using pfDelete on a node which has no parent (ie its ref count is
zero) will free all memory associated to the subgraph under it (if no part of
this subgraph is referenced elsewhere). In other words, Performer will traverse
all its children and call pfDelete on them as well as on their geosets and
whatever else. You might want to consider using pfAsyncDelete in order to have
a separate DBASE process carry out this deletion so it doesn't affect too much
your regular Performer loop.






-- 
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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To: info-performer@sgi.com
Subject: Re:  Deleting Performer subgraphs
Status: O


sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai) said:

> I have been trying to write a function that would free memory for a
> Performer subgraph given the root node of the subgraph to be deleted.

...lots of code...


Why all the complication?

Just pfRemoveChild the root node from the tree and then pfDelete it and you are done.

RTFM for pfDelete:

     pfDelete frees the memory associated with mem if its reference count is
     <= 0.  When an object is freed, it decrements the reference count of all
     pfMemories that it once referenced and will delete any of these
     pfMemories with reference counts that are <= 0.  Thus, pfDelete will fol-
     low all reference chains until it encounters a pfMemory which it cannot
     delete. Note that the reference count of a pfNode is incremented each
     time it is added as a child to a pfGroup. Thus, a pfNode must be removed
     from all its parents before it can be deleted.

This means that it will recursively do just what you want.

If you are deleting in realtime, you might want to consider pfAsyncDelete().


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)
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"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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From guest  Tue Jan 28 09:32:42 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701281731.ZM11022@bitch.reading.sgi.com>
Date: Tue, 28 Jan 1997 17:31:11 +0000
In-Reply-To: Jean BENOIT <101372.3460@compuserve.com>
        "IR texture" (Jan 28, 11:46am)
References: <970128164656_101372.3460_JHP141-1@CompuServe.COM>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Jean BENOIT <101372.3460@compuserve.com>,
        info_performer <info-performer@sgi.com>
Subject: Re: IR texture
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Status: O

I think you mean texture quantisation.

You'll be using 5 bits per component on iR by default.

Use your modeller, a scene graph traversal or a
loader callback to modify the textures in the database
to use an internal format of 8bpc.

You may preffer to use higher contrast textures and
maintain better fill performance.

Cheers,
Angus.

On Jan 28, 11:46am, Jean BENOIT wrote:
> Subject: IR texture
> I work with Performer 2.1 on OpenGL Version
> I notice a problem of dithering on texture like on MaxImpact.
> Another patch on 2.1 ?
>
> Yoel
>
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>-- End of excerpt from Jean BENOIT


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From: "Dave Russell" <drussell@ist.ucf.edu>
Message-Id: <9701281518.ZM820@raider.ist.ucf.edu>
Date: Tue, 28 Jan 1997 15:18:34 -0500
X-Face: S,2I_5VKb+qvoohP]<uG@T72~N0),Wu/,-i@$~\HeI>aM-hI"ln#&"["HRuLvG(kLkVX\Crtw&ADY&|w|&[%dwM!5|{RL(FcaX|CB[vgqz!B8fj-:g'KT}D\b!5&M5K?0>MU@F9dfKy7PH]2)K?zW7lxT(Gs-
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.com
Subject: Spaceball Interface
Mime-Version: 1.0
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Status: O

After several days of investigation, I must admit apparent defeat and ask for
help on this issue.  I perused the archives last Thursday and noted that a
question involving accessing a spaceball in Performer was posted with no
apparent responses.  I'm now asking for help in this matter.

I have code which has been used in the past to access a spaceball through the
GL event queue.  Unfortunately, this code will obviously not function in the
OpenGL/X environment that I am now trying to support.  I have found reference
to and examples of accessing the spaceball through SGI X extensions, but have
not found a way to allow these to work in conjunction with the pfuGetEvent()
system of event handling.  I have come to the conclusion that I have three real
choices as to how to proceed.  I would like corrections if there is another
option or opinions on how to proceed with the best of these options:

1)  Modify the pfutil library source to make use of the Spaceball Extensions.
 (Ugghh, create a "proprietary" Performer library)

2)  Make my own X event handler which in many ways mimicks the pfutil library
functionality (Ugghh, create a "proprietary" Performer library, but don't call
it that)

3)  Quit fooling with X, write a serial based driver directly for the spaceball
and create some kind of event queue of my own to handle the whole ugly mess.

Of course, I'm not real fond of any of these options as they are far more
complicated than I had ever expected, but I'd certainly appreciate any words of
wisdom related to this particular problem.

-- 
David Russell                          |    	
Visual Systems Lab                     |      Static worlds breed	
Institute for Simulation and Training  |         static minds.
                                       |	     
drussell@ist.ucf.edu                   |  CHANGE YOUR (virtual) WORLD!
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Date: Tue, 28 Jan 1997 17:21:44 -0500
From: "Rambabu" <ram@ivex3d.com>
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Subject: pfColorTable/vgObjCTab !!!
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Status: O

Hi,

How does vgObjCTab work ? All I know is, it attaches a Coloratable to an
object. Is there such a mechanism under Performer, which allows me to 
get the colortable of an object and modify the r,g,b,a values and 
reapply the parameters ? In Perf., applying a colortable works globally, 
but I want to do this on a per-object basis.

Thanks

Ram

ram@ivex3d.com
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To: info-performer@sgi.com
From: Avi Bar-Zeev <avi@oz.net>
Subject: Alias or Softimage Animation Loaders
Status: O


I'm looking for a public domain or commercially available set of routines
(preferably source) for loading either Alias or Softimage animation data
(including transforms, paths, and morphs if possible) into some form of a
Performer runtime database. I understand the conversion issues well enough
but I'd like to not recreate the wheel if possible. 

And I'd prefer not to use any commercial API (e.g., Softimage game SDK) just
for the loader _if_ that precludes me from using Performer directly.

BTW, I can find several paths for loading basic geometry but I haven't found
any that include animation data. I'm sure someone's already written this (as
we did in my former company) but I need something that's not proprietary.

Thanks for any help.

Avi

P.S. If there are none, then I'll need to hire a consultant who can write
this. Has anyone used a consultant they'd like to recommend?
Avi Bar-Zeev                       -- "Every trip begins with a single misstep"
A Real-Time 3-D Animated Character -- avi@oz.net        http://www.oz.net/~avi
WOLFCHILD-3D Consulting            -- avi@wolfchild.com
http://www.wolfchild.com/3d

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Date: Wed, 29 Jan 1997 09:51:06 +0200
From: rany@rtset.co.il (Ran Yakir)
Message-Id: <9701290951.ZM3361@oren.rtset.co.il>
In-Reply-To: "Rambabu" <ram@ivex3d.com>
        "pfColorTable/vgObjCTab !!!" (Jan 28,  5:21pm)
References: <32EE7BF8.2C9A@ivex3d.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Rambabu" <ram@ivex3d.com>
Subject: Re: pfColorTable/vgObjCTab !!!
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

On Jan 28,  5:21pm, Rambabu wrote:
> How does vgObjCTab work ? All I know is, it attaches a Coloratable to an
> object. Is there such a mechanism under Performer, which allows me to
> get the colortable of an object and modify the r,g,b,a values and
> reapply the parameters ? In Perf., applying a colortable works globally,

----------------------------------------------------------------^

Not exactly. You can attach a pfColorTable to a pfGeoState with pfGStateAttr.
You will have to enable colortabling for that geostate with pfGStateMode

Ran



-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
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Date: Wed, 29 Jan 1997 09:15:52 +0000 (GMT)
From: Roy Ruddle <Ruddle@cardiff.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: info-performer@sgi.com
Subject: Multiple camera positions in 1 channel(!)
Message-ID: <Pine.OSF.3.95.970129090626.21312F-100000@thor>
MIME-Version: 1.0
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Status: O

We're investigating some of the cognitive problems people have developing
mental models of discontinuous VEs. In some of our VEs, certain locations
visually "appear" to be in more than one place.

I can render these VEs if I update the parent DCSs of nodes between
multiple pfDraw() calls from the channel draw function (pfChanDrawFunc()).
However, my life may become easier if I can leave the DCSs unchanged and
change the view position between each pfDraw() call (yes, my databases
would look visually correct if I do this!).

So, the question:
Is there a way I can change the camera position between multiple pfDraw()
calls for each frame of a channel? I tried this, but Performer seemed
always to use the position supplied in the first pfChanView() call and
ignore the second call.


cheers

roy
PS. We're running PF1.2

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From: Harri Kaimio <harri.kaimio@yle.fi>
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Subject: Performer & color_matrix_SGI
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Status: O

Hi all Performer gurus!

I am afraid I have lost all hope of understanding, how Performer works
internally :-(

I am working on a project in which I need to change the color saturation
(perhaps also hue) of part of the scene graph over time. The way I have
planned to do it is by using the color matrix OpenGL extension. My
source code looks like this:


int
bwPreDraw( pfTraverser * )
{
  // draw callback to turn on color matrix stuff
  float colorMat[16];

  // set up the color matrix
  ...	

  // Store current matrix mode
  int mmode[1];
  glGetIntegerv( GL_MATRIX_MODE, mmode );

  glMatrixMode( GL_COLOR );
  glLoadMatrixf( colorMat );
  glMatrixMode( mmode[0] );
  return PFTRAV_CONT;
}

int 
bwPostDraw( pfTraverser * )
{
  // Turn off color matrixes
  int mmode[1];
  glGetIntegerv( GL_MATRIX_MODE, mmode );
  glMatrixMode( GL_COLOR );

  glLoadIdentity();
  glMatrixMode( mmode[0] );
  return PFTRAV_CONT;
}

...

// Set color matrix callbacks for a node
node->setTravFuncs( PFTRAV_DRAW, bwPreDraw, bwPostDraw )

...

OK, this kind of works - I can specify different color matrix for
different nodes and the results look correct, BUT I CANNOT ANIMATE THE
COLOR MATRIXES. If I change the color matrix used for a certain object
between frames, it makes no visible difference in the rendered picture -
it is always rendered using the color matrices specified in the first
frame of simulation. I have checked that my callbacks are really called
and correct color matrixes have been loaded for each frame.

Can someone wiser than me explain what is happening? The only
explanation I can think of is that perhaps Performer stores my database
into a GL display list during the first frame, so my color matrices are
also stored there. I is so? And what would be the best way around this
problem?

Of course I could render the scene twice, the second time with B/W
textures, but I am not very fond of that idea (twice the geometry, twice
the textures, more difficult to use as a "plug-and-play" routine,
difficulties in using transparent objects...)

I would greatly appreciate any help on this.
-- 
-----------------------------------------------------------------
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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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9701291349.ZM5906@eclipse>
Date: Wed, 29 Jan 1997 13:49:25 +0000
In-Reply-To: Harri Kaimio <harri.kaimio@yle.fi>
        "Performer & color_matrix_SGI" (Jan 29,  2:00pm)
References: <32EF3BD1.ABD@yle.fi>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Harri Kaimio <harri.kaimio@yle.fi>
Subject: Re: Performer & color_matrix_SGI
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 29,  2:00pm, Harri Kaimio wrote:
> Subject: Performer & color_matrix_SGI

> I am working on a project in which I need to change the color saturation
> (perhaps also hue) of part of the scene graph over time. The way I have
> planned to do it is by using the color matrix OpenGL extension. My
> source code looks like this:
>
>
> int
> bwPreDraw( pfTraverser * )
> {
>   // draw callback to turn on color matrix stuff
>   float colorMat[16];
>
>   // set up the color matrix
>   ...
>
>   // Store current matrix mode
>   int mmode[1];
>   glGetIntegerv( GL_MATRIX_MODE, mmode );
>
>   glMatrixMode( GL_COLOR );
>   glLoadMatrixf( colorMat );
>   glMatrixMode( mmode[0] );
>   return PFTRAV_CONT;
> }
>
> int
> bwPostDraw( pfTraverser * )
> {
>   // Turn off color matrixes
>   int mmode[1];
>   glGetIntegerv( GL_MATRIX_MODE, mmode );
>   glMatrixMode( GL_COLOR );
>
>   glLoadIdentity();
>   glMatrixMode( mmode[0] );
>   return PFTRAV_CONT;
> }
>
> ...
>
> // Set color matrix callbacks for a node
> node->setTravFuncs( PFTRAV_DRAW, bwPreDraw, bwPostDraw )
>
> ...
>
> OK, this kind of works - I can specify different color matrix for
> different nodes and the results look correct, BUT I CANNOT ANIMATE THE
> COLOR MATRIXES. If I change the color matrix used for a certain object
> between frames, it makes no visible difference in the rendered picture -
> it is always rendered using the color matrices specified in the first
> frame of simulation. I have checked that my callbacks are really called
> and correct color matrixes have been loaded for each frame.



Color matrix is not applied to glColor as it is sent to the pipe. Also, it is
not applied to texture fragements after the filtering. It is only applied to
texture pixels, as they are being loaded to the texture memory, using
glTexImage, glCopyTexSubImage, etc, and to pixels drawn with glDrawPixels and
glCopyPixels.

In your case, when you draw the frame for the first time, the textures are
being loaded when they are first applied, so they are transformed by the color
matrix.

To do realtime modifications of colors you have several choices :

1. Use a pfColortable, that will allow you to change the vertex colors on the
fly. On iR, it will propobaly hurt your performance.

2. Use the GL_POST_TEXTURE_FILTER_SCALE_SGIX and
GL_POST_TEXTURE_FILTER_BIAS_SGIX texture parameters. Those allow you to set a
scale and bias for texture fragements after filtering. You will have to call
them in the GeoState callback functions, after the texture is bound
(glBindTextureEXT).



Ran

-- 
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/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
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-------------------------------------+--------------------------------
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Date: Wed, 29 Jan 1997 07:38:14 -0600
From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  draw times
Status: O

Performers:
  Does any know how to deterministically calculate, in closed form, the
draw and cull times per viewport (channel) for a Performer app?
Some would say that deterministic and SGI don't usually go together
in the same sentence but I need to at least get close. The application I
have can have anywhere from 1-28 viewports and I need to know how
to pre-determine the frame rate as a function of the number of channels.

Any help or direction would be greatly appreciated. Thanks

- bryan wasileski
 McDonnell Douglas Training Systems
 St. Louis, MO
 bwasileski@mdc.com






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From: Erik Brisson <ebrisson@lobster.bu.edu>
Message-Id: <199701291516.KAA128016@lobster.bu.edu>
Subject: pfLightColor() Unknown color token
To: info-performer@sgi.com
Date: Wed, 29 Jan 97 10:16:40 EST
X-Mailer: ELM [version 2.3 PL11]
Status: O

I get these errors:
    PF Warning/Usage:              pfLightColor() Unknown color token 4608.
    PF Warning/Usage:              pfLightColor() Unknown color token 4609.
    PF Warning/Usage:              pfLightColor() Unknown color token 4610.
>From these calls:
    camlightsource = pfNewLSource();
    pfLSourceColor(camlightsource, PFLT_AMBIENT, 0.2f, 0.2f, 0.2f);
    pfLSourceColor(camlightsource, PFLT_DIFFUSE, 1.0f, 1.0f, 1.0f);
    pfLSourceColor(camlightsource, PFLT_SPECULAR,1.0f, 1.0f, 1.0f);
Can anyone tell me what I am doing wrong?  Not getting some shared library,
perhaps?  (In case that is the problem, here is my link line:
    cc -O -32 -o buidesk buideskMain.o -L/usr/local/CAVE/lib -lpfcave_igl -L/usr/lib  -L/usr/lib/libpfdb  -L/lib -all -ignore_unresolved -lpf_igl -lpfdu_igl -lpfui -lpfutil_igl -limage  -lfm  -lgl  -lXm -lXt -lXirisw  -lfpe  -lXmu  -lX11  -lm  -lmalloc  -lC

I am running Performer 2.0 (with the 2.0.2 patches, and the 2.0.1 exec env)
on an Onyx with RE2, IRIX 6.2

Thank you,
Erik

P.s. I did find a possible clue:
	   parameter ( GL_AMBIENT = 4608 )  
in /usr/include/GL/fgl.h.  But this seems a strange place to be getting stuff
from.
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Date: Wed, 29 Jan 1997 10:10:11 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701291010.ZM20653@hotsauce.clubfed.sgi.com>
In-Reply-To: Bryan Wasileski <bwasileski@mdc.com>
        "draw times" (Jan 29,  7:38am)
References: <s2eeff2c.052@mdc.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Bryan Wasileski <bwasileski@mdc.com>, info-performer@sgi.com
Subject: Re: draw times
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 29,  7:38am, Bryan Wasileski wrote:
> Subject: draw times
> Performers:
>   Does any know how to deterministically calculate, in closed form, the
> draw and cull times per viewport (channel) for a Performer app?
> Some would say that deterministic and SGI don't usually go together
> in the same sentence but I need to at least get close. The application I
> have can have anywhere from 1-28 viewports and I need to know how
> to pre-determine the frame rate as a function of the number of channels.
> 
> Any help or direction would be greatly appreciated. Thanks
> 
> - bryan wasileski
>  McDonnell Douglas Training Systems
>  St. Louis, MO
>  bwasileski@mdc.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 Bryan Wasileski


This probably isn't much help and it seems obvious but the example
program multichan.C could be modified to accept the number of channels
desired on the command line then using pfStats you could do some
measurements with a sample database which is relavent to your project.

This is just a suggestion I don't have any SGI benchmark numbers to
give you. I guess the big hangup with drawing multiple channels is
the gfx context switch plus you have to download the textures all
over again.

mulitchan is in /usr/share/Performer/src/pguide/libpf/C|C++

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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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Date: Wed, 29 Jan 1997 10:32:08 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701291032.ZM20725@hotsauce.clubfed.sgi.com>
In-Reply-To: Harri Kaimio <harri.kaimio@yle.fi>
        "Performer & color_matrix_SGI" (Jan 29,  2:00pm)
References: <32EF3BD1.ABD@yle.fi>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Harri Kaimio <harri.kaimio@yle.fi>, info-performer@sgi.com
Subject: Re: Performer & color_matrix_SGI
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 29,  2:00pm, Harri Kaimio wrote:
> Subject: Performer & color_matrix_SGI
> Hi all Performer gurus!
> 
> I am afraid I have lost all hope of understanding, how Performer works
> internally :-(
> 
> I am working on a project in which I need to change the color saturation
> (perhaps also hue) of part of the scene graph over time. The way I have
> planned to do it is by using the color matrix OpenGL extension. My
> source code looks like this:
> 
> 
> int
> bwPreDraw( pfTraverser * )
> {
>   // draw callback to turn on color matrix stuff
>   float colorMat[16];
> 
>   // set up the color matrix
>   ...	
> 
>   // Store current matrix mode
>   int mmode[1];
>   glGetIntegerv( GL_MATRIX_MODE, mmode );
> 
>   glMatrixMode( GL_COLOR );
>   glLoadMatrixf( colorMat );
>   glMatrixMode( mmode[0] );
>   return PFTRAV_CONT;
> }
> 
> int 
> bwPostDraw( pfTraverser * )
> {
>   // Turn off color matrixes
>   int mmode[1];
>   glGetIntegerv( GL_MATRIX_MODE, mmode );
>   glMatrixMode( GL_COLOR );
> 
>   glLoadIdentity();
>   glMatrixMode( mmode[0] );
>   return PFTRAV_CONT;
> }
> 
> ...
> 
> // Set color matrix callbacks for a node
> node->setTravFuncs( PFTRAV_DRAW, bwPreDraw, bwPostDraw )
> 
> ...
> 
> OK, this kind of works - I can specify different color matrix for
> different nodes and the results look correct, BUT I CANNOT ANIMATE THE
> COLOR MATRIXES. If I change the color matrix used for a certain object
> between frames, it makes no visible difference in the rendered picture -
> it is always rendered using the color matrices specified in the first
> frame of simulation. I have checked that my callbacks are really called
> and correct color matrixes have been loaded for each frame.
> 
> Can someone wiser than me explain what is happening? The only
> explanation I can think of is that perhaps Performer stores my database
> into a GL display list during the first frame, so my color matrices are
> also stored there. I is so? And what would be the best way around this
> problem?
> 
> Of course I could render the scene twice, the second time with B/W
> textures, but I am not very fond of that idea (twice the geometry, twice
> the textures, more difficult to use as a "plug-and-play" routine,
> difficulties in using transparent objects...)
> 
> I would greatly appreciate any help on this.
> -- 
> -----------------------------------------------------------------
> 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


Harri,
to find out how performer works get a hold of the 1994 SIGGRAPH Proceedings
and read "IRIS Performer: A High Performance Multiprocessing Toolkit for 
Real-Time 3D Graphics" should help your understanding greatly.

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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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Date: Wed, 29 Jan 97 10:03:26 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701291503.AA13492@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: NTSC output from iR.
Status: O


Anybody out there playing with the NTSC encoder on Inf.Reality?

I'm trying to videotape some of my normal 1280x1024/60Hz simulations.

When I set up ircombine on my iR box for 1280x1024 (60Hz) on one
DG-2 output and NTSC on the other, I see an occasional horizontal
discontinuity creeping up the NTSC display - no such artifact
appears on the regular display.

This looks like the kind of thing that you might expect if the
buffer swap wasn't correctly sync'ed to the vertical retrace.

When I check the frame rates in ircombine, it says that my
1280x1024 channel is running at 60Hz and the NTSC is at 59.94Hz.
ircombine doesn't seem to have any place to change this frame
rate.

This is evidently the reason why I have this discontinuity in
the video output.

Can anyone answer the following questions?

* What is the reason for this 0.06Hz discrepancy?

* Am I correct in assuming that this is the reason
  for the occasional creeping discontinuity in my
  NTSC recordings.

* What can I do about it?

Thanks in advance.



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)
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"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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Date: Wed, 29 Jan 1997 17:03:29 +0000 (WET)
From: Nikolaus Hanekamp <klaus@trixi.atlas.de>
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To: info-performer@sgi.com
Subject: Job Opportunities in Bremen (Germany)
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Status: O



STN ATLAS has open positions for software engineers, to extend its Image
Generator Software Group:

1. Design and development of visual simulation software for various
   applications.

2. Design and development of database generation software in conjunction
   with STN ATLAS own roadtool (START) and other modelling tools, like
   MultiGen or DWB.
   (see also http://www.public.asu.edu/~image/IMG/Img9702.html)

Qualified candidates should have a MS degree or Diplom in Computer Science
or related fields, a strong programming background in C++/Unix and 2 years
experience in:

- Object-oriented design and development of large software systems
- SGI Performer and OpenGl
- 3D Modelling ( OpenFlight, MultiGen, DWB or Medit )
- Real-time visual systems
- Unix ( preferable IRIX)

The Simulation Division ( 500 employees) of STN ATLAS ( 4500 employees) is
located in Bremen, northern Germany.

The main activities are:

- driving simulators
- ship handling simulators
- power plant simulators
- tank simulators
- combat trainers
- computer based training systems
- etc.


For more details please email or fax to the address below.


______________________________________________________________________________
|                     STN ATLAS Elektronik GmbH  D-28305 Bremen               |
| Nikolaus Hanekamp   Simulation Division  ETZ2  Sebaldsbruecker Heerstr. 235 |
|                                                +49/421/457-2906   -4120 fax |
|___________          hanekamp@atlas.de      _________________________________|

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From guest  Wed Jan 29 08:46:18 1997
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Received: by ht.com (950413.SGI.8.6.12/3.1.090690-High Techsplanations)
	id QAA17710; Wed, 29 Jan 1997 16:43:44 GMT
From: "Morten Bro-Nielsen" <bro@ht.com>
Message-Id: <9701291143.ZM17708@ht.com>
Date: Wed, 29 Jan 1997 11:43:44 -0500
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Subject: JOBS: Simulation/CG at HT Medical
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Status: O

HT Medical, Inc. is looking for new people to join our exciting team.

HT Medical, Inc. (formerly High Techplanations) of Rockville, Maryland
is a leading developer of physically-based virtual environment
software whose primary application area is surgery simulation.

We are currently working on projects for development of turnkey
products as well as core research, and has immediate full-time
openings for several software development people.

At HT you will find an exciting team of people, a full machine
park with all the stuff you ever wanted to try, and a lot of
challenges.

1. Sr. software engineer - Simulation and Graphics [Multiple positions]

We are looking for creative, problem-solving individuals
(M.Sc./Ph.D. or equivalent) to work on advanced
simulation software for our virtual surgery systems. If you
like developing advanced solutions for practical problems,
can implement algorithms from SIGGRAPH papers, and find
the idea of writing such a paper an interesting challenge, you are the
right person. You need a strong background in applied math,
must be familiar with OpenGL computer graphics on SGI/UNIX
workstations. Physically based modeling and SGI Performer
experience a plus. C/C++ required, real-time systems and
OO would be nice.


2. Software engineer - Computer Graphics [Multiple positions]

We are looking for creative, problem-solving individuals
(B.Sc./M.Sc. or equivalent) to develop realistic computer graphics
environments for our virtual surgery systems. If you like
creating cool graphics applications, and are good at finding
non-standard solutions to non-standard problems, you are
the right person. Experience with SGI/UNIX workstations and
one or more of the following is required: OpenGL, Performer,
or Inventor. In addition, experience with VRML and game graphics
packages such as Direct3D and RenderWare is a plus.


3. Electrical/computer engineer

We are looking for a creative, problem-solving individual
(B.Sc./M.Sc.) to develop software interfaces for force-feedback devices,
as well as other hardware used in our virtual surgery systems. You
will also contribute to the design of these devices in
collaboration with our hardware partners. You should have
experience in working with device drivers and hardware.
Hardware interfacing in UNIX/SGI a plus. You should be
familiar with various interface cards - VME to PCI -
and their individual quirks. Experience with force-feedback
devices or robotics would be a definite plus.

4.  System Administrator

We are looking for a cool-headed individual to manage our multi-platform
environment.  If you are a quick - but methodical - problem-solver,
can adapt in a fast-paced environment and at the same time keep calm,
you are the right person. The network includes several SGI/UNIX systems,
PCs (Win95/NT), Macs, an FTP/Web server and a firewall.
Responsibilities include updating SGI software and OS, and maintaining
shared file systems, internal and external networks, email, and DNS.
Travel a strong possibility for shows and demonstrations.  To keep
things running smoothly, experience with SGIs a must, NFS/NIS, firewalls, and
network proxies a plus.

Please respond by email:      jobs@ht.com
                 or fax:     (301) 984-2104





-- 
                              ,,,
                             (o o)
-------------------------oOO--(_)--OOo-------------------------------
Morten Bro-Nielsen, PhD          E-mail:                  bro@ht.com 
Senior Scientist                 HT WWW:          http://www.ht.com/
HT Medical, Inc.                 Private: http://www.imm.dtu.dk/~bro
6001 Montrose Road, Suite 902             http://www.imm.dtu.dk/~mvox
Rockville, MD 20852, USA         Phone: +1(301)984-3706  Fax: ..-2104
-------------- Creator of Surgery Simulation Systems ----------------
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From: Timothy Moore <moore@WOLFENET.com>
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Date: Wed, 29 Jan 1997 09:29:51 -0800 (PST)
Message-Id: <199701291729.JAA00242@gonzo.wolfenet.com>
To: ebrisson@lobster.bu.edu
CC: info-performer@sgi.com
In-reply-to: Erik Brisson's message of Wed, 29 Jan 97 10:16:40 EST <199701291516.KAA128016@lobster.bu.edu>
Subject: Re: pfLightColor() Unknown color token
Status: O

   From: Erik Brisson <ebrisson@lobster.bu.edu>
   Date: Wed, 29 Jan 97 10:16:40 EST

   I get these errors:
       PF Warning/Usage:              pfLightColor() Unknown color token 4608.
       PF Warning/Usage:              pfLightColor() Unknown color token 4609.
       PF Warning/Usage:              pfLightColor() Unknown color token 4610.
   >From these calls:
       camlightsource = pfNewLSource();
       pfLSourceColor(camlightsource, PFLT_AMBIENT, 0.2f, 0.2f, 0.2f);
       pfLSourceColor(camlightsource, PFLT_DIFFUSE, 1.0f, 1.0f, 1.0f);
       pfLSourceColor(camlightsource, PFLT_SPECULAR,1.0f, 1.0f, 1.0f);
   Can anyone tell me what I am doing wrong?  Not getting some shared library,
   perhaps?  (In case that is the problem, here is my link line:

It looks like you're including OpenGL header files in your IrisGL
application.  Do you have IRISGL #defined?

       cc -O -32 -o buidesk buideskMain.o -L/usr/local/CAVE/lib -lpfcave_igl -L/usr/lib  -L/usr/lib/libpfdb  -L/lib -all -ignore_unresolved -lpf_igl -lpfdu_igl -lpfui -lpfutil_igl -limage  -lfm  -lgl  -lXm -lXt -lXirisw  -lfpe  -lXmu  -lX11  -lm  -lmalloc  -lC

   P.s. I did find a possible clue:
	      parameter ( GL_AMBIENT = 4608 )  
   in /usr/include/GL/fgl.h.  But this seems a strange place to be getting stuff
   from.

in GL/gl.h GL_AMBIENT is defined to be 0x1200 which equals... 4608.
Tim

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From: Timothy Moore <moore@WOLFENET.com>
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To: brian@sgi.com
CC: bwasileski@mdc.com, info-performer@sgi.com
In-reply-to: Brian Furtaw's message of Wed, 29 Jan 1997 10:10:11 -0500 <9701291010.ZM20653@hotsauce.clubfed.sgi.com>
Subject: Re: draw times
Status: O

   Date: Wed, 29 Jan 1997 10:10:11 -0500
   From: brian@sgi.com (Brian Furtaw)

   On Jan 29,  7:38am, Bryan Wasileski wrote:

   This is just a suggestion I don't have any SGI benchmark numbers to
   give you. I guess the big hangup with drawing multiple channels is
   the gfx context switch plus you have to download the textures all
   over again.

Uh, I don't think multiple channels necessarily cause graphics context
switches and multiple texture downloads.  Multiple windows do, though.

Possibly full of it,
Tim
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Date: Wed, 29 Jan 97 12:25:01 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701291725.AA14908@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: RE: NTSC output from iR.
Status: O


I said:

> Anybody out there playing with the NTSC encoder on Inf.Reality?
> 
> I'm trying to videotape some of my normal 1280x1024/60Hz simulations.
> 
> When I set up ircombine on my iR box for 1280x1024 (60Hz) on one
> DG-2 output and NTSC on the other, I see an occasional horizontal
> discontinuity creeping up the NTSC display - no such artifact
> appears on the regular display.

Well, I think I now understand the problem fully (thanks to some help from an
old friend at Philips Research)...

NTSC *isn't* 60Hz - it's 59.96Hz, however, your normal SGI CRT
*is* exactly 60.00000000Hz. Hence, the buffer swap signal in the simulation
switches the double buffers at 60Hz - which is not in sync with the
NTSC vertical retrace - so you get a buffer swap partway down the screen.

Now all we need is an SGI Guru to tell us either:

1) How to get Performer to swap the double buffer in sync with the
   NTSC frame rate.

or...

2) How to get the NTSC encoder to run at exactly 60Hz. (Admittedly if we
   did this, it wouldn't be perfectly timed to the NTSC standard - but
   a VCR wouldn't care about that).

Why isn't NTSC 60Hz? Well - that's an interesting subject in it's
own right. I think the story boils down to the fact that good old
monochrome television (back when "I Love Lucy" wasn't a rerun) *was*
60Hz, in order to avoid nasty interactions with 60Hz wall socket
power frequencies.

When colour came along, they needed some extra data within each
frame - and to avoid increasing the bandwidth needed in the
transmitters, they dropped the frame rate to 59.96Hz (ugh!) and
presumably just hoped that electrical isolation within the TV
was good enough to avoid interactions with the 60Hz power.

...and these are the same people who are defining the wonderous (NOT!)
new HDTV standards.



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)
                                http://web2.airmail.net/sjbaker1     (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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From guest  Wed Jan 29 11:18:11 1997
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Message-Id: <199701291911.UAA03447@cinet>
From: "=?ISO-8859-1?Q?=D3scar_S.?=" <0781.ct@cinet.fcr.es>
To: "=?ISO-8859-1?Q?Info_T=E9cnica_Performer?=" <info-performer@sgi.com>
Subject: New Proyect
Date: Wed, 29 Jan 1997 20:17:40 +0100
X-MSMail-Priority: Normal
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Status: O

Hi!

I'm a student that finish 5º of electronics and I like to make my proyect with the
Performer.
Please Can you give me any ideas about a new interested proyect?

Thanks!

Oscar
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Date: Wed, 29 Jan 1997 14:14:59 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701291414.ZM21474@hotsauce.clubfed.sgi.com>
In-Reply-To: Timothy Moore <moore@wolfenet.com>
        "Re: draw times" (Jan 29,  9:32am)
References: <199701291732.JAA00797@gonzo.wolfenet.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Timothy Moore <moore@wolfenet.com>, brian@sgi.com
Subject: Re: draw times
Cc: bwasileski@mdc.com, info-performer@sgi.com
Mime-Version: 1.0
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Status: O

On Jan 29,  9:32am, Timothy Moore wrote:
> Subject: Re: draw times
>    Date: Wed, 29 Jan 1997 10:10:11 -0500
>    From: brian@sgi.com (Brian Furtaw)
> 
>    On Jan 29,  7:38am, Bryan Wasileski wrote:
> 
>    This is just a suggestion I don't have any SGI benchmark numbers to
>    give you. I guess the big hangup with drawing multiple channels is
>    the gfx context switch plus you have to download the textures all
>    over again.
> 
> Uh, I don't think multiple channels necessarily cause graphics context
> switches and multiple texture downloads.  Multiple windows do, though.
> 
> Possibly full of it,
> Tim
>-- End of excerpt from Timothy Moore


See this is what you get when you guess, I just assumed multiple channels
required multiple contexts, now I really don't know why it takes longer.

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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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From: "=?ISO-8859-1?Q?=D3scar_S.?=" <0781.ct@cinet.fcr.es>
To: "=?ISO-8859-1?Q?Info_T=E9cnica_Performer?=" <info-performer@sgi.com>
Subject: Reference pages
Date: Wed, 29 Jan 1997 20:09:34 +0100
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Hello!

In the IRIS Performer Programmer's Guide talk about reference pages to get more
information on one instrucction.

Where I can find this reference pages?

Thanks

Oscar
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199701291938.LAA01654@remi.asd.sgi.com>
Subject: Re: NTSC output from iR.
To: steve@mred.bgm.link.com (Steve Baker)
Date: Wed, 29 Jan 1997 11:38:01 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <9701291725.AA14908@mred.bgm.link.com> from "Steve Baker" at Jan 29, 97 12:25:01 pm
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Steve Baker wrote:
> 
> Anybody out there playing with the NTSC encoder on Inf.Reality?
> 
> I'm trying to videotape some of my normal 1280x1024/60Hz simulations.
> 
> When I set up ircombine on my iR box for 1280x1024 (60Hz) on one
> DG-2 output and NTSC on the other, I see an occasional horizontal
> discontinuity creeping up the NTSC display - no such artifact
> appears on the regular display.
>
>  ....................
>
> Well, I think I now understand the problem fully (thanks to some help from an
> old friend at Philips Research)...
> 
> NTSC *isn't* 60Hz - it's 59.96Hz, however, your normal SGI CRT
> *is* exactly 60.00000000Hz. Hence, the buffer swap signal in the simulation
> switches the double buffers at 60Hz - which is not in sync with the
> NTSC vertical retrace - so you get a buffer swap partway down the screen.
> 
> Now all we need is an SGI Guru to tell us either:
> 
> 1) How to get Performer to swap the double buffer in sync with the
>    NTSC frame rate.
> 
> or...
> 
> 2) How to get the NTSC encoder to run at exactly 60Hz. (Admittedly if we
>    did this, it wouldn't be perfectly timed to the NTSC standard - but
>    a VCR wouldn't care about that).

 Ed hutchins pointed to me that since patch1355 the NTSC frequency is
 quietly coerced to 60Hz.

 But you should tell ircombine what is the source channel for the NTSC output
 (knowned as vampire mode) by selecting the source channel in the encode
 attributes of ircombine.

 This also has the advantage to let you map the NTSC video to the full
 frame buffer, instead of being limited to 640x486.

> 
> Why isn't NTSC 60Hz? Well - that's an interesting subject in it's
> own right. I think the story boils down to the fact that good old
> monochrome television (back when "I Love Lucy" wasn't a rerun) *was*
> 60Hz, in order to avoid nasty interactions with 60Hz wall socket
> power frequencies.
> 
> When colour came along, they needed some extra data within each
> frame - and to avoid increasing the bandwidth needed in the
> transmitters, they dropped the frame rate to 59.96Hz (ugh!) and
> presumably just hoped that electrical isolation within the TV
> was good enough to avoid interactions with the 60Hz power.
> 

 Is it the difference between the two NTSCs ? Japan vs Us ?

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: Moshe Nissim <orad_u@netvision.net.il>
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Steve Baker wrote:
> 
> I said:
> 
> > Anybody out there playing with the NTSC encoder on Inf.Reality?
> >
> > I'm trying to videotape some of my normal 1280x1024/60Hz simulations.
> >
> > When I set up ircombine on my iR box for 1280x1024 (60Hz) on one
> > DG-2 output and NTSC on the other, I see an occasional horizontal
> > discontinuity creeping up the NTSC display - no such artifact
> > appears on the regular display.
> 
> Well, I think I now understand the problem fully (thanks to some help from an
> old friend at Philips Research)...
> 
> NTSC *isn't* 60Hz - it's 59.96Hz, however, your normal SGI CRT
> *is* exactly 60.00000000Hz. Hence, the buffer swap signal in the simulation
> switches the double buffers at 60Hz - which is not in sync with the
> NTSC vertical retrace - so you get a buffer swap partway down the screen.
> 

True but,
I think the DG4 absolutely requires that all channels run at the same
swap rate.
So don't beleive everything ircombine says about frequencies...

Anyway, you can "slave" channel 1 to channel 0, wouldn't that guarantee
it will
see the exact pixel-stream as channel 0 ( the CRT )?

Moshe Nissim
Orad Hi-Tec Systems
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701292003.ZM13229@bitch.reading.sgi.com>
Date: Wed, 29 Jan 1997 20:03:47 +0000
In-Reply-To: "=?ISO-8859-1?Q?=D3scar_S.?=" <0781.ct@cinet.fcr.es>
        "Reference pages" (Jan 29,  8:09pm)
References: <199701291911.UAA03445@cinet>
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        "=?ISO-8859-1?Q?=D3scar_S.?=" <0781.ct@cinet.fcr.es>
Subject: Re: Reference pages
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Install the manuals and type:

man pfWhateverIWant

or install the 'books' with the performer release and
use 'insight' to read the books online.

For a quick start look in /usr/share/Performer/src/*
for working C & C++ examples.

I recommend 'complex.C', it isn't actually that complex
and does the right things.

There is a bug in the function which updates the eye though
which closes a couple of brackets in the wrong place and so
includes the pitch angle in the heading direction calculations.
This is easily fixed.

Cheers,
Angus.

On Jan 29,  8:09pm, =?ISO-8859-1?Q?=D3scar_S.?= wrote:
> Subject: Reference pages
> Hello!
>
> In the IRIS Performer Programmer's Guide talk about reference pages to get
more
> information on one instrucction.
>
> Where I can find this reference pages?
>
> Thanks
>
> Oscar
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from =?ISO-8859-1?Q?=D3scar_S.?=


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Wed, 29 Jan 1997 20:12:33 +0000
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To: remi@remi.asd.sgi.com (=?iso-8859-1?Q?R=E9mi_Arnaud?=),
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--PART-BOUNDARY=.19701292012.ZM13245.reading.sgi.com
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On Jan 29, 11:38am, R=E9mi Arnaud wrote:

>
>  Ed hutchins pointed to me that since patch1355 the NTSC frequency is
>  quietly coerced to 60Hz.
>
>  But you should tell ircombine what is the source channel for the NTSC =
output
>  (knowned as vampire mode) by selecting the source channel in the encod=
e
>  attributes of ircombine.
>
>  This also has the advantage to let you map the NTSC video to the full
>  frame buffer, instead of being limited to 640x486.

I expect genlocking to a house sync if you have one will drag the whole
thing back into line if the frame rate bothers you.

Cheers,
Angus.

--PART-BOUNDARY=.19701292012.ZM13245.reading.sgi.com--

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Hi,

Can anyone give me good pointers to implementing Rain/Thunderstorms 
using Performer ? I did read a posting on the archive sometime back.
Did anybody try to implement this and if so how did it work . 
If I remember correctly, this implementation was suggesting using
overlay planes to draw pixels at random.  We intend to use the overlay
planes for something else. So, I was just wondering if there is a better 
approach to this issue.


Thanks in advance

Ram

ram@ivex3d.com
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Subject: (Fwd) Re: (Fwd) RE: NTSC output from iR.
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A response from Paul Spencer, our multimedia guru in residence.

Cheers,
Angus.

---- Forwarded mail from spencer@hailwood.asd.sgi.com (Paul Spencer)

Reply-To: spencer@hailwood.asd.sgi.com (Paul Spencer)
From: spencer@hailwood.asd.sgi.com (Paul Spencer)
Subject: Re: (Fwd) RE: NTSC output from iR.
Date: 29 Jan 1997 20:57:26 GMT

>
> NTSC *isn't* 60Hz - it's 59.96Hz,

Actually 59.94 Hz.

> however, your normal SGI CRT
> *is* exactly 60.00000000Hz.

Well, not really. Nominally, it is 60 Hz; but it certainly isn't
that precise. We drive it off a normal crystal; on recent DG boards
we use a 10 ppm tolerance part. That means the 107.352 MHz dot
clock of 1280x1024_60 can vary by +/- 107 Hz, so you get a range
of 59.99994 to 60.00006 Hz.

The exact frequency will vary from board to board, and vary with
temperature, and vary with line voltage; but it is *not* exactly
60 Hz.

> Hence, the buffer swap signal in the simulation
> switches the double buffers at 60Hz - which is not in sync with the
> NTSC vertical retrace - so you get a buffer swap partway down the screen.

Yes, precisely. This same effect will happen when you have two graphics
heads (either in the same system, or two separate systems); although
since the base frequencies are closer together, the two displays will
drift with respect to each other much more slowly.

> 1) How to get Performer to swap the double buffer in sync with the
>    NTSC frame rate.

Genlock/framelock the two systems together! This is exactly the problem
that genlock is for; getting two video displays to match up.

> 2) How to get the NTSC encoder to run at exactly 60Hz. (Admittedly if we
>    did this, it wouldn't be perfectly timed to the NTSC standard - but
>    a VCR wouldn't care about that).

You can't do this and call it NTSC; and it wouldn't work on some
equipment anyway. Besides, you'd *still* have the same problem
of having two separate crystals running at two very slightly different
frequencies.


There is a second problem that you don't bring up. Suppose that we
had a graphics head slaved to an atomic clock, running at *PRECISELY*
59.94 Hz; and we had the NTSC output slaved to the atomic clock as
well, at *PRECISELY* 59.94 Hz. You would still have a technical
issue; the vertical retrace interval of the two video outputs would
not be aligned. There would be no relative drift of the two; but
the NTSC output could still have a tear in it.

This second problem is also fixed by genlocking/framelocking the two
together; this will assure that the two are running at the same
frequency, and have their vertical intervals aligned.

....paul

--
Paul Spencer                 Silicon Graphics Advanced Systems Division
spencer@sgi.com                               Mountain View, California


---End of forwarded mail from spencer@hailwood.asd.sgi.com (Paul Spencer)
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From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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Subject: multi-channel performer setup using ircombine
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Status: O

Hi-
  I am *trying* to use ircombine to do something useful on my onyx iR. I
want a performer application I'm developing to be able to draw up to
five channels in five viewports within a window, and have the physical
displays mapped onto each of the viewports. At the moment, I have a DG
with two outputs, so I'm just trying to set up the framebuffer for two
channels. No matter what I do, ircombine complains about an integer
parameter out of range (an X error). What I want to do is configure the
framebuffer to have a size of 1280x480. Channels 0 and 1 should each
have a size of 640x480 with 60Hz refresh rate, and channel 1 should have
an x offset of 640. Basically, two VGA-resolution channels adjacent to
each other in the framebuffer. The total resolution is smaller than the
existing 1280x1024, so I don't think I'm asking for anything beyond the
capabilities of the hardware. However, nothing that I have tried has
worked. Anyone know what I am missing?

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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To: Christopher R Volpe <volpe@ash.crd.ge.com>
cc: info-performer@sgi.com
Subject: Re: multi-channel performer setup using ircombine 
In-reply-to: Your message of "Wed, 29 Jan 1997 16:16:37 EST."
             <32EFBE35.3887@ash.crd.ge.com> 
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Date: Wed, 29 Jan 1997 14:07:53 -0800
From: Eric Kunze <ekunze@yacko>
Status: O

Chris,

Probably what is happening is that you are not running ircombine as root.  If 
you don't run as root, everything will appear to work fine until you try to 
download the combination at which time you get a BadValue error.  There is a 
bug filed to make this error message report a useful error, instead of 
BadValue.

Eric

> Hi-
>   I am *trying* to use ircombine to do something useful on my onyx iR. I
> want a performer application I'm developing to be able to draw up to
> five channels in five viewports within a window, and have the physical
> displays mapped onto each of the viewports. At the moment, I have a DG
> with two outputs, so I'm just trying to set up the framebuffer for two
> channels. No matter what I do, ircombine complains about an integer
> parameter out of range (an X error). What I want to do is configure the
> framebuffer to have a size of 1280x480. Channels 0 and 1 should each
> have a size of 640x480 with 60Hz refresh rate, and channel 1 should have
> an x offset of 640. Basically, two VGA-resolution channels adjacent to
> each other in the framebuffer. The total resolution is smaller than the
> existing 1280x1024, so I don't think I'm asking for anything beyond the
> capabilities of the hardware. However, nothing that I have tried has
> worked. Anyone know what I am missing?
> 
> 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


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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: multi-channel performer setup using ircombine
To: volpe@ash.crd.ge.com (Christopher R Volpe)
Date: Wed, 29 Jan 1997 14:35:49 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <32EFBE35.3887@ash.crd.ge.com> from "Christopher R Volpe" at Jan 29, 97 04:16:37 pm
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Christopher R Volpe wrote:
> 
> Hi-
>   I am *trying* to use ircombine to do something useful on my onyx iR. I
> want a performer application I'm developing to be able to draw up to
> five channels in five viewports within a window, and have the physical
> displays mapped onto each of the viewports. At the moment, I have a DG
> with two outputs, so I'm just trying to set up the framebuffer for two
> channels. No matter what I do, ircombine complains about an integer
> parameter out of range (an X error). What I want to do is configure the
> framebuffer to have a size of 1280x480. Channels 0 and 1 should each
> have a size of 640x480 with 60Hz refresh rate, and channel 1 should have
> an x offset of 640. Basically, two VGA-resolution channels adjacent to
> each other in the framebuffer. The total resolution is smaller than the
> existing 1280x1024, so I don't think I'm asking for anything beyond the
> capabilities of the hardware. However, nothing that I have tried has
> worked. Anyone know what I am missing?
> 

 Selecting 640x480_60.vfo for channel 0 and channel 1, then moving the
 origin to 640 for the channel 1 works perfectly.

 What is the Xerror you have ? Do you run ircombine on IR ?

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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Thank you all for your help. A couple of you suggested that I should be
root when downloading a new combination, and you were right! That was
the problem.

-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: Wed, 29 Jan 1997 15:49:24 -0800 (PST)
From: Trina Roy <trina@bugs.asd.sgi.com>
To: Brian Corrie <bcorrie@cs.anu.edu.au>
cc: info-performer@sgi.com
Subject: Re: [Q] Onyx2 Reality for VR???
In-Reply-To: <199701280012.LAA09323@silver.anu.edu.au>
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Hi -

The Onyx2 Reality should be sufficient to run an ImmersaDesk.  I dont want
to say that it does absolutely for sure unless I could test it myself
(which could happen in a month or so if need be), but the I-Desk can run
off an RE and an Impact as well so the Onyx2 Reality should be fine.  Keep
in mind though the impact that it will have on the applications running
on the I-Desk.  Having an application work on the I-Desk is one thing,
having it run fast enough and accurately enough visually to sustain the
frame rate needed to maintain immersion (at least 10 Hz) is an entirely
different story (remember you're rendering each frame twice, once per eye
for stereo).  Without knowing more details about what you'll be running
it's hard for me to make that call.  But it sounds like you have the right
information about the differences between the two systems so you can make 
a pretty educated judgement call.

Good luck!!

-Trina


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                trina m. roy      trina@sgi.com
    scientific visualization      silicon graphics inc.
                415.933.6395      mountain view, ca




On Tue, 28 Jan 1997, Brian Corrie wrote:

> 
> G'day all,
> 
> I have what may seem like a silly question, but I am a bit of a newbie to high 
> end SGI graphics systems and this seems like the place to clarify some things. 
> Sorry about the length of this email, but I thought it best to give as much 
> info as possible to avoid confusion. We are looking at purchasing an 
> Immersadesk VR system and an Onyx2 Reality Deskside system to drive it.  The 
> Immersadesk is a drafting sized immersive VR system with stereo viewing and 
> both head and hand tracking. Up until recently, these devices were typically 
> driven by a Onyx RE or Onyx IR system, usually with 1 pipe.  Given the 
> previous statement, it appears obvious that the Onyx2 Reality Deskside system 
> would be more than capable of driving the Immersadesk.
> 
> The problem (and my question) arises from the fact that the Onyx2 Reality is a 
> scaled down version of the Onyx2 IR and I am not familiar enough with high end 
> SGI hardware (nor familiar enough with the VR requirements imposed on these 
> machines) to determine whether or not this 'scaling down' is going to impact 
> drastically on opearting the Immersadesk...  I am unfortunately in the 
> position that I have to advise the powers that be on whether the machine will 
> be capable of driving the Immeradesk successfully, so I need to find these 
> things out...
> 
> The main potential problem is the configuartion of the frame buffer.  The 
> Onyx2 Reality has an RM8 with 40 MB of frame buffer as standard, which is half 
> the frame buffer of what the IR RM7s have (80 MB).  To drive the Immersadesk, 
> we require 1280x1024 stereo, double buffered rendering.  With 40 MB of frame 
> buffer at 1280x1024 pixels, this gives us 256 bits/pixel.  My problem is that 
> I do not know enough about the frame buffer modes of the IR pipes to be sure 
> that we are not going to lose some capabability that we require due to having 
> "only" 256 bits/pixel.  If we are using 12bit RGBA pixels with stereo double 
> buffering my calculations tell me that we need 4 x 48 bits (for left/front, 
> right/front, left/back, and right/back images) and we will say 23 bits for 
> depth.  This leaves us with just over 40 bits/pxel remaining, which seems like 
> more than enough...
> 
> So my question is, am I missing anything here???? Our SGI reps here in 
> Canberra have expressed some concern that this may not be enough.  
> Specifically, they have stated that there will be no anti-aliasing available 
> (only 1 sample per pixel).  I have the Onyx2 Technical Report and it mentions 
> the Accumulation Buffer, stencils, overlays, tags, and things like LA32, LA16, 
> and MS Color (see page 20 of the Onyx2 Tech Report) without really defining 
> what they are and how they are used.  What I need to know in what 
> circumstances are they used and how many of my valuable bits/pixel are they 
> going to chew up?  I am also interested in finding out if any of these are 
> essential in driving a system like the Immersadesk and if so, will my 40 MB of 
> frame buffer be enough... (Gee, I am really starting to sound possesive about 
> that good ol' Onyx2 Reality box, I wonder if they will let me have it in my 
> office 8-)
> 
> I am hoping that someone on this list is both an Onyx2 and an Immersadesk 
> user, as that is really what I need to answer my questions.  Of course any 
> input from anyone would be HUGELY appreciated!!!!
> 
> Thanks in advance,
> 
> 	Brian Corrie.
> 
> 
> 
> 
> 
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                trina m. roy      trina@sgi.com
    scientific visualization      silicon graphics inc.
                415.933.6395      mountain view, ca


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From: fred@llogic.com (Frederic Francis)
Message-Id: <199701300451.UAA07184@llogic.com>
Subject: Job Opportunity in Montreal
To: info-performer@sgi.com
Date: Wed, 29 Jan 1997 20:51:22 -0800 (PST)
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Job Offer: Senior Real-Time Graphics Programmer 


The Company 

Lateral Logic Inc is a young visual simulation company located in
Montreal.  Our primary focus is the development of visual simulation
software for training, prototyping, and presentation with a strong 
emphasis on exact modeling of multi-body dynamics and accurate visuals. 


Job Requirements

Lateral Logic is currently looking for an expert in the field of 
real-time graphics programming to join our core R&D team.

Candidates should have extensive experience in all of the following:

	- OpenGL and IRIS Performer programming
	- C++, Object-Oriented programming methods
	- Graphical Database Optimization
	- Code optimization for multiprocessing
	 
Candidates should hold a B.Sc. (graduate degree preferred) and should
have a strong background in mathematics and/or physics. 


Interested candidates should mail their resumes in ascii format
to karsten@llogic.com.

Regards,
Karsten Howes
Director of Research 
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        "Re: [Q] Onyx2 Reality for VR???" (Jan 29,  6:49pm)
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To: Trina Roy <trina@bugs.asd.sgi.com>, Brian Corrie <bcorrie@cs.anu.edu.au>
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Brian Corrie writes:
> > we require 1280x1024 stereo, double buffered rendering. ...
> > My problem is that I do not know enough about the frame buffer modes
> > of the IR pipes to be sure that we are not going to lose some
> > capabability that we require due to having "only" 256 bits/pixel.

As Brian Corrie suggested, some potential snags lie within the reduced
frame buffer capacity and the available pixel formats using the 40MB raster
manager (RM8) on the Reality pipe. However, as Trina Roy (hi, Trina!)
pointed out, there is also a potential issue in the reduced geometry
throughput on the GE boards ("reduced" relative to an InfiniteReality, that
is).

(Please note that I don't know much at all about the ImmersaDesk and I'm
not addressing its requirements specifically here!)

RM8: For double-buffered stereo at 1280x1024, my (somewhat preliminary)
information tells me that you can get:
  - RGBA 12/12/12/12 pixels with either
    - 31 bits of Z and one bit of stencil; or
    - 32 bits of Z.
  - RGB 10/10/10 pixels (no destination alpha planes) with one of:
    - four-sample multisampling;
    - 32/32/32 accumulation; or
    - 1 aux, 32 bits of Z, and 8 bits of stencil.
While it would be possible to add a second RM8 to the Reality pipe to get
you back into the world of Medium pixel depth, you should compare the
pricing of this option against a single-RM7 InfiniteReality system.

GE: Due to the design of the GE on the Reality pipeline, you should expect
its geometry throughput (as opposed to pixel-fill) to be approximately half
of what you would get on an InfiniteReality pipeline. I think this is also
made clear on the table on the back page of the Onyx2 short brochure (the
little eight-page thing).

Ciao,

Amit
--
      AMIT PARGHI                            DISCREET LOGIC
   amit@discreet.com              5505, boul. St.-Laurent, bureau 5200
    +1.514.272.0525                 Montreal (Quebec) Canada H2T 1S6
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From guest  Wed Jan 29 23:07:22 1997
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Date: Wed, 29 Jan 1997 23:19:35 -0800 (PST)
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To: info-performer@sgi.com
From: Avi Bar-Zeev <avi@oz.net>
Subject: JOBS: Seattle, VR, games
Status: O


>From my consulting business, I am aware of several Performer-related jobs in
Seattle. I can't make any official offers myself but I can refer you to the
appropriate person in the company.

Presently, a company with whom I'm contracting needs another experienced
Performer person for project-term work (about 1 year, possibly leading to
permanent work). This person would be working with us to bring a cool
real-time 3-D entertainment application to fruition. The company is small
and frieldny and the project is well financed. And we're still in the design
phase so now is the time to get on board. Time is of the essence.

We may also need a shorter-term (on the order of 3-5 months) contract person
to work on specific tasks such as writing a converter from Alias and/or
Softimage to the run-time Performer structures, including animation and some
other cool features. I can't guarantee the availability of this position
since we may find an affordable 3rd party product for this task. But I'm
betting that we'll have to develop this ourselves due to licensing expense.

You can send your resume to me in confidence and I'll forward it directly to
the company. Or, if you ask nicely, I'll give you the contact info (but I
can't post it publicly).

Thanks.

Avi
Avi Bar-Zeev                       -- "Every trip begins with a single misstep"
A Real-Time 3-D Animated Character -- avi@oz.net        http://www.oz.net/~avi
WOLFCHILD-3D Consulting            -- avi@wolfchild.com
http://www.wolfchild.com/3d

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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9701301308.ZM4397@eagle.cae.ca>
Date: Thu, 30 Jan 1997 13:08:24 -0500
In-Reply-To: Bryan Wasileski <bwasileski@mdc.com>
        "draw times" (Jan 29,  7:38am)
References: <s2eeff2c.052@mdc.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Bryan Wasileski <bwasileski@mdc.com>, info-performer@sgi.com
Subject: Re: draw times
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Status: O

Bryan Wasileski wrote:

> Does any know how to deterministically calculate, in closed form, the
> draw and cull times per viewport (channel) for a Performer app?
> Some would say that deterministic and SGI don't usually go together
> in the same sentence but I need to at least get close. The application I
> have can have anywhere from 1-28 viewports and I need to know how
> to pre-determine the frame rate as a function of the number of channels.

Bryan,

You'll can obtain deterministic results if your application is running
with PFPHASE_LOCK, a non-degrading priority, on restricted and isolated
CPUs. To ensure a valid timing on a per-channel basis, I suggest you use a
DRAW callback similar to this one:

	void drawCB(pfChannel* chan, void* data)
	{
		chan->clear();
		pfDraw();
		glFinish();	// or simply finish() for IrisGL
	}

I've tried this method of timing a channel independently from the others.
It was suggested to me by Sharon Clay. Using this, you'll will obtain the
exact time required to draw a particular channel. However, the overall
throughput of your application may (and will) be reduced because every
channel will block the DRAW process until the graphics pipeline is done
drawing it. You won't benefit from the fact that a channel could start
sending drawing commands to the pipe even if there are still graphics
commands from the previous channel being processed inside the graphics
subsystem.

As for the CULL stage, you might consider using pfMultithread() to avoid
being limited by the culling task when drawing 28 channels (man, that's a
large number of views).

Use pfFrameStats to obtain channel statistics. It is still possible to use
pfChannel::drawStats() to draw the statistics panel inside the channel,
but this will artificially increase the draw time of your channel. It is
best to query the channel statistics from the APP process.


Let us know how you're doing. You have an interesting problem. And I'm
personaly interested with multi-channel applications.


--
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: "Jeff Clark" <jeff@nvg.aircrew.asu.edu>
Message-Id: <9701301634.ZM8170@nvg.aircrew.asu.edu>
Date: Thu, 30 Jan 1997 16:34:34 -0700
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To: info-performer@sgi.com
Subject: Hardware questions...
Cc: jclark@acm.org
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Status: O


Hello all,

I am having difficulty implementing an "automatic gain control" for my
Performer app.  By AGC, I mean the gain on each pixel is a function
of the average pixel value (intensity... one color component) of the
current frame (or previous frame, Ill take what I can get). The correct
result would be constant overall brightness on the display.

I have implemented this in a handful of ways, but all of my attempts EITHER
make it impossible to maintain my target frame rate OR don't provide
an adequate AGC performance (I would like an AGC update rate of ~15Hz).

There are two issues involved... here they are along with my attempted
solutions:

-Come up with an accurate (or approximate) average pixel value at ~15Hz:

     -approximate average pixel value using an ogl MINMAX histogram.  This
      is fast, but the approximation is unsatisfactory.

     -approximate average pixel value by reading a slice of the framebuffer
      (glReadPixels()) every frame.  i.e. if I read 32 lines/frame, I read
      the entire FB every 32 frames.  So what I have is an "idea" of the
      brightness of the entire scene over the last 32 frames. This introduces
      temporal inaccuracies that are probably unacceptable.  This actually
      looks pretty good a lot of the time, but sometimes not...i.e. in the
      worst case a bright source moves into the scene and has no effect on
      the AGC until 31 frames later.  At 60 fps, this is an effective AGC
      update of 2 Hz...  unacceptable.

     -approximate average pixel value using an ogl MINMAX histogram of one
      color component.  The penalty to the draw process is comparable to
      using glReadPixels() and, therefore would be done in slices.  Now
      I have the same problem as in the last attempt.

-Apply a gain to the entire display based on the result of the first task
 above:

     -accumulate the 1 million pixels in the accumulation buffer and set the
      acbuf gain to the desired gain.  This, of course, works fine but takes
      up so much draw that I don't have enough time to draw my scene at the
      complexity my simulation requires.


SO, anybody have any ideas? (in the context of a 2 pipe iR with Sirius option)

I am starting to think of ways to do it near the end or after the pipeline:

On the gain issue, I wonder if there is a way to apply a gain (analog or
digital) in the DG... i.e. near the DAC or gamma tables? In the ircombine
channel attributes window I notice a GAIN field... is this a user register
that can be changed at 15 Hz? (ASD, if this doesn't exist it sure would be
a groovy thing to have!)  Or, could the Sirius box apply a gain offline
(and do so quickly) (sorry, I'm Siriusly ignorant)?

On the pixel averaging issue, I wonder again if the Sirius can't be used?

If not Sirius, I would think it would be posible to find a specialized
hardware box that performs my AGC... i.e. a box that takes analog video
and outputs a signal with constant overall brightness. Anybody ever heard
of such a gizmo?

Apologies:

Im sorry that these aren't -exactly-  Performer questions, but they are SGI
questions... and this list is the best resource I know of.  Besides, it is
difficult to get this kind of info from support.
Im sorry that this post is long enough to cut into your lunch break!


Any responses will be GREATLY appreciated... I'm am beginning to run out of
ideas.


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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9701301753.ZM1581@od.sri.com>
Date: Thu, 30 Jan 1997 17:53:07 -0800
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To: info-performer@sgi.com
Subject: Mirror image rendering
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Status: O

Does anyone know how to vertically flip the image produced by perfomer? I'm
viewing the monitor in a mirror and need to compensate for it.

I tried creating a perspective frustrum with the top < bottom, but this seems
to reverse all the normals, messing up back face culling and lighting, and does
weird things with the near and far clipping planes.

I also tried to do a
	pfGetChanViewMat(chan, view);
	pfPostMultMat(view, inv);
	pfChanViewMat(chan, view);
where inv = 	{1, 0, 0, 0,
		0, -1, 0, 0,
		0, 0, 1, 0,
		0, 0, 0, 1}

This seemed to do nothing. Any ideas?

--

Nat Bletter
SRI International
nat@od.sri.com
http://os.sri.com/people/nat/
(415) 859-4358
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9701301850.ZM3554@sixty.asd.sgi.com>
Date: Thu, 30 Jan 1997 18:50:19 -0800
In-Reply-To: "Jeff Clark" <jeff@nvg.aircrew.asu.edu>
        "Hardware questions..." (Jan 30,  4:34pm)
References: <9701301634.ZM8170@nvg.aircrew.asu.edu>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Jeff Clark" <jeff@nvg.aircrew.asu.edu>, info-performer@sgi.com
Subject: Re: Hardware questions...
Cc: jclark@acm.org
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

For auto gain, one good way is to page the frame buffer into texture memory and
then render it back onto a 2D polygon using TLUTs (Texture Look Up Tables).
Both OpenGL and Performer support direct framebuffer to texture paging (also
named as texture copy).

In the TLUT you can apply whatever is the transfer function that you whish to
achieve in funtion of the "main brightness" of the previous frames.

The TLUT has no performance penalty.

-Javier



On Jan 30,  4:34pm, Jeff Clark wrote:
> Subject: Hardware questions...
>
> Hello all,
>
> I am having difficulty implementing an "automatic gain control" for my
> Performer app.  By AGC, I mean the gain on each pixel is a function
> of the average pixel value (intensity... one color component) of the
> current frame (or previous frame, Ill take what I can get). The correct
> result would be constant overall brightness on the display.
>
> I have implemented this in a handful of ways, but all of my attempts EITHER
> make it impossible to maintain my target frame rate OR don't provide
> an adequate AGC performance (I would like an AGC update rate of ~15Hz).
>
> There are two issues involved... here they are along with my attempted
> solutions:
>
> -Come up with an accurate (or approximate) average pixel value at ~15Hz:
>
>      -approximate average pixel value using an ogl MINMAX histogram.  This
>       is fast, but the approximation is unsatisfactory.
>
>      -approximate average pixel value by reading a slice of the framebuffer
>       (glReadPixels()) every frame.  i.e. if I read 32 lines/frame, I read
>       the entire FB every 32 frames.  So what I have is an "idea" of the
>       brightness of the entire scene over the last 32 frames. This introduces
>       temporal inaccuracies that are probably unacceptable.  This actually
>       looks pretty good a lot of the time, but sometimes not...i.e. in the
>       worst case a bright source moves into the scene and has no effect on
>       the AGC until 31 frames later.  At 60 fps, this is an effective AGC
>       update of 2 Hz...  unacceptable.
>
>      -approximate average pixel value using an ogl MINMAX histogram of one
>       color component.  The penalty to the draw process is comparable to
>       using glReadPixels() and, therefore would be done in slices.  Now
>       I have the same problem as in the last attempt.
>
> -Apply a gain to the entire display based on the result of the first task
>  above:
>
>      -accumulate the 1 million pixels in the accumulation buffer and set the
>       acbuf gain to the desired gain.  This, of course, works fine but takes
>       up so much draw that I don't have enough time to draw my scene at the
>       complexity my simulation requires.
>
>
> SO, anybody have any ideas? (in the context of a 2 pipe iR with Sirius
option)
>
> I am starting to think of ways to do it near the end or after the pipeline:
>
> On the gain issue, I wonder if there is a way to apply a gain (analog or
> digital) in the DG... i.e. near the DAC or gamma tables? In the ircombine
> channel attributes window I notice a GAIN field... is this a user register
> that can be changed at 15 Hz? (ASD, if this doesn't exist it sure would be
> a groovy thing to have!)  Or, could the Sirius box apply a gain offline
> (and do so quickly) (sorry, I'm Siriusly ignorant)?
>
> On the pixel averaging issue, I wonder again if the Sirius can't be used?
>
> If not Sirius, I would think it would be posible to find a specialized
> hardware box that performs my AGC... i.e. a box that takes analog video
> and outputs a signal with constant overall brightness. Anybody ever heard
> of such a gizmo?
>
> Apologies:
>
> Im sorry that these aren't -exactly-  Performer questions, but they are SGI
> questions... and this list is the best resource I know of.  Besides, it is
> difficult to get this kind of info from support.
> Im sorry that this post is long enough to cut into your lunch break!
>
>
> Any responses will be GREATLY appreciated... I'm am beginning to run out of
> ideas.
>
>
> =======================================================================
> 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 Jeff Clark



-- 
*************************************************************************
* 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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To: "Jeff Clark" <jeff@nvg.aircrew.asu.edu>
From: Avi Bar-Zeev <avi@oz.net>
Subject: Re: Hardware questions...
Cc: info-performer@sgi.com
Status: O

To speed up your framebuffer approach, you can open a second, much smalller,
off-screen channel and re-render the scene (capture the first render to a
displaylist). Or, better yet, use the framebuffer-to-texture trick to render
the second channel. By cranking multi-sampling all the way up, you may be
able to use the hardware antialiasing (gausian filtering, right?) to speed
up your calculations.

You might get a big boost with the fb-to-texture trick if your second
channel is 1x1 pixel and you can somehow get the texture quickly MIP-map
processed. But this may be pushing it.

Avi


At 04:34 PM 1/30/97 -0700, Jeff Clark wrote:
>
>Hello all,
>
>I am having difficulty implementing an "automatic gain control" for my
>Performer app.  By AGC, I mean the gain on each pixel is a function
>of the average pixel value (intensity... one color component) of the
>current frame (or previous frame, Ill take what I can get). The correct
>result would be constant overall brightness on the display.
>
>I have implemented this in a handful of ways, but all of my attempts EITHER
>make it impossible to maintain my target frame rate OR don't provide
>an adequate AGC performance (I would like an AGC update rate of ~15Hz).
>
>There are two issues involved... here they are along with my attempted
>solutions:
>
>-Come up with an accurate (or approximate) average pixel value at ~15Hz:
>
>     -approximate average pixel value using an ogl MINMAX histogram.  This
>      is fast, but the approximation is unsatisfactory.
>
>     -approximate average pixel value by reading a slice of the framebuffer
>      (glReadPixels()) every frame.  i.e. if I read 32 lines/frame, I read
>      the entire FB every 32 frames.  So what I have is an "idea" of the
>      brightness of the entire scene over the last 32 frames. This introduces
>      temporal inaccuracies that are probably unacceptable.  This actually
>      looks pretty good a lot of the time, but sometimes not...i.e. in the
>      worst case a bright source moves into the scene and has no effect on
>      the AGC until 31 frames later.  At 60 fps, this is an effective AGC
>      update of 2 Hz...  unacceptable.
>
>     -approximate average pixel value using an ogl MINMAX histogram of one
>      color component.  The penalty to the draw process is comparable to
>      using glReadPixels() and, therefore would be done in slices.  Now
>      I have the same problem as in the last attempt.
>
>-Apply a gain to the entire display based on the result of the first task
> above:
>
>     -accumulate the 1 million pixels in the accumulation buffer and set the
>      acbuf gain to the desired gain.  This, of course, works fine but takes
>      up so much draw that I don't have enough time to draw my scene at the
>      complexity my simulation requires.
>
>
>SO, anybody have any ideas? (in the context of a 2 pipe iR with Sirius option)
>
>I am starting to think of ways to do it near the end or after the pipeline:
>
>On the gain issue, I wonder if there is a way to apply a gain (analog or
>digital) in the DG... i.e. near the DAC or gamma tables? In the ircombine
>channel attributes window I notice a GAIN field... is this a user register
>that can be changed at 15 Hz? (ASD, if this doesn't exist it sure would be
>a groovy thing to have!)  Or, could the Sirius box apply a gain offline
>(and do so quickly) (sorry, I'm Siriusly ignorant)?
>
>On the pixel averaging issue, I wonder again if the Sirius can't be used?
>
>If not Sirius, I would think it would be posible to find a specialized
>hardware box that performs my AGC... i.e. a box that takes analog video
>and outputs a signal with constant overall brightness. Anybody ever heard
>of such a gizmo?
>
>Apologies:
>
>Im sorry that these aren't -exactly-  Performer questions, but they are SGI
>questions... and this list is the best resource I know of.  Besides, it is
>difficult to get this kind of info from support.
>Im sorry that this post is long enough to cut into your lunch break!
>
>
>Any responses will be GREATLY appreciated... I'm am beginning to run out of
>ideas.
>
>
>=======================================================================
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>
>
Avi Bar-Zeev                       -- "Every trip begins with a single misstep"
A Real-Time 3-D Animated Character -- avi@oz.net        http://www.oz.net/~avi
WOLFCHILD-3D Consulting            -- avi@wolfchild.com
http://www.wolfchild.com/3d

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701310938.ZM17470@bitch.reading.sgi.com>
Date: Fri, 31 Jan 1997 09:38:33 +0000
In-Reply-To: "Nathaniel Bletter" <nat@od.sri.com>
        "Mirror image rendering" (Jan 30,  5:53pm)
References: <9701301753.ZM1581@od.sri.com>
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Nat,

either reproduce the reflected geometry, or just use an SCS to flip
the model.

You will experience reverse face culling but I think lighting should be OK.
Just remember that a reflected object would need a different set of light
sources so perhaps your multiple channel idea is worth exploring.

It'd also let you ensure rendering order without channel bin sorting.

You need to reverse or disable the surface culling and it may help to
turn on two sided lighting, but actually I thing this _would_ reverse
the lighting so keep the normals you've got and try _just_ face cullng
for now. Don't forget to move the light sources for the scene in the
reflective channel.

I think it would be a _really_ good idea to use a pfFlatten with an SCS
like this if it will avoid the negative scale. This will probably improve
geometry performance a lot.

On Jan 30,  5:53pm, Nathaniel Bletter wrote:
> Subject: Mirror image rendering
> Does anyone know how to vertically flip the image produced by perfomer? I'm
> viewing the monitor in a mirror and need to compensate for it.

>-- End of excerpt from Nathaniel Bletter


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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Q; How to determine memory allocation for a given scene?
Date: Fri, 31 Jan 1997 10:44:53 GMT
Organization: Pera
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Status: O

Hi Performers,

Is there an easy way to determine the amount of memory required by a
given scene graph? or will I have to write a traverser and use
pfGetSize on everything I can lay my hands on?

(Anybody already done this?)

A quick response would be greatly appreciated.

TIA
Mark (Off to check the archives now!)
--=20
Mark Baranowski at work (baranowski@marklynn.demon.co.uk)
Pera, VR Division. Melton Mowbray, Leics. LE13 0PB. UK.
Tel: +44 1664 501501, Fax: +44 1664 501553
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9701310342.ZM18454@rose.asd.sgi.com>
Date: Fri, 31 Jan 1997 03:42:40 -0800
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Q; How to determine memory allocation for a given scene?" (Jan 31, 10:44am)
References: <32f1cb5a.8028395@post.demon.co.uk>
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Subject: Re: Q; How to determine memory allocation for a given scene?
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+>---- On Jan 31, 10:44am, Mark Baranowski wrote:
> Subject: Q; How to determine memory allocation for a given scene?
->From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
->
->
->Is there an easy way to determine the amount of memory required by a
->given scene graph? or will I have to write a traverser and use
->pfGetSize on everything I can lay my hands on?
->
->(Anybody already done this?)
->
->A quick response would be greatly appreciated.
->


You can use amallinfo() to get the allocation in the shared arena.
So, you can call amallinfo() before and after you load your scene
and look at how much you grew.


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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To: info-performer@sgi.com
Subject: Re: Q; How to determine memory allocation for a given scene?
Date: Fri, 31 Jan 1997 12:11:20 GMT
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On Fri, 31 Jan 1997 03:42:40 -0800, Sharon wrote:
>+>---- On Jan 31, 10:44am, Mark Baranowski wrote:
>> Subject: Q; How to determine memory allocation for a given scene?
>->From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
>->
>->
>->Is there an easy way to determine the amount of memory required by a
>->given scene graph? or will I have to write a traverser and use
>->pfGetSize on everything I can lay my hands on?
>->
>->(Anybody already done this?)
>->
>->A quick response would be greatly appreciated.
>->
>
>
>You can use amallinfo() to get the allocation in the shared arena.
>So, you can call amallinfo() before and after you load your scene
>and look at how much you grew.
>

*THANK YOU* Sharon.

Mark.

--=20
Mark Baranowski at work (baranowski@marklynn.demon.co.uk)
Pera, VR Division. Melton Mowbray, Leics. LE13 0PB. UK.
Tel: +44 1664 501501, Fax: +44 1664 501553
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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From: "Bernard Leclerc" <bleclerc@cae.ca>
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Date: Fri, 31 Jan 1997 09:51:11 -0500
In-Reply-To: "Jeff Clark" <jeff@nvg.aircrew.asu.edu>
        "Hardware questions..." (Jan 30,  4:34pm)
References: <9701301634.ZM8170@nvg.aircrew.asu.edu>
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Jeff Clark wrote:

> I am having difficulty implementing an "automatic gain control" for my
> Performer app.  By AGC, I mean the gain on each pixel is a function
> of the average pixel value (intensity... one color component) of the
> current frame (or previous frame, Ill take what I can get). The correct
> result would be constant overall brightness on the display.

[...]

> On the gain issue, I wonder if there is a way to apply a gain (analog or
> digital) in the DG... i.e. near the DAC or gamma tables?


Supposedly, an extension to the X server could do it for you. Look for
XSGIvc extensions and specifically for XSGIvcSetChannelGammaMap(). Refer
to Remi Arnaud <remi@asd.sgi.com> or Sharon Clay <src@asd.sgi.com> if you
can't find info on the subject.



> Apologies:
>
> Im sorry that these aren't -exactly-  Performer questions, but they are
> SGI questions... and this list is the best resource I know of.  Besides,
> it is difficult to get this kind of info from support.

No need to apologize. This is the perfect forum for this type of
questions.. and besides, we're all interested by the subject -  well, at
least some of us.


--
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: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701311409.AA21253@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: pfFrameTimeStamp
Status: O


Hi!

  I want to run *all* of my pfSequences at slower-than-realtime
rates - just for a test - so in APP, I do something like:

  static float time = 0.0f ;
   .
   .
  pfFrame() ;
  pfFrameTimeStamp ( time ) ;
  time += 0.0001 ;

...and run my simulation at 30Hz. What happens is that my sequences freeze - no
more animation at all! I have tried printing out pfGetFrameTimeStamp() and it
increments nicely as I would expect.

If (partway through the run) I stop changing pfFrameTimeStamp every frame, then
the sequences continue running from where they left off.

Is there some problem with touching the pfFrameTimeStamp every frame?  Is there a better
way to slow down realtime?  (For lots of complicated reasons, I can't go and touch
every pfSequence node to slow it down).

Thanks in advance.


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)
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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
To: Performer ML Question <info-performer@sgi.com> (Receipt Notification 
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=0C     Hi,

     I have a problem of graphics performance on an Onyx RE2 when I run a=

     Performer application.
     I have already opened a call on the SGI Hotline of Paris, but I woul=
d like to
     have an advice from one of you pfusers, or a personnal answer from a=
 person
     of the Performer technical staff to help me.

     We have 2 Onyx RE2 with each 1 RM4, and 2 CPUs. We are working (stil=
l) with
     IRIX 5.3, and Performer 2.0.1

     When I am running any Performer application, even perfly, both machi=
nes don't
     give the same graphics performance. The drawing time is at least twi=
ce longer
     on one Onyx than on the other.
     I guess there is a hardware problem on the bad machine, or a problem=
 of
     configuration.

     But I have a strange phenomenon, that could give you a clue to help =
me
     searching in the good direction. I have looked at the system activit=
y with
     gr_osview while running my Performer application. 
     In the good Onyx, the CPU activity is almost 90 percents occupied by=
 the
     "user" part (the blue one), and the system is automatically alternat=
ing
     between the 2 CPUs. I guess this is quite normal.
     In the bad Onyx, the CPU activity is half shared by the "sys" part (=
the red
     one), and there is no alternating between the two CPUs ; only one CP=
U is
     working during one simulation. It seems like the system is fully run=
ning when
     it deals with graphics display, but I 'm not a hardware specialist a=
t all.

     With what I told you, does any have an idea on where is the problem =
? Which
     test I should do to get a finer approach of the bug ? Which trick I =
could try
     to turn around the bug ?

     Anyway I am waiting for the HotLine answer, but thanks in advance to=
 the
     one(s) who will make me go a little forward.

     Regards,
     Mike

     Michael Boccara  -                                   ! Aerospatiale
     Software engineer                                   ! Centre commun =
de 
     email :                                                     ! recher=
che Louis
     Bleriot
     michael.boccara(a)siege.aerospatiale.fr  ! 12 rue Pasteur
     Tel : (+33) (0)1 46 97 32 40                       ! 92150 Suresnes
     Fax : (+33) (0)1 46 97 32 59                       ! France
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Date: Fri, 31 Jan 1997 10:52:21 -0500
From: "Rambabu" <ram@ivex3d.com>
Organization: IVEX
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Subject: Evironment mapping for patchy reflections below the lightpoints !!!!
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Status: O

Hi,

I want to have a patchy wet surface around runway light points,  for 
which I could use environment mapping. But my question is how do I 
vary the reflection parameters from on these patches. By parameters, I 
mean, I want to correlate the duration of rain to the reflection of the 
surface.  The longer it rains, the better (bigger patch) reflection on 
the surface. 


Thanks in advance

Ram

ram@ivex3d.com
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Date: Fri, 31 Jan 1997 11:10:41 -0500 (EST)
From: "Richard M. Spencer" <rspencer@es.rti.org>
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To: Nathaniel Bletter <nat@od.sri.com>
Cc: info-performer@sgi.com
Subject: Re: Mirror image rendering
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On Thu, 30 Jan 1997, Nathaniel Bletter wrote:

Try:
 
 pfPreScaleMat(mat, -1.0f, 1.0f, 1.0f, mat);

> Does anyone know how to vertically flip the image produced by perfomer? I'm
> viewing the monitor in a mirror and need to compensate for it.
> 
> I tried creating a perspective frustrum with the top < bottom, but this seems
> to reverse all the normals, messing up back face culling and lighting, and does
> weird things with the near and far clipping planes.
> 
> I also tried to do a
> 	pfGetChanViewMat(chan, view);
> 	pfPostMultMat(view, inv);
> 	pfChanViewMat(chan, view);
> where inv = 	{1, 0, 0, 0,
> 		0, -1, 0, 0,
> 		0, 0, 1, 0,
> 		0, 0, 0, 1}
> 
> This seemed to do nothing. Any ideas?
> 
> --
> 
> Nat Bletter
> SRI International
> nat@od.sri.com
> http://os.sri.com/people/nat/
> (415) 859-4358
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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>         Admin. requests:  info-performer-request@sgi.com
> 


Richard M. Spencer              Research Triangle Institute
rspencer@es.rti.org             Center for Digital Systems Engineering
919-541-6733 (voice)            3040 Cornwallis Road, Herbert Bldg, Rm 246
919-541-6515 (fax)              P.O. Box 12194; RTP, NC 27709-2194

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From: "Rob Jenkins" <robj@quid>
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Date: Fri, 31 Jan 1997 08:39:42 -0800
In-Reply-To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
        "Graphics Harware Problem" (Jan 31,  4:26pm)
References: <199701311529.HAA18712@sgi.sgi.com>
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Michael

When you say both machines are the *same* does that include SW ? Can you look
at the patches installed on each one ? You might also look at 'chkconfig' and
'limit', that sort of thing. In fact you could try swapping the disks and see
if the problem 'follows' the disk. Just plain 'osview' may give you more
accurate numbers for performance.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Fri, 31 Jan 1997 16:45:47 +0000
In-Reply-To: "Rambabu" <ram@ivex3d.com>
        "Evironment mapping for patchy reflections below the lightpoints !!!!" (Jan 31, 10:52am)
References: <32F21535.7041@ivex3d.com>
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To: "Rambabu" <ram@ivex3d.com>, info-performer@sgi.com
Subject: Re: Evironment mapping for patchy reflections below the lightpoints !!!!
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Status: O

You can't use environment mapping for this.

If you want really excellent patchy light sources then you could
try writing hidden alpha patches (alpha = wetness) to the destination
alpha over the runway surface.

Duplicate the geometry of the lights, but reflected through
the plane of the runway.

You can then change the geometry of the reflected lights to be representative
of the reflection for the surface roughness.

Disable the depth test.

Enable blended pfTransparency.

Draw the reflected lights with a blendfunction of GL_DST_ALPHA, GL_ONE.

Cheers,
Angus.

On Jan 31, 10:52am, Rambabu wrote:
> Subject: Evironment mapping for patchy reflections below the lightpoints !
> Hi,
>
> I want to have a patchy wet surface around runway light points,  for
> which I could use environment mapping. But my question is how do I
> vary the reflection parameters from on these patches. By parameters, I
> mean, I want to correlate the duration of rain to the reflection of the
> surface.  The longer it rains, the better (bigger patch) reflection on
> the surface.
>
>
> Thanks in advance
>
> Ram
>
> ram@ivex3d.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 Rambabu


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Subject: Billboard Bug on iR?
To: info-performer@sgi.com
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Status: O


Hi, all iR users,

the following program makes a billboard, it rotates about viewpoint,
and i trace to view it. so i should see a still image always.
it's ok on indigo2 machine(IRIX5.3,PF2.0), but wrong on iR(IRIX6.2,
PF2.1). 
is it a known bug? or am i missing something?

Thanks for any help.

(please reply befor Feb,4 or after Feb,16. i'l make holiday.)
liubin
inca@public.bta.net.cn

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

#include "/usr/share/Performer/src/pguide/libpf/C/billboard.c"

int
main (int argc, char *argv[])
{
    float           r = 0.0f, t = 0.0f;
    pfScene         *scene;
    pfBillboard     *bill;
    pfPipe          *p;
    pfPipeWindow    *pw;
    pfChannel       *chan;
    pfVec3          pos;
    pfCoord         view;

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

    pfSetVec3(pos, 0.0f, 0.0f, 0.0f);

    bill = MakeABill(pos, NULL, 3);

    scene = pfNewScene();
    pfAddChild(scene, bill);

    pfAddChild(scene, pfNewLSource());
    
    p = pfGetPipe(0);
    pw = pfNewPWin(p);
    pfPWinName(pw, "IRIS Performer");
    pfPWinOriginSize(pw, 0, 0, 500, 500);
    pfOpenPWin(pw);
    
    chan = pfNewChan(p);        
    pfChanScene(chan, scene);
    pfChanFOV(chan, 60.0f, 0.0f);

    /* position viewpoint at (0, -2, 0) */
    pfSetVec3(view.xyz, 0.0f, -2.0f, 0.0f);
    pfChanNearFar(chan, 1.0f, 100.0f);

    /* Simulate for twenty seconds. */
    while (t > -20.0f)
    {
	float      x,y,z;
	static     dir = 1;

	pfSync();               
	pfFrame();

	t = pfGetTime();
	r += dir;
	if(r > 120.0f) dir = -1;
	if(r < -120.0f) dir = 1;
	x = 2.0f*fsin(r*M_PI/180.0f);
	y = 2.0f*fcos(r*M_PI/180.0f) - 2.0f;
	z = 0.0f;
	pfSetVec3(pos, x, y, z);
	pfBboardPos(bill, 0, pos);
	pfSetVec3(view.hpr, -r, 0.0f, 0.0f);
	pfChanView(chan, view.xyz, view.hpr);
    }

    pfExit();
}

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Date: Fri, 31 Jan 1997 10:50:38 -0600 (CST)
From: "Swaminathan N." <swami@evl.uic.edu>
To: performer mailing list <info-performer@sgi.com>
Subject: pfInitClock
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Status: O


Is there some weird relationship between calling pfInitClock and
pfFrameStats? My app always hangs when I bring up statistics display after
calling pfInitClock() with the current time (an arbitrarily large number).
If instead I call pfInitClock with a small number, all's fine. What makes
this frustrating is that it seems to work for most of the supplied demos.
However I did manage to replicate the situation with
/usr/share/Performer/src/pguide/libpfutil/movie.c
After adding 
pfInitClock(10000000);
after the line pfInit();,  the app hangs if one clicks on the
stats button. Am I missing something? Performer 2.0.2 under Irix 6.2.

Thanks
Swami

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

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Date: Fri, 31 Jan 1997 09:36:32 -0800 (PST)
From: Chris Ryan <ryan@glut.angel.com>
To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
cc: Performer ML Question <info-performer@sgi.com>
Subject: Re: Graphics Harware Problem 
In-Reply-To: <199701311529.HAA18712@sgi.sgi.com>
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Status: O


We had a problem here on 4cpu, 5.3 machine that turned out to be bug in
the kernal/scheduler. Same symptoms of draw time on the order of 2 to 3
times slower than on other (2cpu) machines. Same gr_osview outputs you
describe.

The workaround, later blessed by sgi rep, was the following C/C++ program
run in the background. Don't laugh, it worked for us and sgi hotline
finally ended up recommending that this is the "fix" until 6.X addresses
kernel/scheduler bugs.

extern "C" int sginap(long);
main(int, char**) {
	while (1) {
		sginap(0);
	}
}

If you read the man pages on sginap(), you can see why this might work if
in fact the problem is a scheduler bug. It definitely changes your
gr_osview output so that you don't have an idle CPU. For us, draw times
recovered miraculously.

On Fri, 31 Jan 1997, BOCCARA Michael wrote:

> 
> 
>      Hi,
> 
>      I have a problem of graphics performance on an Onyx RE2 when I run a
>      Performer application.
>      I have already opened a call on the SGI Hotline of Paris, but I would like to
>      have an advice from one of you pfusers, or a personnal answer from a person
>      of the Performer technical staff to help me.
> 
>      We have 2 Onyx RE2 with each 1 RM4, and 2 CPUs. We are working (still) with
>      IRIX 5.3, and Performer 2.0.1
> 
>      When I am running any Performer application, even perfly, both machines don't
>      give the same graphics performance. The drawing time is at least twice longer
>      on one Onyx than on the other.
>      I guess there is a hardware problem on the bad machine, or a problem of
>      configuration.
> 
>      But I have a strange phenomenon, that could give you a clue to help me
>      searching in the good direction. I have looked at the system activity with
>      gr_osview while running my Performer application.
>      In the good Onyx, the CPU activity is almost 90 percents occupied by the
>      "user" part (the blue one), and the system is automatically alternating
>      between the 2 CPUs. I guess this is quite normal.
>      In the bad Onyx, the CPU activity is half shared by the "sys" part (the red
>      one), and there is no alternating between the two CPUs ; only one CPU is
>      working during one simulation. It seems like the system is fully running when
>      it deals with graphics display, but I 'm not a hardware specialist at all.
> 
>      With what I told you, does any have an idea on where is the problem ? Which
>      test I should do to get a finer approach of the bug ? Which trick I could try
>      to turn around the bug ?
> 
>      Anyway I am waiting for the HotLine answer, but thanks in advance to the
>      one(s) who will make me go a little forward.
> 
>      Regards,
>      Mike
> 
>      Michael Boccara  -                                   ! Aerospatiale
>      Software engineer                                   ! Centre commun de
>      email :                                                     ! recherche Louis
>      Bleriot
>      michael.boccara(a)siege.aerospatiale.fr  ! 12 rue Pasteur
>      Tel : (+33) (0)1 46 97 32 40                       ! 92150 Suresnes
>      Fax : (+33) (0)1 46 97 32 59                       ! France
> ===================================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: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9701311215.ZM9942@eagle.cae.ca>
Date: Fri, 31 Jan 1997 12:15:33 -0500
In-Reply-To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
        "Graphics Harware Problem" (Jan 31,  4:26pm)
References: <199701311529.HAA18712@sgi.sgi.com>
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Michael Boccara wrote:

> In the bad Onyx, the CPU activity is half shared by the "sys" part (the
> red one), and there is no alternating between the two CPUs ; only one
> CPU is working during one simulation.

Mike,

Since your application seems to be running on only one CPU, maybe you have
restricted or isolated CPUs on the "bad" Onyx. Try running "mpadmin -s".
Is your application always running on the same CPU every time you try it?
If it's the case, it might indicate that the other CPU is restricted.

As mentioned by Rob Jenkins, use the plain "osview" to obtain better
indication on various system activities.


--
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: Fri, 31 Jan 97 11:56:59 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701311656.AA22815@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: glDrawPixels speed.
Status: O


Is there some trick to getting fast 'glDrawPixels'?  I'm
trying to dump a 640x480 chunk of image data from main
memory into the frame buffer, using something like:

    glDrawPixels  ( WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, buff ) ;

On infinite reality (2xRM, R10k CPU's) I'm seeing ~12Mbytes per second
and on RE2 (2xRM R4400 CPU's) I'm getting ~7Mbytes per second.

I recollect hearing figure nearer 100 to 200Mbytes/sec on the iR - am
I mistaken - or is there something wrong here?

I get better rates than this on my PC at home (admittedly not when using GL)!


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)
                                http://web2.airmail.net/sjbaker1     (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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To: info-performer@sgi.com
From: "Michael M. Allbright" <m-allbright1@ti.com>
Subject: Non-MultiSample Anti-aliasing
Date: Fri, 31 Jan 1997 11:58:49 -0800
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Status: O

Howdy:

I am considering the purchase of an Octane or two, but I am very concerned
about aliasing.  I understand that the Octane does anti-aliasing of points and
lines only--no polygon anti-aliasing.  Since the next OpenGL machine capable of
hardware polygon antialiasing seems to be an Onyx IR at about 4 times the
price, I am seriously considering antialiasing using the accumulation buffer
(although I have yet to verify that the accum. buffer will be available on the
Octane in the rendering mode our simulator uses).  

Hence the question:
Can anyone share any hints/tips/tricks/gotchas/code-snippets/algorithms or just
plain old advice on the subject of anti-aliasing using the accumulation buffer,
or similar techniques on Max Impact/Octane level machines?

Thanks
--Mike
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Subject: Non-MultiSample Anti-aliasing
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Status: O

Howdy:

I am seriously considering the purchase of an Octane or two, but I am very
concerned about aliasing.  Since the next OpenGL machine capable of hardware
polygon anti-aliasing seems to be an Onyx IR at about 4 times the price, I am
thinking about using the accumulation buffer (although I have yet to verify
that the accumulation buffer will be available on the Octane in the rendering
mode our simulator uses).

Hence the question:
Does anyone have any hints/tips/tricks/gotchas/code-snippets/algorithms or just
plain advice on the topic of using the accumulation buffer or similar
techniques on Max Impact/Octane level machines.

Thanks.
--Mike
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Date: Fri, 31 Jan 1997 19:33:08 +0100 (MET)
From: Morten Eriksen <Morten.Eriksen@due.unit.no>
To: Steve Baker <steve@mred.bgm.link.com>
cc: info-performer@sgi.com
Subject: Re: glDrawPixels speed.
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> Is there some trick to getting fast 'glDrawPixels'?  I'm

If you stuff the call inside a displaylist, I believe there's a good
chance that the format of the pixeldata get optimized (by GL) for your
particular hardware-platform.

(This method is only good if you're not displaying different images on
each call, of course).

Morten

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From: Morten Eriksen <Morten.Eriksen@due.unit.no>
To: steve@mred.bgm.link.com
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Subject: glDrawPixels() speed cont.
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Forgot to say:

Also, remember to disable all expensive states which you don't need
(blending, transparency, depthtesting, and so on).

Morten

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In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "glDrawPixels speed." (Jan 31, 11:56am)
References: <9701311656.AA22815@mred.bgm.link.com>
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Steve - if this doesn't cover some specific case you have, let me know. I
'spect GL_RGBA and some glDisables will help.

Allen Akin put this in the FAQs, it covers all platforms so can serve as
reference to all ( actually it's the answer to 'Why is OpenGL's glDrawPixels
slower than IrisGL's lrectwrite?' but covers Steve's question:

-----------------------------
Q:'Why is OpenGL's glDrawPixels slower than IrisGL's lrectwrite?'

A:It's not, for the most common cases. After all, similar microcode and the
same hardware are used for both commands. However, there are three issues to
keep in mind.

First, some midrange and low-end SGI graphics adaptors (particularly XS, XZ,
Elan, and Extreme) transfer ABGR-ordered images much faster than they transfer
RGBA-ordered images. The normal image format in IrisGL was ABGR, while in
OpenGL it's RGBA. So to achieve the same performance in OpenGL that you did in
IrisGL on those machines, you need to use ABGR-format images in OpenGL. The
ABGR extension available in Irix 5.3 and later releases allows you to do this.
See ``man glintro'' for background information on using OpenGL extensions, and
``man gldrawpixels'' for details on ABGR. Note that RealityEngine, IMPACT, and
all future machines will process RGBA data at least as fast as ABGR, so RGBA is
the way to go for new code.

Second, some OpenGL pixel data types are faster than others. For most machines,
unsigned byte RGBA (or ABGR) is the fastest full-color type. Unsigned byte and
unsigned short are usually the fastest gray-scale types. Signed integer types
are slower.

Third, OpenGL pixel operations have a much richer set of features than IrisGL,
and if any of those features are enabled, then image transfer can be
significantly slower. Always disable the features that you don't need. The
following code fragment disables features that are likely to make glDrawPixels
slow:

/* * Disable stuff that's likely to slow down glDrawPixels. * (Omit as much of
this as possible, when you know in advance * that the OpenGL state will already
be set correctly.) */
glDisable(GL_ALPHA_TEST); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST);
glDisable(GL_DITHER); glDisable(GL_FOG); glDisable(GL_LIGHTING);
glDisable(GL_LOGIC_OP); glDisable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D); glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1); glPixelTransferi(GL_RED_BIAS, 0);
glPixelTransferi(GL_GREEN_SCALE, 1); glPixelTransferi(GL_GREEN_BIAS, 0);
glPixelTransferi(GL_BLUE_SCALE, 1); glPixelTransferi(GL_BLUE_BIAS, 0);
glPixelTransferi(GL_ALPHA_SCALE, 1); glPixelTransferi(GL_ALPHA_BIAS, 0);

/* * Disable extensions that could slow down glDrawPixels. * (Actually, you
should check for the presence of the proper * extension before making these
calls. I've omitted that * code for simplicity.) */

#ifdef GL_EXT_convolution glDisable(GL_CONVOLUTION_1D_EXT);
glDisable(GL_CONVOLUTION_2D_EXT); glDisable(GL_SEPARABLE_2D_EXT); #endif

#ifdef GL_EXT_histogram glDisable(GL_HISTOGRAM_EXT);
glDisable(GL_MINMAX_EXT); #endif

#ifdef GL_EXT_texture3D glDisable(GL_TEXTURE_3D_EXT); #endif


-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From guest  Fri Jan 31 10:53:27 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701311852.ZM18283@bitch.reading.sgi.com>
Date: Fri, 31 Jan 1997 18:52:15 +0000
In-Reply-To: "Rambabu" <ram@ivex3d.com>
        "Re: Evironment mapping for patchy reflections below the lightpoints !!!!" (Jan 31,  1:36pm)
References: <32F21535.7041@ivex3d.com> 
	<9701311645.ZM17961@bitch.reading.sgi.com> 
	<32F23B9D.7176@ivex3d.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
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Subject: Re: Evironment mapping for patchy reflections below the lightpoints !!!!
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I should point out that for this blend function alpha is meaningless,
you should have accurate light colour fading to black on the outside of
the polygon.

Cheers,
Angus.


> Subject: Re: Evironment mapping for patchy reflections below the lightpoin
> Angus Dorbie wrote:

> > If you want really excellent patchy light sources then you could
> > try writing hidden alpha patches (alpha = wetness) to the destination
> > alpha over the runway surface.
> >
> > Duplicate the geometry of the lights, but reflected through
> > the plane of the runway.
> >
> > You can then change the geometry of the reflected lights to be
representative
> > of the reflection for the surface roughness.
> >
> > Disable the depth test.
> >
> > Enable blended pfTransparency.
> >
> > Draw the reflected lights with a blendfunction of GL_DST_ALPHA, GL_ONE.
> >

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From guest  Fri Jan 31 10:59:17 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701311857.ZM18305@bitch.reading.sgi.com>
Date: Fri, 31 Jan 1997 18:57:51 +0000
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "glDrawPixels speed." (Jan 31, 11:56am)
References: <9701311656.AA22815@mred.bgm.link.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.com
Subject: Re: glDrawPixels speed.
Mime-Version: 1.0
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Status: O

Steve,

check your pixel transfer modes etc.
Try different format images on the host.

Have you tried sub texture loading the image to a bound
texture in texture memory and drawing a polygon to the screen?
Again, watch texture memory.

Does the image have to be back on the host?

Cheers,
Angus.


On Jan 31, 11:56am, Steve Baker wrote:
> Subject: glDrawPixels speed.
>
> Is there some trick to getting fast 'glDrawPixels'?  I'm
> trying to dump a 640x480 chunk of image data from main
> memory into the frame buffer, using something like:
>
>     glDrawPixels  ( WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, buff ) ;
>
> On infinite reality (2xRM, R10k CPU's) I'm seeing ~12Mbytes per second
> and on RE2 (2xRM R4400 CPU's) I'm getting ~7Mbytes per second.
>
> I recollect hearing figure nearer 100 to 200Mbytes/sec on the iR - am
> I mistaken - or is there something wrong here?
>
> I get better rates than this on my PC at home (admittedly not when using GL)!
>
>
> 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)
>                                 http://web2.airmail.net/sjbaker1
    (external)
>
> "You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Steve Baker


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From guest  Fri Jan 31 11:22:44 1997
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From: "Curt Bryan" <curt@delphiresearch.com>
To: <info-performer@sgi.com>
Subject: R4400 vs. R10000 thoughts or benchmarks
Date: Fri, 31 Jan 1997 10:53:02 -0800
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Hello,

I guess this is really more of a general SGI question but who would know
better than all of you.  Has anyone seen any information that offers a
direct comparison between the R4400 and R10000 CPUs.  Someone might also
have first-hand experience with them both?  The problem I'm having is that
the benchmarks for the R4400 are SPEC92 and SPEC95 for the R10000.  I
haven't figured a way to normalize the benchmarks to get an
apples-to-apples comparison.  Any help would be appreciated.

Thanks,

Curt

__________________________________
Curt Bryan                        |
Delphi Research, Inc.             |
3954 Murphy Canyon Road           |
Suite D-201                       |
San Diego, CA 92123               |
                                  |
Voice: 	(619) 694-1314         	  |
Fax: 	(619) 694-1356            |
                                  |
E-mail:  curtb@delphiresearch.com |
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From: "Curt Bryan" <curt@delphiresearch.com>
To: <info-performer@sgi.com>
Subject: R4400 vs. R10000 thoughts or benchmarks
Date: Fri, 31 Jan 1997 10:53:02 -0800
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Hello,

I guess this is really more of a general SGI question but who would know
better than all of you.  Has anyone seen any information that offers a
direct comparison between the R4400 and R10000 CPUs.  Someone might also
have first-hand experience with them both?  The problem I'm having is that
the benchmarks for the R4400 are SPEC92 and SPEC95 for the R10000.  I
haven't figured a way to normalize the benchmarks to get an
apples-to-apples comparison.  Any help would be appreciated.

Thanks,

Curt

__________________________________
Curt Bryan                        |
Delphi Research, Inc.             |
3954 Murphy Canyon Road           |
Suite D-201                       |
San Diego, CA 92123               |
                                  |
Voice: 	(619) 694-1314         	  |
Fax: 	(619) 694-1356            |
                                  |
E-mail:  curtb@delphiresearch.com |
-----------------------------------
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From guest  Fri Jan 31 11:28:08 1997
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Date: Fri, 31 Jan 1997 14:18:14 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9701311418.ZM1202@hotsauce.clubfed.sgi.com>
In-Reply-To: "Michael M. Allbright" <m-allbright1@ti.com>
        "Non-MultiSample Anti-aliasing" (Jan 31, 11:58am)
References: <BMSMTP8547399830a0194211@dskmail.itg.ti.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Michael M. Allbright" <m-allbright1@ti.com>, info-performer@sgi.com
Subject: Re: Non-MultiSample Anti-aliasing
Mime-Version: 1.0
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Status: O

You can outline your polygons with antialiased lines or use the accumulation
buffer for full screen antialiasing.

Brian

On Jan 31, 11:58am, Michael M. Allbright wrote:
> Subject: Non-MultiSample Anti-aliasing
> Howdy:
>
> I am considering the purchase of an Octane or two, but I am very concerned
> about aliasing.  I understand that the Octane does anti-aliasing of points
and
> lines only--no polygon anti-aliasing.  Since the next OpenGL machine capable
of
> hardware polygon antialiasing seems to be an Onyx IR at about 4 times the
> price, I am seriously considering antialiasing using the accumulation buffer
> (although I have yet to verify that the accum. buffer will be available on
the
> Octane in the rendering mode our simulator uses).
>
> Hence the question:
> Can anyone share any hints/tips/tricks/gotchas/code-snippets/algorithms or
just
> plain old advice on the subject of anti-aliasing using the accumulation
buffer,
> or similar techniques on Max Impact/Octane level machines?
>
> Thanks
> --Mike
> =======================================================================
> 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 Michael M. Allbright



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9701311927.ZM18380@bitch.reading.sgi.com>
Date: Fri, 31 Jan 1997 19:27:21 +0000
In-Reply-To: "Michael M. Allbright" <m-allbright1@ti.com>
        "Non-MultiSample Anti-aliasing" (Jan 31, 11:58am)
References: <BMSMTP8547399830a0194211@dskmail.itg.ti.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Michael M. Allbright" <m-allbright1@ti.com>, info-performer@sgi.com
Subject: Re: Non-MultiSample Anti-aliasing
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

OCTANE can anti-alias in Real Time, read on.

Get your sales Rep to show you an OCTANE or Indigo2 IMPACT
running the "RAPIER" demo. It anti-aliases the targets using a
second pass with textured, lit wireframe.

In general anti-aliasing isn't that big a problem for IMPACT for
several reasons:

1) trilinear MIP mapping and point sampled polygon edges mean you
only need it where texture ID changes or you get a shilouette.
2) You can use a wireline pass very effectively to get high quality
blended edges in a scene and can control the load. The fill performance
hit is manageable because it's wireline.
3) Soft edge blending alpha textures like tree lines mean you you never
need it for blended alpha textures.

You may also want to look at ONYX2 Reality, if you must have
multisample at IMPACT fill performance but not at 4x cost.

Accumulation buffering is expensive, it's multipass + accumulation
operations.
Lets say you want 4 samples, you have to draw _everything_ four times,
geometry and pixel fill, accumulate four images and copy to framebuffer
once, simulation death.
And that's just for four samples. If you perform the line anti-aliasing
mentioned above you get the edge quality equivalent of 256 samples.

Thet're not weighted as accurately as multisample but it's a _big_
improvement over no AA in any simulation.

Cheers,
Angus.


On Jan 31, 11:58am, Michael M. Allbright wrote:
> Subject: Non-MultiSample Anti-aliasing
> Howdy:
>
> I am considering the purchase of an Octane or two, but I am very concerned
> about aliasing.  I understand that the Octane does anti-aliasing of points
and
> lines only--no polygon anti-aliasing.  Since the next OpenGL machine capable
of
> hardware polygon antialiasing seems to be an Onyx IR at about 4 times the
> price, I am seriously considering antialiasing using the accumulation buffer
> (although I have yet to verify that the accum. buffer will be available on
the
> Octane in the rendering mode our simulator uses).
>
> Hence the question:
> Can anyone share any hints/tips/tricks/gotchas/code-snippets/algorithms or
just
> plain old advice on the subject of anti-aliasing using the accumulation
buffer,
> or similar techniques on Max Impact/Octane level machines?
>
> Thanks
> --Mike
> =======================================================================
> 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 Michael M. Allbright


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From: Christopher R Volpe <volpe@ash.crd.ge.com>
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Documentation question:
	Is there some reason why the C++ reference page for pfPipeWindows
indicates that the constructor takes no arguments? The documentation
just sent me on a wild goose chase looking for *some* C++ method for
associating a pfPipe with a pfPipeWindow, since it allegedly isn't done
at creation side on the C++ side, the way it is in C. Of course,
subsequent inspection (which I should have done sooner :( ) of the
header file revealed that the documentation is wrong, and that the pipe
is passed into the constructor. Is this a known and subsequently fixed
problem, or should I forward this correction off to techpubs@sgi.com? If
it's known and fixed, is there available somewhere an errata sheet for
the C++ reference pages? 

thanks,
Chris
--

Chris Volpe			Phone: (518) 387-7766 
GE Corporate R&D		Fax:   (518) 387-6560
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To: "Curt Bryan" <curt@delphiresearch.com>, <info-performer@sgi.com>
From: ken sartor <sartor@bur.visidyne.com>
Subject: Re: R4400 vs. R10000 thoughts or benchmarks
Status: O

At 10:53 AM 1/31/97 -0800, Curt Bryan wrote:
>Hello,
>
>I guess this is really more of a general SGI question but who would know
>better than all of you.  Has anyone seen any information that offers a
>direct comparison between the R4400 and R10000 CPUs.  Someone might also
>have first-hand experience with them both?  The problem I'm having is that
>the benchmarks for the R4400 are SPEC92 and SPEC95 for the R10000.  I
>haven't figured a way to normalize the benchmarks to get an
>apples-to-apples comparison.  Any help would be appreciated.

On applications of interest to me (floating point intensive), i have
found a R10000 running at 175 MHz to be 3-4 times faster than
a R4400 running at 200 MHz.  I had to compile the codes with the n32
flag to get these benefits, and they were *not* graphics applications...

Hope this helps.

ken

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I would like to be added onto Performer mailing list.
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To: steve@mred.bgm.link.com (Steve Baker)
cc: info-performer@sgi.com
Subject: Re: glDrawPixels speed. 
In-reply-to: Your message of "Fri, 31 Jan 1997 11:56:59 EST."
             <9701311656.AA22815@mred.bgm.link.com> 
Date: Fri, 31 Jan 1997 16:54:09 -0500
From: Jean-Francois Panisset <panisset@discreet.qc.ca>
Status: O

 <9701311656.AA22815@mred.bgm.link.com>Steve Baker writes
>
>Is there some trick to getting fast 'glDrawPixels'?  I'm
>trying to dump a 640x480 chunk of image data from main
>memory into the frame buffer, using something like:
>
>    glDrawPixels  ( WIDTH, HEIGHT, GL_RGB, GL_UNSIGNED_BYTE, buff ) ;
>
>On infinite reality (2xRM, R10k CPU's) I'm seeing ~12Mbytes per second
>and on RE2 (2xRM R4400 CPU's) I'm getting ~7Mbytes per second.
>
>I recollect hearing figure nearer 100 to 200Mbytes/sec on the iR - am
>I mistaken - or is there something wrong here?
>
>I get better rates than this on my PC at home (admittedly not when using GL)!


On an IR driven by R10K CPUs, we have measured sustained rates
of around 170MB/sec when doing 720x486 glDrawPixels() in
GL_RGB, GL_UNSIGNED_BYTE format. You are mostly bound by
the bandwidth between over host to pipe connection, so whether you
use GL_RGB, GL_RGBA, GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT data types,
the MB/sec bandwidth remains pretty much the same (with correponding
variations in mpixels/sec).

On a RealityEngine2, we see around 79MB/sec for GL_RGB, GL_UNSIGNED_BYTE
OpenGL pixels, about the same for pixmode(PM_SIZE,24) IrisGL pixels.

As others have said: pixels in OpenGL are treated the same as
polygon-generated fragments, so make sure expensive operations
are turned off (including texturing: for some silly reasons,
pixels can be textured, even though there is no way to
specify texture coordinates).

JF


Jean-Francois Panisset                                panisset@discreet.com
Software Engineer
Discreet Logic 
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From: "Rob Jenkins" <robj@quid>
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To be sure of this type of request being honored you should really use the
info-performer-request address ( I've forwarded this there too )

Cheers
Rob

--- Forwarded mail from "David Mei" <dmei@bny18.bloomberg.com>

From: "David Mei" <dmei@bny18.bloomberg.com>
To: info-performer@sgi.com
Date: Fri, 31 Jan 1997 16:46:05 EST5EDT
Subject: performer email list request

I would like to be added onto Performer mailing list.
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---End of forwarded mail from "David Mei" <dmei@bny18.bloomberg.com>

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Fri, 31 Jan 97 15:50:50 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9701312050.AA24175@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: glDrawPixels.
Status: O


<RANT>
Never again - NEVER, NEVER!!!  It serves me right - I should have stuck
with Performer - but Noooo - I had to go and write a RAW OpenGL program.
</RANT>

For those who have not been following this thread - I have a *VERY* simple OpenGL
program that just does a single glDrawPixels() in a loop.

It ought to run faster than 60Hz - it actually runs at 13Hz.

Many kind people suggested that I use GL_UNSIGNED_BYTES as the data format
and GL_RGB/RGBA/ABGR as the colour organization...I was already doing that
(it's IMPORTANT!).

Even more kind people gave me long lists of glDisable's to add to the dozen
or so that I already have. Also very important - also made no difference.

So I go web surfing - YAHOO came up with ~90 references to glDrawPixels,
almost all of which were either about Mesa (a really nice freeware OpenGL
clone) - were the man page for glDrawPixels, or were copies of the SGI FAQ entry:

    "Why is OpenGL's glDrawPixels slower than IrisGL's lrectwrite?"

   ...by Allen Akin. (It says the same things as above - watch your byte ordering
   and watch the glDisable's).

However, by some flook of YAHOO's search engine, right at the bottom of that
list of documents was:

  http://www.andromeda.com/people/ddyer/opengl.html

Who says:-

> Bug in "Libtk" makes opengl 30% slower than "gl" 
> 
>     I've seen this question several times: 
> 
>     >  We'd like to start using OpenGL for our graphics programming, but 
>     >  it seems to be a lot slower than GL. For instance, glDrawPixels
>     >  appears to be about 30% slower than GL's lrectwrite. Which means
>     >  that it's too slow for us. This is on an SGI Indy(R4600) running IRIX
>     >  5.3. Is there any way to get the same performance out of OpenGL that
>     >  we get out of GL?
> 
>   There are at least two versions of libtk for the SGI floating around,both distributed from
>   sgigate.sgi.com. The "bad" version is bundledin sgigate.sgi.com
>   pub/opengl/contrib/opengl.tar.Z, The "other" (maybegood, I don't know) copy is from
>   pub/opengl/contrib/libtk.tar.Z 
> 
> 
>      lido 143 % diff tk.h tk.h.~1~    
>     76,77c76,77
>       --- /* bad version */    
>                     #define TK_IS_DIRECT(x)         (((x) & TK_INDIRECT) == 0)
>                     #define TK_IS_INDIRECT(x)       (((x) & TK_INDIRECT) != 0) 
>        ---  /* good version */ 
>                     #define TK_IS_DIRECT(x)         (((x) & TK_INDIRECT) != 0)
>                     #define TK_IS_INDIRECT(x)       (((x) & TK_INDIRECT) == 0) 

Well - being a X11-ophobe, I was using libaux to open my OGL windows - and it looks
like it has the same bug as libtk (maybe they sometimes cancel each other out).

When I mailed this, my frame rate shot up to 60Hz - the speedup is probably more
than 4x since I'm now limited by the frame rate.

Boy - it's a big scary world outside of cosy, warm Performer-land isn't it!

Thanks to everyone who helped.

   Steve




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)
                                http://web2.airmail.net/sjbaker1     (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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To: dorbie@bitch.reading.sgi.com
CC: m-allbright1@ti.com, info-performer@sgi.com
In-reply-to: "Angus Dorbie"'s message of Fri, 31 Jan 1997 19:27:21 +0000 <9701311927.ZM18380@bitch.reading.sgi.com>
Subject: Re: Non-MultiSample Anti-aliasing
Status: O

   From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
   Date: Fri, 31 Jan 1997 19:27:21 +0000

   In general anti-aliasing isn't that big a problem for IMPACT for
   several reasons:

   1) trilinear MIP mapping and point sampled polygon edges mean you
   only need it where texture ID changes or you get a shilouette.
   2) You can use a wireline pass very effectively to get high quality
   blended edges in a scene and can control the load. The fill performance
   hit is manageable because it's wireline.

Cool idea.

   3) Soft edge blending alpha textures like tree lines mean you you never
   need it for blended alpha textures.

Don't you then need to depth sort these blended edge polygons?  Also,
I thought that blending modes are pretty expensive.

Tim
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To: "Angus Dorbie"
	<dorbie@bitch.reading.sgi.com>, info-performer@sgi.com,
        mscott@sgi.com
From: "Michael M. Allbright" <m-allbright1@ti.com>
Subject: Re: Non-MultiSample Anti-aliasing
Date: Fri, 31 Jan 1997 18:44:46 -0800
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Status: O

Angus:

I took your advice and took a look at the Rapier demo on the Octane, however
there was really no anti-aliasing evident.  Perhaps you have seen a different
version?  I tried the "w" key to turn on wireframe mode, and the aliasing was
even more evident.  

If you can point me to the version you have seen, it would be very helpful as I
must convince management of the efficacy of wireframe anti-aliasing before I
can purchase new equipment.

Thanks again,
--Mike

------------------
Original text

From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>, on 1/31/97 7:27 PM:
OCTANE can anti-alias in Real Time, read on.

Get your sales Rep to show you an OCTANE or Indigo2 IMPACT
running the "RAPIER" demo. It anti-aliases the targets using a
second pass with textured, lit wireframe.

In general anti-aliasing isn't that big a problem for IMPACT for
several reasons:

1) trilinear MIP mapping and point sampled polygon edges mean you
only need it where texture ID changes or you get a shilouette.
2) You can use a wireline pass very effectively to get high quality
blended edges in a scene and can control the load. The fill performance
hit is manageable because it's wireline.
3) Soft edge blending alpha textures like tree lines mean you you never
need it for blended alpha textures.

You may also want to look at ONYX2 Reality, if you must have
multisample at IMPACT fill performance but not at 4x cost.

Accumulation buffering is expensive, it's multipass + accumulation
operations.
Lets say you want 4 samples, you have to draw _everything_ four times,
geometry and pixel fill, accumulate four images and copy to framebuffer
once, simulation death.
And that's just for four samples. If you perform the line anti-aliasing
mentioned above you get the edge quality equivalent of 256 samples.

Thet're not weighted as accurately as multisample but it's a _big_
improvement over no AA in any simulation.

Cheers,
Angus.


On Jan 31, 11:58am, Michael M. Allbright wrote:
> Subject: Non-MultiSample Anti-aliasing
> Howdy:
>
> I am considering the purchase of an Octane or two, but I am very concerned
> about aliasing.  I understand that the Octane does anti-aliasing of points
and
> lines only--no polygon anti-aliasing.  Since the next OpenGL machine capable
of
> hardware polygon antialiasing seems to be an Onyx IR at about 4 times the
> price, I am seriously considering antialiasing using the accumulation buffer
> (although I have yet to verify that the accum. buffer will be available on
the
> Octane in the rendering mode our simulator uses).
>
> Hence the question:
> Can anyone share any hints/tips/tricks/gotchas/code-snippets/algorithms or
just
> plain old advice on the subject of anti-aliasing using the accumulation
buffer,
> or similar techniques on Max Impact/Octane level machines?
>
> Thanks
> --Mike
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>-- End of excerpt from Michael M. Allbright


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