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Date: Sat, 1 Feb 1997 14:11:11 +0800 (HKT)
From: Ah Fei <mfchan1@cs.cuhk.hk>
To: info-performer@sgi.com
Subject: Performer Village
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Dear all,

In the "IRIS Performer Village" demo, some models are animated along some 
paths. That demo program seems different from the perfly version provided 
by Performer, any one know where or how I may find that demo program? 
Thanks.

Best Regards,
Fred Chan
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702011600.ZM19891@bitch.reading.sgi.com>
Date: Sat, 1 Feb 1997 16:00:23 +0000
In-Reply-To: "Michael M. Allbright" <m-allbright1@ti.com>
        "Re: Non-MultiSample Anti-aliasing" (Jan 31,  6:44pm)
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To: mscott@dallas.sgi.com, "Michael M. Allbright" <m-allbright1@ti.com>,
        guyr@engr.sgi.com, info-performer@sgi.com
Subject: Re: Non-MultiSample Anti-aliasing
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--
--PART-BOUNDARY=.19702011600.ZM19891.reading.sgi.com
Content-Type: text/plain; charset=us-ascii

I've just checked this and your'e right!! In the optical mode the
anti-aliasing is not working, probably a broken entransparency state,
there were a few workarounds for an early Performer 2.0 alpha in there.

If you need to see anti-aliasing then use the RUN_THERMAL script in
the same directory and you'll see antialiasing working on the thermal
targets, honest. Use the '[' and ']' keys to modify the sensor gain.

I'll investigate and let you know ASAP what's wrong with the
optical sensor.

In the mean time look at the attached gif for an image of an
anti-aliased thermal target. The anti-aliasing is most noticeable
on the edges of the high contrast engine cowling shilouette and
wheels, for the rotors I used a different AA method which works
well at some angles, not quite so well at others. This is an
unmodified snap of an Indigo2 IMPACT screen.

The image dithering is due to the conversion to 8bit gif format,
there is also some deliberate horizontal sensor banding over the
image.

Cheers,
Angus.

On Jan 31,  6:44pm, Michael M. Allbright wrote:
> Subject: Re: Non-MultiSample Anti-aliasing
> 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
>
>-- End of excerpt from Michael M. Allbright



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Message-ID: <32F482BD.3C71@rtset.co.il>
Date: Sun, 02 Feb 1997 04:04:13 -0800
From: Ran Yakir <rany@rtset.co.il>
Reply-To: rany@rtset.co.il
Organization: RT-SET
X-Mailer: Mozilla 3.0 (Win16; I)
MIME-Version: 1.0
To: Angus Dorbie <dorbie@bitch.reading.sgi.com>
CC: info-performer@sgi.com
Subject: Re: Non-MultiSample Anti-aliasing
References: <BMSMTP8547643072a0194211@dskmail.itg.ti.com> <9702011600.ZM19891@bitch.reading.sgi.com>
Content-Type: text/plain; charset=us-ascii
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Status: O

Angus Dorbie wrote:
> 
> I've just checked this and your'e right!! In the optical mode the
> anti-aliasing is not working, probably a broken entransparency state,
> there were a few workarounds for an early Performer 2.0 alpha in there.
> 

Angus (and others),

There is a bug (or else, a feature with very secret motivation) on
IMPACT. Textured, antialiased lines are not drawn correctly in certain
situations. It seems to me that in those situations, the texture is not
calculated correctly for the line's pixels, and a zero alpha is
calculated where it should not. Because line antialiasing uses blend,
the lines disapear. I have a small OpenGL program that demonstrates this
behaviour. I'll post it tomorrow from work.
And yes, I do have that patch (1447).

Ran

-- 
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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9702020054.ZM5372@jimbo.rtset.co.il>
Date: Sun, 2 Feb 1997 00:54:01 -0800
In-Reply-To: Ran Yakir <rany@rtset.co.il>
        "Re: Non-MultiSample Anti-aliasing" (Feb  2,  4:04am)
References: <BMSMTP8547643072a0194211@dskmail.itg.ti.com> 
	<9702011600.ZM19891@bitch.reading.sgi.com> 
	<32F482BD.3C71@rtset.co.il>
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Subject: Re: Non-MultiSample Anti-aliasing
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On Feb 2,  4:04am, Ran Yakir wrote:
> Subject: Re: Non-MultiSample Anti-aliasing
...
> the lines disapear. I have a small OpenGL program that demonstrates this
> behaviour. I'll post it tomorrow from work.
...

Here it is :

/*************************************************************************
 *
 * texlines.c
 * compile with :
 *  cc texlines.c -o texlines -lGLU -lGL -lX11 -lm
 *
 * When run, the program displays a rectangle.
 * pressing 'l' turns linesmooth ON
 * pressing 'L' turns linesmooth OFF
 * pressing 'b' turns blending ON
 * pressing 'B' turns blending OFF
 * pressing 't' turns texture ON
 * pressing 'T' turns texture OFF
 * pressing 'f' turns flat shading ON
 * pressing 'F' turns flat shading OFF
 *
 * When all the above are on, weird things happen.
 *
 *************************************************************************/
#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 = 10.0;

int				is_texture = 0;
int				is_polygon = 0;
int				is_blend = 0;
int				is_flat = 0;
int				is_linesmooth = 0;


 /*** 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;

int		vinfo_noms[] =
	{
	GLX_RGBA,
	GLX_DOUBLEBUFFER,
	GLX_RED_SIZE, 1,
	GLX_GREEN_SIZE, 1,
	GLX_BLUE_SIZE, 1,
	GLX_ALPHA_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_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, 1024, 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);

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

	return win;
}


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

	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);
					}
				}
			}
		}

	open_window ("clip", visual_id);

	make_texture();

	print_status();

	while (!done)
		{
		draw_geom();

		read_user_interface();

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

}

make_texture()
{
	static unsigned int	image[4] =
		{
		0x00ff00ff,
		0xff0000ff,
		0xff0000ff,
		0x00ff00ff,
		};

	glEnable (GL_TEXTURE_2D);
	glBindTextureEXT (GL_TEXTURE_2D, 1);
	glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA,
GL_UNSIGNED_BYTE, image);
}

draw_geom()
{
	glMatrixMode (GL_PROJECTION);
	glLoadIdentity();
	gluPerspective (40.0, 1.0, 0.01, 100.0);

	glMatrixMode (GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef (0.0, 0.0, -distance);
	glRotatef (-(float) elevation, 1.0, 0.0, 0.0);
	glRotatef ((float) azimuth, 0.0, 0.0, -1.0);

	glClearColor(0, 0, 0, 1);
	glClear(GL_COLOR_BUFFER_BIT);

	glDisable (GL_DEPTH_TEST);
	glDisable (GL_ALPHA_TEST);
	glDisable (GL_LIGHTING);

	if (is_texture)
		glEnable(GL_TEXTURE_2D);
	else
		glDisable(GL_TEXTURE_2D);

	glBindTextureEXT(GL_TEXTURE_2D, 1);
	if (is_blend)
		{
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glEnable(GL_BLEND);
		}
	else
		glDisable (GL_BLEND);

	if (is_flat)
		glShadeModel(GL_FLAT);
	else
		glShadeModel(GL_SMOOTH);

	if (is_linesmooth)
		glEnable (GL_LINE_SMOOTH);
	else
		glDisable (GL_LINE_SMOOTH);

	glColor4f(1, 1, 1, 1);

	if (is_polygon)
		glBegin(GL_POLYGON);
	else
		glBegin(GL_LINE_LOOP);

	glTexCoord2f(1, 0);
	glVertex2f(1, -1);

	glTexCoord2f(1, 1);
	glVertex2f(1, 1);

	glTexCoord2f(0, 1);
	glVertex2f(-1, 1);

	glTexCoord2f(0, 0);
	glVertex2f(-1, -1);

#if 0
	glTexCoord2f(1, 0);
	glVertex2f(1, -1);
#endif

	glEnd();

}

read_user_interface()
{
long	dev;
short	val;
int		mousex, mousey;
int		foo;
XEvent	event;
char	buf[1000];
KeySym	ks;

static int		start_x, start_y;
static int		left_on = 0, middle_on = 0, right_on = 0;

	mousex = -1;
	mousey = -1;
	XQueryPointer (xdisp, win, (Window *) &foo, (Window *) &foo,
					&foo, &foo, &mousex, &mousey, (unsigned
int *) &foo);

	mousey = 1279 - mousey;

	if (left_on)
		{
		azimuth -= (mousex - start_x) / 10;
		azimuth = fmodf (azimuth, 360.0);

		elevation += (mousey - start_y) / 10;
		if (elevation > 90) elevation = 90;
		if (elevation < 0) elevation = 0;

		start_x = mousex;
		start_y = mousey;
		}

	if (middle_on)
		{
		distance /= 1.01f;
		if (distance < 1.0f) distance = 1.0f;
		}

	if (right_on)
		{
		distance *= 1.01f;
		if (distance > 50.0f) distance = 50.0f;
		}

	while (XPending (xdisp))
		{

		XNextEvent (xdisp, &event);

		switch (event.type)
			{
			case MappingNotify :
				XRefreshKeyboardMapping ((XMappingEvent *)
&event);
				break;

			case Expose :
				break;

			case ConfigureNotify :
				break;

			case MotionNotify :
				break;

			case ButtonPress :
				/*
				 *	If left mouse
				 */
				if (event.xbutton.button == 1)
					{
					left_on = 1;
					start_x = mousex;
					start_y = mousey;
					}
				else
				if (event.xbutton.button == 2)
					{
					middle_on = 1;
					}
				else
				if (event.xbutton.button == 3)
					{
					right_on = 1;
					}

				break;

			case ButtonRelease :
				/*
				 *	If left mouse
				 */
				if (event.xbutton.button == 1)
					{
					left_on = 0;
					}
				else
				if (event.xbutton.button == 2)
					{
					middle_on = 0;
					}
				else
				if (event.xbutton.button == 3)
					{
					right_on = 0;
					}

				break;

			case KeyPress :
				XLookupString (&event.xkey, buf, sizeof (buf),
&ks, 0);

				switch (ks)
					{
					case XK_Escape :
						done = 1;
						break;

					case XK_f :
						is_flat = 1;
						break;
					case XK_F :
						is_flat = 0;
						break;

					case XK_p :
						is_polygon = 1;
						break;
					case XK_P :
						is_polygon = 0;
						break;

					case XK_t :
						is_texture = 1;
						break;
					case XK_T :
						is_texture = 0;
						break;

					case XK_b :
						is_blend = 1;
						break;
					case XK_B :
						is_blend = 0;
						break;

					case XK_l :
						is_linesmooth = 1;
						break;
					case XK_L :
						is_linesmooth = 0;
						break;
					}

				print_status();
			}
		}

}

print_status()
{
	printf ("\n\n");
	printf ("primitive : %s\n", is_polygon ? "polygon" : "line");
	printf ("shademodel : %s\n", is_flat ? "flat" : "smooth");
	printf ("texture : %s\n", is_texture ? "on" : "off");
	printf ("blend : %s\n", is_blend ? "on" : "off");
	printf ("linesmooth : %s\n", is_linesmooth ? "on" : "off");
}


-- 
 __                                  | 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: Sun, 2 Feb 1997 17:15:27 +0800 (HKT)
From: Ah Fei <mfchan1@cs.cuhk.hk>
To: info-performer@sgi.com
Subject: source of pathFly.c 
Message-ID: <Pine.SGI.3.91.970202170511.24416A-100000@sgi16.cs.cuhk.hk>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

Dear all,

Hi, there is one file named "pathFly.c" in the CDROM distributed on the 
SGI FORUM '96. I want to know more about that program. However, I have 
not the CDROM. May any one kindly send the source code of "pathFly.c" to 
me? Thanks.

Best Regards,
Fred Chan


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Date: Mon, 3 Feb 1997 10:58:56 +1111 (EST)
From: Simon Bennett <simonb@wormald.com.au>
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To: inca@public.bta.net.cn
Cc: info-performer@sgi.com
Subject: Re: Billboard Bug on iR?
In-Reply-To: <199701311634.AA08556@relay.interserv.com>
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On Fri, 31 Jan 1997 inca@public.bta.net.cn wrote:

Try,
  pfFeature(PFFTR_GLSPRITE, PFQFTR_FALSE);

> 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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> 

+----------------------------------------------------------------------------+
  Simon Bennett       simonb@wormald.com.au
  Wormald Technology  Advanced Systems Engineering Ph: +61 2 9981 0669

		"Good judgement is the result of experience.
		 Experience is the result of poor judgement"


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Date: Mon, 03 Feb 1997 09:14:13 +0200
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Timothy Moore <moore@WOLFENET.com>
CC: dorbie@bitch.reading.sgi.com, m-allbright1@ti.com, info-performer@sgi.com,
        orad_u@netvision.net.il
Subject: Re: Non-MultiSample Anti-aliasing
References: <199701312234.OAA07488@gonzo.wolfenet.com>
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Status: O

Timothy Moore wrote:
> 
>    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

If we are willing to go to depth-sorted rendering, why is it necessary
to do a wireline pass? The old "framebuffer alpha saturation blending"
can be used. This is assuming the hw supports GL_POLYGON_SMOOTH mode,
and alpha bitplanes in the framebuffer. I think both are true for the
impact?

>From man glBlendFunc:

     Polygon antialiasing is optimized using blend function
     (GL_SRC_ALPHA_SATURATE, GL_ONE) with polygons sorted from nearest
to
     farthest.  (See the glEnable, glDisable reference page and the
     GL_POLYGON_SMOOTH argument for information on polygon
antialiasing.)
     Destination alpha bitplanes, which must be present for this blend
     function to operate correctly, store the accumulated coverage.

Moshe Nissim
Orad Hi-Tec Systems
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Subject: Re: Billboard Bug on iR?
To: info-performer@sgi.com
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Status: O


Hi, Dan, Simon and all Performers:

Okay with your suggestion. so i'l take a gladsome holiday.
it's largest festival --- chinese new year --- on Feb, 7 this year.

Thanks a lot! and
 
             _
            ( )
            | |__     _ _  _ _    _ _    _   _
            |  _ `\ /'_` )( '_`\ ( '_`\ ( ) ( )
            | | | |( (_| || (_) )| (_) )| (_) |
            (_) (_)`\__,_)| ,__/'| ,__/'`\__, |
                          | |    | |    ( )_| |
                          (_)    (_)    `\___/'              _
     _   _                       _     _                    ( )
    ( ) ( )                     ( )   ( )                   | |
    | `\| |   __   _   _   _    `\`\_/'/'__     _ _  _ __   | |
    | , ` | /'__`\( ) ( ) ( )     `\ /'/'__`\ /'_` )( '__)  (_)
    | |`\ |(  ___/| \_/ \_/ |      | |(  ___/( (_| || |      _
    (_) (_)`\____)`\___x___/'      (_)`\____)`\__,_)(_)     (_)


      =====     =====     =====     =====     =====     =====
       _|_       _|_       _|_       _|_       _|_       _|_
      / * \     / * \     / * \     / * \     / * \     / * \
     |* * *|   |* * *|   |* * *|   |* * *|   |* * *|   |* * *|
      \_*_/     \_*_/     \_*_/     \_*_/     \_*_/     \_*_/
       |||       |||       |||       |||       |||       |||
       |||       |||       |||       |||       |||       |||



                                  W
                                  W
                                  W
                            HHHHHHHHHHHHH
                            HHHHHHHHHHHHH
                       HHHHHHHHHHHHHHHHHHHHHHHH
                     ,,HHHHHHHHHHHHHHHHHHHHHHHH,,
                ,,'''                            ''',,
            ,,''                                      '',,
          ;;              ||'    ,,,,,,,,,,||,            ;;
        ;;                ||                                ;;
       ;;             ,,,,||,||,  ,,,,,,,,,||,               ;;
      ;;                    ,|'   ||       ||                 ;;
     ;;                    ,|'    ||       ||                  ;;
     ;;                   ,|',    '''''''''''                  ;;
     ;;                  ,||  |, ,,,,,,,,,,,||,                ;;
     ;;               ,,' ||  '' ||   ||    ||                 ;;
      ;;                  ||     ||   ||    ||                ;;
       ;;                 ||     ||''';;''''||               ;;
        ;;                ||     ||   ||    ||              ;;
         ;;               ||     ;;,,,;;,,,,;;            ;;
          ;;                                            ;;
            ;;,,                                    ,,;;
              '';;,,                            ,,;;''
                  '';;;HHHHHHHHHHHHHHHHHHHHHHHH;''
                       HHHHHHHHHHHHHHHHHHHHHHHH
                           HHHHHHHHHHHHHHH
                           HHHHHHHHHHHHHHH
                            >>  >>  >>  >>
                           <<  <<  <<  <<
                            >>  >>  >>  >>
                           <<  <<  <<  <<


liubin

on Jan, 31, Danniel Jia wrote:

>This is an iR hardware problem with billboard.  Add the following somewhere
>after pfInit() but before pfConfig() in your program to disable the hardware
>billboard on the IR.
>
>#if (PF_MAJOR_VERSION > 1 && PF_MINOR_VERSION > 0)
>   pfFeature(PFFTR_GLSPRITE, PFQFTR_FALSE); // Performer2.2
>#endif

on Feb, 3, Simon Bennett wrote:

>Try,
>  pfFeature(PFFTR_GLSPRITE, PFQFTR_FALSE);

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702031019.ZM21489@bitch.reading.sgi.com>
Date: Mon, 3 Feb 1997 10:19:03 +0000
In-Reply-To: Orad Hi-Tec Systems <orad_u@netvision.net.il>
        "Re: Non-MultiSample Anti-aliasing" (Feb  3,  9:14am)
References: <199701312234.OAA07488@gonzo.wolfenet.com> 
	<32F59045.41C6@netvision.net.il>
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To: Orad Hi-Tec Systems <orad_u@netvision.net.il>,
        Timothy Moore <moore@WOLFENET.com>
Subject: Re: Non-MultiSample Anti-aliasing
Cc: m-allbright1@ti.com, info-performer@sgi.com
Mime-Version: 1.0
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On Feb 3,  9:14am, Orad Hi-Tec Systems wrote:
>
> If we are willing to go to depth-sorted rendering, why is it necessary
> to do a wireline pass? The old "framebuffer alpha saturation blending"
> can be used. This is assuming the hw supports GL_POLYGON_SMOOTH mode,
> and alpha bitplanes in the framebuffer. I think both are true for the
> impact?
>

I was just talking about sorting transparent objects in the scene, against
opaque and perhaps against eachother.

There's a _vast_ difference between this type of sort and the kind of
polygon level sort required by the front to back rendering on the alpha
saturate full scene antialiasing you describe. There are also implications
for meshing the scene.

Cheers,
Angus.


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Date: Mon, 03 Feb 1997 11:34:21 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: glDrawPixels.
Status: O

>>       --- /* 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) 

Same bogus on microsoft Opengl for windows 95, I retrieved recently on their
web server.
Thank you!
( unfortunatly, I didn't got the same acceleration in my update !!)

A little Open GL question!
I need to display a bitmap ( scannep map or aerial photo ) and animate on it
in a 2D navigation tool. 
I have already done this 4 years ago under HP starbase and Iris GL.
Under OpenGL that 's good, but here there a difference between OpenGL and
Iris GL.
When I zoom in or translate  the bitmap, the glRasterPos doesn't work if the
designated point is out of the screen.

So how can I dispay this bitmap if the lower left coordinate is outside the
screen (too left or too low) ???
Is there a special trick, an other command to place the first coordinate out
side the viewport ??

Thanks,
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From: "Benedikt Kessler" <bjk@benedikt.munich.sgi.com>
Message-Id: <9702031229.ZM23919@benedikt.munich.sgi.com>
Date: Mon, 3 Feb 1997 12:29:32 +0100
In-Reply-To: ceti@worldnet.net (ceti)
        "Re: glDrawPixels." (Feb  3, 11:34am)
References: <199702031033.LAA01490@centaure.worldnet.net>
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To: ceti@worldnet.net (ceti)
Subject: Re: glDrawPixels.
Cc: info-performer@sgi.com
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Content-Type: text/plain; charset=us-ascii
Status: O

Hi!

If you know where your current rasterpos is, you can move the starting
point of your bitmap relative to this position in screen pixel coordinates
using the glBitmap command (see an example fragment below).

In the example the glBitmap call will not draw anything; just move the
rasterpos.

As long as your glRasterPos3f is not clipped the resulting coordinate will
not be clipped. I know it works for bitmaps; should be the same for images
drawn with glDrawPixels.

Bye!	Benedikt

GLvoid
printInputCommands( void *font )
{
        static char *lmouse = "left mouse - change incidence & azimuth";
        static char *mmouse = "middle mouse - change twist";
        static char *rmouse = "right mouse - zoom in and out";
        static char *Rkey = "R key - reset view";
        static GLubyte pseudoBitmap[] = { 0 };

        GLfloat xoffset, yoffset;
        GLsizei winHeight = glutGet(GLUT_WINDOW_HEIGHT);
        GLsizei winWidth  = glutGet(GLUT_WINDOW_WIDTH);

        xoffset = -winWidth/2+15.0;
        yoffset = winHeight/2-30.0;
        glRasterPos3f( 0.0, 0.0, 0.0 );
        glBitmap(1, 1, 0.0, 0.0, xoffset, yoffset, pseudoBitmap);
        renderBitmapString( font, lmouse );

        yoffset -= 23.0;
        glRasterPos3f( 0.0, 0.0, 0.0 );
        glBitmap(1, 1, 0.0, 0.0, xoffset, yoffset, pseudoBitmap);
        renderBitmapString( font, mmouse );

        yoffset -= 23.0;
        glRasterPos3f( 0.0, 0.0, 0.0 );
        glBitmap(1, 1, 0.0, 0.0, xoffset, yoffset, pseudoBitmap);
        renderBitmapString( font, rmouse );

        yoffset -= 23.0;
        glRasterPos3f( 0.0, 0.0, 0.0 );
        glBitmap(1, 1, 0.0, 0.0, xoffset, yoffset, pseudoBitmap);
        renderBitmapString( font, Rkey );
}


On Feb 3, 11:34am, ceti wrote:
...
> A little Open GL question!
> I need to display a bitmap ( scannep map or aerial photo ) and animate
on
> it in a 2D navigation tool.
> I have already done this 4 years ago under HP starbase and Iris GL.
> Under OpenGL that 's good, but here there a difference between OpenGL
and
> Iris GL.
> When I zoom in or translate  the bitmap, the glRasterPos doesn't work if
> the designated point is out of the screen.
>
> So how can I dispay this bitmap if the lower left coordinate is outside
> the screen (too left or too low) ???
> Is there a special trick, an other command to place the first coordinate
> out side the viewport ??
>
> Thanks,

-- 
+---------------------------------+----------------------------------+
|Benedikt J. Kessler              | Silicon Graphics GmbH            |
|Training Munich                  | Am Hochacker 3 - Technopark      |
|Silicon Graphics Computer Systems| 85630 Grasbrunn-Neukeferloh, FRG |
|    ---  __o       ,__o          |                                  |
| ------_ \<,_    _-\_<,          | Phone: (+int) 89 46108-212 or -0 |
|----- (*)/ (*)  (*)/'(*)         | Fax:   (+int) 89 46108-190 or 222|
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|Network: <bjk@munich.sgi.com>                                       |
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From guest  Mon Feb  3 03:35:48 1997
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Subject: Help on getting pfPath of intersection
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Hi,

I need help on managing to get the Traversalpath of a current intersection.
My problem is that the member function pfHit::query(PFQHIT_PATH,hit_path);
(pfPath *hit_path;) just returns a path with one element, but there
should be more in it. I initialized hit_path with new pfPath.

Did anybody something like this? Every information will be useful for me.

Carsten Scharfe

	dragon@hni.uni-paderborn.de
	dragon@uni-paderborn.de

**************************************************************************
SICMA Applications Group
Heinz Nixdorf Institute
Fuerstenallee 11
33102 Paderborn
Germany
**************************************************************************

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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9702030457.ZM4387@jimbo.rtset.co.il>
Date: Mon, 3 Feb 1997 04:57:56 -0800
In-Reply-To: ceti@worldnet.net (ceti)
        "Re: glDrawPixels." (Feb  3, 11:34am)
References: <199702031033.LAA01490@centaure.worldnet.net>
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To: ceti@worldnet.net (ceti)
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On Feb 3, 11:34am, ceti wrote:
> Subject: Re: glDrawPixels.
...
> Iris GL.
> When I zoom in or translate  the bitmap, the glRasterPos doesn't work if the
> designated point is out of the screen.
>
> So how can I dispay this bitmap if the lower left coordinate is outside the
> screen (too left or too low) ???
> Is there a special trick, an other command to place the first coordinate out
> side the viewport ??

...

glDrawPixels() can get an address which is inside the image, not only the
corner itself. In your case, you can calculate the pixel that should be drawn
to the lower left corner of the viewport, and send its address within the image
to glDrawPixels. You should specify  what is the row length of the image, so
that OpenGL can skip to the next row of pixels, to the same x position. You
specify the row length with glPixelStorei (GL_PACK_ROW_LENGTH, row_length).

Ran

-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
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Fax    : 972-9-9552239               |
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To: info-performer@sgi.com
Subject: Inverse Distortion Correction
Status: O

     
     I seriously doubt this has anything to do with performer but I have 
     alot of respect for the participants here, many of whom have helped me 
     here a number of times. I just started your Monday with flattery, 
     you're welcome.
     
     We have some dome simulators in which the distortion correction is 
     done in the image generator.
     
     There is some interest in having the out-the-window scene (5 channels) 
     Tee'd off to a sort of ops center. In that case, "flat" video would be 
     great. I know, why not do the distortion correction in the projectors 
     instead of the IG? Unfortunately, we may have painted ourselves into a 
     corner on that one.
     
     Do you suppose it is possible to get something like an O2 and write a 
     program that (1) reads a video signal from a distortion corrected 
     image and then (2) loads the frame buffer with the corresponding 
     uncorrected image?
     
     Regards,
     Bill Marinelli
     

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702031203.ZM21624@bitch.reading.sgi.com>
Date: Mon, 3 Feb 1997 12:03:53 +0000
In-Reply-To: "Michael M. Allbright" <m-allbright1@ti.com>
        "Re: Non-MultiSample Anti-aliasing" (Jan 31,  6:44pm)
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--
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Content-Type: text/plain; charset=us-ascii

I am unable to reproduce the anti-aliasing problem I saw on the
Indigo2 IMPACT. The RAPIER demo now seems to work consistently with
anti-aliasing even in the optical mode. If you have any problems
restart the graphics and run the demo again.

It appeared to me like linesmooth wasn't on. The giveaway is the
graticule in the centre of the screen. Most of it is drawn to the
overlay but the circle is drawn to the framebuffer and should be
anti-aliased, if it's not then you have problems.

See the attaghed gif of the visual mode with A-A lines on an Apache
with the aliased horizon below.

Cheers,
Angus.

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From: suter@geo.unizh.ch (Martin Suter)
Message-Id: <9702031208.AA26753@icarus.geo.unizh.ch>
Subject: Re: Non-MultiSample...Q: Transparency
To: dorbie@bitch.reading.sgi.com (Angus Dorbie)
Date: Mon, 3 Feb 1997 13:08:29 +0100 (MET)
Cc: info-performer@sgi.com
In-Reply-To: <9702031019.ZM21489@bitch.reading.sgi.com> from "Angus Dorbie" at Feb 3, 97 10:19:03 am
Reply-To: suter@geo.unizh.ch
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Status: O

According to Angus Dorbie:
> 
> I was just talking about sorting transparent objects in the scene, against
> opaque and perhaps against eachother.
> 
> There's a _vast_ difference between this type of sort and the kind of
> polygon level sort required by the front to back rendering on the alpha
> saturate full scene antialiasing you describe. There are also implications
> for meshing the scene.

Performers,

Let me ask a more general question about transparency here.
Suppose you have many objects with partially transparent
textures applied (e.g. a forest made up by many billboards).
On a RealityEngine2 graphics system there is no need to 
render the transparent geometry back to front to get proper 
results, as long as you use the transparency type PFTR_MS_ALPHA.

This is different for other graphics subsystems. What types of 
SGI graphics subsystems support the benefit of not requiring 
sorting of transparent geometry? High IMPACT, Maximum IMPACT, 
and OCTANE/MXI are of particular interest to me.


Regards,

Martin

-- 
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
Martin Suter                     Remote Sensing Laboratories
Research Associate               University of Zurich
Email:suter@geo.unizh.ch         Winterthurerstrasse 190
Phone:+41 - 1 / 257 51 63        CH-8057 Zurich; Switzerland
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From guest  Mon Feb  3 04:41:36 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702031240.ZM21708@bitch.reading.sgi.com>
Date: Mon, 3 Feb 1997 12:40:15 +0000
In-Reply-To: suter@geo.unizh.ch (Martin Suter)
        "Re: Non-MultiSample...Q: Transparency" (Feb  3,  1:08pm)
References: <9702031208.AA26753@icarus.geo.unizh.ch>
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Subject: Re: Non-MultiSample...Q: Transparency
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Status: O

You need a multi-sample buffer and the only SGI machines which support this are
Reality Engine (1&2) and Infinite Reality.

Cheers,
Angus.

On Feb 3,  1:08pm, Martin Suter wrote:
> Subject: Re: Non-MultiSample...Q: Transparency

> This is different for other graphics subsystems. What types of
> SGI graphics subsystems support the benefit of not requiring
> sorting of transparent geometry? High IMPACT, Maximum IMPACT,
> and OCTANE/MXI are of particular interest to me.
>
>
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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9702030546.ZM5275@jimbo.rtset.co.il>
Date: Mon, 3 Feb 1997 05:46:13 -0800
In-Reply-To: WILLIAM_MARINELLI@ntsc.navy.mil
        "Inverse Distortion Correction" (Feb  3,  6:53am)
References: <9701038549.AA854981875@CCMAIL.NTSC.NAVY.MIL>
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On Feb 3,  6:53am, WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> Subject: Inverse Distortion Correction
>
>      I seriously doubt this has anything to do with performer but I have
>      alot of respect for the participants here, many of whom have helped me
>      here a number of times. I just started your Monday with flattery,
>      you're welcome.
>
>      We have some dome simulators in which the distortion correction is
>      done in the image generator.
>
>      There is some interest in having the out-the-window scene (5 channels)
>      Tee'd off to a sort of ops center. In that case, "flat" video would be
>      great. I know, why not do the distortion correction in the projectors
>      instead of the IG? Unfortunately, we may have painted ourselves into a
>      corner on that one.
>
>      Do you suppose it is possible to get something like an O2 and write a
>      program that (1) reads a video signal from a distortion corrected
>      image and then (2) loads the frame buffer with the corresponding
>      uncorrected image?
>

Loading video signal into texture on O2 is quite fast, but I'm not sure that
the overall performance (loading video & drawing the texture undistorted) will
be good enough. The O2 is very fill limited, so you'll have trouble drawing to
a large window. Also, the video comes in fields. If you want to work 60 Hz,
you'll have to load fields. Otherwise, you can load frames at 30 Hz.
I'd assume that on 30 Hz, drawing to a video sized window, you can do it.

Ran


-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
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Fax    : 972-9-9552239               |
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Mon, 3 Feb 1997 12:50:22 +0000
In-Reply-To: WILLIAM_MARINELLI@ntsc.navy.mil
        "Inverse Distortion Correction" (Feb  3,  6:53am)
References: <9701038549.AA854981875@CCMAIL.NTSC.NAVY.MIL>
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On Feb 3,  6:53am, WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> Subject: Inverse Distortion Correction
>
>      I seriously doubt this has anything to do with performer but I have
>      alot of respect for the participants here, many of whom have helped me
>      here a number of times. I just started your Monday with flattery,
>      you're welcome.
>
>      We have some dome simulators in which the distortion correction is
>      done in the image generator.
>
>      There is some interest in having the out-the-window scene (5 channels)
>      Tee'd off to a sort of ops center. In that case, "flat" video would be
>      great. I know, why not do the distortion correction in the projectors
>      instead of the IG? Unfortunately, we may have painted ourselves into a
>      corner on that one.
>
>      Do you suppose it is possible to get something like an O2 and write a
>      program that (1) reads a video signal from a distortion corrected
>      image and then (2) loads the frame buffer with the corresponding
>      uncorrected image?

Yes!, an O2 would be great at this, try running the video distort demo
if you need convincing but I think you'll have to encode to a lower
resolution format like pal. Perhaps you don't need to do this if your
image generator is an Infinite Reality.

Here's a suggestion:

When performing distortion correction on an iR you render the primary
channel or channels to the backbuffer then read to texture memory then
draw the textured distortion mesh to the backbuffer then swap to display
the final image.

If you use different areas of the framebuffer for the rendering of
the primary channels and the distortion mesh you could send both the
distorted and undistorted images to separate video outputs on the
display generator.

So, just to recap what you might want to do:

You create a vof which outputs a video signal from the framebuffer
for the undistorted channel, and another video signal from the part
of the framebuffer containing the distorted image.

The first video gets fed to the instructors station, the second goes
to the projector in the dome.

You render the undistorted image to the framebuffer where the instructors
video is taken from.
You read this image into texture memory.
You draw the distortion mesh with the visual texture to the area of
the framebuffer where the dome video is taken from.

The viability of this depends entirely on the type of distortion you
are performing in the I.G.

Cheers,
Angus.
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Subject: pfPath and intersection help needed !!
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Hi,

I need help on managing to get the Traversalpath of a current intersection.
My problem is that the member function pfHit::query(PFQHIT_PATH,hit_path);
(pfPath *hit_path;) just returns a path with one element, but there
should be more in it. I initialized hit_path with new pfPath.

Did anybody something like this? Every information will be useful for me.

Carsten Scharfe

		dragon@hni.uni-paderborn.de
		dragon@uni-paderborn.de

**************************************************************************
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33102 Paderborn
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**************************************************************************

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From: "Andreas Loesch" <loesch@lola.gsf.de>
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Date: Mon, 3 Feb 1997 14:43:38 +0100
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Subject: Help: pfMatrix algebra
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--PART-BOUNDARY=.19702031443.ZM26206.gsf.de
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Hi Performers!

Here is my favourite problem for the week. I will try to ask my questions=
 in
a top down way:

1. Given two known pfMatrizes X and Y. How can I find out the pfMatrix T =
if
	X*T =3D T*Y?

You want to know why? The problem arises when I want to connect two
coordinate systems which are translated and rotated against each other
(fortunately they are both cartesian and have the same scale). I do not w=
ant
to run around and measure distances and angles. In my case it boils down =
to
the following matrix-"paths":

            Origin B * <--------- T ----------- * Origin A
                      \                        /
                       \                      /
                        \                    /
                         B                  A
                          \                /
                           \              /
                            \            L
                             _/-- X --> * measuring position

	L*B*T =3D A

L, B, T and A are orthonormal pfMatrizes. T and X are constant!

2. My idea is to make (at least) two measurements of A and B at different=

 positions and orientations in order to determine X and T. Is this possib=
le?
I am not quite sure whether there exists a unique solution...

If however everything is correct up to now I can write

	L * B  * T =3D A
	     1        1

and

	L * B  * T =3D A
	     2        2

which then yields

         -1                  -1
	B   * B   * T =3D T * A   * A
         1     2             1     2

which is the form in (1.).

3. How can I solve the problem if I have more than two measurements? Some=

sort of fit, least squares, regression ....

Any hints are highly appreciated!!!!

Thanks for your time and sorry for wasting the bandwidth!

Andi

-- =

Andreas L=F6sch		GSF - Forschungszentrum f=FCr Umwelt und Gesundheit
MEDIS/M3				Phone   : (+49 89) 3187 4458
Ingolst=E4dter Landstr. 1			FAX     : (+49 89) 3187 4243 o. 3326
85764 Neuherberg / GERMANY		E-mail  : loesch@gsf.de

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To: info-performer@sgi.com
Subject: Shared memory problems
Status: O

Hello-

We are working on an immersive virtual assembly tool using Performer 2.0 and Irix 5.3 (haven't upgraded yet), on both an older Crimson RE and an Onyx RE2.  In order to keep down the lag, we have put the calls to our tracking devices (Flock of Birds) in separate code that just writes to a shared memory location.  The Performer code then just reads out of the shared memory location to get the latest data.  This cuts out about 100ms of app time doing it this way.  The code that has been developed runs fine on the single processor Crimson but has problems on the Onyx which as two processors.  If we force the Onyx onto one processor using pfMultiProc(PFMP_APPCULLDRAW) and pfRunProcOn(0), we get better results but still not the same as a single processor machine.  I assume that this is probably due to Performer's handling of its own shared memory arena and that the other shared memory for use with the birds is outside the arena.  Can anyone suggest the best solution for this?  Some were made in using Sproc but hav
en't had much luck there yet.

Thanks.

Scott
sangster@cme.nist.gov
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From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Ran Yakir <rany@rtset.co.il>
CC: WILLIAM_MARINELLI@ntsc.navy.mil, info-performer@sgi.com
Subject: Re: Inverse Distortion Correction
References: <9701038549.AA854981875@CCMAIL.NTSC.NAVY.MIL> <9702030546.ZM5275@jimbo.rtset.co.il>
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Status: O

Ran Yakir wrote:
> 
> On Feb 3,  6:53am, WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> > Subject: Inverse Distortion Correction
> >
> >      I seriously doubt this has anything to do with performer but I have
> >      alot of respect for the participants here, many of whom have helped me
> >      here a number of times. I just started your Monday with flattery,
> >      you're welcome.
> >
> >      We have some dome simulators in which the distortion correction is
> >      done in the image generator.
> >
> >      There is some interest in having the out-the-window scene (5 channels)
> >      Tee'd off to a sort of ops center. In that case, "flat" video would be
> >      great. I know, why not do the distortion correction in the projectors
> >      instead of the IG? Unfortunately, we may have painted ourselves into a
> >      corner on that one.
> >
> >      Do you suppose it is possible to get something like an O2 and write a
> >      program that (1) reads a video signal from a distortion corrected
> >      image and then (2) loads the frame buffer with the corresponding
> >      uncorrected image?
> >
> 
> Loading video signal into texture on O2 is quite fast, but I'm not sure that
> the overall performance (loading video & drawing the texture undistorted) will
> be good enough. The O2 is very fill limited, so you'll have trouble drawing to
> a large window. Also, the video comes in fields. If you want to work 60 Hz,
> you'll have to load fields. Otherwise, you can load frames at 30 Hz.
> I'd assume that on 30 Hz, drawing to a video sized window, you can do it.
> 

The O2's fill rate is fast enough to texture-fill a frame-size window,
at field-rate (720x576 fill at 50 Hz, 720x486 fill at 60 Hz, etc.).
The video grabbing into "texture" memory ( = normal memory) is done
in parallel to the rendering, so no problem there.

If someone could only get the O2 graphics to framelock to video
(sigh...)

Moshe Nissim
Orad Hi-Tec Systems
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From guest  Mon Feb  3 07:27:26 1997
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Date: Mon, 3 Feb 1997 16:29:16 -0800
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199702040029.QAA12034@sirssg1.epfl.ch>
To: info-performer@sgi.com
Subject: URGENCE dxf2obj
Status: O


Hi performers,

This is not a Performer question, but about the 3D format.

Does anyone know where can I get a converter :

	from DXF to OBJ ( Wavefront ) .

Your helps will be very appreciated.

		Many thanks in advance

			Tran.

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

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From: "Eileen Huang" <eileen@video2.bloomberg.com>
Message-Id: <9702031229.ZM6588@video2.bloomberg.com>
Date: Mon, 3 Feb 1997 12:29:26 -0500
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Status: O

Hi, I'd like to be put on the performer email list.

Thanks, Eileen
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Date: Mon, 03 Feb 1997 19:15:17 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: Shared memory problems
Status: O

Is it ok on your crimson with the PFMP_APP_CULL_DRAW
It is not optimized for this machine but it forces code to fork.
I presume it should crash on Crimson too. This means that you are using data
outside the shared datapool. 
If not, unfortunatly I've already got this kind of problem, it will be
harder to find ...
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
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  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Engineer 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: "brainval" <brainval@onyx.montesa.es>
Message-Id: <9702042019.ZM29307@onyx.montesa.es>
Date: Tue, 4 Feb 1997 20:19:50 -0800
Reply-To: brainval@ehome.encis.es
Organization: Brainstorm Multimedia
Department: Software Development
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To: info-performer@sgi.com
Subject: IR - Paging Mechanism.
Mime-Version: 1.0
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Status: O


Hello everybody.


We are trying to create a Paging Mechanism interface for an IR.

We work currently with Performer 2.1.
But we don't know where to find any example about these feature.

Please any suggestion will be welcome.

Hector Viguer.

-- 
Brainstorm Multimedia.
Software Development.
brainval@ehome.encis.es

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From guest  Mon Feb  3 11:25:49 1997
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	id AA11434; Mon, 3 Feb 1997 14:23:10 -0500
Sender: ellery@harris.com
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Date: Mon, 03 Feb 1997 14:23:10 -0500
From: Ellery Chan <echan@harris.com>
Organization: Harris Corporation
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To: info-performer@sgi.com
Subject: Keyframe animation packages?
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

Can anyone recommend a good animation package with flexible camera
controls?  I need to be able to script fly-throughs (to eventually
end up on video) and would like the ability to control the camera
view direction independently of the camera's direction of travel.
For example, we want the ability to be traveling forward and looking
forward, then smoothly pan the view over to the side (of the road, say)
and back again to the front.

I've looked at a couple of the popular vis sim packages, but their
camera control is limited to attaching the camera to an object in
the scene, and possibly attaching the look-at point to another object.
However, our scenes currently have no moving objects.  Also, I haven't
warmed up to the modeling interface that requires moving a grid around
in 3-space to intercept my mouse clicks.

It seems to me that an ability to specify keyframes for the camera
motion would be very useful.  Is there a package that does this in
a way that can be exported to Performer, and/or that will load models
in the same formats that Performer uses?  (We currently are using
OpenInventor .iv format for our models.)  Since we use Performer to
view our models interactively, it would be nice to have compatible
tools to put them to video.

-- 
"Perhaps if we increased the Mnemonic Device to 650 volts..." --Dave
Barry
--------------------------------------------------------------------------
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 150 S Wickham Rd, MS W2-7758    | Tel:  407-984-6506
 Melbourne, FL  32904            | Fax:  407-984-6353
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From: "Marko Srdanovic" <mas@swl.msd.ray.com>
Message-Id: <9702031703.ZM9803@onyx9.swl.msd.ray.com>
Date: Mon, 3 Feb 1997 17:03:08 -0500
In-Reply-To: "Rambabu" <ram@ivex3d.com>
        "Rain / Thunderstorms ..." (Jan 29,  4:19pm)
References: <32EFBED4.381B@ivex3d.com>
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To: "Rambabu" <ram@ivex3d.com>, info-performer@sgi.com
Subject: Re: Rain / Thunderstorms ...
Cc: mas@swl.msd.ray.com
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Status: O

On Jan 29,  4:19pm, Rambabu wrote:
> Subject: Rain / Thunderstorms ...
> 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.

To implement rain, I took the suggestion from Dennis Pierce in the archive
ftp://sgigate.sgi.com/pub/Performer/selected-topics/atmospheric-fx for
implementing rain.  He suggested using a 2d grid and placing "drops" randomly
along the top row and moving them down each frame.  I used OpenGL in a postdraw
callback to implement this.  I ended up using GL_LINES for the drops.
 Basically, the line gets moved down by one row each frame.

This worked well, but wasn't quite right because it was too rigid.  I decided
to get rid of the columns and created the lines in a random position along the
screen and moved them down one row each frame.  This was better, but still too
rigid.  Basically, I ended up dumping the grid and created lines of random
length, randomly along the top row.  Then, I move each line down the screen at
a rate proportional to its length (ie., longer lines "fall" faster than shorter
ones).  All the drops are kept in a list and removed from the list when they
reach the bottom of the screen.  The random length and rate sort of gives the
rainfall some sense of depth.  It's not perfect, and a ton of random numbers
get generated, but it seems to work well.

I haven't tried creating geosets of PFGS_LINES but still think this might have
better results since drops drawn in the postdraw callback never seem to
"disappear" behind objects in the scene.

Good luck.

-- 
-----------------------------------------------------------------------
Marko Srdanovic                             mailto:mas@swl.msd.ray.com
Raytheon Electronic Systems                 voice: (508) 858-5680
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50 Apple Hill Drive, Tewksbury, MA 01876    #include <std/disclaimer.h>
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Message-Id: <199702040552.AAA00631@kirk.dnaco.net>
Subject: Help with textures.
To: info-performer@sgi.com (Performer Mailing List)
Date: Tue, 4 Feb 1997 00:52:24 -0500 (EST)
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Status: O

Hi,

   Here is the *SHORT* form of the question?


   I want an object is 50'x10' and I have a texture thats 
10'x10' and I want the texture to be duplicated 5 times 
rather than stretched out? 

   Here's the background info, at the end is the inventor 
model file I'm using. You can search for "GOTOMODEL" to jump 
directly to the model.


    I'm using performer to run an experiment that 
involves displaying a texture on a rectangle and
checking how texture affects speed perception. To
get good data, it's critical to know things like : 

  Where exactly on the screen the target is placed.
  How to move the target with known some velocity.
  How to make the target a given color.

    I've got a pretty good handle of the first two,
but the third has turned out to be tricky. For our 
pilot study we are using a rectangle thats 50'x10' 
projected 500'. Later we will use different aircraft
but I don't have to worry about that yet :)

   For the pilot study we need that completely specify 
whats seen on the screen. Which to me seems like it 
can be handled easily by a rectangle thats got a texture
on it so, I scrapted together an inventor model.

   The problem is it also stretches out the texture. So how
do I get the texture to be duplicated five times across the 
surface of the object? 
  
   I'm also having problems picking up information about 
the mapping of pixels drawn on the screen to those dumped
by snap_image. I'm thinking its probably that I have anti-alias
on! :)

#Inventor V2.0 ascii	*GOTOMODEL*

Separator {
    Texture2 {
	model		DECAL
        filename        "texture.rgb"
    }
    Material {
	ambientColor	1.0 1.0 1.0
    }
    Transform {
	translation 0 0 0 
	scaleFactor 10.0 50.0 0.1
    }
    Cube {
    }
}


Thanks for getting to this point! ;)

Eric Heft
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Date: Tue, 04 Feb 1997 09:38:01 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Thanks: glDrawPixels.
Status: O

All this week I have urgent job to do but as soon as I get a litle free time 
I'll try your tricks.

Thanks, especialy Ran Yakir.
Danke schon Benedikt Kessler.

==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
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     BILLARD Olivier  - Engineer R&D  -   C&I Software 
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE 
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
  Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti 
=================================================================
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Date: Tue, 4 Feb 1997 11:38:43 -0800
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199702041938.LAA13592@sirssg1.epfl.ch>
To: info-performer@sgi.com
Subject: DXF2OBJ
Status: O


To BILLARD Olivier, Sam Chu, Bing Zeng, 
   Dirk Scheffter and Performer Users

Many thanks for your kind answers. I tried to connect with

	http://www.threede.com

I got the message :

	THE SERVER DOES NOT HAVE A DNS ENTRY

I tried with :

	http://www.3D.com
	http://www.3d.com

and got :

	SERVER MAY BE DOWN OR UNREACHABLE.

Here following is a list of sites for converters and hope
it should help some Performer User

address of converters, compressor, viewer :

http://avalon1.viewpoint.com/cgi-bin/nav.pl?key=ut&site=vp
http://www.ocnus.com/translate.html
http://www.autodesk.de/produkte/3d_st.htm
ftp://avalon1.viewpoint.com/avalon/utils/converters

In anyway, thank you so much for your attentions

				Best regards

			    	    Tran.

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

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From: suter@geo.unizh.ch (Martin Suter)
Message-Id: <9702041417.AA27865@icarus.geo.unizh.ch>
Subject: Non-Multisample Transparency
To: info-performer@sgi.com
Date: Tue, 4 Feb 1997 15:17:45 +0100 (MET)
Reply-To: suter@geo.unizh.ch
X-Organization: Remote Sensing Laboratories, University of Zurich
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According to Angus Dorbie:

> You need a multi-sample buffer and the only SGI machines which support this are
> Reality Engine (1&2) and Infinite Reality.
> 
> Cheers,
> Angus.
> 
> On Feb 3,  1:08pm, Martin Suter wrote:
> > Subject: Re: Non-MultiSample...Q: Transparency
> 
> > Suppose you have many objects with partially transparent
> > textures applied (e.g. a forest made up by many billboards).
> > On a RealityEngine2 graphics system there is no need to 
> > render the transparent geometry back to front to get proper 
> > results, as long as you use the transparency type PFTR_MS_ALPHA.

> > This is different for other graphics subsystems. What types of
> > SGI graphics subsystems support the benefit of not requiring
> > sorting of transparent geometry? High IMPACT, Maximum IMPACT,
> > and OCTANE/MXI are of particular interest to me.
> >

Hmm... How can we sort the transparent geometries back to front to get 
proper results without affecting the frame rate too much?

Regards,  

M.
-- 
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
Martin Suter                     Remote Sensing Laboratories
Research Associate               University of Zurich
Email:suter@geo.unizh.ch         Winterthurerstrasse 190
Phone:+41 - 1 / 257 51 63        CH-8057 Zurich; Switzerland
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Date: Tue, 4 Feb 1997 10:05:25 -0500
From: brian@sgi.com (Brian Furtaw)
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In-Reply-To: Eric Heft <eheft@dnaco.net>
        "Help with textures." (Feb  4, 12:52am)
References: <199702040552.AAA00631@kirk.dnaco.net>
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--
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Content-Type: text/plain; charset=us-ascii

Eric, I made some changes to your inventor file and attached a copy of the one
I used to test. You have to do two things here first tell Inventor to use
repeat as the texturing method which is the default but I added it anyway, see
below. Second do not forget about those texture coordinates, the SoCube defines
them for you so you can't modify them with SoTexture2Coordinate so you change
the SoTexture2Transform, I simply scaled the V coordinates by 5x to give the
desired effect.

Brian

On Feb 4, 12:52am, Eric Heft wrote:
> Subject: Help with textures.
> Hi,
>
>    Here is the *SHORT* form of the question?
>
>
>    I want an object is 50'x10' and I have a texture thats
> 10'x10' and I want the texture to be duplicated 5 times
> rather than stretched out?
>
>    Here's the background info, at the end is the inventor
> model file I'm using. You can search for "GOTOMODEL" to jump
> directly to the model.
>
>
>     I'm using performer to run an experiment that
> involves displaying a texture on a rectangle and
> checking how texture affects speed perception. To
> get good data, it's critical to know things like :
>
>   Where exactly on the screen the target is placed.
>   How to move the target with known some velocity.
>   How to make the target a given color.
>
>     I've got a pretty good handle of the first two,
> but the third has turned out to be tricky. For our
> pilot study we are using a rectangle thats 50'x10'
> projected 500'. Later we will use different aircraft
> but I don't have to worry about that yet :)
>
>    For the pilot study we need that completely specify
> whats seen on the screen. Which to me seems like it
> can be handled easily by a rectangle thats got a texture
> on it so, I scrapted together an inventor model.
>
>    The problem is it also stretches out the texture. So how
> do I get the texture to be duplicated five times across the
> surface of the object?
>
>    I'm also having problems picking up information about
> the mapping of pixels drawn on the screen to those dumped
> by snap_image. I'm thinking its probably that I have anti-alias
> on! :)
>
> #Inventor V2.0 ascii	*GOTOMODEL*
>
> Separator {
     Texture2Transform {
          translation  0 0
          rotation     0
          scaleFactor  1 5
          center       0 0
     }
>     Texture2 {
> 	model		DECAL
>         filename        "texture.rgb"
          wrapS       REPEAT
          wrapT       REPEAT
          model       MODULATE
>     }
>     Material {
> 	ambientColor	1.0 1.0 1.0
>     }
>     Transform {
> 	translation 0 0 0
> 	scaleFactor 10.0 50.0 0.1
>     }
>     Cube {
>     }
> }
>
>
> Thanks for getting to this point! ;)
>
> Eric Heft
> =======================================================================
> 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



-- 
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Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
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From: lelkins@zeus.lnk.com (Les Elkins)
Message-Id: <9702042029.AA29689@zeus.lnk.com>
Subject: Problem going to IR?
To: info-performer@sgi.com
Date: Tue, 4 Feb 1997 15:29:54 -0500 (EST)
Cc: lelkins@zeus.lnk.com (Les Elkins)
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Hello...

I have a (previously working) program that worked on a rack
Onyx R4400 RealityEngineII.  The Onyx was just upgraded to 
an IR w/two RM6's.  Now it appears to hang when it 
gets to the part where I should be seeing the first 
pretty pictures, specifically at the first pfFrame.
When I stop it in dbx, I see the following...

Interrupt
Process  4950 (cic6.DBG) stopped on signal SIGINT: Interrupt (default) at [_ioctl:15 +0x8,0xfa4800c]
         Source (of ioctl.s) not available for Process  4950
(dbx) where
>  0 _ioctl(0x4, 0x757303, 0xffffffff, 0xfa2e5b0) ["ioctl.s":15, 0xfa4800c]
   1 _usblock(0x4000000, 0x4, 0x1356, 0xfa2e5b0) ["usemas.c":1118, 0xfa9f224]
   2 _uspsema(0x4008440, 0x757303, 0xffffffff, 0xfa2e5b0) ["usemas.c":143, 0xfa56b34]
   3 pfSync() ["/perf7/zhz/perftot1/perf/lib/libpf/DBG.O32.OPENGL/../../../lib/libpf/pfProcess.C":2169, 0x563db4]
   4 pfFrame() ["/perf7/zhz/perftot1/perf/lib/libpf/DBG.O32.OPENGL/../../../lib/libpf/pfProcess.C":2575, 0x565170]
   5 view_scene() ["/vinson3/people/ng/demos_vinson/cic6/DBG.O32.OPENGL/../cic_main.c":1055, 0x47b74c]
   6 main(argc = 1, argv = 0x7fff2f44) ["/vinson3/people/ng/demos_vinson/cic6/DBG.O32.OPENGL/../cic_main.c":213, 0x479de0]
   7 __istart() ["crt1tinit.s":13, 0x46b800]


The code still (seems) to work fine on an R10K High Impact, and most of 
my other code (seems) to run without problems on the IR (except that the 
frame rates on the other stuff tend to be so fast they scare me).

I'm running Performer 2.1 on both machines.

I'll keep looking, but any thoughts would be appreciated...


Thanks, 

Les Elkins


-----------------------------------------------------------------------
        Les Elkins
        LNK Corporation, Inc
        Riverdale, MD
        (301) 927-3223
        lelkins@lnk.com

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9702041327.ZM8231@quid.csd.sgi.com>
Date: Tue, 4 Feb 1997 13:27:27 -0800
In-Reply-To: lelkins@zeus.lnk.com (Les Elkins)
        "Problem going to IR?" (Feb  4,  3:29pm)
References: <9702042029.AA29689@zeus.lnk.com>
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Status: O

Does Performer Town run OK on the iR ? You could check that you have patch 1355
installed ( must be installed from mini-root or you can get pipe hangs ), also
check for patch 1460 which has the diagnostics. Does KPM run when the pipe
hangs ? ( check SYSLOG ), also see what irsaudit tells you.

Cheers
Rob

On Feb 4,  3:29pm, Les Elkins wrote:
> Subject: Problem going to IR?
> Hello...
>
> I have a (previously working) program that worked on a rack
> Onyx R4400 RealityEngineII.  The Onyx was just upgraded to
> an IR w/two RM6's.  Now it appears to hang when it
> gets to the part where I should be seeing the first
> pretty pictures, specifically at the first pfFrame.
> When I stop it in dbx, I see the following...
>
> Interrupt
> Process  4950 (cic6.DBG) stopped on signal SIGINT: Interrupt (default) at
[_ioctl:15 +0x8,0xfa4800c]
>          Source (of ioctl.s) not available for Process  4950
> (dbx) where
> >  0 _ioctl(0x4, 0x757303, 0xffffffff, 0xfa2e5b0) ["ioctl.s":15, 0xfa4800c]
>    1 _usblock(0x4000000, 0x4, 0x1356, 0xfa2e5b0) ["usemas.c":1118, 0xfa9f224]
>    2 _uspsema(0x4008440, 0x757303, 0xffffffff, 0xfa2e5b0) ["usemas.c":143,
0xfa56b34]
>    3 pfSync()
["/perf7/zhz/perftot1/perf/lib/libpf/DBG.O32.OPENGL/../../../lib/libpf/pfProcess.C":2169,
0x563db4]
>    4 pfFrame()
["/perf7/zhz/perftot1/perf/lib/libpf/DBG.O32.OPENGL/../../../lib/libpf/pfProcess.C":2575,
0x565170]
>    5 view_scene()
["/vinson3/people/ng/demos_vinson/cic6/DBG.O32.OPENGL/../cic_main.c":1055,
0x47b74c]
>    6 main(argc = 1, argv = 0x7fff2f44)
["/vinson3/people/ng/demos_vinson/cic6/DBG.O32.OPENGL/../cic_main.c":213,
0x479de0]
>    7 __istart() ["crt1tinit.s":13, 0x46b800]
>
>
> The code still (seems) to work fine on an R10K High Impact, and most of
> my other code (seems) to run without problems on the IR (except that the
> frame rates on the other stuff tend to be so fast they scare me).
>
> I'm running Performer 2.1 on both machines.
>
> I'll keep looking, but any thoughts would be appreciated...
>
>
> Thanks,
>
> Les Elkins
>
>
> -----------------------------------------------------------------------
>         Les Elkins
>         LNK Corporation, Inc
>         Riverdale, MD
>         (301) 927-3223
>         lelkins@lnk.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 Les Elkins



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Richard M. Spencer" <rspencer@es.rti.org>
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Subject: Compiling with C++ doesn't see pfPreScaleMat
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because of the #ifdef PF_C_API statement in the prmatch.h file.  Is there
an equivalent C++ include file for pfPreScaleMat or what must I set to
get it?

Thanks

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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Date: Wed, 05 Feb 1997 12:08:01 +0900
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From: Gil-won Park <myidisid@interpia.net>
Subject: I want information of openInventor.
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Hi all,

I'm studying OpenGL on Windows95/NT systems. 
I heard that 'OpenInventor for Windows 95/NT' has been made. I want to take
information of it.

Who know that?

Pls give me information.

Thanks.

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From: bleclerc@cae.ca (Bernard Leclerc)
Message-Id: <199702050320.WAA04652@eagle.cae.ca>
To: info-performer@sgi.com, "Richard M. Spencer" <rspencer@es.rti.org>
Subject: Re:  Compiling with C++ doesn't see pfPreScaleMat
Status: O

Richard M. Spencer wrote,

> because of the #ifdef PF_C_API statement in the prmatch.h file.  Is there
> an equivalent C++ include file for pfPreScaleMat or what must I set to
> get it?

Richard, 

In C++, you should use pfMatrix::preScale() as documented in 
the libpr C++ man page for pfMatrix.

The correct header file is Performer/pr/pfLinMath.h


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: "Rob Jenkins" <robj@quid>
Message-Id: <9702041931.ZM9269@quid.csd.sgi.com>
Date: Tue, 4 Feb 1997 19:31:50 -0800
In-Reply-To: Gil-won Park <myidisid@interpia.net>
        "I want information of openInventor." (Feb  5, 12:08pm)
References: <3.0.1.32.19970205120752.0078eb70@interpia.net>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Gil-won Park <myidisid@interpia.net>, info-performer@sgi.com
Subject: Re: I want information of openInventor.
Mime-Version: 1.0
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Status: O

The SGI Inventor web page is:
http://www.sgi.com/Technology/Inventor.html

and has a 'Multi-Platform Availability and Licensing' link. There's also a
newsgroup:
comp.graphics.api.inventor

They'd both be good places to start.

Cheers
Rob


On Feb 5, 12:08pm, Gil-won Park wrote:
> Subject: I want information of openInventor.
> Hi all,
>
> I'm studying OpenGL on Windows95/NT systems.
> I heard that 'OpenInventor for Windows 95/NT' has been made. I want to take
> information of it.
>
> Who know that?
>
> Pls give me information.
>
> Thanks.
>
> =======================================================================
> 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 Gil-won Park



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: swapnil@teil.soft.net (SWAPNIL H SHAH)
Message-Id: <199702051458.JAA10598@teil.soft.net>
Subject: Compiling with C++ doesn't see pfPreScaleMat (fwd)
To: info-performer@sgi.com
Date: Wed, 5 Feb 1997 09:28:00 -0530 (IST)
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Status: O



Give "man pfmatrix" it will show u all the functions available in pfMatrix
class..


it's "void pfMatrix::preScale(float x,  float y, float z,pfMatrix& m);


regards
-swapnil
************************************************************
        E-Mail : swapnil@teil.soft.net
        WWW    : http://www.teil.soft.net/~swapnil/
        Call me: 91-080-8452016    ext-218
************************************************************


According to Richard M. Spencer:
> From guest@holodeck.csd.sgi.com  Wed Feb  5 04:46:47 1997
> Date: Tue, 4 Feb 1997 17:43:47 -0500 (EST)
> From: "Richard M. Spencer" <rspencer@es.rti.org>
> X-Sender: rspencer@shrike
> To: info-performer@sgi.com
> Subject: Compiling with C++ doesn't see pfPreScaleMat
> Message-Id: <Pine.ULT.3.90.970204174021.28487C-100000@shrike>
> Mime-Version: 1.0
> Content-Type: TEXT/PLAIN; charset=US-ASCII
> 
> 
> because of the #ifdef PF_C_API statement in the prmatch.h file.  Is there
> an equivalent C++ include file for pfPreScaleMat or what must I set to
> get it?
> 
> Thanks
> 
> 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
> 
> =======================================================================
> 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: Wed, 5 Feb 1997 10:12:42 +0100
In-Reply-To: "Rob Jenkins" <robj@quid.csd.sgi.com>
        "Re: I want information of openInventor." (Feb  4,  7:31pm)
References: <3.0.1.32.19970205120752.0078eb70@interpia.net> 
	<9702041931.ZM9269@quid.csd.sgi.com>
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To: "Rob Jenkins" <robj@quid>
Subject: Re^2: I want information of openInventor.
Cc: info-performer@sgi.com
Mime-Version: 1.0
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On Feb 4,  7:31pm, Rob Jenkins wrote:
> Subject: Re: I want information of openInventor.
> The SGI Inventor web page is:
> http://www.sgi.com/Technology/Inventor.html
>
> and has a 'Multi-Platform Availability and Licensing' link. There's also a
> newsgroup:
> comp.graphics.api.inventor
>
> They'd both be good places to start.
>
> Cheers
> Rob
>-- End of excerpt from Rob Jenkins

Rob,
	The page you mention and the link to multi-platform availability are of
course a good starting point, but are a little bit outdated, the latter one was
last modified on Dec 18, 1995. In particular Portable Graphics has been
swallowed up by Template Graphics Software and NeTpower does not appear to
support Open Invetor anymore. Is it possible to get the latest list of other
platforms availability of Open Inventor ?

Kris.
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Date: Wed, 05 Feb 1997 20:11:10 +0100
To: info-performer@sgi.com
From: Kian <nkb@pacific.net.sg>
Subject: PLS HELP. URGENT.
Status: O

Hi.

I need to get some HELP urgently.

How do I integrate a joystick with CSI EasyScene or Performer?
Anyone has any sample codes to
do that? How do I set it up? Anyone ever successfully use a RE2 or IR with the
joystick? How to do it?

Please HELP as I've a presentation to show some important ppl in
2 days' time!

Many thanx!!!
Kian
Nanyang Polytechnic, Singapore

PS. PLEASE REPLY via this email address: NKB@PACIFIC.NET.SG

-----------------------------------------------------------
                Kian  | Singapore
  |\/\/\/\/|    Alias | Wavefront Certified Instructor
  |        |    Email : nkb@pacific.com.sg 
  |        |    
 (    (o) (o)   Home Page: http://home.pacific.net.sg/~nkb
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From: "Amaury Aubel" <aubel@lig.di.epfl.ch>
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Date: Wed, 5 Feb 1997 13:56:45 +0100
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Subject: 3D morphing
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Status: O

Hi Performer gurus!

I am a new to Performer so please don't blame me for asking what you might
consider a beginner's question.
I am using pfMorph to implement 3D morphing. I linearly interpolate vertex
coordinates, normal coordinates etc. So far, so good. My problem arises when it
comes to assigning materials and colors to the vertices/faces amd more
specifically to morph them.
To smoothly morph from material A to material B, I need to construct a new
geoset for each frame. Isn't this slow? (I'm implementing real-time morphing).
Isn't there another way to morph materials?
Or should I only morph colors and forget about materials?

Thanks in advance,

Amaury.

-- 
+----------------------------------------------------------------------+

  Amaury Aubel					aubel@lig.di.epfl.ch
  EPFL-LIG, 1015 Lausanne/Switzerland           Fax: +41 21 693 53 28
  Swiss Federal Institute of technology, Computer Graphics Lab

+----------------------------------------------------------------------+

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	 id IAA01553; Wed, 5 Feb 1997 08:42:38 -0500
From: "Matthew Fadoul" <matt@ignacio.csi-east.com>
Message-Id: <9702050842.ZM1549@ignacio.csi-east.com>
Date: Wed, 5 Feb 1997 08:42:38 -0500
In-Reply-To: Bill MacKrell <bill@coryphaeus.com>
        "[Fwd: PLS HELP. URGENT.]" (Feb  5, 10:32am)
References: <32F861B9.4907@coryphaeus.com>
Reply-To: matt@coryphaeus.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: NKB@PACIFIC.NET.SG
Subject: Re: Joystick with CSI EasyScene or Performer
Cc: info-performer@sgi.com
Mime-Version: 1.0
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> How do I integrate a joystick with CSI EasyScene or Performer?
> Anyone has any sample codes to
> do that? How do I set it up? Anyone ever successfully use a RE2 or IR with
the
> joystick? How to do it?
>
> Please HELP as I've a presentation to show some important ppl in
> 2 days' time!
>
> Many thanx!!!
> Kian
> Nanyang Polytechnic, Singapore
>
> PS. PLEASE REPLY via this email address: NKB@PACIFIC.NET.SG

Kian,

I've built several articluated flybox(tm) example programs that run under
EasyScene (which is Performer-based).  Go to ftp.coryphaeus.com, login as
anonymous and cd to /pub/Examples and download flybox.tar.Z. This example
demonstrates how to articulate a model and drive it from the flybox input
stream.

There is also a static geometry version of the model included in this archive
(in *.dwb format) if any others wish to have a very detailed model of a BG
systems flybox.

The following jpeg image is a snapshot of my model taken from Perfly.

If you have any questions please email me direct.

I hope this will help.

Regards,

Matt Fadoul
;-)

-- 
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Date: Wed, 5 Feb 97 11:29:26 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9702051629.AA09630@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: GL_TRIANGLE_FANs in Performer?
Status: O


Is there a reason why Performer doesn't support a pfGeoSet primitive
that equates to GL_TIANGLE_FAN ?

I'm guessing that it's missing because IrisGL doesn't have an easy
equivalent. But for new applications that don't have to run on IrisGL
platforms, it seems that I'd get better throughput if my database
loader could generate a PFGS_TRIFAN where making a PFGS_TRISTRIP is
topologically impossible. Try making a cone from a PFGS_TRISTRIP and you'll
soon see how a fan structure would be useful.

This would presumably improve my 'meshing' efficiency overall - and that
has a big impact on throughput.

There might also be a case for adding GL_LINE_LOOP and GL_QUAD_STRIP
primitives - but for typical terrain+feature databases, this isn't
anywhere near as important as improved triangle handling.


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: "Nathaniel Bletter" <nat@od.sri.com>
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Date: Wed, 5 Feb 1997 11:12:29 -0800
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To: info-performer@sgi.com, cve@Cs.Nott.AC.UK
Subject: Graphics/VR Job Opening at SRI International
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Status: O

		3-D Graphics/Virtual Reality Position
			  Perception Program
		    Artificial Intelligence Center
			  SRI International

Title: Research Engineer
Location: SRI International, Menlo Park, CA, USA
Start Date: Approximately 3/1/97
Salary: $42K - $67K
Length: permanent position

Primary duty: Join a team to design, implement, test, and demonstrate
TerraVision II, a VRML-based high-speed networked application for
viewing extremely large (10's of G-Bytes) terrain database.  See
http://www.ai.sri.com/~magic/ for more information.

Other Duties: Join a team to design, implement, test, and demonstrate
other graphics applications, in particular: (1) multi-user
graphics/virtual-reality applications using advanced multi-server
architectures and advanced networks; (2) a surgical simulation and
training system using SRI's 7 degree-of-freedom, two-arm
force-feedback console; (3) other graphics applications for image
processing projects.  Write technical reports and contact potential
clients for graphics/virtual reality technology.

Experience: At least 3 years of experience in computer graphics,
	and 1 year experience in networking and distributed
	databases.

Extensive experience with Unix, C/C++, Silicon Graphics, IrisGL, OpenGL,
	Inventor, Performer, the X Windows system, VRML are key.
	Familiarity with image processing, Common Lisp/CLOS, and Java
	are a plus.  Having a security clearance, or being able to get one,
	is also a plus.

Education: BS or MS degree in CS/EE.

Company description:

The Artificial Intelligence Center (AIC) is an integral part of SRI
International, formerly known as the Stanford Research Institute.  As
part of a research institute, it carries out comprehensive and
effective long-term programs. At the same time, the Center provides
the stimulation and creative exchange of ideas characteristic of an
academic setting by maintaining associations with universities and
other research groups and by providing opportunities for students and
visiting fellows from the United States and abroad to participate in
ongoing projects.

The AIC Perception Program performs research in machine vision,
computer graphics, expert systems, and evidential reasoning.  Our work
in machine vision encompasses a broad range of activities, from
research into the fundamental principles of vision in man and machine,
to applications in remote sensing, cartography, advanced automation,
and defense.

The AIC is one of the world's major centers of research in artificial
intelligence. Founded in 1966, the AIC has been a pioneer and a major
contributor to the development of computer capabilities for
intelligent behavior in complex situations. Its objectives are to
understand the computational principles underlying intelligence in man
and machines and to develop methods for building computer-based
systems to solve problems, to communicate with people, and to perceive
and interact with the physical world.

The Virtual Reality Program (now part of the Perception Program)
explores the technology that has come to be known by such terms as
virtual-reality, tele-presence, and cyber-space.  The program has three
main thrusts: development of new hardware and software components for
virtual-reality systems, development of virtual-reality applications,
and evaluation of the (application-dependent) sensory requirements of
virtual-reality systems.

If interested, please mail, fax, or email resumes to:

Yvan Leclerc
Room EK252
SRI International
333 Ravenswood Ave.
Menlo Park, CA 94025
USA

email: leclerc@ai.sri.com
fax: (415) 859-3735

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From guest  Wed Feb  5 11:13:58 1997
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Date: Wed, 5 Feb 1997 11:13:10 -0800 (PST)
From: Eric Tran <etran@cgsd.com>
To: Kian <nkb@pacific.net.sg>
cc: info-performer@sgi.com
Subject: Re: PLS HELP. URGENT.
In-Reply-To: <199702051214.UAA21459@darwin.pacific.net.sg>
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Status: O



Kian,

If you need something up and running in such 
a short time, it may be faster for you to 
implement the joystick on a PC (should be 
fairly easy to do) and send the joystick data 
to the SGI through TCP/IP connection.  
Good luck !

-------------------------------------------
Computer Graphics Systems Development Corp.
(415)903-4940 
(415)903-4932
(415)903-4930 
Fax: (415)967-5252

On Wed, 5 Feb 1997, Kian wrote:

> Hi.
> 
> I need to get some HELP urgently.
> 
> How do I integrate a joystick with CSI EasyScene or Performer?
> Anyone has any sample codes to
> do that? How do I set it up? Anyone ever successfully use a RE2 or IR with the
> joystick? How to do it?
> 
> Please HELP as I've a presentation to show some important ppl in
> 2 days' time!
> 
> Many thanx!!!
> Kian
> Nanyang Polytechnic, Singapore
> 
> PS. PLEASE REPLY via this email address: NKB@PACIFIC.NET.SG
> 
> -----------------------------------------------------------
>                 Kian  | Singapore
>   |\/\/\/\/|    Alias | Wavefront Certified Instructor
>   |        |    Email : nkb@pacific.com.sg 
>   |        |    
>  (    (o) (o)   Home Page: http://home.pacific.net.sg/~nkb
>   |        )    OR http://www.geocities.com/Hollywood/1749
>   |        \    Tel: 65.750.3661
>   |  _______\   Fax: 65.755.5571
>   | /           
>                 Save our earth. Think GREEN.
> -----------------------------------------------------------
> 
> =======================================================================
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From: david.heskamp@lmco.com
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To: info-performer@sgi.com
Subject: reflecting GeoSets causes shading to malfunciton
Date: Wed,  5 Feb 97 16:37:23 EST
Message-Id: <9702052137.172F98@pc1197.ldsa>
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Status: O

Hello Performers:

I have a GeoSet with normals bound per vertex.  I am trying to reflect the 
GeoSet across the YZ plane by negating the X-component of all the coords and 
negating the X-component of all the normals.  Shading does not work after I 
do this. The geometry is located properly, but the surfaces appear black for 
the most part.  Anyone know why? 


Dave Heskamp


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

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From guest  Wed Feb  5 14:07:46 1997
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Subject: Help with textures.
To: info-performer@sgi.com (Performer Mailing List)
Date: Wed, 5 Feb 1997 17:05:41 -0500 (EST)
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Status: O

Hello,

   Brief question:

How do I get an inventor object with a texture, to display
the texture *EXACTLY* the way its defined in the texture image?
(at a range where the object is the same size as the texture)

   Background:

I'm writting a program thats going to be used in vision research,
and its important to be able to say exactly whats going on when we
present a stimulus and before we can do the interesting objects we've
got to get some pilot stuff out of the way. 

So, we need to present a checker board with nice sharp edges. I've
created a rgb image file with the checker board. I figured I map this
onto a simple object.

   *THE PROBLEM*

If I bring the object close to me the edges of the checker board 
are blured! I've tried turning anti-aliasing on and off and it makes
no difference. I've set the texture model to DECAL which at least 
gets rid of the shading problem :)

   In the man page for pfTexture there is a pfTexFilter function,
could this be what I want? How would I use it with the model?
Where can I look for more information? etc,etc :)

   
Here is the basic inventor model I'm using.

#Inventor V2.0 ascii

Separator {
    Texture2 {

	model		DECAL
        filename        "chkbrd.rgb"
    }
    Material {
	ambientColor	1.0 1.0 1.0
    }
    Transform {
	translation 0 0 0 
	scaleFactor 10.0 10.0 0.1
    }
    Cube {
    }
}



Thanks,
Eric

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From: swapnil@teil.soft.net (SWAPNIL H SHAH)
Message-Id: <199702061509.JAA23016@teil.soft.net>
Subject: reflecting GeoSets causes shading to malfunciton (fwd)
To: info-performer@sgi.com
Date: Thu, 6 Feb 1997 09:39:52 -0530 (IST)
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Status: O


The problem might be that, as u r mirroring the X co-ordinates, your
polygon/face 's front plan goes to back, and so Performer engine HIDES it
from u and so u see is only BLACK..

try to print the normal value or something like that and check that out ;)

regards
-swapnil

According to david.heskamp@lmco.com:
> From guest@holodeck.csd.sgi.com  Thu Feb  6 03:35:46 1997
> From: david.heskamp@lmco.com
> To: info-performer@sgi.com
> Subject: reflecting GeoSets causes shading to malfunciton
> Date: Wed,  5 Feb 97 16:37:23 EST
> Message-Id: <9702052137.172F98@pc1197.ldsa>
> X-Mailer: SelectMAIL 1.2
> X-Status: 
> 
> Hello Performers:
> 
> I have a GeoSet with normals bound per vertex.  I am trying to reflect the 
> GeoSet across the YZ plane by negating the X-component of all the coords and 
> negating the X-component of all the normals.  Shading does not work after I 
> do this. The geometry is located properly, but the surfaces appear black for 
> the most part.  Anyone know why? 
> 
> 
> 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
> 
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 


************************************************************
        E-Mail : swapnil@teil.soft.net
        WWW    : http://www.teil.soft.net/~swapnil/
        Call me: 91-080-8452016    ext-218
************************************************************
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From: Tim Moore <moore@herschel.pfgroup.com>
To: swapnil@teil.soft.net
CC: info-performer@sgi.com
In-reply-to: <199702061509.JAA23016@teil.soft.net> (swapnil@teil.soft.net)
Subject: Re: reflecting GeoSets causes shading to malfunciton (fwd)
Reply-to: moore@wolfenet.com
Status: O

   From: swapnil@teil.soft.net (SWAPNIL H SHAH)
   Date: Thu, 6 Feb 1997 09:39:52 -0530 (IST)

   The problem might be that, as u r mirroring the X co-ordinates, your
   polygon/face 's front plan goes to back, and so Performer engine HIDES it
   from u and so u see is only BLACK..

Close. The order of the polygon vertices has been changed by the
flip, so front is no longer front.  You can either change all the
vertices around in the pfGeoSet, which is a big pain, or you can stick
glFrontFace (GL_CW) in a pre-draw callback to change the vertex order
to clockwise, and glFrontFace (GL_CCW) in a post-draw callback to
reset things for all the other geometry.

I'm not sure what the IrisGL equivalent is, or if there's a Performer
encapsulation of it...

Tim

   > To: info-performer@sgi.com
   > Subject: reflecting GeoSets causes shading to malfunciton

   > Hello Performers:
   > 
   > I have a GeoSet with normals bound per vertex.  I am trying to reflect the 
   > GeoSet across the YZ plane by negating the X-component of all the coords and 
   > negating the X-component of all the normals.  Shading does not work after I 
   > do this. The geometry is located properly, but the surfaces appear black for 
   > the most part.  Anyone know why? 
   > 
   > 
   > Dave Heskamp
   > 
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From: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
To: "'Info-Performer'" <info-performer@sgi.com>
Subject: FW: pfNode::find() scope.
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Status: O



>Hi performers,
>
>	I am using the pfBuffer mechanism to create/delete some elements of
>the database in the DBASE stage which may be forkerd or not (by
>pfMultiprocess()). 
>
>	1) Should I check in the DBASE callback the multiprocessing mode to
>avoid the use of the pfBuffer whether the DBASE is not forked or not?.
>
>	2) Can I call to pfNode::find() in the DBASE process (forked) for a
>node like pfScene without having scope in the current buffer?. 
>
>Nassouh Chehayeb
>
>
>
>Departamento de Mecanica Aplicada
>-Area de Mecanica Computacional-
>C.E.I.T.
>(Centro de Estudios e Investigaciones Tecnicas de Guipuzkoa)
>Paseo de Manuel Lardizabal - 15
>20009. San Sebastian (SPAIN)
>Telefono: ++34-43-21.28.00
>Fax          : ++34-43-21.30.76
> 
>
>
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From: swapnil@teil.soft.net (SWAPNIL H SHAH)
Message-Id: <199702062310.RAA10263@teil.soft.net>
Subject: multigen-performer
To: info-performer@sgi.com
Date: Thu, 6 Feb 1997 17:40:02 -0530 (IST)
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Status: O

Hi,

Is there any way to find the DOF origin from Performer after DOF gets loaded
in scene by "pfdLoadFile()"???

I want to have this so that i can rotate the DOF object arround local origin
instead of world.

I need Urgent help.

thanks.
-swapnil
************************************************************
        E-Mail : swapnil@teil.soft.net
        WWW    : http://www.teil.soft.net/~swapnil/
        Call me: 91-080-8452016    ext-218
************************************************************
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199702061309.OAA02904@s00sn1.fel.tno.nl>
Subject: Re: multigen-performer
To: swapnil@teil.soft.net (SWAPNIL H SHAH)
Date: Thu, 6 Feb 1997 14:09:00 +0100 (MET)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <199702062310.RAA10263@teil.soft.net> from "SWAPNIL H SHAH" at Feb 6, 97 05:40:02 pm
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Status: O

> Is there any way to find the DOF origin from Performer after DOF gets loaded
> in scene by "pfdLoadFile()"???
> 
> I want to have this so that i can rotate the DOF object arround local origin
> instead of world.

Take a look at the file 
/usr/share/Performer/src/lib/libpfdb/libpfflt/README.FLT.R14_2

You must search for a pfDCS in the subtree and manipulate this performer
object.

Mario
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: SWAPNIL H SHAH <swapnil@teil.soft.net>
Cc: info-performer@sgi.com
Subject: Re: multigen-performer
Date: Thu, 06 Feb 1997 13:36:24 GMT
Organization: Pera
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On Thu, 6 Feb 1997 17:40:02 -0530 (IST), Swapnil wrote:
>Hi,
>
>Is there any way to find the DOF origin from Performer after DOF gets =
loaded
>in scene by "pfdLoadFile()"???
>
>I want to have this so that i can rotate the DOF object arround local =
origin
>instead of world.
>
>I need Urgent help.
>
>thanks.
>-swapnil

You need to use the flt loaders callback mechanism. There should be a
readme file with the loader (or it's header file - can't remember)
which explains how to do use it.

Basically, you have to utilize the callback to get the 'put' and
'inverse put' matrices which localize the DOFs coordinate system. You
need to store this information for each pfDCS node, then when you want
to update it, you update with the matrix R where

R =3D [Put * [T * [R * [S * InvPut]]]]

where T, R and S are Translation, Rotation and Scale as required.

Regards.

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: david.heskamp@lmco.com
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To: moore@wolfenet.com, swapnil@teil.soft.net, info-performer@sgi.com
Subject: Re: reflecting GeoSets causes shading to malfunciton (fwd)
Date: Thu,  6 Feb 97 09:44:30 EST
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Status: O

Thanks for everyone who responded.  

Using glFrontFace (GL_CW) solves the problem globally!  But, it causes 
non-reflected geometry to behave improperly.  How do I selectively change front 
face ordering for various Geosets? 

--- Begin Included Message ---


   From: swapnil@teil.soft.net (SWAPNIL H SHAH)
   Date: Thu, 6 Feb 1997 09:39:52 -0530 (IST)

   The problem might be that, as u r mirroring the X co-ordinates, your
   polygon/face 's front plan goes to back, and so Performer engine HIDES it
   from u and so u see is only BLACK..

Close. The order of the polygon vertices has been changed by the
flip, so front is no longer front.  You can either change all the
vertices around in the pfGeoSet, which is a big pain, or you can stick
glFrontFace (GL_CW) in a pre-draw callback to change the vertex order
to clockwise, and glFrontFace (GL_CCW) in a post-draw callback to
reset things for all the other geometry.

I'm not sure what the IrisGL equivalent is, or if there's a Performer
encapsulation of it...

Tim

   > To: info-performer@sgi.com
   > Subject: reflecting GeoSets causes shading to malfunciton

   > Hello Performers:
   > 
   > I have a GeoSet with normals bound per vertex.  I am trying to reflect the 
   > GeoSet across the YZ plane by negating the X-component of all the coords and 
   > negating the X-component of all the normals.  Shading does not work after I 
   > do this. The geometry is located properly, but the surfaces appear black for 
   > the most part.  Anyone know why? 
   > 
   > 
   > Dave Heskamp
   > 
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--- End Included Message ---




Dave Heskamp


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

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Hi-
  I think I must be missing something related to creating and using
pipe-windows. I wantes to create a real rull-screen window, something
without window manager decorations. I figured that perhaps if I created
my own pfPipeWindow object (I'm using the C++ interface here), and
performed the following operations on it:

  // Initialize a full screen window 
  pwin = new pfPipeWindow(pipe);
  pwin->setFullScreen();
  pwin->setOrigin(0,0);
  pwin->open();

With the above piece of code, I get a minimal window which consists of
nothing but window manager decoration. When I #if-out the above region,
I get the default window that is almost full size except for the WM
decorations. So, I have two problems:

1) Why doesn't the above piece of code at least create for me a window
similar to the default window?
2) If the above code is not how one creates a really-full-screen window,
then how is one supposed to do that?

Thanks in advance for your help.

-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: Thu, 6 Feb 1997 16:41:11 -0800
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199702070041.QAA03123@sirssg1.epfl.ch>
To: info-performer@sgi.com
Subject: Performer_Window-NT
Status: O



Hi Performers,

Some day ago, I heard some discussion about Performer
run on PC-IBM with WINDOW-NT. Please, give me a clear
answer about :

A) How is the difference of image quality between 
   PC-WINDOW-NT and Reality Engine II ?

B) How about the speed of object moving ?

C) If we want to run to run Performer on Window NT.
Where to contact and buy :

	1) HARDWARE : Graphical Board ?

	2) SOFTWARE :

	-Performer (1.0?   or   2.0?)
	-OpenGL ?
	-and EXCEED5 ( ??? What is this )

Your helps with Email-Address or Internet-Address
will be very appreciated. Thanks in advance


			Best regards

			   Tran.

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

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From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199702070115.RAA03290@sirssg1.epfl.ch>
To: info-performer@sgi.com
Subject: gz
Status: O



Help

This is not a Performer question, but I believe
someone can help me.

I downloaded a file : latest.tar.gz

I don't know what does it means gz. Can anyone explain
me How to uncompress and where to find a tool for this.

			Thank you very much

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

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From: Tran cong Tam <tran@sirssg1.epfl.ch>
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Apparently-To: info-performer@sgi.com
Apparently-To: gz@sirssg1.epfl.ch
Status: O


Help

This is not a Performer question, but I believe
someone can help me.

I downloaded a file : latest.tar.gz

I don't know what does it means gz. Can anyone explain
me How to uncompress and where to find a tool for this.

			Thank you very much

			      Tran.
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 Thu, 6 Feb 1997 11:29:04 EST
Date: Thu, 06 Feb 1997 11:26:32 -0500
From: Prakash Mahesh <prakash@DRAWCOMP.COM>
Subject: NS plugin + Perfomer
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Hello Performers,
Has anybody worked on connecting Performer to Netscape as a plugin. If
you have then, I have this problem.
In the NPP_setWindow method, I am including my Performer stuff. I am
creating a window using pfNewWin, and assigning
window->window=pfNewWin(NULL);
The problem is when I want to display the window I do a pfOpenWin, which
open a window not on top of the netscape window but a separate one. But
when I close the Netscape window, this Performer window closes (since it
was invoked by a Netscape process). 
I would appreciate any help in this regard. I would like for the
Performer window to be sitting as a child to the netscape window.

Thanks.
-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
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From: Mario Montoya <mario@crayfish.UCSD.EDU>
Message-Id: <199702061646.IAA07590@crayfish.UCSD.EDU>
To: tran@sirssg1.epfl.ch
Subject: Re:  gz
Cc: info-performer@rock
Status: O

> 
> Help
> 
> This is not a Performer question, but I believe
> someone can help me.
> 
> I downloaded a file : latest.tar.gz
> 
> I don't know what does it means gz. Can anyone explain
> me How to uncompress and where to find a tool for this.
> 
> 			Thank you very much
> 
> 			      Tran.


Tran,

% gunzip <file.tar.gz> | tar xvf - 

gunzip comes standard I believe, you're likely to find on your system.

-Mario M. :)
 Navigation
 UCSD Aerial Robotics Team
 http://www-acs.ucsd.edu/~aerial

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Date: Thu, 06 Feb 1997 18:13:28 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: gz
Status: O


>I don't know what does it means gz. Can anyone explain
>me How to uncompress and where to find a tool for this.
gz means gzip
you need gzip to uncompress.
you may have on sgi. generaly bundled with web tools and netscape.
or on PC with winzip

You can download it on the net because on a gnu site.
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/  
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Engineer 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  Thu Feb  6 10:51:12 1997
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Date: Thu, 06 Feb 1997 18:13:30 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: Performer_Window-NT
Status: O

>
>
>Hi Performers,
>
>Some day ago, I heard some discussion about Performer
>run on PC-IBM with WINDOW-NT. Please, give me a clear
>answer about :
>
>A) How is the difference of image quality between 
>   PC-WINDOW-NT and Reality Engine II ?

I think, it depends on your PC display configuration
so generaly 65000 colors at classic resolution.


>B) How about the speed of object moving ?

As fast as a X terminal
So I depends on your network bandwidth and load.

>C) If we want to run to run Performer on Window NT.
>Where to contact and buy :


>	1) HARDWARE : Graphical Board ?

Pentium PC with good VGA board ( Mystique type )
Network communication card

SGI People, please don't pay attention at the following:
Try the incredible Oxygen VGA card. With it you can have  real time texture
on PC
 not as fast as impact but faster than all Indigo2 and indies)


>	2) SOFTWARE :

Performer 1.2   or   2.0x
NFS on you sgi or you can't access disks.
EXCEED5 and its Exceed 3D option ( I guess basic pack is around 180 USD.)
NT 4.0
OpenGL run time is already bundled with NT
An extention of PC-NFS is appreciated, thus you can access SGI disks as a PC
disk.
If not you'll need to use FTP.

For the providers, try Yahoo or Altavista....
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/  
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Engineer 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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To: tran@sirssg1.epfl.ch, Mario Montoya <mario@crayfish.UCSD.EDU>
Date: Thu, 6 Feb 1997 13:24:05 +0000
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Status: O

> > 
> > Help
> > 
> > This is not a Performer question, but I believe
> > someone can help me.
> > 
> > I downloaded a file : latest.tar.gz
> > 
> > I don't know what does it means gz. Can anyone explain
> > me How to uncompress and where to find a tool for this.
> > 
> > 			Thank you very much
> > 
> > 			      Tran.


Tran,

To uncompress a tar file, the easiest way to do it is use the 
following command

%tar -xvfz filename

The -z  option takes care of the gnu zip.  There are serveral options 
with the tar command... you should check the man pages

% man tar

Hope this helps.

Rich
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Subject: hpr calculations
To: info-performer@sgi.com (Performer Mailing List)
Date: Thu, 6 Feb 1997 21:19:31 -0500 (EST)
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Status: O

Hello all, 

   I've got yet another question. (I've been saving them up <g>)

   *Short form*

   How does one go from rotations about the fixed x,y,z axis to the
hpr that's needed by pfChanViewOffsets? 

   *Long form*

   We using performer and a MCO to drive a Helmet Mounted Display. The
HMD optics require us to use a FOV of 80 x 60 deg for each
channel. There is a 40 deg overlap between the two. So we have
something like this to setup the channels: 

pfChanViewOffsets(LftChan,<0,0,0>,<-20,0,0>);
pfChanViewOffsets(RgtChan,<0,0,0>,<+20,0,0>);

   We can run the town demo and everything looks good. The images fuse
nicely. However, the person using the HMD can't really "look" around
because the view is slaved to the mouse.

   **THE PROBLEM**

   To let the user look around we want to slave the ViewOffsets to the
outputs of our head tracker. From the tracker we can get both the
look_at and look_up vector. To get the left and right channels to
fuse we have to rotate the offsets +20 deg about the look_up
vector . However when we do all the transforms instead of 
getting a h,p,r we really have rotations about RotZ,RotX,RotY. So ...

How does one go about converting rotations about the fixed world axis
to get the h,p,r values the pfChanViewOffsets is expecting?

The effect of this shows up when the person is looking forward and 
tilts their head to the side. Each channel ends up rotating along 
the rotated heading , instead of along the Y axis. 

For those interested in seeing this a little better, visit

<A HREF="http://www.dnaco.net/~eheft/hmd.html"> Web Site </A>

Thanks for reading.
Eric.


Heres twhat the code looks like:


main()
{
  ...

  Poll_Bird(Look_at,Look_up);                /* Get the sensors vectors   */
  Rotate(Look_at,Look_up,+20,Lft_look_at);   /* Rotate look at +20deg     */
					     /* about Look_up direction   */
  AtUp_to_HPR(Lft_look_at,Look_up,Lft_HPR);  /* Calculate HPR values from */
	  			             /* up and at                 */
  pfChanViewOffsets(LftChan,<0,0,0>,Lft_HPR);/* Set the view offsets      */
  ...
}

Thanks,
Eric
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From: swapnil@teil.soft.net (SWAPNIL H SHAH)
Message-Id: <199702071450.JAA03324@teil.soft.net>
Subject: Re: gz
To: tran@sirssg1.epfl.ch (Tran cong Tam)
Date: Fri, 7 Feb 1997 09:20:32 -0530 (IST)
Cc: info-performer@sgi.com
In-Reply-To: <199702070115.RAA03290@sirssg1.epfl.ch> from "Tran cong Tam" at Feb 6, 97 05:15:04 pm
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Status: O


unzip-ing utility called "gunzip" is available to unzip ".gz" files.
to zip it, "gzip" is there..it's GNU software, and you can download the
source code itself...
-swapnil

According to Tran cong Tam:
> 
> 
> 
> Help
> 
> This is not a Performer question, but I believe
> someone can help me.
> 
> I downloaded a file : latest.tar.gz
> 
> I don't know what does it means gz. Can anyone explain
> me How to uncompress and where to find a tool for this.
> 
> 			Thank you very much
> 
> 			      Tran.
> /-------------------------------------------------------/
> |           TRAN                                        |
> |           IDERALPE  Lausanne  SWITZERLAND             |
> |           Email:   tran@sirssg1.epfl.ch               |
> /-------------------------------------------------------/
> 
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 


************************************************************
        E-Mail : swapnil@teil.soft.net
        WWW    : http://www.teil.soft.net/~swapnil/
        Call me: 91-080-8452016    ext-218
************************************************************
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Date: Thu, 6 Feb 1997 23:02:12 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199702070402.XAA19705@christine.cae.ca>
To: info-performer@sgi.com, eheft@dnaco.net
Subject: Re: hpr calculations
Status: O



The pfChannel view offset is relative to the regular channel view. The
final view is the product of both.

You should set the channel view of both channels as the center direction
returned by the bird and then add a left and right offset to the
appropriate channels.

Something like:

  Poll_Bird(Look_at,Look_up);
  AtUp_to_HPR(Look_at,Look_up,Dir);
  pfChanView(LeftChan, CurPos,Dir);
  pfChanView(RightChan, CurPos,Dir);
  pfChanViewOffsets(LeftChan,<0,0,0>,<+20,0,0>);
  pfChanViewOffsets(RightChan,<0,0,0>,<-20,0,0>);

You could also use a channel group to avoid calling pfChanView twice for
both channels.

Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer 		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
nicolas@cae.ca			fax: +1 514 340 5496
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Date: 07 Feb 97 10:17:19 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: info_performer <info-performer@sgi.com>
Subject: Re: reflecting GeoSets causes shading to malfunciton (fwd)
Message-ID: <970207151719_101372.3460_JHP134-1@CompuServe.COM>
Status: O

I think you have to multiplieof the componants of  the normals by -1, not only
on X

Yoel.

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Date: Fri, 07 Feb 1997 13:59:29 -0500
From: "Steve Camp" <camp@ivex3d.com>
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Subject: PFCLIPDATA env!!!
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Status: O

Hi,

We have are having problems runing the database with clipdata using 
a script that is not in the same directory as the clipdata. The
README file under ..../Performer/data/clipdata says we could use
PFCLIPDATA environment variable to point to the directory 
with Clipdata. But this doesn't seem to work. 
Does the Multigen Loader (15.3) use this variable at all ?
Is there a way to have the run script in a directory different from 
where clipdata is ? 

Thanks in advance

Steve Camp

camp@ivex3d.com
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From guest  Fri Feb  7 11:49:41 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702071127.ZM27775@bitch.reading.sgi.com>
Date: Fri, 7 Feb 1997 11:27:02 +0000
In-Reply-To: david.heskamp@lmco.com
        "reflecting GeoSets causes shading to malfunciton" (Feb  5,  4:37pm)
References: <9702052137.172F98@pc1197.ldsa>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: david.heskamp@lmco.com, info-performer@sgi.com
Subject: Re: reflecting GeoSets causes shading to malfunciton
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Sounds like you have two sided lighting on but no back face material.

Try turning two sided lighting off and you should be OK since your
surface normals will be reflected in anycase.

Cheers,
Angus.

On Feb 5,  4:37pm, david.heskamp@lmco.com wrote:
> Subject: reflecting GeoSets causes shading to malfunciton
> Hello Performers:
>
> I have a GeoSet with normals bound per vertex.  I am trying to reflect the
> GeoSet across the YZ plane by negating the X-component of all the coords and
> negating the X-component of all the normals.  Shading does not work after I
> do this. The geometry is located properly, but the surfaces appear black for
> the most part.  Anyone know why?
>
>
> 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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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from david.heskamp@lmco.com


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From guest  Fri Feb  7 11:49:34 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702071134.ZM27790@bitch.reading.sgi.com>
Date: Fri, 7 Feb 1997 11:34:12 +0000
In-Reply-To: Eric Heft <eheft@dnaco.net>
        "Help with textures." (Feb  5,  5:05pm)
References: <199702052205.RAA17318@picard.dnaco.net>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Eric Heft <eheft@dnaco.net>,
        info-performer@sgi.com (Performer Mailing List)
Subject: Re: Help with textures.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You could try a point sampled filter, or even a bilinear filter.

I suspect MIP mapping will be bringing in a higher level of MIP when
you have 1:1 texel:pixel correlation.

This won't solve the problem of sub pixel positioning, you'll get
aliasing without a bilinear filter but if you have a bilinear filter
with 1:1 correlation you'll have to have your pixels aligned with the
texels or you'll get a weighted value between texels.

When you get _really_ close you see the bilinear interpolation between
the nearest four samples. Use point sampling to avoid this but expect
aliasing problems at texel boundaries.

Cheers,
Angus.

On Feb 5,  5:05pm, Eric Heft wrote:
> Subject: Help with textures.
> Hello,
>
>    Brief question:
>
> How do I get an inventor object with a texture, to display
> the texture *EXACTLY* the way its defined in the texture image?
> (at a range where the object is the same size as the texture)
>
>    Background:
>
> I'm writting a program thats going to be used in vision research,
> and its important to be able to say exactly whats going on when we
> present a stimulus and before we can do the interesting objects we've
> got to get some pilot stuff out of the way.
>
> So, we need to present a checker board with nice sharp edges. I've
> created a rgb image file with the checker board. I figured I map this
> onto a simple object.
>
>    *THE PROBLEM*
>
> If I bring the object close to me the edges of the checker board
> are blured! I've tried turning anti-aliasing on and off and it makes
> no difference. I've set the texture model to DECAL which at least
> gets rid of the shading problem :)
>
>    In the man page for pfTexture there is a pfTexFilter function,
> could this be what I want? How would I use it with the model?
> Where can I look for more information? etc,etc :)
>
>
> Here is the basic inventor model I'm using.
>
> #Inventor V2.0 ascii
>
> Separator {
>     Texture2 {
>
> 	model		DECAL
>         filename        "chkbrd.rgb"
>     }
>     Material {
> 	ambientColor	1.0 1.0 1.0
>     }
>     Transform {
> 	translation 0 0 0
> 	scaleFactor 10.0 10.0 0.1
>     }
>     Cube {
>     }
> }
>
>
>
> Thanks,
> Eric
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Eric Heft


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From guest  Fri Feb  7 11:49:23 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702071252.ZM27852@bitch.reading.sgi.com>
Date: Fri, 7 Feb 1997 12:52:25 +0000
In-Reply-To: ceti@worldnet.net (ceti)
        "Re: Performer_Window-NT" (Feb  6,  6:13pm)
References: <199702061712.SAA08710@centaure.worldnet.net>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: ceti@worldnet.net (ceti), info-performer@sgi.com
Subject: Re: Performer_Window-NT
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

It's important to realise that the you still have to run the
executable on an SGI, youre just using the PC as a display server.


On Feb 6,  6:13pm, ceti wrote:
> Subject: Re: Performer_Window-NT

>
> >	1) HARDWARE : Graphical Board ?
>
> Pentium PC with good VGA board ( Mystique type )
> Network communication card
>
> SGI People, please don't pay attention at the following:
> Try the incredible Oxygen VGA card. With it you can have  real time texture
> on PC
>  not as fast as impact but faster than all Indigo2 and indies)

Some of these PC cards are cool for the low end, but your post doesn't
mention the new SGI O2 which I hope you are aware of. It's designed to
support high quality texturing unlike the Indy and earlier Indigo2
graphics you mention and has a revolutionary Unified Memory Architecture
which gives it a performance advantage over PC architectures. If your'e
not aware of O2 that's our fault and you should get in touch with your
local office to arrange a demo.

Cheers,
Angus.
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Date: 07 Feb 97 09:50:50 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: info_performer <info-performer@sgi.com>
Subject: Re: hpr calculations
Message-ID: <970207145049_101372.3460_JHP113-1@CompuServe.COM>
Status: O

I think is better to make a group of pfChannel, with a constant Offset ,
 and recalculate your Chanview ( look at PfAttachChan, ...)

Yoel,

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Date: Fri, 7 Feb 1997 10:43:01 -0800
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199702071843.KAA00922@sirssg1.epfl.ch>
To: info-performer@sgi.com
Subject: file.gz
Status: O



Dear Friends,

Thanks you very much to everybody. I got 28 answers for 
my "file.gz" problem. I can not mention all the names.

Today is Asian New year in the sign of Buffalo, It is a 
nicest way to begin a new year then I wish :

 A NICEST BUFFALO YEAR FOR YOU ALL .

				Tran.


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

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Message-Id: <32FB6EBE.3DA9@sharp.co.uk>
Date: Fri, 07 Feb 1997 18:04:46 +0000
From: Graham Jones <graham.jones@sharp.co.uk>
Reply-To: graham.jones@sharp.co.uk
Organization: Sharp Laboratories of Europe
X-Mailer: Mozilla 3.0Gold (Win95; I)
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To: Performer Mailing List <info-performer@sgi.com>
Subject: Why so long between draw callbacks for multiple channels?
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

I have an application with 3 channels, each one with a draw callback.
When I look at the stats graph for each channel it looks like each draw
callback is happening about 1/2 a field (8ms or so) after the previous
one finishes.

By the time this has happened twice, between the first and second and
the second and third callbacks, I've lost a tonne of time that could be
keeping my frame rate around 30Hz (or better) instead of 20Hz. Are there
any good explanations for this, or does anybody know how I might reduce
this?

The first two channels are rendering as simple model and the callbacks
only take around 1.3ms each, the third channel is doing much more
complex but only takes 7ms - 10ms. I'm using two processors, the draw
proces on one and the rest on the other. The whole draw process should
only need around 14ms to complete, easily within a 30Hz frame, or even a
60Hz frame, but I only get 20Hz from the system. The app process takes
3ms and cull is only around 1ms and they are happily running in parallel
with draw.

The first two channels are small (320pixels square) and the third is
640x480.

Does this suggest anything? Where should I be looking to regain my lost
time?

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: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702071922.ZM28490@bitch.reading.sgi.com>
Date: Fri, 7 Feb 1997 19:22:44 +0000
In-Reply-To: Jean BENOIT <101372.3460@compuserve.com>
        "Re: reflecting GeoSets causes shading to malfunciton (fwd)" (Feb  7, 10:17am)
References: <970207151719_101372.3460_JHP134-1@CompuServe.COM>
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To: Jean BENOIT <101372.3460@compuserve.com>,
        info_performer <info-performer@sgi.com>
Subject: Re: reflecting GeoSets causes shading to malfunciton (fwd)
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On Feb 7, 10:17am, Jean BENOIT wrote:
> Subject: Re: reflecting GeoSets causes shading to malfunciton (fwd)
> I think you have to multiplieof the componants of  the normals by -1, not
only
> on X

The normals will also be transformed by the model matrix, but
vertex winding will be reversed, as already posted.
With two sided lighting the reversed normal and back face material
will be used. If the backface material is the same as the frontface
material and two sided lighting is on then reversing the normal
could fix the problem.

The three posted fixes so far including yours are:

1) Reverse vertex ordering either in the database or in the GL.
2) Turn off two sided lighting and reverse face _culling_.
3) As you say, reverse surface normals, but you must also ensure
   that back face material == frontface material.

Cheers,
Angus.
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I am sorry that I didn't explain myself clearly to Tran on using gz 
and I have gotten some flack about it.  I apologize sincerely.

This is what I meant to say...

Gnu has their own tar untility under /bin/gnu. (or something of that 
nature) To see which tar utility you are using, type

% which tar

If the reponse is similar to

/bin/gnu/opt/tar

Then you can use the following command to unzip and untar the file

%tar -xvfz

Where the -z option takes care of the gnunzip

If you are using the tar utility that is associated with gnu, to use
their man pages you need to type the following.  

%tar --help

and that should give you all the options that are associated with the
"gnu" tar.  

If you don't have gnu then you can easily download it from the web

Again, I appoligize for not fully explaining my statment.

Rich
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>
>Hi performers,
>
>	I am using the pfBuffer mechanism to create/delete some elements of
>the database in the DBASE stage which may be forkerd or not (by
>pfMultiprocess()). 
>
>	1) Should I check in the DBASE callback the multiprocessing mode to
>avoid the use of the pfBuffer whether the DBASE is not forked or not?.
>
>	2) Can I call to pfNode::find() in the DBASE process (forked) for a
>node like pfScene without having scope in the current buffer?. 
>
>Nassouh Chehayeb
>
>
>
>Departamento de Mecanica Aplicada
>-Area de Mecanica Computacional-
>C.E.I.T.
>(Centro de Estudios e Investigaciones Tecnicas de Guipuzkoa)
>Paseo de Manuel Lardizabal - 15
>20009. San Sebastian (SPAIN)
>Telefono: ++34-43-21.28.00
>Fax          : ++34-43-21.30.76
> 
>
>
>
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In-reply-to: david.heskamp@lmco.com's message of Thu,  6 Feb 97 09:44:30 EST <9702061444.1E3AE4@pc1197.ldsa>
Subject: Re: reflecting GeoSets causes shading to malfunciton (fwd)
Status: O

   From: david.heskamp@lmco.com
   Date: Thu,  6 Feb 97 09:44:30 EST
   Thanks for everyone who responded.  

   Using glFrontFace (GL_CW) solves the problem globally!  But, it causes 
   non-reflected geometry to behave improperly.  How do I selectively change front 
   face ordering for various Geosets? 

You should attach a pre-draw and post-draw callback to the pfGeode
that contains the reflected geosets.  The pre-draw callback sets the
vertex order to clockwise; the post-draw callback restores it to
counter-clockwise.

Tim
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Hello all,

Is there anybody out there, that has seen/knows-how-to framelock the O2
graphics to video? (NOT genlocking the video-out to video-in, but
syncing
the graphics swaps to video-in).

Thanks,
Moshe Nissim
Orad Hi-Tec Systems
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> 
> Today is Asian New year in the sign of Buffalo, It is a 
> nicest way to begin a new year then I wish :
> 
>  A NICEST BUFFALO YEAR FOR YOU ALL .
> 
> 				Tran.
> 

...or, as my fiancee would say:

    chu'c mu+`ng na(m mo+'i

K.



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Date: Sat, 08 Feb 1997 04:47:10 -0800
From: Ran Yakir <rany@rtset.co.il>
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Status: O

Hi everybody,

What would be the best way to control multiple draw passes of a specific
node(s) ? What I want is to decide (per frame) that this node is to be
drawn twice or more. I don't want to call pfDraw() multiple times,
because it will draw the whole thing. Though it is possible to instance
the node on my scene graph, it is not the solution I want. Instancing a
node does not instane all the transformations and switches etc. above
it, and that could cause the second pass to look different from the
first.
Any ideas ?

Maybe this could be a nice addition to Performer's API. You could have a
pfNodeTravMode function of pfNodeMPassMode that will set the number of
passes for a specific node, and some parameters for the multipass (like,
when to draw the second pass - right after the node gets drawn, or at
the end of the normal scene).

Ran


-- 
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Status: O


A while back someone posted on this mailing list that there were
problems with the new 7.0 C++ compilers and Performer.

1) Is this true?  Are there problems?
2) Do these problems extend to the even newer 7.1 compilers?
3) Anyone out there using Performer 2.X and 7.1 compilers willing to
   give me a re-assuring word or two?   :)

Our group is getting ready to make the transition, but are worried
about adding the frustration of buggy compilers to our workload.

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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 Fri, 7 Feb 1997 18:17:33 EST
Date: Fri, 07 Feb 1997 18:19:24 -0500
From: Prakash Mahesh <prakash@drawcomp.com>
Subject: drawing on pfWindow
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Hello,
I tried to search the man pages and many other sources, couldn't find an
answer and so posting here.
I would like to know if I can draw using pfWindow. It looks like all
examples and manuals talk about drawing using pfPipeWindow only. 
Can somebody give me the steps for adding a scene graph to a pfWindow
and drawing it.
Thanks.
-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
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From: swapnil@teil.soft.net (SWAPNIL H SHAH)
Message-Id: <199702090113.TAA25814@teil.soft.net>
Subject: dlopen
To: info-performer@sgi.com
Date: Sat, 8 Feb 1997 19:43:27 -0530 (IST)
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Status: O

Hello everybody,


if i have global variable called "g" in DSO file "dso1.so"
and
i have one mroe DSO file called "dso2.so"

is it possible to access variable "g" from "dso2.so" by defining it extern?

if yes, how? if no, why?

thanks in advance.
-swapnil

************************************************************
        E-Mail : swapnil@teil.soft.net
        WWW    : http://www.teil.soft.net/~swapnil/
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702081656.ZM29336@bitch.reading.sgi.com>
Date: Sat, 8 Feb 1997 16:56:09 +0000
In-Reply-To: Ran Yakir <rany@rtset.co.il>
        "Draw a node twice" (Feb  8,  4:47am)
References: <32FC75CE.2E77@rtset.co.il>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: rany@rtset.co.il, info-performer@sgi.com
Subject: Re: Draw a node twice
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Status: O

What about two channels and traversal masks?

Cheers,
Angus.

On Feb 8,  4:47am, Ran Yakir wrote:
> Subject: Draw a node twice
> Hi everybody,
>
> What would be the best way to control multiple draw passes of a specific
> node(s) ? What I want is to decide (per frame) that this node is to be
> drawn twice or more. I don't want to call pfDraw() multiple times,
> because it will draw the whole thing. Though it is possible to instance
> the node on my scene graph, it is not the solution I want. Instancing a
> node does not instane all the transformations and switches etc. above
> it, and that could cause the second pass to look different from the
> first.
> Any ideas ?
>
> Maybe this could be a nice addition to Performer's API. You could have a
> pfNodeTravMode function of pfNodeMPassMode that will set the number of
> passes for a specific node, and some parameters for the multipass (like,
> when to draw the second pass - right after the node gets drawn, or at
> the end of the normal scene).
>
> Ran
>
>
> --
>  __                                  | Ran Yakir
>  /_)  _  __   \  / _   / o __        | 28 Ben Gurion St.
> / )_ (_(_) )   \/ (_(_/<_(_)(        | Hod Hasharon 54200
>               _/                     | Israel
> -------------------------------------+--------------------------------
> At Home :                            | At Work :
>                                      |   RT-SET
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Date: Sun, 09 Feb 1997 13:03:52 +0200
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Angus Dorbie <dorbie@bitch.reading.sgi.com>, rany@rtset.co.il,
        info-performer@sgi.com
Subject: Re: Draw a node twice
References: <32FC75CE.2E77@rtset.co.il> <9702081656.ZM29336@bitch.reading.sgi.com>
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Status: O

Angus Dorbie wrote:
> 
> What about two channels and traversal masks?


This way you would need to traverse all the non-leaf nodes twice.

(from man pfChannel, pfNodeTravMask area:

  PFTRAV_DRAW
               Node is completely ignored.  Both cull and draw
traversals skip
               the node and its children.

)

Typically, there is a small number of multi-pass nodes (for special
effects
like multi-layered texture, bump-mapping), relative to a large and deep
scene-graph. This would cause a large overhead. For example, all the DCS
matrix calculations will be performed twice, all the culling
calculations
for non-leaf nodes will be performed twice, etc.

Ran Yakir wrote:
> Maybe this could be a nice addition to Performer's API. You could have a
> pfNodeTravMode function of pfNodeMPassMode that will set the number of
> passes for a specific node, and some parameters for the multipass (like,
> when to draw the second pass - right after the node gets drawn, or at
> the end of the normal scene).
>

and a user callback before every pass to change the GL state...

Moshe Nissim
Orad Hi-Tec Systems
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Date: Sun, 9 Feb 97 13:41 MET
From: jmonzani@lig.di.epfl.ch (Jean-Sebastian Monzani)
To: info-performer@sgi.com
Subject: Non addictive light sources
Status: O

Hello !

  I would like to solve the following problem with Performer : I'm using two
pfLightSources as texture projectors. Each projector has its own picture
(RGB file) and intensity.
Now, imagine that I've got these two pics : 

22222     66666
22222 and 66666
22222     66666

Projecting them on my 3D object makes their intersection look like this :

        66666
     22288666
     22288666
     22222

which is an addictive operation (2+6=8).

Is their a way to make a mean instead ? With the preceding example (2+6)/2=4 :

        66666
     22244666
     22244666
     22222

The only method I know to do this is to manually modify the textures :

22211     66666
22211 and 33666
22222     33666

but requires to know the intersection, and can not be used in real-time.
I would be really glad to here from you, if you've got an idea.

      Thanks,

               Jean-Sebastien Monzani 

Hardware used : O2 workstation.

e-mail : jmonzani@lig.di.epfl.ch


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From: Kian <nkb@pacific.net.sg>
Subject: Flybox with Performer, CSI s/w
Status: O

Hi.
Thanx for all those who responded to my urgent request for
joystick to work with CSI/ Performer s/w.

In summary, the flybox is the choice that most, if not all,
ppl recommended. I'm trying to get our local SGI office for
help to bring the flybox in. Most said that the BG Systems'
flybox comes with the necessary codes. Else, I could get the
codes from CSI themselves.

Some codes are also available from:
/usr/share/Performer/friends/devices/BGSystems
/usr/share/Performer/src/lib/lipfutil 

We're definitely in need of one for future demo purposes.

Many thanx for all who responded.

have a nice week ahead.
Kian

-----------------------------------------------------------
                Kian  | Singapore
  |\/\/\/\/|    Alias | Wavefront Certified Instructor
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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9702091843.ZM5987@eclipse>
Date: Sun, 9 Feb 1997 18:43:26 +0000
In-Reply-To: Orad Hi-Tec Systems <orad_u@netvision.net.il>
        "Re: Draw a node twice" (Feb  9,  1:03pm)
References: <32FC75CE.2E77@rtset.co.il> 
	<9702081656.ZM29336@bitch.reading.sgi.com> 
	<32FDAF18.41C6@netvision.net.il>
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To: Orad Hi-Tec Systems <orad_u@netvision.net.il>
Subject: Re: Draw a node twice
Cc: info-performer@sgi.com, dorbie@reading.sgi.com
Mime-Version: 1.0
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Status: O

On Feb 9,  1:03pm, Orad Hi-Tec Systems wrote:
> Subject: Re: Draw a node twice
> Angus Dorbie wrote:
> >
> > What about two channels and traversal masks?
>
>
> This way you would need to traverse all the non-leaf nodes twice.
>
> (from man pfChannel, pfNodeTravMask area:
>
>   PFTRAV_DRAW
>                Node is completely ignored.  Both cull and draw
> traversals skip
>                the node and its children.
>
> )
>
> Typically, there is a small number of multi-pass nodes (for special
> effects
> like multi-layered texture, bump-mapping), relative to a large and deep
> scene-graph. This would cause a large overhead. For example, all the DCS
> matrix calculations will be performed twice, all the culling
> calculations
> for non-leaf nodes will be performed twice, etc.
>
> Ran Yakir wrote:
> > Maybe this could be a nice addition to Performer's API. You could have a
> > pfNodeTravMode function of pfNodeMPassMode that will set the number of
> > passes for a specific node, and some parameters for the multipass (like,
> > when to draw the second pass - right after the node gets drawn, or at
> > the end of the normal scene).
> >
>
> and a user callback before every pass to change the GL state...
>
I'll vote for that.

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               |
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Date: Sun, 9 Feb 1997 17:50:00 -0500
To: info-performer@sgi.com
From: Dwight Meglan <dwight@merl.com>
Subject: Positions in medical simulation available
Status: O

Greetings,

I have been absent from the list for the past couple months while settling
into a new position. The transition is more or less over so hopefully I'll
be to asking strange medical/surgical simulation questions again soon ;-)
In the meantime, I can begin with the following:

We are seeking a number of talented people to become part of a new long
term development team and Performer saavyness is highly desireable.

Please take a few minutes and read through the descriptions below. If you
know anyone who is qualified, I would be grateful if you would pass this
along to them.

Thanks,
--dwight

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Position Announcement

Medical Applications Group
Mitsubishi Electric
Information Technology Center America
Cambridge, Massachusetts

Join Mitsubishi Electric in developing computer-based medical technologies
for the next century. As part of Mitsubishi Electric's worldwide expansion
in healthcare technologies, the Medical Applications Group has been
established at the Information Technology Center America (ITA), located
near MIT. Initial product development is concentrating on the challenging
area of simulation-based surgical training systems. Through the use of
synthetic environments technologies such as physics-based modeling,
advanced graphics, and haptic interfaces, these systems will enhance
patient care and safety while enabling surgeons to train better and more
cost effectively.

This group will concentrate on development while research issues will be
addressed in collaboration with the staff at MERL, the computer science
research lab of Mitsubishi Electric, located at the same facility. This
small team of energetic, creative, and skilled individuals will flourish in
ITA's modern, flexible work environment supported by the firm commitment of
Mitsubishi Electric.

Through its continuing activities building world class surgical simulation
products, ITA has opportunities for software development team members
specializing in

* Soft tissue mathematical modeling
* Haptics interface control
* Advanced computer graphics rendering techniques
* Real-time physical simulation architecture
* 3D medical imaging and modeling
* Educational instruction

Successful applicants must have considerable skill in programming C, C++,
and possibly Java under UNIX, with Silicon Graphic's IRIX and Linux of
particular interest. They must also be self motivated and able to
creatively solve significant engineering problems, developing these
solutions in a small team collaborative environment. Additional specific
skills for these positions include:

Soft tissue mathematical modeling
This individual will create mathematical techniques that accurately model a
wide class of human tissue at real-time computation rates for relatively
large surgical simulations. This will require an individual thoroughly
trained in the mechanics of materials with a demonstrated history of
solving significant mechanics problems using computational methods. A Ph.D.
in engineering mechanics or an equivalent area of computational mechanics
or equivalent experience is mandatory. They should also have developed
parallel computation codes and be well acquainted with network-based
distributed computation. Most ideally, the individual should also be
skilled in the creation of numerical techniques to accelerate model
solutions.

Haptics interface control
This individual will create software that enables accurate, reliable use of
haptic devices. They must have extensive experience in man-in-the-loop
robot control, such as teleoperated manipulators, including both
theoretical and practical work. A Ph.D. in robotics or a related area of
study or equivalent experience as well as previous experience developing
commercial robot control applications is mandatory. Experience in robotic
control via modeling such as multibody dynamics methods as well as
multiprocessor and network-based control systems would also be beneficial.
It would also be beneficial if the individual has experience with PCI bus
board level device drivers.

Advanced computer graphics rendering techniques
This person will develop software to render efficient, photorealistic
images of many types of  human tissue and fluids which are integrated with
simulation subsystems such as soft tissue modeling, haptics, and
educational instruction. They must have an excellent background in
polygonal and possibly voxel-based graphics including graphics work carried
out during the SIGGRAPH's and other graphics conferences of the past 10
years. The individual should hold a Ph.D. in computer science with emphasis
on computer graphics or an equivalent degree and/or experience. They should
be very experienced at OpenGL graphics on Silicon Graphics computers
including multiprocessor systems and should be experienced at using high
level object-oriented graphics API's such as Open Inventor or Cosmo3D. It
would be especially be desirable for them to have experience with a
real-time, visual simulation graphics API such as SGI Performer

Real-time physical simulation architecture
The individual will develop a reusable framework for assembling surgical
simulation systems. The individual must have extensive experience with
real-time architectures for visual simulation including experience with
Silicon Graphic's Performer software. They should also have extensive
experience in multiprocessor, shared memory simulation development as well
as network-based, distributed simulations. The individual should have a
M.S. degree in computer science or an equivalent degree and/or experience.

3D medical imaging and modeling
This person will develop software that can be used to convert 3D medical
imagery such as CT and MR into detailed geometric models of organs, bones,
muscles, etc. The individual must have extensive experience in 3D medical
image processing as well as computer graphics and user interface
techniques. They must have previously developed interactive computer
graphics programs on Silicon Graphics workstations and possibly Linux and
Windows NT. This person must have extensive experience in object-oriented
software design and programming. The individual should have a M.S. degree
in computer science focusing on medical image processing, especially
segmentation, or an equivalent degree and/or experience.

Educational instruction
The individual will develop general techniques to encapsulate the knowledge
of expert surgeons and integrate into the simulation system such that it
can determine when correct or incorrect actions are taking place and be
able to inform the user appropriately. This person should have demonstrated
experience in creating knowledge-based instructional systems. The
individual should have a Ph.D. degree in computer science emphasizing
knowledge representation and learning or an equivalent degree and/or
experience.



Please send a resume and supporting statement regarding your interest in
surgical simulation to:

Dwight Meglan
Mitsubishi Electric Research Lab
201 Broadway
Cambridge, MA 02139
dwight@merl.com


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From: Francois Sillion <Francois.Sillion@imag.fr>
Message-Id: <199702100822.JAA08445@sesame>
Subject: Please help me to understand indexed GeoSets
To: info-performer@sgi.com
Date: Mon, 10 Feb 1997 09:22:16 +0100 (MET)
Reply-To: Francois.Sillion@imag.fr
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Status: O

Hello all,

The following message is a copy of my recent post in comp.sys.sgi.graphics,
which I posted before I had heard about this list. Sorry for
the inconvenience if you have already seen this.

I am relatively new to Performer, but I think I have tried
hard to read all the manuals and understand how it works.
But I am still stumbling on a (probably stupid) problem with
the definition of my pfGeosets.

In my application I have a number of polygons coming in random order
and composed of varying numbers of vertices. I am creating a pfGeoset
and calling settAttr to define the vertices. Since I have polygons of different
lengths I thought I should use the PFGS_POLYS primitive type.

The problem I have is that extraneous polygons are drawn with wrong 
vertices. I tried to pfPrint the scene, and I don't understand the listing:
the primitive type (POLYS), number (2) is correct, so is the
number of vertices (8) [at least I have 8 indices in the list], but 
17 "Coord Index " lines are shown.

All arrays have been pfMalloc()ed, and are correct as shown in the cvd debugger.
The "extra" indices do correspond to the memory contents after the end of
the pfFaceIndices array. But the  pfGroupFaceLengths used to specify the number
of vertices per poly is also correct.

When I switch the primitive type to QUADS, on a small example
that has only two quads, it works OK. On that same small example, the
following code produces the scene shown below (obtained with pfPrint):


        pfGeoSet * g = new pfGeoSet;
   
        // Fill in geometry data
        g->setNumPrims(2);

        g->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, pfVerts, pfFaceIndices);
        g->setPrimLengths(pfGroupFaceLengths);

        g->setDrawMode(PFGS_WIREFRAME, PF_ON);
        g->setPrimType(PFGS_POLYS);

        g->setGState( MaterialGeoState[i] );

----------------------- clipped from scene.out ---------------------------

[0:0]pfScene pfId=466 0x18a90d90 {
    trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
    bsphere: ctr(4963.221680, 1710.173828, 95.034027) rad=368.719330
    Num Children: 1
  [1:0]pfGroup pfId=467 0x18acd780 {
      trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
      bsphere: ctr(4963.221680, 1710.173828, 95.034027) rad=368.719330
      Num Children: 2
    [2:0]pfGroup pfId=468 0x18a9f710 {
        trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
        bsphere: ctr(4877.314941, 2058.479980, 111.949997) rad=9.576769
        Num Children: 1
      [3:0]pfGeode pfId=469 0x18ab40d0 {
          trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
          bsphere: ctr(4877.314941, 2058.479980, 111.949997) rad=9.576769
          Num pfGeoSets: 1
        [4:0]
            GeoSet: 0x18a90e20 {
              Primitive: PFGS_POLYS, INDEXED, pfPrims=2, glPrims=4,
verts=8
                Attribute Bindings:
                PFGS_COLOR4=PFGS_OFF  PFGS_NORMAL3=PFGS_OFF 
PFGS_TEXCOORD2=PFGS_OFF
              Attribute List Pointers: 
                PFGS_COORD3:    0x18b9d450 
                PFGS_COLOR4:    0x0 
                PFGS_NORMAL3:   0x0 
                PFGS_TEXCOORD2: 0x0 
              Attribute Index List Pointers: 
                PFGS_COLOR4:    0x0 
                PFGS_NORMAL3:   0x0 
                PFGS_TEXCOORD2: 0x0 
                PFGS_COORD3:    0x18acd810 
              Strip Lengths: 4 4

              Coord Index:    1   X: 4872.009766         Y: 2060.750000 
Z: 112.570000
              Coord Index:    2   X: 4882.160156         Y: 2055.530029 
Z: 112.570000
              Coord Index:    3   X: 4884.509766         Y: 2059.600098 
Z: 111.330002
              Coord Index:    4   X: 4874.609863         Y: 2064.770020 
Z: 111.330002
              Coord Index:    2   X: 4882.160156         Y: 2055.530029 
Z: 112.570000
              Coord Index:    1   X: 4872.009766         Y: 2060.750000 
Z: 112.570000

              Coord Index:    5   X: 4870.120117         Y: 2057.270020 
Z: 111.339996
              Coord Index:    6   X: 4880.669922         Y: 2052.189941 
Z: 111.339996
              Coord Index: 6316   X: 0.000000    Y: 0.000000     Z:
0.000000
              Coord Index: 55408   X: 0.000000   Y: 0.000000     Z:
0.000000
              Coord Index: 6316   X: 0.000000    Y: 0.000000     Z:
0.000000
              Coord Index: 55280   X: 0.000000   Y: 0.000000     Z:
0.000000
              Coord Index: 6312   X: 0.000000    Y: 0.000000     Z:
0.000000
              Coord Index: 42928   X: 0.000000   Y: 0.000000     Z:
0.000000
              Coord Index: 6313   X: 0.000000    Y: 0.000000     Z:
0.000000
              Coord Index: 3760   X: 0.000000    Y: 0.000000     Z:
0.000000
              Coord Index:    0   X: 0.000000    Y: 0.000000     Z:
0.000000

            } GeoSet: 0x18a90e20
        [4:0]
      [3:0]} pfGeode 469 0x18ab40d0
    [2:0]} pfGroup 468 0x18a9f710

.. other pfGroups deleted...

I am sure I am missing something simple, but what ? How come the pfPrinted 
data shows so many extra indices, when the primLengths and numPrims have been
properly defined ?

Thanks in advance for your help !
+------------------+------------------------------------------------------+
| Francois SILLION | iMAGIS - GRAVIR/IMAG, B.P. 53, 38041 Grenoble Cedex 9|
|     '            | France. Tel:+33 4 76 51 43 54 - Fax:+33 4 76 44 66 75|
+------------------+----------+-------------------------------------------+
| Francois.Sillion@imag.fr    | http://w3imagis.imag.fr/~Francois.Sillion |
+-----------------------------+-------------------------------------------+
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Date: Mon, 10 Feb 1997 10:13:23 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: Performer_Window-NT
Status: O

>> SGI People, please don't pay attention at the following:
>> Try the incredible Oxygen VGA card. With it you can have  real time texture
>> on PC
>>  not as fast as impact but faster than all Indigo2 and indies)
>
>Some of these PC cards are cool for the low end, but your post doesn't
>mention the new SGI O2 which I hope you are aware of. It's designed to
>support high quality texturing unlike the Indy and earlier Indigo2
>graphics you mention and has a revolutionary Unified Memory Architecture
>which gives it a performance advantage over PC architectures. If your'e
>not aware of O2 that's our fault and you should get in touch with your
>local office to arrange a demo.

You're right, Angus!
I don't notice the O2 because I've never tried benches on it at this time. I
assume it is fast, and certainly faster than indies especially for
texturing. So O2 is known but not tried, so I don't speak of it.

It's not really your fault. In fact, I am now working on an OpenGL under Win
95 project since last september, so I am more sensitive on cool PC hardware
at this time.
But, I promise, I'll try O2 as soon as I can.

O2 was just out of the subject of the question. And because it seems it
wasn't clear in his mind that performer code had to run on the SGI, I wanted
him to
know that for OpenGL there was good solutions at a low price (PC + 4000$
video Card) never reached by SGI hardware equivalent or lower( as far as I
received financial advertisement).
( ok I know, O2 is complete, in the PC you have to add network, scsi, video
.... but most of us may have PC to upgrade rather than O2)
 

Anyway, I was quiet sure to have SGI people reaction ( that's good, they are
still alive !), but I don't want to start a sterile ping pong play as the
one played on OpenGL newsgroup between OpenGL and DirectX 3D fans.

And finally for high perfomance, there nothing else than a SGI.

Thanks.
==================================================================
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     BILLARD Olivier  - Engineer R&D  -   C&I Software 
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE 
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
  Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti 
=================================================================
                          \\\|||///
                         \\  - -  //
                          (  @ @  )
       +----------------oOOo-(_)-oOOo----------------------+
       | " We don't inherit the world from our ancestors,  |
       |      it's only a loan from our children ."        |
       |             Antoine de Saint Exupery.             |
       +-------------------------Oooo----------------------+
                         oooO   (   )
                        (   )    ) /
                         \ (    (_/
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From guest  Mon Feb 10 05:24:47 1997
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Message-ID: <32FF200C.7F8E@peril.com>
Date: Mon, 10 Feb 1997 08:18:04 -0500
From: Glenn Waldron <gwaldron@peril.com>
Reply-To: gwaldron@peril.com
Organization: ANSER LET
X-Mailer: Mozilla 3.01 (Win95; I)
MIME-Version: 1.0
To: SWAPNIL H SHAH <swapnil@teil.soft.net>
CC: info-performer@sgi.com
Subject: Re: dlopen
References: <199702090113.TAA25814@teil.soft.net>
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Status: O

SWAPNIL H SHAH wrote:
> 
> Hello everybody,
> 
> if i have global variable called "g" in DSO file "dso1.so" and
> i have one mroe DSO file called "dso2.so"
> 
> is it possible to access variable "g" from "dso2.so" by defining it extern?

Somebody correct me if I'm wrong, but:
Two things:
1) use sgidladd() instead of dlopen(). This way all the symbols are
   made available in the name space and there's no need for
   dlsym() (so you don't need the library pointer);
2) To access a symbol in libdso1.so from libdso2.so, you need to "link"
   with libdso1.so when compiling libdso2.so; that is, do a
   "-ldso1" when creating the library libdso2.so.  This doesn't
   actually link in the code, but allows any cross-references to be
   resolved.  If you don't do this you'll get a runtime linker (rld)
   error when you try to access "g", even is it's dso is loaded.
Glenn.

--------------------------------------------------------------------
Glenn Waldron - ANSER Leading Edge Technologies    PCS: 703.598.7835
email: gwaldron@peril.com                   voice mail: 703.416.8462
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Message-Id: <9702100952.ZM8547@torus.autometric.com>
Date: Mon, 10 Feb 1997 09:52:55 -0500
In-Reply-To: swapnil@teil.soft.net (SWAPNIL H SHAH)
        "dlopen" (Feb  8,  7:43pm)
References: <199702090113.TAA25814@teil.soft.net>
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To: swapnil@teil.soft.net (SWAPNIL H SHAH)
Subject: Re: dlopen
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


There are several ways to access the variable "g" - and someone else has
outlined how to construct the static version.

In your case, since you have two "g"s in your executable, you do want to remain
using dlopen (vs. sgidladd).  This will prevent the ambiguity of which "g" is
actually being used.

Use the handle returned from the dlopen to access the variable "g" in the
second DSO.

For example (from man dlsym)

          void *handle;
          int i, *iptr;
          int (*fptr)(int);

          /* open the needed object */
          handle = dlopen("/usr/mydir/libx.so", RTLD_LAZY);

          /* find address of function and data objects */
          fptr = (int (*)(int))dlsym(handle, "some_function");

          iptr = (int *)dlsym(handle, "int_object");

          /* invoke function, passing value of integer as a parameter */

          i = (*fptr)(*iptr);


DSOs are Cool!

Bob

-- 
--------------------------------------------------------------------
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Director, Product Engineering                         (703) 658-4035
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Date: Mon, 10 Feb 1997 17:45:33 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Last about glDrawPixel
Status: O

This morning I had time to try what I received las week.

to sum up:
I ned to display a bitmap in a navigation app but when the lower left
corner of the bitmap was outside the window glRasterPos was out with
negatives values.

So I got two ways to do this:

first was :

"glDrawPixels() can get an address which is inside the image, not only the
corner itself. In your case, you can calculate the pixel that should be drawn
to the lower left corner of the viewport, and send its address within the image
to glDrawPixels. You should specify  what is the row length of the image, so
that OpenGL can skip to the next row of pixels, to the same x position. You
specify the row length with glPixelStorei (GL_PACK_ROW_LENGTH, row_length)."

this is ok but needs a few tests to be safe. 
In Some cases you have the bitmap repeated ( when you play at the upper
right corner)

Second was :

"static GLubyte pseudoBitmap[] = { 0 };
 glRasterPos3f( 0.0, 0.0, 0.0 );
 glBitmap(1, 1, 0.0, 0.0, xoffset, yoffset, pseudoBitmap);
glDrawPixel(sizex,sizey,....)"

I was really septic about the succes of this method, but I tried:
conclusion: Oh god, it works! and not only for glbitmap but also for glimages.
No tests if offset is <0 or >0, don't care about RGB or RGBA !!

well done benedikt !
( all my apologies for doubting )
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     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
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                         \\  - -  //
                          (  @ @  )
       +----------------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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Sender: olivier@sgidev.mdc.com
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Date: Mon, 10 Feb 1997 10:08:46 -0800
From: Olivier Schreiber <olivier@sgidev.mdc.com>
Organization: McDonnell Douglas
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Status: O

Is there a way to quickly search the ftp performer mailing list 
archives on a related subject?
I was looking for some info on how to better control the coloring
of the sky. The man page related to pfEarthSky and related chapter
in programmer's guide does not say even how the 
coloring is interpolated from SKYBOTTOM to SKYTOP.
Probably the subject has come up before but the mailing list
archives are time consuming to search `by hand'.
Any tip appreciated.
Thanks.
-- 
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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To: moore@wolfenet.com, david.heskamp@lmco.com, info-performer@sgi.com
Subject: Re: reflecting GeoSets causes shading to malfunciton (fwd)
Date: Mon, 10 Feb 97 14:07:49 EST
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Status: O

Thanks to everyone who made suggestions.  Especially to Tim...

I finally set up pre-draw and post-draw callbacks to the node that encapsulated the 
reflected geometry.  In those callbacks I used glFrontFace to set the appropriate 
frontface mode.  That does the job.

Dave

--- Begin Included Message ---

   From: david.heskamp@lmco.com
   Date: Thu,  6 Feb 97 09:44:30 EST
   Thanks for everyone who responded.  

   Using glFrontFace (GL_CW) solves the problem globally!  But, it causes 
   non-reflected geometry to behave improperly.  How do I selectively change front 
   face ordering for various Geosets? 

You should attach a pre-draw and post-draw callback to the pfGeode
that contains the reflected geosets.  The pre-draw callback sets the
vertex order to clockwise; the post-draw callback restores it to
counter-clockwise.

Tim
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--- End Included Message ---




Dave Heskamp


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

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From guest  Mon Feb 10 13:51:10 1997
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From: "Morten Bro-Nielsen" <bro@ht.com>
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Date: Mon, 10 Feb 1997 16:47:50 -0500
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Subject: JOBS: HT Medical - still looking
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Status: O

Hi Performers,

As you may be aware from earlier postings, we at HT Medical are
looking for several new people to join our Core Technology Group (CTG).

We have a number of challenging and exciting projects in progress and
coming up that involve advanced computer graphics, physics-based
modeling, and haptic interface technology.

The technology in these projects is cutting-edge, and includes

   o  Extensive Performer/Cosmo3D/OpenGL graphics,
   o  Physics-based modeling using Particle System and
      Fast Finite Element models,
   o  Haptic interface technology developed from scratch, and
   o  Distributed parallel processing.

You do *not* need to be expert in all these! But, if you have good
experience in one or more of these technologies, and the desire to
learn more we would like to hear from you.

--Morten

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

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. Physics-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.  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: "Neil Matson" <matson@vulcan.ncsc.navy.mil>
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Date: Mon, 10 Feb 1997 16:19:57 -0600
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Subject: libpfutil KeyRelease
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Status: O


Is there an easy way in PF/OGL 2.0.X to see if a key is being held down?  I
remember in skyfly the technique was to set/unset a table (of key states)
based on a Keypress or KeyRelease event.  This necessitated turning off the
key repeat feature.  Looking through the libpfutil source it seems to me that
the only table kept related to this is with a Keypress.  It does not seem to
do anything meaningful with the KeyRelease.  Do I need to do my own X event
handling or am I missing something?  Sorry if this has been addressed
before.

Also, when is the non-beta version of 2.2 being released?

Thanks,

Neil
matson@phoebus.ncsc.navy.mil

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From: "Tom McReynolds" <tomcat@proxima.asd.sgi.com>
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Date: Mon, 10 Feb 1997 15:40:10 -0800
In-Reply-To: ceti@worldnet.net (ceti)
        "Last about glDrawPixel" (Feb 10,  5:45pm)
References: <199702101644.RAA18590@centaure.worldnet.net>
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To: ceti@worldnet.net (ceti), info-performer@sgi.com
Subject: Re: Last about glDrawPixel
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Status: O

On Feb 10,  5:45pm, ceti wrote:
> Subject: Last about glDrawPixel
> This morning I had time to try what I received las week.
>
> to sum up:
> I ned to display a bitmap in a navigation app but when the lower left
> corner of the bitmap was outside the window glRasterPos was out with
> negatives values.
>
> So I got two ways to do this:
>
> first was :
>
> "glDrawPixels() can get an address which is inside the image, not only the
> corner itself. In your case, you can calculate the pixel that should be drawn
> to the lower left corner of the viewport, and send its address within the
image
> to glDrawPixels. You should specify  what is the row length of the image, so
> that OpenGL can skip to the next row of pixels, to the same x position. You
> specify the row length with glPixelStorei (GL_PACK_ROW_LENGTH, row_length)."
>
> this is ok but needs a few tests to be safe.
> In Some cases you have the bitmap repeated ( when you play at the upper
> right corner)
>
> Second was :
>
> "static GLubyte pseudoBitmap[] = { 0 };
>  glRasterPos3f( 0.0, 0.0, 0.0 );
>  glBitmap(1, 1, 0.0, 0.0, xoffset, yoffset, pseudoBitmap);
> glDrawPixel(sizex,sizey,....)"

It is even easier than that:

	glBitmap(0, 0, 0.f, 0.f, xoffset, yoffset, NULL);

will let you place the raster position where you want. This is not a hack;
glBitmap was designed to let you do a call like the one above.

		-Tom



>
> I was really septic about the succes of this method, but I tried:
> conclusion: Oh god, it works! and not only for glbitmap but also for
glimages.
> No tests if offset is <0 or >0, don't care about RGB or RGBA !!
>
> well done benedikt !
> ( all my apologies for doubting )
> ==================================================================
>       _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/
>     _/  _/  _/        _/    _/   _/    _/    _/       _/   _/
>    _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/
>   _/  _/  _/        _/     _/ _/     _/    _/       _/  _/
>   _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/
>
>      BILLARD Olivier  - Engineer 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   (   )
>                         (   )    ) /
>                          \ (    (_/
>                           \_)
>
> =======================================================================
> 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 ceti


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From: "Brad Colbert" <bcolbert@coralsea.ait.nrl.navy.mil>
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Subject: No luck with pfuInputHandler ?
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Status: O


   Hi folks,

   I'm trying to capture X key events using pfuInputHandler to no avail.
   My handler function is called on a key event but I am unable to decode
   which key was pressed.

   The man page is a bit vague...

     pfuInputHandler installs the custom handler userFunc, which will then be
     called to process each input event included in mask.  If the mode is
     PFUINPUT_X, then mask can be set to the bitwise-or of an X input mask
     with PFUINPUT_CATCH_UNKNOWN, PFUINPUT_CATCH_SIM, or PFU_CATCH_ALL.  If
     mode is PFUINPUT_GL, then mask may be set to either PFU_CATCH_ALL or
     PFU_CATCH_UNKNOWN.

   Which X input masks?  The ones defined in X.h?  Also there is an error
   in this man page segment.  PFU_CATCH_ALL  should be PFUINPUT_CATCH_ALL.

   Does anyone have any information on how to use pfuInputHandler ?

   Here is how my pfuInputHandler is defined and the format of my input
   handler...



int setupKeyboardInput (pfPipeWindow *thePw)
{
   events = new pfuEventStream;

   if (!events) // if events was not created for some reason
      return FALSE;

   pfuInitInput (thePw, PFUINPUT_X);

   pfuInputHandler (processKeyboardInput, PFUINPUT_CATCH_SIM | KeyReleaseMask);

   return TRUE;
}


pfuEventHandlerFuncType *processKeyboardInput (int dev, void *val,
                                              pfuCustomEvent *pfuevent)
{
   ...
}


   Any help would be greatly appreciated.

   Brad





-- 
-| How I want a break, Caribbean of course, after the heavy lectures involving 
-| quantum mechanics. All of thy geometry, Herr Planck, is fairly hard...
-+-----------------------------------------------------------------------------
-| bcolbert@ait.nrl.navy.mil    (202) 404-4708    ITD Virtual Reality Lab, NRL
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From: "Andrew Shein" <ashein@orac.boston.sgi.com>
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Date: Mon, 10 Feb 1997 19:56:19 -0500
In-Reply-To: "Neil Matson" <matson@vulcan.ncsc.navy.mil>
        "libpfutil KeyRelease" (Feb 10,  4:19pm)
References: <9702101619.ZM4656@vulcan.ncsc.navy.mil>
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On Feb 10,  4:19pm, Neil Matson wrote:
> Subject: libpfutil KeyRelease
>
> Is there an easy way in PF/OGL 2.0.X to see if a key is being held down?  I
> remember in skyfly the technique was to set/unset a table (of key states)
> based on a Keypress or KeyRelease event.  This necessitated turning off the
> key repeat feature.  Looking through the libpfutil source it seems to me that
> the only table kept related to this is with a Keypress.  It does not seem to
> do anything meaningful with the KeyRelease.  Do I need to do my own X event
> handling or am I missing something?  Sorry if this has been addressed
> before.
>
   I don't know about every key (because I havn't looked) but I used

static void processEventsInput( pfuEventStream *events )
{
   int i;
   int j;
   int key;
   int dev;
   int val;
   int numDevs;
   pfCoord view;   // new viewpoint

   numDevs = events->numDevs;

   if( events->buttonFlags & (PFUDEV_MOD_SHIFT) )
   {
      Shared->pick_mode = TRUE;
   }
   else
   {
      Shared->pick_mode = FALSE;
      Shared->picked_dcs = NULL;
   }

........

   To change state when SHIFT is down.


> Also, when is the non-beta version of 2.2 being released?

    I don't know such things :(

>
> Thanks,
>
> Neil
> matson@phoebus.ncsc.navy.mil
>
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>-- End of excerpt from Neil Matson



-- 
Andrew Shein   SE Stout               email: ashein@boston.sgi.com
Silicon Graphics Inc.                 phone: (508) 562 - 4800
1 Cabot Road                            fax: (508) 562 - 4755
Hudson, MA 01749                      vmail: 59688
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From: "Rob Jenkins" <robj@quid>
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Date: Mon, 10 Feb 1997 19:54:47 -0800
In-Reply-To: "Krzysztof Dudkiewicz" <kd@dale.inet.com.pl>
        "Re^2: I want information of openInventor." (Feb  5, 10:12am)
References: <3.0.1.32.19970205120752.0078eb70@interpia.net> 
	<9702041931.ZM9269@quid.csd.sgi.com> 
	<9702051012.ZM9856@dale.inet.com.pl>
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Template Graphics Software, Inc is the licensee now, their web page www.tgs.com
has platform support information.

Cheers
Rob

On Feb 5, 10:12am, Krzysztof Dudkiewicz wrote:
> Subject: Re^2: I want information of openInventor.
> On Feb 4,  7:31pm, Rob Jenkins wrote:
> > Subject: Re: I want information of openInventor.
> > The SGI Inventor web page is:
> > http://www.sgi.com/Technology/Inventor.html
> >
> > and has a 'Multi-Platform Availability and Licensing' link. There's also a
> > newsgroup:
> > comp.graphics.api.inventor
> >
> > They'd both be good places to start.
> >
> > Cheers
> > Rob
> >-- End of excerpt from Rob Jenkins
>
> Rob,
> 	The page you mention and the link to multi-platform availability are of
> course a good starting point, but are a little bit outdated, the latter one
was
> last modified on Dec 18, 1995. In particular Portable Graphics has been
> swallowed up by Template Graphics Software and NeTpower does not appear to
> support Open Invetor anymore. Is it possible to get the latest list of other
> platforms availability of Open Inventor ?
>
> Kris.
>-- End of excerpt from Krzysztof Dudkiewicz



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: fair@iss.nus.sg (Kim Michael Fairchild)
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To: watsen@cs.nps.navy.mil
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>> > 
>> > Today is Asian New year in the sign of Buffalo, It is a 
>> > nicest way to begin a new year then I wish :
>> > 
>> >  A NICEST BUFFALO YEAR FOR YOU ALL .
>> > 
>> > 				Tran.
>> > 
>> 
>> ...or, as my fiancee would say:
>> 
>>     chu'c mu+`ng na(m mo+'i
>> 
>> K.
>> 

Actually to all the US types on this list, this note might be
confusing. The English translatation should be the "Year of the Ox".
Tran said Buffalo which is literally right, but it gets confusing for
us Western types as we think of the Buffalos of the wild west in the
states not the water buffalo which is correct.

Also my Vietnamese primer wrote it like this:

"Chuc muang nam moi"

or pronounced something like this:

"Chuck mung nam mouri" (the last with very litte r).

Kim.

PS Love Asian languages.




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From guest  Mon Feb 10 23:40:46 1997
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From: swapnil@teil.soft.net (SWAPNIL H SHAH)
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To: gwaldron@peril.com
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In-Reply-To: <32FF200C.7F8E@peril.com> from "Glenn Waldron" at Feb 10, 97 08:18:04 am
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Hi,

Thanks Glenn, for solving my problem.

I tried only 2nd method and it really worked...whoops.... :)

thanks you very much to all who spend time for me
-swapnil

> SWAPNIL H SHAH wrote:
> > 
> > Hello everybody,
> > 
> > if i have global variable called "g" in DSO file "dso1.so" and
> > i have one mroe DSO file called "dso2.so"
> > 
> > is it possible to access variable "g" from "dso2.so" by defining it extern?
> 
> Somebody correct me if I'm wrong, but:
> Two things:
> 1) use sgidladd() instead of dlopen(). This way all the symbols are
>    made available in the name space and there's no need for
>    dlsym() (so you don't need the library pointer);
> 2) To access a symbol in libdso1.so from libdso2.so, you need to "link"
>    with libdso1.so when compiling libdso2.so; that is, do a
>    "-ldso1" when creating the library libdso2.so.  This doesn't
>    actually link in the code, but allows any cross-references to be
>    resolved.  If you don't do this you'll get a runtime linker (rld)
>    error when you try to access "g", even is it's dso is loaded.
> Glenn.
> 
> --------------------------------------------------------------------
> Glenn Waldron - ANSER Leading Edge Technologies    PCS: 703.598.7835
> email: gwaldron@peril.com                   voice mail: 703.416.8462
> 


************************************************************
        E-Mail : swapnil@teil.soft.net
        WWW    : http://www.teil.soft.net/~swapnil/
        Call me: 91-080-8452016    ext-218
************************************************************
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From: Roger Morris <rmorris@tswl.co.uk>
Subject: Re: file.gz
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>  From: fair@iss.nus.sg (Kim Michael Fairchild), on 11/02/97 12:24:
>  
>  
>  >> > 
>  >> > Today is Asian New year in the sign of Buffalo, It is a 
>  >> > nicest way to begin a new year then I wish :
>  >> > 
>  >> >  A NICEST BUFFALO YEAR FOR YOU ALL .
>  >> > 
>  >> >                Tran.
>  >> > 
>  >> 
>  >> ...or, as my fiancee would say:
>  >> 
>  >>     chu'c mu+`ng na(m mo+'i
>  >> 
>  >> K.
>  >> 
>  
>  Actually to all the US types on this list, this note might be
>  confusing. The English translatation should be the "Year of the Ox".
>  Tran said Buffalo which is literally right, but it gets confusing for
>  us Western types as we think of the Buffalos of the wild west in the
>  states not the water buffalo which is correct.
>  

In Europe, we know the difference between a buffalo and a bison

You can't wash your hands in a buffalo!
==========================
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
http://www.transform.co.uk
==========================
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=0C     Hi all,

     I am quite sure that this question has already been asked, but...

     I have a non indexed geoset loaded from an iv file.
     I would like to make it an indexed geoset, to reduce the number of v=
ertices.
     Is there a pfutil or pfdu function that makes such an operation, tha=
t is
     which detects the redundances of vertices, assembles those repeated =
vertices
     in one, and puts an index for the others ? Isn't it called a hash ta=
ble or
     something like this ?

     Thanks in advance

     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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=0C
     Hi all again,
      I just wrote :
     >I am quite sure that this question has already been asked, but...
     >
     >I have a non indexed geoset loaded from an iv file.
     >I would like to make it an indexed geoset, to reduce the number of =
>vertices.
     >Is there a pfutil or pfdu function that makes such an operation, th=
at is
     >which detects the redundances of vertices, assembles those repeated=

     >vertices in one, and puts an index for the others ? Isn't it called=
 a hash
     >table or something like this ?

     I just discovered the fnction pfdMeshGSet !!!
     So my problem SHOULD be resolved ...
     But :
     I tried this function and it did not work because my model consists =
of
     non-indexed PFTRISTRIPS primitives, and as it is said in the referen=
ce
     manual, pfdMeshGSet does only work on geosets with non indexed PFTRI=
S
     primitives .
     What can I do to make the same operation as pfdMeshGSet on non-index=
ed
     PFTRISTRIPS primitives of my geoset ??

     My model comes from the loading of an iv file.
     I am working with Performer 2.0.1


     Thanks in advance

     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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From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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To: Roger Morris <rmorris@tswl.co.uk>
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Roger Morris wrote:
> 
> >  Actually to all the US types on this list, this note might be
> >  confusing. The English translatation should be the "Year of the Ox".
> >  Tran said Buffalo which is literally right, but it gets confusing for
> >  us Western types as we think of the Buffalos of the wild west in the
> >  states not the water buffalo which is correct.
> >
> 
> In Europe, we know the difference between a buffalo and a bison
> 
> You can't wash your hands in a buffalo!

You can't compile an LALR(1) grammar specification with a buffalo
either.

(Sorry for contributing to this off-topic cascade. We now return you to
your regularly scheduled discussion.)

--

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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 11 Feb 1997 10:13:40 -0400 (EDT)
Date: Tue, 11 Feb 1997 08:20:47 -0800
From: Shepherd_Karl <Karl.Shepherd@GSC.GTE.Com>
Subject: gfx VOF info?
To: SGI Performer Group <info-performer@sgi.com>
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Status: O


I am trying to find out the VOF parameters for "1280x1024_180qi" the =
"README" file in "/usr/gfx/ucode/RE/dg2/vof/" does not contain the =
parameters for that mode.  I need this information to configure a scan =
converter so we can view the graphics simultaneously on a monitor and our =
HMD.  Can someone supply this information or point me to a place I can =
retreive it?

thanks

Karl Shepherd
karl.shepherd@gsc.gte.com
GTE Government Systems
1805 W. Drake Dr.
Tempe, AZ 85283
tel 602-777-1730
fax 602-7771717

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Subject: HELP: Performer LOD multi-channel problem
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>Path: nntp2.ba.best.com!news1.best.com!newshub1.home.com!news.home.com!enews.sgi.com!news.sgi.com!howland.erols.net!feed1.news.erols.com!cwix!uunet!in3.uu.net!165.254.2.52!news.new-york.net!wlbr!news.cerf.net!nic.cerf.net!jsquires
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Gretings kind Performer expert !

I've done everything I could think of to solve this problem,
(online/offline manuals, usenet archives, etc.) and it's killing us.

I'm running on a IR one pipe sytem, using Performer 2.x displaying
three channels.

We created a simple 2 LOD roadway (mgen 1.2.3 saved as 14.2 flt)
and when the channels are not slaved, I get the first channle
correctly showing the high LOD, but the side channels show
the lower LOD !

When slaved, they all show the lower LOD.

Any suggestions ?

Please email jas@jas.com.

Thank you so much for your time,
-JAS

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Date: Tue, 11 Feb 1997 17:35:12 -0700
From: kaylor@lisa.corp.sgi.com (Brett Kaylor)
Message-Id: <199702120035.RAA15683@lisa>
To: info-performer@sgi.com
Subject: Warnings & Errors
Status: O

I am just porting my application from IRIX 5.3 Performer 2.0.2 to
IRIX6.2 Performer 2.1.

During my compile, I get a whole bunch of these types of warnings.
I would rather NOT supress warnings.  Is there another way to handle
this?  It appears to be that the derived class named its input parameter
different than the base.  It also made the method const.

"/usr/include/Performer/pfui/pfiInputXform.h", line 102: warning(3920): 
          "float pfi2DInputCoord::getPrevCoord(int) const" does not match
          "pfiInputCoord::getPrevCoord" -- virtual function override intended?
      virtual float     getPrevCoord(int _index) const {
                        ^

Also, on my link I get the following ERRORS: 

        /usr/bin/CC Main.o ../../libvrds.a ../../../common/libcommon.a  /usr/local/MultiGen/Performer_Loader_2.X/libpfflt_ogl.a  /usr/lib/Performer/Static/libpfui_ogl.a  /usr/lib/Performer/Static/libpfdu_ogl.a  /usr/lib/Performer/Static/libpfutil_ogl.a  /usr/lib/Performer/Static/libpfs.a  /usr/lib/Performer/Static/libpf_ogl.a -limage  -lGL  -lGLU  -lXext  -lXmu  -lX11  -lXt  -lm  -lC  -o ../../../bin/vrds
ld: ERROR 33: Unresolved text symbol "pfTerrain::getAttr(int,int*,void**,void**)" -- 1st referenced by /usr/lib/Performer/Static/libpfs.a(cTerrain.o).
ld: ERROR 33: Unresolved text symbol "pfTerrain::getGState(void)" -- 1st referenced by /usr/lib/Performer/Static/libpfs.a(cTerrain.o).
ld: ERROR 33: Unresolved text symbol "XSGIvcQueryVideoScreenInfo" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(pfPipeWindow.o).
ld: ERROR 33: Unresolved data symbol "sigfpe_" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(pfLinMath.o).
ld: ERROR 33: Unresolved text symbol "handle_sigfpes" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(pfLinMath.o).
ld: ERROR 33: Unresolved text symbol "XSGIvcQueryChannelInfo" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(pfVideoChannel.o).
ld: ERROR 33: Unresolved text symbol "pfPipeVideoChannel::nb_getPipe(void)" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(cPipeVideoChannel.o).
ld: ERROR 33: Unresolved text symbol "pfClipTexture::setUpdateCacheMask(int)" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: ERROR 33: Unresolved text symbol "pfClipTexture::getUpdateCacheMask(void)" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: ERROR 33: Unresolved text symbol "pfClipTexture::setUpdateVRegionMask(int)" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: ERROR 33: Unresolved text symbol "pfClipTexture::getUpdateVRegionMask(void)" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: ERROR 33: Unresolved text symbol "pfClipTexture::setSizeVRegionMask(int)" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: ERROR 33: Unresolved text symbol "pfClipTexture::getSizeVRegionMask(void)" -- 1st referenced by /usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: INFO 60: Output file removed because of error.
*** Error code 1
clearmake: Error: Build script failed for "../../../bin/vrds"

*** Error code 1
clearmake: Error: Build script failed for "../../bin/vrds"




Any help greatly appreciated!


Brett
brett.kaylor@gsc.gte.com
============================================================

Brett B. Kaylor
Software Engineer

GTE Government Systems   _/_/_/_/_/  _/_/_/_/_/  _/_/_/_/_/
1805 West Drake Drive   _/              _/      _/
Tempe, AZ 85283        _/  _/_/_/      _/      _/_/_/
                      _/      _/      _/      _/
Tel: 602.777.1725    _/_/_/_/_/      _/      _/_/_/_/_/
Fax: 602.777.1717
EMail: brett.kaylor@gsc.gte.com
============================================================
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To: info-performer@sgi.com
From: dstipe@indy3.gstone.com (Daniel Stipe)
Subject: RM4s faster than RM5s???
Status: O

Greetings Performers,

I have two systems with an unexpected performance difference:

One system is faster than the other.

Both systems are RE2s with 512 Mb of RAM.

The fast system has 4 x 200MHz processors.
The slow system has 4 x 250MHz processors.

The fast system has 2 RM4s.
The slow system has 4 RM5s.

I believe both systems have comperable swap space (I'll confirm this).

The difference in speed appears to happen during the draw cycle.

Are there default settings for the RM5 that would impact speed?
Texture paging perhaps? - I'm loading a 4k x 4k x 1byte image (800% of 4Mb).
If the RM5 pages in larger chunks that might slow things down (particularly
to 4 boards?).

Any ideas would be appreciated.

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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From: "Rob Jenkins" <robj@quid>
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Date: Tue, 11 Feb 1997 17:47:04 -0800
In-Reply-To: dstipe@indy3.gstone.com (Daniel Stipe)
        "RM4s faster than RM5s???" (Feb 11,  4:42pm)
References: <v01530500af2645877453@[199.35.226.167]>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: dstipe@indy3.gstone.com (Daniel Stipe), info-performer@sgi.com
Subject: Re: RM4s faster than RM5s???
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

could be you're getting deeper pixels, can you check that when you compare the
performance with say perfly that you're using the same kind of visual on each
machine ? ( perfly has an option to specify a visual by the 0x# findvis gives
you ). In your app you can tighten up the resources you ask for if they aren't
needed maybe.

Cheers
Rob

On Feb 11,  4:42pm, Daniel Stipe wrote:
> Subject: RM4s faster than RM5s???
> Greetings Performers,
>
> I have two systems with an unexpected performance difference:
>
> One system is faster than the other.
>
> Both systems are RE2s with 512 Mb of RAM.
>
> The fast system has 4 x 200MHz processors.
> The slow system has 4 x 250MHz processors.
>
> The fast system has 2 RM4s.
> The slow system has 4 RM5s.
>
> I believe both systems have comperable swap space (I'll confirm this).
>
> The difference in speed appears to happen during the draw cycle.
>
> Are there default settings for the RM5 that would impact speed?
> Texture paging perhaps? - I'm loading a 4k x 4k x 1byte image (800% of 4Mb).
> If the RM5 pages in larger chunks that might slow things down (particularly
> to 4 boards?).
>
> Any ideas would be appreciated.
>
> 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/
>  \/\/\/
>
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Daniel Stipe



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Tue, 11 Feb 1997 18:04:11 -0800
From: allan (Allan Schaffer)
Message-Id: <9702111804.ZM14490@holodeck.csd.sgi.com>
In-Reply-To: dstipe@indy3.gstone.com (Daniel Stipe)
        "RM4s faster than RM5s???" (Feb 11,  4:42pm)
References: <v01530500af2645877453@[199.35.226.167]>
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To: dstipe@indy3.gstone.com (Daniel Stipe), info-performer@sgi.com
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On Feb 11,  4:42pm, Daniel Stipe wrote:
> One system is faster than the other.
> Both systems are RE2s with 512 Mb of RAM.
> 
> The fast system has 4 x 200MHz processors.
> The slow system has 4 x 250MHz processors.
> 
> The fast system has 2 RM4s.
> The slow system has 4 RM5s.
> 
> I believe both systems have comperable swap space (I'll confirm this).
> 
> The difference in speed appears to happen during the draw cycle.
> 
> Are there default settings for the RM5 that would impact speed?
> Texture paging perhaps? - I'm loading a 4k x 4k x 1byte image (800%
> of 4Mb).  If the RM5 pages in larger chunks that might slow things
> down (particularly to 4 boards?).

I doubt the difference is in texture paging speed, they should match.

What about pixel depth?  /usr/gfx/gfxinfo will tell you the current
pixel depth for each.  For a given video format you may be getting
small pixels with 2 RM's and medium pixels with 4.  Multisample
anti-aliasing might be turned on automagically with the medium pixels
-- this would slow down your fill rate by a few tens %.

Easy to test:  pull out 2 RMs from the slow system and see if it
speeds up.  Or, run a bigger video format on the slow system (one
that results in the same pixel depth as the fast system).  Or
explicitly specify the same X visual config as on the fast system.

Allan

-- 
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199702120301.TAA00133@remi.asd.sgi.com>
Subject: Re: Framelocking an O2
To: orad_u@netvision.net.il
Date: Tue, 11 Feb 1997 19:01:09 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <32FBD7C4.53EF@netvision.net.il> from "Moshe Nissim" at Feb 7, 97 05:32:52 pm
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Moshe Nissim wrote:
> 
> Hello all,
> 
> Is there anybody out there, that has seen/knows-how-to framelock the O2
> graphics to video? (NOT genlocking the video-out to video-in, but
> syncing
> the graphics swaps to video-in).
> 

 If you genlock the video out to a video-in, then the
 swapbuffer will be synchronized to the video-in. Isn't it what you want ?


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Date: Wed, 12 Feb 1997 08:49:19 +0200
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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R=E9mi Arnaud wrote:
>=20
> Moshe Nissim wrote:
> >
> > Hello all,
> >
> > Is there anybody out there, that has seen/knows-how-to framelock the =
O2
> > graphics to video? (NOT genlocking the video-out to video-in, but
> > syncing
> > the graphics swaps to video-in).
> >
>=20
>  If you genlock the video out to a video-in, then the
>  swapbuffer will be synchronized to the video-in. Isn't it what you wan=
t ?
>

If it would only work...

Moshe Nissim
Orad Hi-Tec Systems
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Date: Wed, 12 Feb 1997 10:07:41 +0000 (GMT)
From: Neil Williams <neil.f.williams@gecm.com>
Subject: LOD switching ranges
To: info-performer@sgi.com
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I have a model (.flt created with Mutilgen) with two LODs. The switch OUT range
of the NEAR
LOD is 15m and the switch IN range of the FAR LOD is 15m, yet when I view the
switch on
screen using Performer 1.2 and examine the coordinates of the viewpoint and
model, the
switch is occurring at approx 10m (both points are in the same horizontal
plane).

Can anyone explain?

Thanks,
Neil.

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702121036.ZM3132@bitch.reading.sgi.com>
Date: Wed, 12 Feb 1997 10:36:37 +0000
In-Reply-To: "James A. Squires" <jas@jas.com>
        "HELP: Performer LOD multi-channel problem" (Feb 11, 10:44am)
References: <199702111844.KAA17893@shellx.best.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
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Subject: Re: HELP: Performer LOD multi-channel problem
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Status: O

Sounds like a problem with lod scale on one of the channels.

Try chan sharing the LODs but make the 'correct' channel the master.

Cheers,
Angus.

On Feb 11, 10:44am, James A. Squires wrote:
> Subject: HELP: Performer LOD multi-channel problem
>
> >Path:
nntp2.ba.best.com!news1.best.com!newshub1.home.com!news.home.com!enews.sgi.com!news.sgi.com!howland.erols.net!feed1.news.erols.com!cwix!uunet!in3.uu.net!165.254.2.52!news.new-york.net!wlbr!news.cerf.net!nic.cerf.net!jsquires
> >From: jsquires@nic.cerf.net (James A. Squires)
> >Newsgroups: comp.sys.sgi.graphics
> >Subject: HELP: Performer LOD multi-channel problems
> >Date: 9 Feb 1997 20:29:58 GMT
> >Organization: CERFnet
> >Lines: 22
> >Message-ID: <5dlc46$foe@news.cerf.net>
> >NNTP-Posting-Host: nic.cerf.net
> >Xref: nntp2.ba.best.com comp.sys.sgi.graphics:11654
>
> Gretings kind Performer expert !
>
> I've done everything I could think of to solve this problem,
> (online/offline manuals, usenet archives, etc.) and it's killing us.
>
> I'm running on a IR one pipe sytem, using Performer 2.x displaying
> three channels.
>
> We created a simple 2 LOD roadway (mgen 1.2.3 saved as 14.2 flt)
> and when the channels are not slaved, I get the first channle
> correctly showing the high LOD, but the side channels show
> the lower LOD !
>
> When slaved, they all show the lower LOD.
>
> Any suggestions ?
>
> Please email jas@jas.com.
>
> Thank you so much for your time,
> -JAS
>
> =======================================================================
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>-- End of excerpt from James A. Squires


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702121044.ZM3146@bitch.reading.sgi.com>
Date: Wed, 12 Feb 1997 10:44:07 +0000
In-Reply-To: Neil Williams <neil.f.williams@gecm.com>
        "LOD switching ranges" (Feb 12, 10:07am)
References: <6441071012021997/A03487/SULLY/11B262872500*@MHS>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Neil Williams <neil.f.williams@gecm.com>, info-performer@sgi.com
Subject: Re: LOD switching ranges
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Status: O

The switch range will be adjusted to compensate for changes in the field
of view and resolution.

I think your ranges should be ok for 45 degrees @ 1024 pixels provided
you don't tinker with lod scale.

Cheers,
Angus.


On Feb 12, 10:07am, Neil Williams wrote:
> Subject: LOD switching ranges
>
> I have a model (.flt created with Mutilgen) with two LODs. The switch OUT
range
> of the NEAR
> LOD is 15m and the switch IN range of the FAR LOD is 15m, yet when I view the
> switch on
> screen using Performer 1.2 and examine the coordinates of the viewpoint and
> model, the
> switch is occurring at approx 10m (both points are in the same horizontal
> plane).
>
> Can anyone explain?
>
> Thanks,
> Neil.
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Neil Williams


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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:  Overriding ONLY Alpha value
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=0C     Good morning Performers (from a french point of vue),

     I want to "ghostify" a part of my scene, ie I want to make it
     semi-transparent by applying a non-1 alpha value.
     For that I use a DRAW pre&post callback function.
     The only way I see is to create a new material with an alpha < 1.0f,=
 to apply
     it, and to override the PFSTATE_FRONTMTL.
     But I don't want to loose the material colors of the child geodes.

     My question is : 
     How (or is it possible) to override only the alpha value of the chil=
d
     geometry of a given node ?

     NB : all my subsequent geometry is (for the moment) non-textured, ba=
ckface
     culled (no PFSTATE_BACKMTL)

     Here is a code sample, overriding the PFSTATE_FRONTMTL state mode

     int 
     preApplyAlpha(pfTraverser *, void* data)
     (
       float alpha =3D *((float*) data);
       pfMaterial *mtl_alpha =3D new(pfGetSharedArena()) pfMaterial;
       mtl_alpha->setAlpha(alpha);
       mtl->apply();
       pfOverride(PFSTATE_FRONTMTL, PF_ON);
       delete mtl_alpha;
       return PFTRAV_CONT;
     )

     int 
     preApplyAlpha(pfTraverser *, void*)
     (
      pfOverride(PFSTATE_FRONTMTL, PF_OFF);
      return PFTRAV_CONT;
     )

     I am using Performer 2.0.1, IRIX 5.3, on an Onyx RE2 or an High Impa=
ct.

     Thanks to the good soul who will help me,

     Mike

     Micha=EBl Boccara                                       ! Aerospatia=
le
     Virtual Simulation engineer                    ! Common Research 
     email :                                                     ! Center=
 - DCR/IK
     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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From: "Brad Colbert" <bcolbert@coralsea.ait.nrl.navy.mil>
Message-Id: <9702120943.ZM8378@seahorse>
Date: Wed, 12 Feb 1997 09:43:07 -0500
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Subject: Problem using pfuInitInput?
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Status: O


   Hi folks,

   I'm trying to capture X key events using pfuInputHandler to no avail.
   My handler function is called on a key event but I am unable to decode
   which key was pressed.

   The man page is a bit vague...

     pfuInputHandler installs the custom handler userFunc, which will then be
     called to process each input event included in mask.  If the mode is
     PFUINPUT_X, then mask can be set to the bitwise-or of an X input mask
     with PFUINPUT_CATCH_UNKNOWN, PFUINPUT_CATCH_SIM, or PFU_CATCH_ALL.  If
     mode is PFUINPUT_GL, then mask may be set to either PFU_CATCH_ALL or
     PFU_CATCH_UNKNOWN.

   Which X input masks?  The ones defined in X.h?  Also there is an error
   in this man page segment.  PFU_CATCH_ALL  should be PFUINPUT_CATCH_ALL.

   Does anyone have any information on how to use pfuInputHandler ?

   Here is how my pfuInputHandler is defined and the format of my input
   handler...



int setupKeyboardInput (pfPipeWindow *thePw)
{
   events = new pfuEventStream;

   if (!events) // if events was not created for some reason
      return FALSE;

   pfuInitInput (thePw, PFUINPUT_X);

   pfuInputHandler (processKeyboardInput, PFUINPUT_CATCH_SIM | KeyReleaseMask);

   return TRUE;
}


pfuEventHandlerFuncType *processKeyboardInput (int dev, void *val,
                                              pfuCustomEvent *pfuevent)
{
   ...
}


   Any help would be greatly appreciated.

   Brad





-- 
-| How I want a break, Caribbean of course, after the heavy lectures involving 
-| quantum mechanics. All of thy geometry, Herr Planck, is fairly hard...
-+-----------------------------------------------------------------------------
-| bcolbert@ait.nrl.navy.mil    (202) 404-4708    ITD Virtual Reality Lab, NRL
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To: info-performer@sgi.com
Subject: Blending between levels of detail for texture
Status: O

     
     I generated a little demo that does a hokey texture level of detail 
     using a couple of polygons with vastly different texture patterns. The 
     level of detail switching distances did not overlap - one would switch 
     out at 200m and the othere would switch in at that same distance.
     
     MultiGen Marcus, my understanding is that to do this you have to use a 
     separate polygon for each texture. Is that correct?
     
     I ran it in perfly and the blending was excellent - no popping 
     whatsoever.
     
     Angus et al, any idea how perfly does this? I tried grepping for this 
     and that in the perfly source code directory and (uh, duh) found 
     nothing.

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From: Jukka Väisänen <vaizki@iscape.fi>
To: info-performer@sgi.com
Subject: Lightscape 2.0 models into Performer 2.1
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I am trying to load Lightscape models made with Lightscape 2.0 (NT) 
into Performer 2.1 and having no success.

Performer recognizes .lsa and .lsb formats, the people who sent me the 
models said they can only save out .ls files. The headers are different 
so its not just a matter of renaming the files.


Jukka Vaisanen
Iscape Software

.sig.under.construction
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702121602.ZM3858@bitch.reading.sgi.com>
Date: Wed, 12 Feb 1997 16:02:43 +0000
In-Reply-To: WILLIAM_MARINELLI@ntsc.navy.mil
        "Blending between levels of detail for texture" (Feb 12,  9:40am)
References: <9701128557.AA855769554@CCMAIL.NTSC.NAVY.MIL>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: WILLIAM_MARINELLI@ntsc.navy.mil, info-performer@sgi.com
Subject: Re: Blending between levels of detail for texture
Mime-Version: 1.0
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Status: O

On Feb 12,  9:40am, WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> Subject: Blending between levels of detail for texture
>
>      I generated a little demo that does a hokey texture level of detail
>      using a couple of polygons with vastly different texture patterns. The
>      level of detail switching distances did not overlap - one would switch
>      out at 200m and the othere would switch in at that same distance.
>
>      MultiGen Marcus, my understanding is that to do this you have to use a
>      separate polygon for each texture. Is that correct?
>

Yes that's correct, although you could use MIPmapping to perform a
transition like this on a single polygon, with code of your own to
load your own MIP level images.

What effect are you seeking?


>      I ran it in perfly and the blending was excellent - no popping
>      whatsoever.
>
>      Angus et al, any idea how perfly does this? I tried grepping for this
>      and that in the perfly source code directory and (uh, duh) found
>      nothing.

Perfly can use fade lod if you have a multi-sample buffer
and are anti-aliasing.

This allows the RE or iR to mask writes to subpixels and perform the
fade for an entire portion of the scene graph without worrying
about order invariance or other GL state information.

The primary performer API calls to read up on are pfLODTransition and
pfChanLODAttr.

Cheers,
Angus.
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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9702121900.ZM2252@amit.rtset.co.il>
Date: Wed, 12 Feb 1997 19:00:43 +0000
In-Reply-To: WILLIAM_MARINELLI@ntsc.navy.mil
        "Blending between levels of detail for texture" (Feb 12,  9:40am)
References: <9701128557.AA855769554@CCMAIL.NTSC.NAVY.MIL>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: WILLIAM_MARINELLI@ntsc.navy.mil
Subject: Re: Blending between levels of detail for texture
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Mime-Version: 1.0
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Status: O

On Feb 12,  9:40am, WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> Subject: Blending between levels of detail for texture
>
>      I generated a little demo that does a hokey texture level of detail
>      using a couple of polygons with vastly different texture patterns. The
>      level of detail switching distances did not overlap - one would switch
>      out at 200m and the othere would switch in at that same distance.
>
>      MultiGen Marcus, my understanding is that to do this you have to use a
>      separate polygon for each texture. Is that correct?
>
>      I ran it in perfly and the blending was excellent - no popping
>      whatsoever.
>
>      Angus et al, any idea how perfly does this? I tried grepping for this
>      and that in the perfly source code directory and (uh, duh) found
>      nothing.

1. With pfChanLODAttr() you can set a global fade range between any two
succesive LODs, or -

2. With pfLODTransition() you can set individual fade range for two indices in
a LOD.

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               |
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From: "Jean-Sebastian Monzani" <jmonzani@ligsg29.epfl.ch>
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Subject: Multipass rendering sample code
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Status: O

Hi Performers !


 Here is my problem : I've got multiple pfLightSources used as texture
projectors. I would like to render my scene only with projector 1, then
only with projector 2 ,...etc... and to mix the images, I am planning to using
something like :
blendfunction(BF_ONE,BF_ONE);

 So, I need to compute a multi-pass rendering. Is there anybody here who can
help me ? I don't manage to use multi-pass, even when setting :
pfMultiprocess(PFMP_CULL_DL_DRAW);
as described in the manual.

How can I draw my channel many times ? Is there something else than pfDraw(),
like : channel.Draw() ?

  I would be REALLY glad to here from you, if you can help me or tell me where
I could find some doc/sample code on this topic.


     THANK YOU !

         Jean-Sebastien Monzani

PS : I haven't seen the answer in the monthly-archives...
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From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: "Jukka Väisänen" <vaizki@iscape.fi>
CC: info-performer@sgi.com
Subject: Re: Lightscape 2.0 models into Performer 2.1
References: <Pine.LNX.3.91.970212182953.20274B-100000@iscape.fi>
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Status: O

Jukka V=E4is=E4nen wrote:
>=20
> I am trying to load Lightscape models made with Lightscape 2.0 (NT)
> into Performer 2.1 and having no success.
>=20
> Performer recognizes .lsa and .lsb formats, the people who sent me the
> models said they can only save out .ls files. The headers are different
> so its not just a matter of renaming the files.
>=20
>
Doesn't Lightscape 2 (NT) export Inventor files as lighting solutions
too? That should be easier to load.

Moshe Nissim
Orad Hi-Tec Systems
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9702121026.ZM21525@vaisyas.engr.multigen.com>
Date: Wed, 12 Feb 1997 10:26:19 -0800
In-Reply-To: "Ran Yakir" <rany@rtset.co.il>
        "Re: Blending between levels of detail for texture" (Feb 12,  7:00pm)
References: <9701128557.AA855769554@CCMAIL.NTSC.NAVY.MIL> 
	<9702121900.ZM2252@amit.rtset.co.il>
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: Blending between levels of detail for texture
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 12,  7:00pm, Ran Yakir wrote:
> On Feb 12,  9:40am, WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> >
> >      MultiGen Marcus, my understanding is that to do this you have to use a
> >      separate polygon for each texture. Is that correct?

As Angus said "Yes that's correct".

> >      Angus et al, any idea how perfly does this? I tried grepping for this
> >      and that in the perfly source code directory and (uh, duh) found
> >      nothing.
>
> 2. With pfLODTransition() you can set individual fade range for two indices
in
> a LOD.

You can model the LOD transition ranges in MultiGen V14.2 and newer. The ranges
are supported, using pfLODTransition(), in current OpenFlight loaders (since
R14.2b for 2.0).

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)
Message-Id: <199702121941.LAA02881@remi.asd.sgi.com>
Subject: Re: Overriding ONLY Alpha value
To: MICHAEL.BOCCARA@siege.aerospatiale.fr (BOCCARA Michael)
Date: Wed, 12 Feb 1997 11:41:56 -0800 (PST)
Cc: Performer@remi.asd.sgi.com, ML@remi.asd.sgi.com, Question@remi.asd.sgi.com,
        <info-performer@sgi.com>
In-Reply-To: <199702121142.DAA28428@sgi.sgi.com> from "BOCCARA Michael" at Feb 12, 97 12:45:29 pm
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Status: O

Bonjour Michael 

BOCCARA Michael wrote:
> 
> 
> 
> =0C     Good morning Performers (from a french point of vue),
> 
>      I want to "ghostify" a part of my scene, ie I want to make it
>      semi-transparent by applying a non-1 alpha value.
>      For that I use a DRAW pre&post callback function.

 Making part of a scene transparent in the Draw is too late. It works, but
 for performance it is a lot better to have the Cull know what part of
 the database is translucent, so a special sorting transparent bin can be used.
 Therefore, you should change the values in the database tree directly.

 Or, you can use the bin mechanism to mark the GeoSets that have to be transparent, and set the BACK to FRONT order for the bin you have set. then you can use
 a global state for the entire bin and inherit a transparency value .

 Another ideo would be to use a geoset table as the transparent value you
 want to have are not continuous.

  Best regards

>      The only way I see is to create a new material with an alpha < 1.0f,=
>  to apply
>      it, and to override the PFSTATE_FRONTMTL.
>      But I don't want to loose the material colors of the child geodes.
> 
>      My question is : 
>      How (or is it possible) to override only the alpha value of the chil=
> d
>      geometry of a given node ?
> 
>      NB : all my subsequent geometry is (for the moment) non-textured, ba=
> ckface
>      culled (no PFSTATE_BACKMTL)
> 
>      Here is a code sample, overriding the PFSTATE_FRONTMTL state mode
> 
>      int 
>      preApplyAlpha(pfTraverser *, void* data)
>      (
>        float alpha =3D *((float*) data);
>        pfMaterial *mtl_alpha =3D new(pfGetSharedArena()) pfMaterial;
>        mtl_alpha->setAlpha(alpha);
>        mtl->apply();
>        pfOverride(PFSTATE_FRONTMTL, PF_ON);
>        delete mtl_alpha;
>        return PFTRAV_CONT;
>      )
> 
>      int 
>      preApplyAlpha(pfTraverser *, void*)
>      (
>       pfOverride(PFSTATE_FRONTMTL, PF_OFF);
>       return PFTRAV_CONT;
>      )
> 
>      I am using Performer 2.0.1, IRIX 5.3, on an Onyx RE2 or an High Impa=
> ct.
> 
>      Thanks to the good soul who will help me,
> 
>      Mike
> 
>      Micha=EBl Boccara                                       ! Aerospatia=
> le
>      Virtual Simulation engineer                    ! Common Research 
>      email :                                                     ! Center=
>  - DCR/IK
>      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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To: info-performer@sgi.com
From: dstipe@indy3.gstone.com (Daniel Stipe)
Subject: RM4s vs RM5s - Problem solved!
Status: O

The problem was that our customer was running Performer 2.0 not 2.0.2 with
his RM5s.....

Thanks to all who contributed to my understanding of pixel depth.

New Question.
When loading a texture larger than 1k by 1k, is it correct for Performer to
report a texture usage based on actual size if the system averages the
image to a 1k size prior to loading?  I would feel better if I knew how
much memory was actually consumed.

Confused in San Diego.

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: scott@ht.com (Scott McMillan)
Message-Id: <199702122349.SAA01738@hf.ht.com>
Subject: Re: Multipass rendering sample code
To: jmonzani@ligsg29.epfl.ch (Jean-Sebastian Monzani)
Date: Wed, 12 Feb 1997 18:49:13 -0500 (EST)
Cc: info-performer@sgi.com
In-Reply-To: <9702121718.ZM20375@ligsg29.epfl.ch> from "Jean-Sebastian Monzani" at Feb 12, 97 05:18:49 pm
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> How can I draw my channel many times ? Is there something else than pfDraw(),
> like : channel.Draw() ?
> 
>   I would be REALLY glad to here from you, if you can help me or tell me where
> I could find some doc/sample code on this topic.
> 
> 
>      THANK YOU !
> 
>          Jean-Sebastien Monzani
> 
> PS : I haven't seen the answer in the monthly-archives...

Ooh Ooh....me too!  Me too!  I would LOVE to have someone show me how to do
this.  I have had no luck so far.

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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To: info-performer@sgi.com, Neil Williams <neil.f.williams@gecm.com>
From: Roger Morris <rmorris@tswl.co.uk>
Subject: re: LOD switching ranges
Date: Wed, 12 Feb 1997 11:07:19 -0800
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Reply-To: Roger Morris <rmorris@tswl.co.uk>
Status: O


>  From: Neil Williams <neil.f.williams@gecm.com>, on 12/02/97 10:48:
>  
>  I have a model (.flt created with Mutilgen) with two LODs. The switch OUT 
>  range
>  of the NEAR
>  LOD is 15m and the switch IN range of the FAR LOD is 15m, yet when I view 
>  the
>  switch on
>  screen using Performer 1.2 and examine the coordinates of the viewpoint and
>  model, the
>  switch is occurring at approx 10m (both points are in the same horizontal
>  plane).
>  
>  Can anyone explain?
>  
>  Thanks,
>  Neil.
>  
Neil,

Is the centre of the LOD (which is the point used to determine
range-to-eyepoint)
at the database origin?
By default, MultiGen will place it at the centre of the attached geometry.
Check the LOD attributes page

Regards,

Roger Morris
==========================
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
http://www.transform.co.uk
==========================
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Date: Wed, 12 Feb 1997 17:29:39 -0800
In-Reply-To: =?iso-8859-1?Q?Jukka_V=E4is=E4nen_=3Cvaizki=40iscape=2Efi=3E
 _______=22Lightscape_2=2E0_models_into_Performer_2=2E1=22_=28Feb_12=2C__6?=
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References: <Pine.LNX.3.91.970212182953.20274B-100000@iscape.fi>
X-Face: 9V,ca#lqwc0*+J=1BTFu},dPQHvu3exYYjzxg#m+_}Zr5F5%s~n|R(KK
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To: =?iso-8859-1?Q?Jukka_V=E4is=E4nen?= <vaizki@iscape.fi>,
        info-performer@sgi.com
Subject: Re: Lightscape 2.0 models into Performer 2.1
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Status: O

I think (at least the previous version of Lightscape) that .ls files are before
finding the radiosity solution...
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199702130159.RAA03912@remi.asd.sgi.com>
Subject: Re: Non-MultiSample...Q: Transparency
To: suter@geo.unizh.ch
Date: Wed, 12 Feb 1997 17:59:46 -0800 (PST)
Cc: dorbie@bitch.reading.sgi.com, info-performer@sgi.com
In-Reply-To: <9702031208.AA26753@icarus.geo.unizh.ch> from "Martin Suter" at Feb 3, 97 01:08:29 pm
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Martin Suter wrote:
> 
> According to Angus Dorbie:
> > 
> > I was just talking about sorting transparent objects in the scene, against
> > opaque and perhaps against eachother.
> > 
> > There's a _vast_ difference between this type of sort and the kind of
> > polygon level sort required by the front to back rendering on the alpha
> > saturate full scene antialiasing you describe. There are also implications
> > for meshing the scene.
> 
> Performers,
> 
> Let me ask a more general question about transparency here.
> Suppose you have many objects with partially transparent
> textures applied (e.g. a forest made up by many billboards).
> On a RealityEngine2 graphics system there is no need to 
> render the transparent geometry back to front to get proper 
> results, as long as you use the transparency type PFTR_MS_ALPHA.
> 
> This is different for other graphics subsystems. What types of 
> SGI graphics subsystems support the benefit of not requiring 
> sorting of transparent geometry? High IMPACT, Maximum IMPACT, 
> and OCTANE/MXI are of particular interest to me.
> 
> 

 None. You need multisample to have MS_ALPHA screen door transparency.

 Note that you need to sort if you use the high quality PFTR_BLEND_ALPHA
 transparency.

 Performer uses the default bins to do that sorting. (see man pfChannel)

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From: Andrew Ng <nga@division.co.uk>
To: "'Performer Mailing List'" <info-performer@sgi.com>
Subject: Scale in View Matrix.
Date: Thu, 13 Feb 1997 14:58:20 -0000
Encoding: 29 TEXT
Status: O

Hi there,

Has anyone had any experience of using a uniform scale in the view matrix 
of a pfChannel?

I've been playing around with this and it appears to have some strange and 
unexpected effects on the near clip plane. I've been using pfChanViewMat to 
set the pfChannel matrix.

If I use a scale of < 1, then objects appear to clip sooner than I would 
have expected. If I use a scale of > 1, then objects don't appear to clip 
as soon as I would expect, in fact sometimes the objects are culled out 
before they are clipped.

I'm using Performer 2.0.2 and IRIX 6.2 on an Indigo 2 Max Impact.

I'd be grateful for any ideas or suggestions.

Thanks.
------------------------------------------------------------------------  
------
  Andrew Ng (Software Engineer)
  Division Limited, 19 Apex Court,                 Email: 
nga@division.co.uk
  Woodlands, Almondsbury.                            Tel: +44 (0)1454 
615554
  Bristol BS12 4JT.                                  Fax: +44 (0)1454 61  
5532


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From: tcrane@headcase.esd.sgi.com (Terrence Crane)
Message-Id: <9702130107.ZM27107@headcase.esd.sgi.com>
Date: Thu, 13 Feb 1997 01:07:24 -0800
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Status: O

| On the O2, how can I render the image into a pbuffer, then use the
| pbuffer as a texture to map onto my warp mesh? What is the sequence?
| I would like to avoid copying the contents of the pbuffer to texture, just
| passing a pointer, if possible.
|
| Can I have a 1024x1024 texture on the O2 without using computing
| sub-channels?

Remi, Dave -

O2 will support 1k square textures.  If you plan to render your textures,
the best approach on O2 is to use Digital Media Pbuffers, an addition to
the SGI pbuffer extension.  When set up correctly so that the pbuffer and
texture object are the same size and depth, copying the texture can be done
by reference, and you will essentially be able to render directly to texture
memory.
There are brief descriptions in the 6.3 manpages for glXCreateGLXPbufferSGIX,
glXAssociateDMPbufferSGIX, glCopyTexSubImage2DEXT, and dmBufferGetGLPoolParams.
I'll append a simple sample program.  If you have trouble adapting it for
your use, let me know.

/Terry

| Terrence Crane      | Silicon Graphics, MS 945
| tcrane@esd.sgi.com  | 2011 N. Shoreline Blvd.
| (415) 933-4047      | Mountain View, CA 94043


/*
**
**  A simple example that creates multiple dmpbuffers, renderers
**  a texture image to the dmpbuffer, and then copies the pbuffer
**  to a GL texture object.
**  On O2 systems this path for defining textures can be done at
**  hardware rendering or pixel transfer DMA rates, when the following
**  conditions are met:
**  - The DMbuffer, pbuffer and texture object all match in terms of
**    width, height and depth of RGBA components.
**  - The texture image is 64x64 or larger.
**  - The glCopyTexSubImageEXT command is used to copy the entire
**    image from dmpbuffer to texture.
**
**
**  cc dmtexobj.c -o dmtexobj -lGL -lX11 -ldmedia
**
*/
#include <dmedia/dm_buffer.h>
#include <dmedia/dm_image.h>
#include <GL/glu.h>
#include <GL/glx.h>
#include <stdio.h>
#include <stdlib.h>
#include <X11/keysym.h>
#include <string.h>
#include <math.h>
#include <assert.h>

#define nTEXTURES 	2
#define TEX_W 	 	128
#define TEX_H 		128
#define WIN_W           300
#define WIN_H           300

Display 	*dpy;
GLuint		width, height;
GLXContext 	windowCtx, pbufCtx;
GLXPbufferSGIX 	window, dmpbuf[nTEXTURES];
DMbuffer 	dmBuf[nTEXTURES];
DMparams        *dmParams;
GLuint          texObj[nTEXTURES];
GLfloat 	spin = 0;
GLint 		spinning = 1;
GLuint		texture = 0;
GLuint		*pixels, Pixels[TEX_W*TEX_H*2];
GLint 		updateTextures = 1;

/*
**  Define and alloc DMbuffers to be used as pbuffers / textures.
*/
void init_dm(int texelDepth, int mipmap) {
    DMparams *poolParams;
    DMbufferpool pool;
    DMstatus status;
    DMpacking dmPacking;
    DMimagelayout dmLayout;
    int i;

    switch(texelDepth) {
      case 16:
	dmPacking = DM_IMAGE_PACKING_XRGB1555;
	texelDepth = 2;
	break;
      default:
	dmPacking = DM_IMAGE_PACKING_RGBA;
	texelDepth = 4;
    }
    switch(mipmap) {
      case GL_TRUE:
	dmLayout = DM_IMAGE_LAYOUT_MIPMAP;
      default:
	dmLayout = DM_IMAGE_LAYOUT_GRAPHICS;
    }

    status = dmParamsCreate(&dmParams);
    status = dmSetImageDefaults(dmParams, TEX_W, TEX_H, dmPacking);
    status = dmParamsSetEnum(dmParams, DM_IMAGE_LAYOUT, dmLayout);

    status = dmParamsCreate(&poolParams);
    status = dmBufferSetPoolDefaults(poolParams, nTEXTURES,
		     (((TEX_W*TEX_H*texelDepth) + 0xffff) & ~0xffff),
        	     DM_FALSE, DM_FALSE);
    status = dmBufferGetGLPoolParams(dmParams, poolParams);
    status = dmBufferCreatePool(poolParams, &pool);

    for(i = 0; i < nTEXTURES; i++) {
        status = dmBufferAllocate(pool, &dmBuf[i]);
    }
}

/*
**  Create dmpbuffers and associate them with a matching DMbuffer.
**  Copy the dmpuffer to a texture object to establish the initial
**  connection for optimized MakeCurrentReads in future updates.
*/
void init_tex(int texelDepth, int mipmap) {
    GLint i, n, redSize, texelFormat, *attrib;
    GLXFBConfigSGIX *config;
    GLint attrib32[] = {GLX_DOUBLEBUFFER, GL_FALSE,
                        GLX_RED_SIZE, 8,
                        GLX_GREEN_SIZE, 8,
                        GLX_BLUE_SIZE, 8,
                        GLX_ALPHA_SIZE, 8,
			GLX_DRAWABLE_TYPE_SGIX, GLX_PBUFFER_BIT_SGIX,
                        None};
    GLint attrib16[] = {GLX_DOUBLEBUFFER, GL_FALSE,
		        GLX_RED_SIZE, 5,
		        GLX_GREEN_SIZE, 5,
		        GLX_BLUE_SIZE, 5,
		        GLX_ALPHA_SIZE, 1,
			GLX_DRAWABLE_TYPE_SGIX, GLX_PBUFFER_BIT_SGIX,
		        None};
    GLint pbattrib[] = {GLX_DIGITAL_MEDIA_PBUFFER_SGIX, GL_TRUE,
                        None};

    switch(texelDepth) {
      case 16:
        attrib = attrib16;
	redSize = 5;
	texelFormat = GL_RGB5_A1_EXT;
        break;
      default:
        attrib = attrib32;
	redSize = 8;
	texelFormat = GL_RGBA8_EXT;
    }

    if (!(config = glXChooseFBConfigSGIX(dpy, DefaultScreen(dpy),
					 attrib, &n))) {
        fprintf(stderr, "can't find suitable FBConfig\n");
        exit(EXIT_FAILURE);
    }
    while(n) {
        int bits;
        glXGetFBConfigAttribSGIX(dpy, *config, GLX_RED_SIZE, &bits);
        if (bits == redSize) break;
        config++; n--;
    }
    if (!n) {
	fprintf(stderr, "can't find suitable FBConfig\n");
        exit(EXIT_FAILURE);
    }
    if ((pbufCtx = glXCreateContextWithConfigSGIX(dpy, *config,
                                              GLX_RGBA_TYPE_SGIX,
                                              NULL, True)) == NULL) {
        fprintf(stderr, "can't create context\n");
        exit(EXIT_FAILURE);
    }

    glGenTexturesEXT(nTEXTURES, texObj);

    for(i = 0; i < nTEXTURES; i++) {
        dmpbuf[i] = glXCreateGLXPbufferSGIX(dpy, *config, TEX_W, TEX_H,
					    pbattrib);
	/*
	**  The intial associate must occur before a dmpuffer can
	**  be made current to a context.
	*/
        glXAssociateDMPbufferSGIX(dpy, dmpbuf[i], dmParams, dmBuf[i]);

        glXMakeCurrent(dpy, dmpbuf[i], pbufCtx);

        glViewport(0, 0, TEX_W, TEX_H);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrtho(0, TEX_W, 0, TEX_H, -1, 1);
        glMatrixMode(GL_MODELVIEW);
	glRasterPos2f(0, 0);

	/*
	**  Make the dmpbuffer current as a readable, and copy
	**  it to the texture object of another context.
	**  When the size and format of the pbuffer and the texture
	**  are compatible, the O2 implementation allows this copy
	**  to be done by reference.
	*/
	glXMakeCurrentReadSGI(dpy, window, dmpbuf[i], windowCtx);
        glBindTextureEXT(GL_TEXTURE_2D, texObj[i]);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        if (mipmap) {
            glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
        }
        glTexImage2D(GL_TEXTURE_2D, 0, texelFormat, TEX_W, TEX_H, 0,
		     GL_RGBA, GL_UNSIGNED_BYTE, NULL);
	glCopyTexSubImage2DEXT(GL_TEXTURE_2D, 0, 0, 0, 0, 0, TEX_W, TEX_H);
    }
}

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

void init_win(void) {
    XVisualInfo *vi;
    Colormap cmap;
    XSetWindowAttributes swa;
    XEvent event;
    GLuint i, pix, npixels;
    GLint attribRGB[] = {GLX_DOUBLEBUFFER,
			 GLX_RGBA,
                         GLX_RED_SIZE, 1,
                         GLX_GREEN_SIZE, 1,
                         GLX_BLUE_SIZE, 1,
                         GLX_DEPTH_SIZE, 1,
                         None};

    dpy = XOpenDisplay(0);
    if (!dpy) {
        fprintf(stderr, "Can't connect to display\n");
        exit(EXIT_FAILURE);
    }

    vi = glXChooseVisual(dpy, DefaultScreen(dpy), attribRGB);
    if (!vi) {
        fprintf(stderr, "can't find suitable Visual\n");
        exit(EXIT_FAILURE);
    }

    cmap = XCreateColormap(dpy, RootWindow(dpy, vi->screen), vi->visual,
                           AllocNone);
    swa.border_pixel = 0;
    swa.colormap = cmap;
    swa.event_mask = ExposureMask | StructureNotifyMask |
		     KeyPressMask | KeyReleaseMask;
    width = WIN_W;
    height = WIN_H;
    window = XCreateWindow(dpy, RootWindow(dpy, vi->screen), 10, 10,
                           WIN_W, WIN_H, 0, vi->depth, InputOutput, vi->visual,
                           CWBorderPixel|CWColormap|CWEventMask, &swa);
    XSetWMColormapWindows(dpy, window, &window, 1);
    XMapWindow(dpy, window);
    XIfEvent(dpy, &event, WaitForMapNotify, (char*)window);

    windowCtx = glXCreateContext(dpy, vi, 0, GL_TRUE);
    if (!glXMakeCurrent(dpy, window, windowCtx)) {
        fprintf(stderr, "Can't make window current to context\n");
        exit(EXIT_FAILURE);
    }

    glClearColor(0, 0.1, 0, 0);
    glColor3f(0, 1, 0);

    glEnable(GL_TEXTURE_2D);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE_EXT);

    npixels = TEX_W * TEX_H * 2;
    for (i = 0, pix = 0x7b8c9eaf; i < npixels; i++) {
        pix = (pix * 8191) + 0x70615243;
        Pixels[i] = ((pix & 0xff)<<24)    | ((pix & 0xff00)<< 8)    |
                    ((pix & 0xff0000)>>8) | ((pix & 0xff000000)>>24);
    }
    pixels = Pixels;
}

/*
**  Dynamically load texture objects at pixel transfer dma rates,
**  by drawing pixels to a dmpbuffer and copying to the texture object.
**  Textures can alternately be rendered, or generated in DMbuffer form
**  by the video or compression libraries.
*/
void redraw(void) {
    int i;

    if (updateTextures) {
        glXMakeCurrent(dpy, dmpbuf[texture], pbufCtx);

        glDrawPixels(TEX_W, TEX_H, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
        if (pixels == &Pixels[TEX_W*TEX_H]) {
	    pixels = Pixels;
	} else {
	    pixels += 2;
	}
    }

    glXMakeCurrentReadSGI(dpy, window, dmpbuf[texture], windowCtx);
    glClear(GL_COLOR_BUFFER_BIT);

    glBindTextureEXT(GL_TEXTURE_2D, texObj[texture]);
    glCopyTexSubImage2DEXT(GL_TEXTURE_2D, 0, 0, 0, 0, 0, TEX_W, TEX_H);

    glPushMatrix();
    glRotatef(spin, 0, 0, 1);
    glBegin(GL_POLYGON);
    glTexCoord2f(0, 0);  glVertex2f(-0.72, -0.72);
    glTexCoord2f(1, 0);  glVertex2f( 0.72, -0.72);
    glTexCoord2f(1, 1);  glVertex2f( 0.72,  0.72);
    glTexCoord2f(0, 1);  glVertex2f(-0.72,  0.72);
    glEnd();
    glPopMatrix();

    glPushMatrix();
    glRotatef(-spin, 0, 0, 1);
    glBegin(GL_POLYGON);
    glTexCoord2f(1, 1);  glVertex2f(-0.72, -0.72);
    glTexCoord2f(0, 1);  glVertex2f( 0.72, -0.72);
    glTexCoord2f(0, 0);  glVertex2f( 0.72,  0.72);
    glTexCoord2f(1, 0);  glVertex2f(-0.72,  0.72);
    glEnd();
    glPopMatrix();

    glXSwapBuffers(dpy, window);

    if (spinning) spin += 0.5;
    if (spin > 360.0) spin -= 360.0;

    texture = ++texture % nTEXTURES;
}

int main(int argc, char **argv) {
    int i;
    int texelDepth = 32;
    int mipmap = 0;
    width = WIN_W;
    height = WIN_H;

    init_win();
    init_dm(texelDepth, mipmap);
    init_tex(texelDepth, mipmap);

    while (1) {
        if (XPending(dpy)) {
            XEvent event;
            KeySym ks;

            XNextEvent(dpy, &event);
            switch(event.type) {
              case KeyPress:
                XLookupString(&event.xkey, NULL, 0, &ks, NULL);
		switch(ks) {
                  case XK_Escape :
                    exit(EXIT_SUCCESS);
		  case XK_s:
		    spinning = !spinning;
		    break;
		  case XK_u:
		    updateTextures = !updateTextures;
		    break;
		}
		break;
              case ConfigureNotify:
                width = event.xconfigure.width;
                height = event.xconfigure.height;
                glViewport(0, 0, width, height);
                break;
              default:
                break;
            }
        }
	redraw();
    }
}
/*****************************************************************************/


-- 

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Date: Thu, 13 Feb 1997 16:22:41 -0500 (EST)
From: Joseph Paul Mancewicz <jmance@vr2.engin.umich.edu>
To: info-performer@sgi.com
Subject: hw antialiasing in OpenGL
Message-ID: <Pine.SGI.3.95.970213161341.3331B-100000@vr2.engin.umich.edu>
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Status: O

I need to know how to obtain the hardware antialiasing that you can get
performer but using OpenGL.  The
glBlendFunction/glEnable(GL_POLYGON_SMOOTH) route seems to tap the
hardware, but requires front to back ordering of the scene.  Is there a
way to get fast (interactive speed i.e. not dependent on an accumulation
buffer) hardware antialiasing in OpenGL that does not require scene
ordering? 

Thanks,
Joe Mancewicz

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Date: Thu, 13 Feb 1997 15:02:17 -0800
To: info-performer@sgi.com
From: "John W. Barrus" <barrus@merl.com>
Subject: Job Openings for Performer programmers/consultants
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Status: O

At the lab where I work in Silicon Valley, (not MERL, Cambridge, MA, where
I still maintain an e-mail address) a group of us are spinning off into a
new company to take public some exciting software we have been developing.

This software will probably be of interest to this group as a whole and we
will keep you abreast of development as it proceeds, but right now we are
trying to finish up some prototypes that will lead to shrink-wrap software.
In order to move forward, we need some help.

The Software

We are building what we call "Content Manager" software which will enable
anyone doing real-time 3D to build (and deliver) seamless, large-scale,
persistent 3-D sites that can be shown on the Internet on any platform,
from the fastest SGI's to low-end PC's with VRML browsers. The content is
stored in a platform- and format-independent fashion and delivered in the
right resolution and format on demand. Additionally, with the right
password the content can be edited or modified efficiently from anywhere on
the net using either a normal browser with HTML and VRML capabilities, or
specially adapted modeling software.

Job Opportunities

We need to find one or more people who have experience with real-time
rendering on both high- and low-end graphics systems. We prefer to have
someone with Performer (C, C++) experience--someone who knows what it takes
to get the best rendering performance on a given platform and who
understands the Performer scene graph. Cosmo3D knowledge doesn't hurt your
chances either. Database experience (Oracle, Informix, SQL Server, etc) and
WinNT development experience is a plus. Ability to code in Java would also
be beneficial but not required.

More Info

This startup will be launched in a few months based in either Palo Alto or
Menlo Park. We can pay a consultant for the next few months to begin work
and for the right person, the job would turn into a permanent position.
When the company launches, we will be hiring a few more people in the first
few months, so if you aren't a consultant, but would still like to be
considered for a permanent position, send us a resume anyway.

If you are interested, please drop us a line or send us a resume at:

mailto:barrus@merl.com
faxto: (408) 524-0613, Attn: John Barrus
usmailto: 	John Barrus
		MEITCA
		1060 East Arques Avenue
		Sunnyvale, CA 94086

and we will get back in touch with you.

If you are just interested in the technology, please let us know and we
will make sure you end up on a mailing list for press releases and
announcements forth-coming in the next few months. Also, look for me at the
VRML '97 conference if you want to have a conversation about our work. I
will be speaking at the 2:00 meeting on Tuesday, Feb 25th about high-speed
terrain following (20 microseconds per point for 50,000 polygons on an
R10000) in Virtual Environments.

John Barrus
MEITCA
1060 East Arques Avenue
Sunnyvale, CA 94086
Fax: (408) 524-0613

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To: info-performer@sgi.com
Subject: Inventor lights in Performer
Status: O


Hi:

	I am loading my scenegraph through Inventor file using the
pfiv loader. The Inventor lights other that LightModel = BASE_COLOR
do not show up in Performer. I would like to use Inventor's point/spot/
directional light in the scene. But the pfiv loader doesn't seem to transl
them. Do I have to write th etranslation code myself or is it supported
in some other version? I am using Performer 2.0.1 on RE2 Onyx.

Any pointers?

thanks
-anita
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Date: Fri, 14 Feb 1997 15:27:17 +1111 (EST)
From: Simon Bennett <simonb@wormald.com.au>
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To: Joseph Paul Mancewicz <jmance@vr2.engin.umich.edu>
Cc: info-performer@sgi.com
Subject: Re: hw antialiasing in OpenGL
In-Reply-To: <Pine.SGI.3.95.970213161341.3331B-100000@vr2.engin.umich.edu>
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On Thu, 13 Feb 1997, Joseph Paul Mancewicz wrote:

> I need to know how to obtain the hardware antialiasing that you can get
> performer but using OpenGL.  The
> glBlendFunction/glEnable(GL_POLYGON_SMOOTH) route seems to tap the
> hardware, but requires front to back ordering of the scene.  Is there a
> way to get fast (interactive speed i.e. not dependent on an accumulation
> buffer) hardware antialiasing in OpenGL that does not require scene
> ordering? 

As mentioned before you'll need to be on hardware which actually supports
multisampling (always a good start!) - so give up if you're on an Indy :)

If you are however using an RE or iR then....

Make sure you get the right visual.  Call glXChooseVisual() with
GLX_SAMPLES_SGIS in the attr list and the number of samples you want.

Multisampling should then be enabled by default.  Check with:

    glIsEnabled(MULTISAMPLE_SGIS);

and turn on/off with:

    glEnable(MULTISAMPLE_SGIS);
    glDisble(MULTISAMPLE_SGIS);


You can also fiddle with the sample mask and stuff if you want.  Note that
this is an SGI specific extension to OpenGL.


+----------------------------------------------------------------------------+
  Simon Bennett       simonb@wormald.com.au
  Wormald Technology  Advanced Systems Engineering Ph: +61 2 9981 0669

		"Good judgement is the result of experience.
		 Experience is the result of poor judgement"

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Subject:  RE: Scale in View Matrix.
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=0C
     Hi,

     It is said in the man page of pfChanViewMat that you don't have the =
right to
     set a non-isometric channel viewmat, or "results are undefined". The=
 viewmat
     is only used to define the eye xyz poition and the look hpr directio=
n.

     Instead you should try to scale the entire scene in a DCS root.

     Mike
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Date: Fri, 14 Feb 97 10:46:20 GMT
From: jml@diana.inescn.pt (Joao Miguel Leitao)
Message-Id: <9702141046.AA01810@diana.inescn.pt>
To: info-performer@sgi.com
Subject: 'mirror' transformation in view matrix
Status: O


Hi

I am using Performer 2 on Re2 Onyx.
I would like to add a second viewport to my visual simulation
with a mirroed image of the same scene.
Is it possible to define a second pfChannel with a viewing matrix
so that I get the mirror image ?
I heard that the viewing matrix must be orthonormal, so
I beleave I can not use Scale(1,-1,1) or any thing similar.
What about other ways ?

Thanks
Miguel
----------------------------------------------------------------------------
Miguel Leitao		INESC, ComputerGraphics&CAD
jml@diana.inescn.pt	Praca da Republica 	       Phone: +351 2 2094229
			4000 PORTO, PORTUGAL	       Fax:   +351 2 2084172


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702141539.ZM2307@bitch.reading.sgi.com>
Date: Fri, 14 Feb 1997 15:39:49 +0000
In-Reply-To: Andrew Ng <nga@division.co.uk>
        "Scale in View Matrix." (Feb 13,  2:58pm)
References: <01BC19BE.5A849410@nga.division.co.uk>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Andrew Ng <nga@division.co.uk>,
        "'Performer Mailing List'" <info-performer@sgi.com>
Subject: Re: Scale in View Matrix.
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Status: O

The clip stays in the same place but the model will be scaled.

You scale < 1 the world gets smaller around the eye and so the
near clip appears more distant but it isn't.

This will also affect Z values and fog.

It doesn't surprise me that the performer cull doesn't look for scale in
the channel matrix, but this is just a performer implementation issue rather
than a fundamental discovery.

Cheers,
Angus.

On Feb 13,  2:58pm, Andrew Ng wrote:
> Subject: Scale in View Matrix.
> Hi there,
>
> Has anyone had any experience of using a uniform scale in the view matrix
> of a pfChannel?
>
> I've been playing around with this and it appears to have some strange and
> unexpected effects on the near clip plane. I've been using pfChanViewMat to
> set the pfChannel matrix.
>
> If I use a scale of < 1, then objects appear to clip sooner than I would
> have expected. If I use a scale of > 1, then objects don't appear to clip
> as soon as I would expect, in fact sometimes the objects are culled out
> before they are clipped.
>
> I'm using Performer 2.0.2 and IRIX 6.2 on an Indigo 2 Max Impact.
>
> I'd be grateful for any ideas or suggestions.
>
> Thanks.
> ------------------------------------------------------------------------
> ------
>   Andrew Ng (Software Engineer)
>   Division Limited, 19 Apex Court,                 Email:
> nga@division.co.uk
>   Woodlands, Almondsbury.                            Tel: +44 (0)1454
> 615554
>   Bristol BS12 4JT.                                  Fax: +44 (0)1454 61
> 5532
>
>
> =======================================================================
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>-- End of excerpt from Andrew Ng


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From: Andrew Ng <nga@division.co.uk>
To: "'Angus Dorbie'" <dorbie@bitch.reading.sgi.com>
Cc: "'Performer Mailing List'" <info-performer@sgi.com>
Subject: RE: Scale in View Matrix.
Date: Fri, 14 Feb 1997 16:03:19 -0000
Encoding: 26 TEXT
Status: O

> The clip stays in the same place but the model will be scaled.

> You scale < 1 the world gets smaller around the eye and so the
> near clip appears more distant but it isn't.

> This will also affect Z values and fog.

> It doesn't surprise me that the performer cull doesn't look for
> scale in the channel matrix, but this is just a performer
> implementation issue rather than a fundamental discovery.

> Cheers,
> Angus.

Please correct me if I'm wrong, but if I set a pfChannel's view matrix to a 
matrix that has a scale < 1, then won't this effectively give a scale that 
is > 1 in the model view matrix. Therefore, if the clip stays the same and 
the model is scaled by > 1, the near clip should appear closer.

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


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702141645.ZM2395@bitch.reading.sgi.com>
Date: Fri, 14 Feb 1997 16:45:57 +0000
In-Reply-To: Andrew Ng <nga@division.co.uk>
        "RE: Scale in View Matrix." (Feb 14,  4:03pm)
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The multiplication order reverses and translate & rotate are negated
but I don't expect you get 1/scale and the evidence seems to support
this.

Cheers,
Angus.

On Feb 14,  4:03pm, Andrew Ng wrote:
> Subject: RE: Scale in View Matrix.

> Please correct me if I'm wrong, but if I set a pfChannel's view matrix to a
> matrix that has a scale < 1, then won't this effectively give a scale that
> is > 1 in the model view matrix. Therefore, if the clip stays the same and
> the model is scaled by > 1, the near clip should appear closer.
>
> Cheers.



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Status: O

All,

I posted this earlier, but recieved no response.  Anybody been through
this?


I am just porting my application from IRIX 5.3 Performer 2.0.2 to
IRIX6.2 Performer 2.1.

During my compile, I get a whole bunch of these types of warnings.
I would rather NOT supress warnings.  Is there another way to handle
this?  It appears to be that the derived class named its input parameter
different than the base.  It also made the method const.

"/usr/include/Performer/pfui/pfiInputXform.h", line 102: warning(3920):
          "float pfi2DInputCoord::getPrevCoord(int) const" does not
match
          "pfiInputCoord::getPrevCoord" -- virtual function override
intended?
      virtual float     getPrevCoord(int _index) const {
                        ^

Also, on my link I get the following ERRORS:

        /usr/bin/CC Main.o ../../libvrds.a ../../../common/libcommon.a
/usr/local/MultiGen/Performer_Loader_2.X/libpfflt_ogl.a
/usr/lib/Performer/Static/libpfui_ogl.a
/usr/lib/Performer/Static/libpfdu_ogl.a
/usr/lib/Performer/Static/libpfutil_ogl.a
/usr/lib/Performer/Static/libpfs.a
/usr/lib/Performer/Static/libpf_ogl.a
 -limage  -lGL  -lGLU  -lXext  -lXmu  -lX11  -lXt  -lm  -lC  -o
../../../bin/vrds
ld: ERROR 33: Unresolved text symbol
"pfTerrain::getAttr(int,int*,void**,void**)" -- 1st referenced by
/usr/lib/Performer/Static/libpfs.a(cTerrain.o).
ld: ERROR 33: Unresolved text symbol "pfTerrain::getGState(void)" -- 1st
referenced by /usr/lib/Performer/Static/libpfs.a(cTerrain.o).
ld: ERROR 33: Unresolved text symbol "XSGIvcQueryVideoScreenInfo" -- 1st
referenced by /usr/lib/Performer/Static/libpf_ogl.a(pfPipeWindow.o).
ld: ERROR 33: Unresolved data symbol "sigfpe_" -- 1st referenced by
/usr/lib/Performer/Static/libpf_ogl.a(pfLinMath.o).
ld: ERROR 33: Unresolved text symbol "handle_sigfpes" -- 1st referenced
by
/usr/lib/Performer/Static/libpf_ogl.a(pfLinMath.o).
ld: ERROR 33: Unresolved text symbol "XSGIvcQueryChannelInfo" -- 1st
referenced by /usr/lib/Performer/Static/libpf_ogl.a(pfVideoChannel.o).
ld: ERROR 33: Unresolved text symbol
"pfPipeVideoChannel::nb_getPipe(void)"
 -- 1st referenced by
/usr/lib/Performer/Static/libpf_ogl.a(cPipeVideoChannel.o).
ld: ERROR 33: Unresolved text symbol
"pfClipTexture::setUpdateCacheMask(int)" -- 1st referenced by
/usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: ERROR 33: Unresolved text symbol
"pfClipTexture::getUpdateCacheMask(void)" -- 1st referenced by
/usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: ERROR 33: Unresolved text symbol
"pfClipTexture::setUpdateVRegionMask(int)" -- 1st referenced by
/usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: ERROR 33: Unresolved text symbol
"pfClipTexture::getUpdateVRegionMask(void)" -- 1st referenced by
/usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: ERROR 33: Unresolved text symbol
"pfClipTexture::setSizeVRegionMask(int)" -- 1st referenced by
/usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: ERROR 33: Unresolved text symbol
"pfClipTexture::getSizeVRegionMask(void)" -- 1st referenced by
/usr/lib/Performer/Static/libpf_ogl.a(cClipTexture.o).
ld: INFO 60: Output file removed because of error.
*** Error code 1
clearmake: Error: Build script failed for "../../../bin/vrds"

*** Error code 1
clearmake: Error: Build script failed for "../../bin/vrds"




Any help greatly appreciated!


Brett
brett.kaylor@gsc.gte.com
============================================================

Brett B. Kaylor
Software Engineer

GTE Government Systems   _/_/_/_/_/  _/_/_/_/_/  _/_/_/_/_/
1805 West Drake Drive   _/              _/      _/
Tempe, AZ 85283        _/  _/_/_/      _/      _/_/_/
                      _/      _/      _/      _/
Tel: 602.777.1725    _/_/_/_/_/      _/      _/_/_/_/_/
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From guest  Fri Feb 14 18:36:42 1997
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	 id AAA03088; Sat, 15 Feb 1997 00:33:59 GMT
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702150033.ZM3086@bitch.reading.sgi.com>
Date: Sat, 15 Feb 1997 00:33:59 +0000
In-Reply-To: "Angus Dorbie" <dorbie>
        "Re: Scale in View Matrix." (Feb 14,  4:45pm)
References: <01BC1A90.990E5F40@nga.division.co.uk> 
	<9702141645.ZM2395@bitch.reading.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Andrew Ng <nga@division.co.uk>
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Cc: "'Performer Mailing List'" <info-performer@sgi.com>
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Pondering this I can see why you might expect 1/scale model matrix
effect from the viewing matrix scale but I'm not surprised it doesn't
pan out like that.

Cheers,
Angus.


On Feb 14,  4:45pm, Angus Dorbie wrote:
> Subject: Re: Scale in View Matrix.
> The multiplication order reverses and translate & rotate are negated
> but I don't expect you get 1/scale and the evidence seems to support
> this.
>
> Cheers,
> Angus.
>
> On Feb 14,  4:03pm, Andrew Ng wrote:
> > Subject: RE: Scale in View Matrix.
>
> > Please correct me if I'm wrong, but if I set a pfChannel's view matrix to a
> > matrix that has a scale < 1, then won't this effectively give a scale that
> > is > 1 in the model view matrix. Therefore, if the clip stays the same and
> > the model is scaled by > 1, the near clip should appear closer.
> >
> > Cheers.
>
>
>
> =======================================================================
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>-- End of excerpt from Angus Dorbie


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From: "Parthiban.S" <parthi@serc.serc.iisc.ernet.in>
To: info-performer@sgi.com
Subject: multimedia problem
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Dear Netters:
Though this is not directly related to performer, i trust you can help me
in solving my problem.

I would like to capture the Inventor/Perfromer (involves rotation and
translation of objects) files into a single movie file. I could able to 
make a movie file from various static images (rgb files). But
I am still exploring the possibilities of importing a dynamic
frames into a movie file.  We have indycam.. Kindly advise me in
making a movie file from the animation file.  

Any help is appreciated.

Thanks
parthi

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Subject: Video Alpha Channel Problem
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This is a multi-part message in MIME format.

--------------5E65279031E8
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-- 
Choi, Changrak        | 150-790
fortune@tri.kbs.co.kr | Technical Research Institute
(Tel) +82-2-781-5952  | #18 Korean Broadcasting System
(Fax) +82-2-781-5999  | Yoido Youngdeungpo Seoul Korea

--------------5E65279031E8
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Hi,
I want your help about alpha channel.
I use Onyx IR machine and Sirius option for broadcasting.
And I use Performer for programming.
When I open a window with performer command 'pfNewPWin()', 
the alpha value which is output by sirius breakbox is always '1'.  
I want to change this alpha value for the purpose of using 
ULTIMATTE-8 mat-in function.
But I couldn't it. I used 'pfClearChan()' with alpha value '0', 
but the alpha value which is output by sirius break box remaind 
unchanged.(the color value (r,b,b) was changed)
I think I missed some important or basic configuration.
If you have any solution for this problem, please send me a mail.

Good-bye

--------------5E65279031E8--

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From guest  Mon Feb 17 08:10:24 1997
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Date: Mon, 17 Feb 1997 19:00:38 +0800 (HKT)
From: David Chan <tfchan@cs.cuhk.hk>
To: info-performer <info-performer@sgi.sgi.com>
Subject: how to detect a point is within a range
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HI,
	If a point is in a model, how to define a kind of range, so that 
all points within the range is belong to the point?
	Now if the range is defined, is it possible to detect a point is 
within the range?

		Bye!

		David


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From: Simon Gibbs <Simon.Gibbs@gmd.de>
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Subject: re: Video Alpha Channel Problem
To: info-performer@sgi.com
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> 
> I want your help about alpha channel.
> I use Onyx IR machine and Sirius option for broadcasting.
> And I use Performer for programming.
> When I open a window with performer command 'pfNewPWin()', 
> the alpha value which is output by sirius breakbox is always '1'.  
> I want to change this alpha value for the purpose of using 
> ULTIMATTE-8 mat-in function.

We run with similar hardware. Here are a few things to check:

1) the visual for your pipewindow must have alpha planes

2) your .cmb should have RGBA10 for the Sirius channel's pixel format

3) the video drain format (eg set using vcp) is digital 4:2:2:4


Hope this helps...

----------------------------------------------------------------------------
Simon Gibbs
GMD - German National Research Center for Information Technology
53754 Sankt Augustin
GERMANY
----------------------------------------------------------------------------
Email:	Simon.Gibbs@gmd.de
WWW:	http://viswiz.gmd.de/~simon
----------------------------------------------------------------------------

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From: "Yann Andenmatten" <andenmat@imtsg12.epfl.ch>
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Date: Mon, 17 Feb 1997 16:05:21 +0100
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Subject: getting hpr form pfDCS
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Status: O

Hi,

I'm trying to get the hpr values from a pfDCS. I've tried that :

    const pfMatrix* m = Coord->getMatPtr();
    if (m != NULL)
    {
      pfCoord* dst=NULL;
      m->getOrthoCoord(dst);
      if (dst == NULL)
        printf("HPR...NULL\n");
      else
        printf(" HPR : %3.2f %3.2f %3.2f\n",
             dst->hpr[0], dst->hpr[1], dst->hpr[2]);
    }
    else
      printf("HPR...NULL2\n");

but dst is NULL. What is wrong ? Is it the best way ?

Thanks for help !

		Yann

-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   [][][]  [][]    [][][]  []     >  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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Date: Mon, 17 Feb 1997 12:56:26 -0600
From: gthomas@w-ie24.icaen.uiowa.edu (Geb Thomas)
Message-Id: <199702171856.MAA02090@w-ie24.icaen.uiowa.edu>
To: info-performer@sgi.com
Subject: Loading textures quickly
Status: O

Hello Performers.

I'm writting an application in which I hope to change 4 512x512 color textures 
as often as six times a second.  The trouble is that the new images will arrive
as the application is running, so they can not be pre-loaded as a movie.

Can you help me find the best approach?

Right now I load the first set of images with the geometry in an Inventor file.
This seems to make them mipmapped, so I reformat each one with the following
commands:

  tex->setFormat(PFTEX_FAST_DEFINE, PF_ON);
  tex->setFormat(PFTEX_GEN_MIPMAP_FORMAT, 0);
  tex->setFilter(PFTEX_MINFILTER, PFTEX_POINT);
  tex->format();

They have an Internal Format TX_RGB_5 (full speed), an External Format 
TX_PACK_8 and a subload format.  The load modes are:

PFTEX_LOAD_SOURCE = 0
PFTEX_LOAD_BASE = 0
PFTEX_LOAD_LIST = 0

Each image buffer is 524288 bytes large.

I don't have the external image source connected to the machine
(eventually it will be a network connection).  Instead, on every fourth frame
I manipulate each image pixel by pixel and call tex->load().  The stats say 
the O2 is going 9.5 loads on average or 5308416 bytes.

I understand that the Reality Engine will subload the textures much faster.  
Can I expect to load 3 Mbytes per second and still have an interactive 
application?  Are there other options I could pursue for my O2 or Onyx 
machines?  Are there games I might play with the video framebuffer?

Many thanks in advance for taking the time to consider my troubles.

Geb Thomas
The GROK Lab
The University of Iowa
gthomas@icaen.uiowa.edu
_____________________________________________________________________
Geb Thomas, PhD
Assistant Professor of Industrial Engineering, The University of Iowa
Phone:  (319) 335-5936                           Fax:  (319) 335-5424                     
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To: info-performer@sgi.com
Subject: Linking Performer Libs
Cc: dhigginb@motown.lmco.com, rrabbitz@motown.lmco.com
Status: O

Hi,

We'd like to build our Performer applications so they run on all
our SGIs. These are a mix of Indigos, Onyxs and Indys, most run
OS6.2.

What's the best way to link? Static? Dynamic? You're help and opinions
are appreciated.

Dave

      Dave Higginbotham       //     phone:  609-722-3739
      Lockheed Martin GES    //      fax:    609-273-5182
      MS: 137-123          \X/    dhigginb@motown.lmco.com
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From: holland@PacificOcean.coaps.fsu.edu (Aubrey Holland)
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Date: Mon, 17 Feb 1997 15:26:43 -0500
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To: info-performer@sgi.com
Subject: .pfdpool dump
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,
        My performer application is dumping a pfutil-----.pfdpool file to my
/usr/tmp directory,where  ----- is some number.  It has created a number of
these files, and I would like to find a way to get it to clean them up after
execution.  They seem to be space for the SharedArena to operate, but I can't
figure out why it is dumping them or how to get the application to stop without
leaving them behind.  If anyone has any advice on this matter, I would
appreciate it.
        Aubrey Holland
        holland@coaps.fsu.edu



--

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702172129.ZM6215@bitch.reading.sgi.com>
Date: Mon, 17 Feb 1997 21:29:44 +0000
In-Reply-To: "Yann Andenmatten" <andenmat@imtsg12.epfl.ch>
        "getting hpr form pfDCS" (Feb 17,  4:05pm)
References: <9702171605.ZM2093@imtsg12.epfl.ch>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Yann Andenmatten" <andenmat@imtsg12.epfl.ch>, info-performer@sgi.com
Subject: Re: getting hpr form pfDCS
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 17,  4:05pm, Yann Andenmatten wrote:
> Subject: getting hpr form pfDCS
> Hi,
>
> I'm trying to get the hpr values from a pfDCS. I've tried that :
>
>     const pfMatrix* m = Coord->getMatPtr();
>     if (m != NULL)
>     {
>       pfCoord* dst=NULL;
>       m->getOrthoCoord(dst);
>       if (dst == NULL)
>         printf("HPR...NULL\n");
>       else
>         printf(" HPR : %3.2f %3.2f %3.2f\n",
>              dst->hpr[0], dst->hpr[1], dst->hpr[2]);
>     }
>     else
>       printf("HPR...NULL2\n");
>
> but dst is NULL. What is wrong ? Is it the best way ?

dst will be NULL because you asign it. The getOrthoCoord
method just writes to an existing pfCoord. Even if it did as you
expected you'd need to pass a double indirection so it could
pass back the address of the coord pointer since the call can never
affect the value in dsd unless you pass it's address.

Before the get method add:
 dst = new pfCoord;
but don't forget to delete it afterwards.

or simply use a pfCoord declaration and pass the pointer
to the get method.

Cheers,
Angus.

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CC: info-performer@sgi.com
In-reply-to: "Yann Andenmatten"'s message of Mon, 17 Feb 1997 16:05:21 +0100 <9702171605.ZM2093@imtsg12.epfl.ch>
Subject: Re: getting hpr form pfDCS
Status: O

   From: "Yann Andenmatten" <andenmat@imtsg12.epfl.ch>
   Date: Mon, 17 Feb 1997 16:05:21 +0100
   Mime-Version: 1.0
   Content-Type: text/plain; charset=us-ascii

   Hi,

   I'm trying to get the hpr values from a pfDCS. I've tried that :

       const pfMatrix* m = Coord->getMatPtr();
       if (m != NULL)
       {
	 pfCoord* dst=NULL;
	 m->getOrthoCoord(dst);
pfMatrix::getOrthoCoord takes a pointer to a pfCoord and fills in the
values from the matrix.  It doesn't allocate a pfCoord for this or
return a static pfCoord.  Do this instead:
         pfCoord dst;
         m->getOrthoCoord(&dst);

Tim

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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9702171743.ZM15687@sixty.asd.sgi.com>
Date: Mon, 17 Feb 1997 17:43:19 -0800
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: iR Encoder trick
Cc: aubin@sixty.asd.sgi.com, daly@sixty.asd.sgi.com, javier@sixty.asd.sgi.com,
        nemec@sixty.asd.sgi.com, skp@sixty.asd.sgi.com,
        willmc@sixty.asd.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi all,

	This is not only for Performer but ... I though that you may find it
interesting. If you are using the encoder output of InfiniteReality this
message is for you. I describe a way to get a flicker free and fully genlocked
video out with no additional hardware.

	As you know InfiniteReality provides two/eight video outputs. iR also
provides a video encoder (composite NTSC/PAL or S-VHS NTSC/PAL) for industrial
quality video recording. Off course, when using the encoder you cannot use
channel1 since both use common hardware.

TRICK1 (flicker free output)
======

	Let's assume that you have two channels:
	1280x1024_60 and the encoder output.

	Since the NTSC/PAL signals are interlazed (two fields) and most of the
people uses single width horizontal lines in his motif/X widgets this lines
flicker in the final video signal.

	One way to get a nice flicker free signal is using the iR dynamic video
resolution feature using ircombine. If you double click on the encoder button
you can adjust some parameters, use the "Source Channel" to select a video
channel to be scan converted (in this case from 0), and then you can adjust the
size of the encoder channel scan conversion. Now you can increase the size of
the encoder (up to 1280x1024), if you are looking for only video output you can
select an size slightly bigger than the 640x480. Then what you get is a flicker
free signal scanned and filtered form i.e 700x500 with a very solid image. The
DVR filter is cool.

TRICK2 (genlocking the pipe with his own encoder)
======

	When recording video from the encoder in the previous example:
Chan0: 1280x1024_60
Encoder: NTSC

	You will suffer a problem, NTSC is slightly slower than 60hz (it is
about 59.94), therefore you will suffer a passing line time to time, since the
pipe is working at 60hz and you encoder is NTSC (same for a 50hz 1280x1024 and
PAL), then you will be unable to record a stable image in your VCR, videodisk
... etc.

	This is not a problem, it is life: NTSC is always NTSC, you cannot
genlock the encoder since then it will not be NTSC.

	One solution will be to genlock the pipe with an external house Sync,
but people who use the encoder are not in the broadcast arena, therefore they
don't wish to buy a sync generator.

	The trick is to genlock the iR pipe (1280x1024 ...) with his own
encoder. Here is how I made it last week:

InfiniteReality					 VCR/Video Disk

Channel 0   ---- 1280x1024 -> Hi-res Monitor
Encoder	    -----------------------------------> Video In
Genlock IN  <----------------------------------  Video Through (75 ohm OFF)
Genlock OUT -> 75 ohm terminator
                          Video Monitor <------  Monitor out

Then you need to use ircombine to genlock:
a) Go to EditGlobals menu
b) Select "Sync Source" as external (genlocking)
c) Sync format (browse ..) : CCIR601_525.vfo (NTSC)

Remember to update (dowload combination) and check if the genlock is working:

# /usr/gfx/gfxinfo -v | grep Sync
        Input Sync: Voltage - Video Level; Source - External; Genlocked - True
         Sync Output(s):

Then you will get a "perfect" composite signal to be recorded with no
artifacts.

If you require higher quality (CIR601, broadcast) you must use either Sirius
Video Option (Onyx) or GVO (Onyx2).

Regards.

-Javier
"The cable guy"





-- 
*************************************************************************
* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
*                                   * Vmail:            	 3-1589 *            
* Member of Technical Staff         * Phone:  415-933-1589 / 2108 (lab) *
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Date: Mon, 17 Feb 1997 19:50:46 -0600 (CST)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Yann Andenmatten <andenmat@imtsg12.epfl.ch>
cc: info-performer@sgi.com
Subject: Re: getting hpr form pfDCS
In-Reply-To: <9702171605.ZM2093@imtsg12.epfl.ch>
Message-ID: <Pine.SGI.3.95.970217194947.10888A-100000@zbox.evl.uic.edu>
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On Mon, 17 Feb 1997, Yann Andenmatten wrote:

>     const pfMatrix* m = Coord->getMatPtr();
>     if (m != NULL)
>     {
>       pfCoord* dst=NULL;

	pfCoord* dst = new pfMatrix; // should work...

>       m->getOrthoCoord(dst);
>       if (dst == NULL)
>         printf("HPR...NULL\n");
>       else
>         printf(" HPR : %3.2f %3.2f %3.2f\n",
>              dst->hpr[0], dst->hpr[1], dst->hpr[2]);
>     }
>     else
>       printf("HPR...NULL2\n");
> 
> but dst is NULL. What is wrong ? Is it the best way ?
> 

bye
Swami

 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
v       Swaminathan Narayanan                    ^
v       swami@evl.uic.edu                        ^
v       Office: 996-3002                         ^
v       Home:   850-2726                         ^
v       http://www.evl.uic.edu/swami             ^
 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 

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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
To: Aubrey Holland <holland@coaps.fsu.edu> (Receipt Notification Requested) 
    (Non Receipt Notification Requested),
        Performer ML Question 
    <info-performer@sgi.com> (Receipt Notification Requested) (Non Receipt 
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Subject:  RE: .pfdpool dump 
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Status: O



=0C
     Hi Aubrey,

     Those files are dumped when callind pfuInitUtil()
     They will be removed after calling pfuExitUtil()

     If your application exits or crashes without pfuExitUtil be called, =
those
     files will stay.

     Bye,

     Mike
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Date: Tue, 18 Feb 1997 16:58:01 +0100
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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:  Problem with pftoiv
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=0C     Hi,

     I downloaded pfiv1.1.tar.Z from the SGI ftp site.
     I installed the libraries.
     Whn I try to call pfdStoreFile("file.iv"), it gets a Segmentation Fa=
ult, and
     crashes my application.

     I joined the dbx reports concerning this error (error notification +=
 stack).

     Could Gavin Bell, Jim Helman or anyone else tell me if there are any=
 problem
     with libpfiv ?

     I am working with Performer 2.0.1
     I tested with both OPENGL and IRISGL, on an Onyx RE2 with IRIX 5.3, =
and on an
     HighImpact with IRIX 6.2, always with the same error message.

     Thanks in advance,

     Mike

     ______________________________________________
     Michael Boccara                                       ! Aerospatiale=

     Virtual Simulation engineer                    ! Common Research 
     email :                                                     ! Center=
 - DCR/IK
     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: Tue, 18 Feb 1997 10:06:57 -0500 (EST)
From: Ralph Seguin <seguin@vr3.engin.umich.edu>
To: info-performer@sgi.com
Subject: IR demos for FakeSpace BOOM 3C?
Message-ID: <Pine.SGI.3.95.970218100028.2211A-100000@vr3.engin.umich.edu>
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Hi.  Anybody got some nifty IR demos to run on an Onyx 2/IR (DG5-8, 8
output channels) system to drive a Boom3C?  I've got our code working on
an RE2 system with a 3C, but we'd like to test this stuff out RSN (ie,
sooner than I can rewrite the code to support both setups :).

Also, our older code to support the RE2 won't work quite the way I want
for doing multi-channel displays.

Currently, we have the boom hooked to channels 2 and 3 and the HDTV 
monitor on channel 0.

So, we'd like to do:
chan0: 1280x1024@60Hz
chan2: 1280x960@60Hz   (180 field sequential)
chan3: 1280x960@60Hz   (180 field sequential)

Does the IR have the bandwidth to drive all three channels at these
resolutions?
Are channel 2 and 3 addressed (from X)  as  :0.2 and :0.3 ?

Thanks.
-Ralph



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Date: Tue, 18 Feb 1997 18:40:29 +0100
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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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Subject:  Application for Visiting Scholar
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-----Multi-Part-Message-Level-1-1-17286
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=0C     Dear Performers,

     I am a graduate engineer, and I have been working for the Joint Rese=
arch
     Centre of Aerospatiale, in Suresnes (west of Paris), in the Computin=
g
     Research Department for 1 year. I have been taking part in 3D real-t=
ime
     simulation programs and Virtual Reality applications to the Space In=
dustry.
     Till now, I have been using mainly the Performer tool.

     I have obtained a grant in order to work as a Visiting Scholar in a =
VR
     specialised lab of an American University from my choice during my C=
ivil
     National Service.

     The French Civil National Service consists in a 16 months' academic =
exchange
     program between France and the United States. During this period, I =
could
     work free of charge on a project concerning Virtual Reality.

     My Visiting Scholar period can start in January 1998, and its durati=
on is 16
     months, as explained before. I would consider to follow a Master in =
my host
     University.

     I am using the Performer mailing list to make a call for any lab or =
academic
     project attached to an American University, specialised in Virtual R=
eality,
     concurrent engineering, and if possible (but not required) concerned=
 by the
     Aerospace domain. I have a solid C/C++ and Performer background.

     I thank you in advance for the attention you will pay to my request,=
 and
     anyone interested is welcomed to send me an email or a phone call to=
 inform
     me of an opening in its project. Maybe I could send to the intereste=
d person
     some frames of the simulations I developed for Aerospatiale.

     I recall the keywords : 
     VR, Visiting Scholar, American University, granted, FREE OF CHARGE, =
Performer
     background, January 1998, 16 months.

     I joined an ASCII-Resume to this mail.

     Best regards,

     Michael Boccara

     ______________________________________________
     Michael Boccara                                       ! Aerospatiale=

     Virtual Simulation engineer                    ! Joint Research 
     email :                                                     ! Centre=
 - DCR/IK
     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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From: rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!cavalier!gan (Gan Wang)
Message-Id: <9702181310.ZM1038@cavalier>
Date: Tue, 18 Feb 1997 13:10:34 -0500
In-Reply-To: uunet!PacificOcean.coaps.fsu.edu!holland (Aubrey Holland)
        ".pfdpool dump" (Feb 17,  3:26pm)
References: <9702171526.ZM8714@PacificOcean.coaps.fsu.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: uunet.uu.net!uunet!PacificOcean.coaps.fsu.edu!holland (Aubrey Holland),
        uunet.uu.net!uunet!sgi.com!info-performer
Subject: Re: .pfdpool dump
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On Feb 17,  3:26pm, Aubrey Holland wrote:
> Subject: .pfdpool dump
> Hi,
>         My performer application is dumping a pfutil-----.pfdpool file to my
> /usr/tmp directory,where  ----- is some number.

When you call pfuInitUtil() you have to call pfuExitUtil() before exit.
 Otherwise, it will leave those pfDataPool's around in /usr/tmp.  If the
program dies unexpectedly, you have to remove these files from a shell
yourself.  Hope this helps.

> It has created a number of
> these files, and I would like to find a way to get it to clean them up after
> execution.  They seem to be space for the SharedArena to operate, but I can't
> figure out why it is dumping them or how to get the application to stop
without
> leaving them behind.  If anyone has any advice on this matter, I would
> appreciate it.
>         Aubrey Holland
>         holland@coaps.fsu.edu
>
>
>
> --
>
> --
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Aubrey Holland



-- 

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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Date: Tue, 18 Feb 1997 16:47:30 -0800
From: kjh@goober.shoreline-studios.com (Ken Harris)
Message-Id: <199702190047.QAA13407@goober.shoreline-studios.com>
To: info-performer@sgi.com
Subject: distortion (domes, etc)
Status: O


	We're trying to model distortion.  For our application, we're just
trying to replace the projection function with a non-linear projection
function, but I seem to recall that performer can handle domes.

	I can think of three way to do this:

1.  Pre-distort the data: run the data forward thru a general projection
function, then backward through a linear "perspective" function, then
send this data down into the hardware.  A little ugly, but gets the
job done.

2.  Write special "projection" function : This would be the cleanest
solution, but doesn't take advantage of the "geometry engine" hardware.
Also, I don't think Performer would allow this: basically I want to do
my own modeling and projection and then just send homogeneous
coordinates to the hardware.

3.  Render to pbuffer, then texture map that to a (NURBS) surface.
I don't know if this can be done fast enough.  Also there are
size (we need NTSC video output) and sampling (can I do bilinear interp
on the fly) problems.


---
Ken J. Harris	voice:	415/969-7896 x 15	fax: 415/969-7864
mailto:kjh@shoreline-studios.com    http://www.shoreline-studios.com
snail mail: 1804 N. Shoreline Blvd, Ste 240, Mountain View, CA 94043
ICBM:	37 25.10' N, 122 04.67' W
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From guest  Wed Feb 19 04:09:06 1997
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X-Mailer: exmh version 1.6.9 8/22/96
To: Ralph Seguin <seguin@vr3.engin.umich.edu>
cc: info-performer@sgi.com, ekunze@yacko
Subject: Re: IR demos for FakeSpace BOOM 3C? 
In-reply-to: Your message of "Tue, 18 Feb 1997 10:06:57 EST."
             <Pine.SGI.3.95.970218100028.2211A-100000@vr3.engin.umich.edu> 
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Date: Tue, 18 Feb 1997 23:02:37 -0800
From: Eric Kunze <ekunze@yacko>
Status: O


You might want to look at the following URL for some information on how to run 
field sequential stereo on IR.  It turns out, you can run both eyes of the 
boom from one channel of the IR by running one eye off of each of the red and 
green outputs.  For lots of good details, see
http://www.sgi.com/Products/hardware/Onyx/Tech/sfsc.html

Eric

> Hi.  Anybody got some nifty IR demos to run on an Onyx 2/IR (DG5-8, 8
> output channels) system to drive a Boom3C?  I've got our code working on
> an RE2 system with a 3C, but we'd like to test this stuff out RSN (ie,
> sooner than I can rewrite the code to support both setups :).
> 
> Also, our older code to support the RE2 won't work quite the way I want
> for doing multi-channel displays.
> 
> Currently, we have the boom hooked to channels 2 and 3 and the HDTV 
> monitor on channel 0.
> 
> So, we'd like to do:
> chan0: 1280x1024@60Hz
> chan2: 1280x960@60Hz   (180 field sequential)
> chan3: 1280x960@60Hz   (180 field sequential)
> 
> Does the IR have the bandwidth to drive all three channels at these
> resolutions?
> Are channel 2 and 3 addressed (from X)  as  :0.2 and :0.3 ?
> 
> Thanks.
> -Ralph
> 
> 
> 
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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Date: Wed, 19 Feb 1997 19:40:48 +1111 (EST)
From: Simon Bennett <simonb@wormald.com.au>
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To: Ken Harris <kjh@goober.shoreline-studios.com>
Cc: info-performer@sgi.com
Subject: Re: distortion (domes, etc)
In-Reply-To: <199702190047.QAA13407@goober.shoreline-studios.com>
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Status: O

On Tue, 18 Feb 1997, Ken Harris wrote:

Have a look at:

http://www.equipe.ltd.uk/article.htm

These guys (and Angus Dorbie I believe was also involved) did a wonderful
job of distortion correction on iR - for a full dome for SAAB.  They had
half of it on the SEOS stand at I/ITSEC '96.


> 	We're trying to model distortion.  For our application, we're just
> trying to replace the projection function with a non-linear projection
> function, but I seem to recall that performer can handle domes.
> 
> 	I can think of three way to do this:
> 
> 1.  Pre-distort the data: run the data forward thru a general projection
> function, then backward through a linear "perspective" function, then
> send this data down into the hardware.  A little ugly, but gets the
> job done.
> 
> 2.  Write special "projection" function : This would be the cleanest
> solution, but doesn't take advantage of the "geometry engine" hardware.
> Also, I don't think Performer would allow this: basically I want to do
> my own modeling and projection and then just send homogeneous
> coordinates to the hardware.
> 
> 3.  Render to pbuffer, then texture map that to a (NURBS) surface.
> I don't know if this can be done fast enough.  Also there are
> size (we need NTSC video output) and sampling (can I do bilinear interp
> on the fly) problems.
> 
> 
> ---
> Ken J. Harris	voice:	415/969-7896 x 15	fax: 415/969-7864
> mailto:kjh@shoreline-studios.com    http://www.shoreline-studios.com
> snail mail: 1804 N. Shoreline Blvd, Ste 240, Mountain View, CA 94043
> ICBM:	37 25.10' N, 122 04.67' W
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 

+----------------------------------------------------------------------------+
  Simon Bennett       simonb@wormald.com.au
  Wormald Technology  Advanced Systems Engineering Ph: +61 2 9981 0669

		"Good judgement is the result of experience.
		 Experience is the result of poor judgement"

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From guest  Wed Feb 19 07:04:49 1997
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Date: Wed, 19 Feb 1997 13:06:16 +0200 (EET)
From: Jukka Vaisanen <vaizki@iscape.fi>
Reply-To: Jukka.Vaisanen@iscape.fi
To: info-performer@sgi.com
Subject: Converting 3D objects
Message-ID: <Pine.LNX.3.91.970219125934.7037A-100000@iscape.fi>
MIME-Version: 1.0
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Status: O


	
	I have looked everywhere for a converter to convert between
	various 3D formats. While finding at least 10 utilities to
	convert between bitmap formats, I came up with none to deal
	with models.

	Performer loaders for some formats just wont do it.

	They must exist, can you help me find them?

	Formats that interest me especially are	OpenFlight, LightWave, 
	3DS, 3DS Max and LightScape.

	On another point, what format is the most comprehensive, ie 
	capable of storing all the data you can think of?

Jukka Vaisanen
Iscape Software
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Wed, 19 Feb 1997 12:15:32 +0000
In-Reply-To: kjh@goober.shoreline-studios.com (Ken Harris)
        "distortion (domes, etc)" (Feb 18,  4:47pm)
References: <199702190047.QAA13407@goober.shoreline-studios.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: kjh@goober.shoreline-studios.com (Ken Harris), info-performer@sgi.com
Subject: Re: distortion (domes, etc)
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 18,  4:47pm, Ken Harris wrote:
> Subject: distortion (domes, etc)
>
> 	We're trying to model distortion.  For our application, we're just
> trying to replace the projection function with a non-linear projection
> function, but I seem to recall that performer can handle domes.
>
> 	I can think of three way to do this:
>
> 1.  Pre-distort the data: run the data forward thru a general projection
> function, then backward through a linear "perspective" function, then
> send this data down into the hardware.  A little ugly, but gets the
> job done.
>
> 2.  Write special "projection" function : This would be the cleanest
> solution, but doesn't take advantage of the "geometry engine" hardware.
> Also, I don't think Performer would allow this: basically I want to do
> my own modeling and projection and then just send homogeneous
> coordinates to the hardware.
>
> 3.  Render to pbuffer, then texture map that to a (NURBS) surface.
> I don't know if this can be done fast enough.  Also there are
> size (we need NTSC video output) and sampling (can I do bilinear interp
> on the fly) problems.
>
>
>-- End of excerpt from Ken Harris

These are all great ideas, 1 & 2 might work if you descretised the
scene geometry, but method 3 is basically how we do this, both for domes
and non-linear projection situations like yours. An iR can handle medium
resolution distortion correction at 60 Hz with reduced scene content.

You don't actually need to render to a pbuffer either, you can render to
the backbuffer. You can do bilinear on the fly and this works very well
in conjunction with multisample anti-aliasing while drawing the scene.

Cheers,
Angus.

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Date: 19 Feb 97 07:50:02 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: David Higginbotham <dhigginb@motown.lmco.com>
Cc: info_performer <info-performer@sgi.com>
Subject: Re: Linking Performer Libs
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Status: O

If you want to be sure to execute on all your machine , make a static versions.
Like that you don't have to install preformer on all your machines, but the exec
is bigger. About performances, I notice any differences

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From: Nicolas.Tribie@cert.fr (Nicolas.Tribie)
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To: info-performer@sgi.com
Subject: Problem with iv Loader
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Hi, 

I've got a problem with the *.iv file loader in Performer 1.2 under IRIX 5.3 : when
I try to load an object generated with i3dm and saved under the iv format,  my 
program hangs at the "LoadFile" instruction.

I tried to save this object to the sv format, but it destroys the transparency-I
 mean that the object in the scene drawn by Performer is opaque for any of the 
alpha values I assign with i3dm.

Do you know any workaround ?

-----------------------------------------------+
Nicolas Tribie  | Tel : 05.62.17.88.79	Dom.   |\           _         ______ |
CERT/ONERA      | Tel : 05.62.25.27.82  Bur.   | \________/   \___-=0`/|0`/__|
2 Av E. Belin   | mail : Nicolas.Tribie@cert.fr| /        \          / | /    )
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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9702191329.AA04411@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: distortion (domes, etc)
Status: O


I don't think you can do dome-type distortion by simply messing around with
the transforms that are applied to vertices. The trouble is that non-linear
distortion doesn't preserve straight lines.

This means that polygons end up having curved edges and texture patterns also
need to be applied on a curve.

Some IG's try to kludge this by dynamically splitting polygons into smaller
chunks so that those curved edges are approximated by straight lines. This
works to some degree - but can cause problems with texture mapping.

The only way that I know to attempt distortion correction on an SGI is
to render the scene to an off-screen area, then to suck the resulting image
into texture memory and use that to texture a set of polygons that approximate
the inverse of the surface that you are trying to correct for.

This obviously takes a significant amount of time.

That approach is OK for fairly mild distortions - but for drastic ones you
can suffer from a lack of pixel resolution in some areas of the screen - and
an excess of resolution (which will cause aliasing) in others.

There are also external hardware boxes that take raw analog video and do a
similar job (with presumably similar results - but without slowing the
SGI box down).



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: dhigginb@motown.lmco.com, info-performer@sgi.com, dhigginb@motown.lmco.com,
        rrabbitz@motown.lmco.com
Subject: RE: Linking Performer Libs
Date: Wed, 19 Feb 97 07:23:15 EST
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Status: O

Dave:	

I have linked our application with shared objects (dynamic 
linked objects) and have successfully run the same executable 
on Indigo 2's and Onyx computers with varying number of CPUs 
and Operating Systems ranging from 5.3 to 6.2.  I use 
Performer 2.0.2.   You must make sure to have the Performer 
2.0 sharable objects loaded on the machines. 

Good Luck

--- Begin Included Message ---

Hi,

We'd like to build our Performer applications so they run on 
all
our SGIs. These are a mix of Indigos, Onyxs and Indys, most 
run
OS6.2.

What's the best way to link? Static? Dynamic? You're help and 
opinions
are appreciated.

Dave

      Dave Higginbotham       //     phone:  609-722-3739
      Lockheed Martin GES    //      fax:    609-273-5182
      MS: 137-123          \X/    dhigginb@motown.lmco.com
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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: 19 Feb 97 08:11:59 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: Neil Williams <neil.f.williams@gecm.com>
Cc: info_performer <info-performer@sgi.com>
Subject: Re: LOD switching ranges
Message-ID: <970219131158_101372.3460_JHP108-4@CompuServe.COM>
Status: O

the switch of LOD depend on distance, but also on the FOV and resolution.

YO.

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Date: Wed, 19 Feb 1997 09:52:59 -0500
From: Glenn Waldron <gwaldron@peril.com>
Reply-To: gwaldron@peril.com
Organization: ANSER LET
X-Mailer: Mozilla 3.01 (Win95; I)
MIME-Version: 1.0
To: Ken Harris <kjh@goober.shoreline-studios.com>
CC: info-performer@sgi.com
Subject: Re: distortion (domes, etc)
References: <199702190047.QAA13407@goober.shoreline-studios.com>
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Status: O

Ken Harris wrote:
> 
>         We're trying to model distortion.  For our application, we're just
> trying to replace the projection function with a non-linear projection
> function, but I seem to recall that performer can handle domes.
[ ... ]
> 3.  Render to pbuffer, then texture map that to a (NURBS) surface.
> I don't know if this can be done fast enough.  Also there are
> size (we need NTSC video output) and sampling (can I do bilinear interp
> on the fly) problems.

As for sampling, when you render to say the fbuffer, and then use
glCopyTexImage2D to copy into texture memory, only mipmap level 0
is supported on RE/RE2 (anyone know about iR?).  So you'd have to
use something like gluBuild2DMipmaps, but this is slow because it calls
glTexImage2D for each mipmap level it generates.

You can still get pretty good performance if you map to a geometric
approx. of a sphere (if you don't mind the approximation).  Check out
ftp://ftp.coryphaeus.com/pub/tmp/distcorr.tar.gz for some example code
(requires Coryphaeus EasyScene to run.  The math may not be right but
it demonstrates the technique).

Glenn.

------------------------------------------------------------------------
Glenn Waldron - ANSER Leading Edge Technologies  phone/PCS: 703.598.7835
email: gwaldron@peril.com                       voice mail: 703.416.8462
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9702190908.ZM7338@quid.csd.sgi.com>
Date: Wed, 19 Feb 1997 09:08:18 -0800
In-Reply-To: Jukka Vaisanen <vaizki@iscape.fi>
        "Converting 3D objects" (Feb 19,  1:06pm)
References: <Pine.LNX.3.91.970219125934.7037A-100000@iscape.fi>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Jukka.Vaisanen@iscape.fi, info-performer@sgi.com
Subject: Re: Converting 3D objects
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The SGI xlators_3d SW is available under SurfZone on the web and includes:

I  xlators_3d.sw.AliasToIv  10/04/96  Alias to Inventor translator
I  xlators_3d.sw.DxfToIv  10/04/96  DXF to Inventor translator
I  xlators_3d.sw.IvToRib  10/04/96  Inventor to Renderman translator
I  xlators_3d.sw.ObjToIv  10/04/96  Obj To Inventor translator
I  xlators_3d.sw.SlaToIv  10/04/96  SLA to Inventor translator

Cheers
Rob

On Feb 19,  1:06pm, Jukka Vaisanen wrote:
> Subject: Converting 3D objects
>
>
> 	I have looked everywhere for a converter to convert between
> 	various 3D formats. While finding at least 10 utilities to
> 	convert between bitmap formats, I came up with none to deal
> 	with models.
>
> 	Performer loaders for some formats just wont do it.
>
> 	They must exist, can you help me find them?
>
> 	Formats that interest me especially are	OpenFlight, LightWave,
> 	3DS, 3DS Max and LightScape.
>
> 	On another point, what format is the most comprehensive, ie
> 	capable of storing all the data you can think of?
>
> Jukka Vaisanen
> Iscape Software
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Jukka Vaisanen



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: russell@ctasim.com ("Russell Suter" )
Message-Id: <9702190923.ZM13807@random.ctasim.com>
Date: Wed, 19 Feb 1997 09:23:28 -0800
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To: info-performer@sgi.com
Subject: Texture types question
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Hey,

This may be a dumb question but...

What's the difference between .rgb and .int texture files?  Is one better
than the other for some reason?


-- 
Russ
_______________________________________________ ______________________________
Though my eyes could see                       | Russell Suter
        I still was a blind man.               |    Voice : (303) 889-1262
               Though my mind could think      |      Fax : (303) 889-1210
                       I still was a mad man.  | Internet : russell@ctasim.com
_______________________________________________|______________________________
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9702191618.ZM8255@quid.csd.sgi.com>
Date: Wed, 19 Feb 1997 16:18:07 -0800
In-Reply-To: russell@ctasim.com ("Russell Suter" )
        "Texture types question" (Feb 19,  9:23am)
References: <9702190923.ZM13807@random.ctasim.com>
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To: russell@ctasim.com ("Russell Suter" ), info-performer@sgi.com
Subject: Re: Texture types question
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Status: O

If you do imginfo on one file of each format you'll see the differences:

They both have File format: SGI but:

.int has one channel and luminance color model so you use for intensity only
textures ( less texture memory ) to maybe be blended with a color

.rgb has 3 channels and color model RGB so you use for textures with color
information in

imgcopy will let you change between formats.

Cheers
Rob

On Feb 19,  9:23am, Russell Suter wrote:
> Subject: Texture types question
> Hey,
>
> This may be a dumb question but...
>
> What's the difference between .rgb and .int texture files?  Is one better
> than the other for some reason?
>
>
> --
> Russ
> _______________________________________________
______________________________
> Though my eyes could see                       | Russell Suter
>         I still was a blind man.               |    Voice : (303) 889-1262
>                Though my mind could think      |      Fax : (303) 889-1210
>                        I still was a mad man.  | Internet :
russell@ctasim.com
> _______________________________________________|______________________________
> =======================================================================
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-- 
________________________________________________________________
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Silicon Graphics, Mtn View, California, USA
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 20 Feb 1997 00:25:50 +0000
In-Reply-To: russell@ctasim.com ("Russell Suter" )
        "Texture types question" (Feb 19,  9:23am)
References: <9702190923.ZM13807@random.ctasim.com>
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On Feb 19,  9:23am, Russell Suter wrote:
> Subject: Texture types question

> What's the difference between .rgb and .int texture files?  Is one better
> than the other for some reason?
>

The .rgb suffix is an acronym for red, green, blue, and the .int suffix
means intensity. So an .rgb file would contain a colour image and an .int
file contains a monochrome image. Typically where these images are used for
texturing an rgb image modifies the individual red, green and blue component
brightneses across a polygon producing a colour effect. The int image
modifies the intensity of all components with the same value and so can
only be used to change the brightness of a surface.

More complex uses for these textures exist but are not commonly used.

Both rgb and int images may also contain alpha information in which case
you'll see the .rgba and .inta suffixes, this alpha information is most
commonly used to change transparency across the surface of a polygon.

You may also see a .bw suffix, this stands for black&white and is just
another suffix used for intensity images. You'll often hear these
files and texture formats called one, two, three, or four component
images, this is just another name for .int, .inta, .rgb and .rgba files
respectively and refers to the component information held per pixel in
the image, eg an .rgba image has four components for red, green,
blue and alpha information.

Cheers,
Angus.
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199702192355.PAA16925@remi.asd.sgi.com>
Subject: Re: Linking Performer Libs
To: 101372.3460@CompuServe.COM (Jean BENOIT)
Date: Wed, 19 Feb 1997 15:55:28 -0800 (PST)
Cc: dhigginb@motown.lmco.com, info-performer@sgi.com
In-Reply-To: <970219125001_101372.3460_JHP59-2@CompuServe.COM> from "Jean BENOIT" at Feb 19, 97 07:50:02 am
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Jean BENOIT wrote:
> 
> If you want to be sure to execute on all your machine , make a static versions.
> Like that you don't have to install preformer on all your machines, but the exec
> is bigger. About performances, I notice any differences
> 

 This is not a good idea.

 o Performer eoe is FREE, and is included in all operating systems on SGI since
 6.2. So you should never have to install performer eoe (execution only env.)

 o Static libraries do not know anything about new computers. If you wnant your 
 application to run on ALL sgi platform, you should use DSO, so the app
 links to the eoe that is delivered with the computer

 o An app linked with Static Libraries will not be improved if you install a
 performer patch. The app will have to be recompiled with DSO in order to be
 able to use the lattest (bug free) performer eoe

 o The only reason you would like to make a static version is when you want
 your app to run on only one target, and with a fixed set of libraries. This
 makes it very'static' !!

 Best Regards

    _  /              _             _ 
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199702192339.PAA16898@remi.asd.sgi.com>
Subject: Re: distortion (domes, etc)
To: gwaldron@peril.com
Date: Wed, 19 Feb 1997 15:39:32 -0800 (PST)
Cc: kjh@goober.shoreline-studios.com, info-performer@sgi.com
In-Reply-To: <330B13CB.72A1@peril.com> from "Glenn Waldron" at Feb 19, 97 09:52:59 am
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Glenn Waldron wrote:
> 
> Ken Harris wrote:
> > 
> >         We're trying to model distortion.  For our application, we're just
> > trying to replace the projection function with a non-linear projection
> > function, but I seem to recall that performer can handle domes.
> [ ... ]
> > 3.  Render to pbuffer, then texture map that to a (NURBS) surface.
> > I don't know if this can be done fast enough.  Also there are
> > size (we need NTSC video output) and sampling (can I do bilinear interp
> > on the fly) problems.
> 
> As for sampling, when you render to say the fbuffer, and then use
> glCopyTexImage2D to copy into texture memory, only mipmap level 0
> is supported on RE/RE2 (anyone know about iR?).  So you'd have to
> use something like gluBuild2DMipmaps, but this is slow because it calls
> glTexImage2D for each mipmap level it generates.

 You do not need (and should avoid) to generate mipmaps to have a
 good bilinear interpolation for texture filtering.

 Approximate the distortion with more than one pfChannel if needed
 to have a maximum of 2x2 pixels on the pfChannel that will
 be wrapped to a 1 pixel after the non-linear transformation.
 Having more thant a 2x2 mapped to 1 pixel would require MipMapping, but
 also shows a waste in pixel fill.

 A Frame Buffer to Texture Memory can be used for a 60 Hz distortion
 correction on IR, as demonstrated at ITSEC. (See article in Real Time Graphics)

> 
> You can still get pretty good performance if you map to a geometric
> approx. of a sphere (if you don't mind the approximation).  Check out
> ftp://ftp.coryphaeus.com/pub/tmp/distcorr.tar.gz for some example code
> (requires Coryphaeus EasyScene to run.  The math may not be right but
> it demonstrates the technique).
> 
> Glenn.
> 
> ------------------------------------------------------------------------
> Glenn Waldron - ANSER Leading Edge Technologies  phone/PCS: 703.598.7835
> email: gwaldron@peril.com                       voice mail: 703.416.8462
> =======================================================================
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Wed, 19 Feb 1997 21:02:33 +0000
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: distortion (domes, etc)" (Feb 19,  8:29am)
References: <9702191329.AA04411@mred.bgm.link.com>
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On Feb 19,  8:29am, Steve Baker wrote:
> Subject: Re: distortion (domes, etc)
>

> That approach is OK for fairly mild distortions - but for drastic ones you
> can suffer from a lack of pixel resolution in some areas of the screen - and
> an excess of resolution (which will cause aliasing) in others.
>

You can avoid the worst of this by having multiple primary channels
at varying resolutions. The bilinear filtering means you get away with
a lot in both directions, magnification and minification.

Cheers,
Angus.
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9702191345.ZM17718@sixty.asd.sgi.com>
Date: Wed, 19 Feb 1997 13:45:45 -0800
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: distortion (domes, etc)" (Feb 19,  8:29am)
References: <9702191329.AA04411@mred.bgm.link.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.com
Subject: Re: distortion (domes, etc)
Mime-Version: 1.0
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>... lack of resolution ... That approach is OK for fairly mild distortions ...

Not in our "combined" method.
On the SGI's implementation we render MULTIPLE views to prevent the lack of
resolution before the transfer to texture. Then we copy to texture.

There is a performance trade off, but as it was demostrated in the equipe's
SAAB full dome (that was partially shown in I/ITSEC'96), the final performance
results are over most of the pre-existing dome solutions (in this case is a
nice 60hz non interlaced channel).


-Javier

On Feb 19,  8:29am, Steve Baker wrote:
> Subject: Re: distortion (domes, etc)
>
> I don't think you can do dome-type distortion by simply messing around with
> the transforms that are applied to vertices. The trouble is that non-linear
> distortion doesn't preserve straight lines.
>
> This means that polygons end up having curved edges and texture patterns also
> need to be applied on a curve.
>
> Some IG's try to kludge this by dynamically splitting polygons into smaller
> chunks so that those curved edges are approximated by straight lines. This
> works to some degree - but can cause problems with texture mapping.
>
> The only way that I know to attempt distortion correction on an SGI is
> to render the scene to an off-screen area, then to suck the resulting image
> into texture memory and use that to texture a set of polygons that
approximate
> the inverse of the surface that you are trying to correct for.
>
> This obviously takes a significant amount of time.
>
> That approach is OK for fairly mild distortions - but for drastic ones you
> can suffer from a lack of pixel resolution in some areas of the screen - and
> an excess of resolution (which will cause aliasing) in others.
>
> There are also external hardware boxes that take raw analog video and do a
> similar job (with presumably similar results - but without slowing the
> SGI box down).
>
>
>
> 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.
>
> =======================================================================
> 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 Steve Baker



-- 
*************************************************************************
* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
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From: Pascal MOBUCHON <mobuchpa@ctr.renault.fr>
Message-Id: <199702201020.LAA09487@chagall.renault.fr>
To: info-performer@sgi.com
Status: O


Hello,

I want to simulate vehicule headlights (2 independant lights) in night scenes.
For this, I use Performer projective texturing (2 pfLightSources). 
It's works very well on RE engine,
but on Indigo2 Max Impact, only one light works !

Do you have any idea to fix this problem ? 

	Thanks,

				Pascal Mobuchon

My E-mail address : ondim@worlnet.fr
------------------------------------
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From guest  Thu Feb 20 08:43:35 1997
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From: Francois Sillion <Francois.Sillion@imag.fr>
Message-Id: <199702201125.MAA04172@safran.imag.fr>
Subject: Incomplete drawing in APPCULLDRAW multiprocessing mode
To: info-performer@sgi.com
Date: Thu, 20 Feb 1997 12:25:22 +0100 (MET)
Reply-To: Francois.Sillion@imag.fr
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Status: O

Hello all,

I have the following problem when using the APPCULLDRAW multiprocessing
mode (i.e. no fork) :

The first frame shows up OK, but then all lighting disappears,
and the frame stats are drawn in an incomplete manner: the colored
bars appear correctly and are updated for each frame, but all the
text disappears.

I only discovered this recently since I was using the APP_CULLDRAW
multiproc. mode until very recently., and everything works in
that other mode. I don;t quite understand what
could cause this since I amm now using the single process mode (having
problems going the other way would not surprise me so much!).

Any ideas about where to look ? I don't even know where to start:
my scene is allocated using pfMallocs, all channels, pipes etc
belong to a shared memory structure (but why should it matter
when I only have one process ?)...

This is Performer 2.0 on IRIX 5.3.
+------------------+------------------------------------------------------+
| Francois SILLION | iMAGIS - GRAVIR/IMAG, B.P. 53, 38041 Grenoble Cedex 9|
|     '            | France. Tel:+33 4 76 51 43 54 - Fax:+33 4 76 44 66 75|
+------------------+----------+-------------------------------------------+
| Francois.Sillion@imag.fr    | http://w3imagis.imag.fr/~Francois.Sillion |
+-----------------------------+-------------------------------------------+
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From guest  Thu Feb 20 11:56:13 1997
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Date: Thu, 20 Feb 1997 12:25:10 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9702201225.ZM4194@hotsauce.clubfed.sgi.com>
In-Reply-To: "Yann Andenmatten" <andenmat@imtsg12.epfl.ch>
        "getting hpr form pfDCS" (Feb 17,  4:05pm)
References: <9702171605.ZM2093@imtsg12.epfl.ch>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Yann Andenmatten" <andenmat@imtsg12.epfl.ch>, info-performer@sgi.com
Subject: Re: getting hpr form pfDCS
Mime-Version: 1.0
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Status: O

I looked at the function call I think you need to pass it a pointer to a struct
not an empty pointer. Try the changes below.


On Feb 17,  4:05pm, Yann Andenmatten wrote:
> Subject: getting hpr form pfDCS
> Hi,
>
> I'm trying to get the hpr values from a pfDCS. I've tried that :
>
>     const pfMatrix* m = Coord->getMatPtr();
>     if (m != NULL)
>     {
>       pfCoord* dst=NULL;

	pfCoord dst;
	m->getOrthoCoord(&dst);

>       m->getOrthoCoord(dst);
>       if (dst == NULL)
>         printf("HPR...NULL\n");
>       else
>         printf(" HPR : %3.2f %3.2f %3.2f\n",
>              dst->hpr[0], dst->hpr[1], dst->hpr[2]);
>     }
>     else
>       printf("HPR...NULL2\n");
>
> but dst is NULL. What is wrong ? Is it the best way ?
>
> Thanks for help !
>
> 		Yann
>
> --
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>    [][][]  [][]    [][][]  []     >  Ecole Polytechnique Federale de Lausanne
>   []      []   [] []      []      >  Swiss Federal Institute of Technology
>  [][]    [][][]  [][]    []       >
> []      []      []      []        >  Yann Andenmatten, +41.22 693.58.50
> [][][]  []      []      [][][]    >  yandenmat@di.epfl.ch
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> =======================================================================
> 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 Yann Andenmatten


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 guest  Thu Feb 20 11:56:13 1997
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Date: Thu, 20 Feb 1997 12:33:47 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9702201233.ZM4231@hotsauce.clubfed.sgi.com>
In-Reply-To: holland@pacificocean.coaps.fsu.edu (Aubrey Holland)
        ".pfdpool dump" (Feb 17,  3:26pm)
References: <9702171526.ZM8714@PacificOcean.coaps.fsu.edu>
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To: holland@pacificocean.coaps.fsu.edu (Aubrey Holland),
        info-performer@sgi.com
Subject: Re: .pfdpool dump
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Status: O

I get them also you could add a line in your run script that deletes them when
your application quits. Like this....

setenv PFPATH ./textures:./models

"run_application"

rm /usr/tmp/pfutil*.pfdpool

Brian

On Feb 17,  3:26pm, Aubrey Holland wrote:
> Subject: .pfdpool dump
> Hi,
>         My performer application is dumping a pfutil-----.pfdpool file to my
> /usr/tmp directory,where  ----- is some number.  It has created a number of
> these files, and I would like to find a way to get it to clean them up after
> execution.  They seem to be space for the SharedArena to operate, but I can't
> figure out why it is dumping them or how to get the application to stop
without
> leaving them behind.  If anyone has any advice on this matter, I would
> appreciate it.
>         Aubrey Holland
>         holland@coaps.fsu.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 Aubrey Holland



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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  Thu Feb 20 10:58:11 1997
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Received: from marklynn.demon.co.uk ([158.152.142.157])
          by relay-5.mail.demon.net  id aa517180; 20 Feb 97 11:52 GMT
From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Flt loader problems
Date: Thu, 20 Feb 1997 11:53:11 GMT
Organization: Pera
Message-ID: <330c370d.11721079@post.demon.co.uk>
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Status: O

Hi all,

I am having a problem getting performer/Vega apps to use the 15.2 flt
loader. Perhaps someone can help me out.

We are running on an Onyx iR (Vega 3.0/Performer 2.1) uname -a gives
IRIX64 avarice 6.2 etc.

The applications seem to need the file
/usr/lib/libpfdb/libpfflt_ogl.so.3 (doesn't pick up libpfflt_ogl.so).
I copied the 15.2 loader installed with MultiGen as follows:

cp /usr/local/MultiGen/Performer_Loader_2.X/libpfflt_ogl.so
/usr/lib/libpfdb/libpfflt_ogl.so.3

When we run say, perfly, the loader seems to be in an infinite loop.
Below is part of a stack trace from dbx for perfly.

   1 map_obj_again(0xfbcbed8, 0xfbcc008, 0x0, 0xfbcbea8)
["../../rld/rld.c":3216, 0xfb73270]

...etc

   269 map_obj_again(0xfbcbed8, 0xfbcc008, 0x0, 0xfbcbea8)
["../../rld/rld.c":3216, 0xfb73270]
More (n if no)?y
   270 map_obj_again(0xfbcbed8, 0xfbcc008, 0x0, 0xfbcbea8)
["../../rld/rld.c":3216, 0xfb73270]
   271 map_obj_again(0xfbcbed8, 0xfbcc008, 0x0, 0xfbcbea8)
["../../rld/rld.c":3216, 0xfb73270]
   272 map_obj_again(0xfbcbed8, 0xfbcc008, 0x0, 0xfbcbea8)
["../../rld/rld.c":3216, 0xfb73270]
   273 map_obj_again(0xfbcbed8, 0xfbcc008, 0x0, 0xfbcbea8)
["../../rld/rld.c":3216, 0xfb73270]
   274 map_obj(0xfbcbed8, 0xfbcc008, 0x0, 0xfbc70b8)
["../../rld/rld.c":2933, 0xfb72ba0]
   275 load_obj(0xfbcbea8, 0x10014b24, 0x0, 0x0)
["../../rld/rld.c":6394, 0xfb77ae4]
   276 _rld_modify_list_with_version(0x2, 0x0, 0xfbcbea8, 0x10014b24)
["../../rld/rld.c":6016, 0xfb7718c]
   277 do_dlopen(0xfbcbe78, 0x10014b24, 0x0, 0x0)
["../../rld/rld_libdl.c":497, 0xfb7d924]
   278 _rld_dlopen(0x7fff1a28, 0x1, 0x10014b24, 0x0)
["../../rld/rld_libdl.c":625, 0xfb7dcd8]
   279 _rld_dlopen_version(0xfbc4418, 0xfbcdef0, 0x5f500000, 0x0)
["../../rld/rld_libdl.c":650, 0xfb7dd88]
   280 __rld_libdl_interface(0x5, 0x7fff1a28, 0x1, 0x10014b24)
["../../rld/rld_libdl.c":1045, 0xfb7e5e0]
   281 _rld_new_interface_body(0x6, 0x5, 0x7fff1a28, 0x1)
["../../rld/rld.c":6856, 0xfb78754]
   282 _rld_new_interface(0xfbc4418, 0xfbcdef0, 0x5f500000, 0x0)
["../../rld/rld_bridge.s":308, 0xfb6b8d8]
   283 _sgidlopen_version(0xfbc4418, 0x1, 0x10014b24, 0x0)
["libdl.c":96, 0xfab4918]
   284 dlopen_version_path(0x10082f17, 0x7fff1e28, 0x1, 0x10014b24)
["../../../lib/libpfdu/pfdLoadFile.c":216, 0x6590c0]
   285 _pfdFindConverterDSO(0x7fff3009, 0x1, 0x0, 0x10014b24)
["../../../lib/libpfdu/pfdLoadFile.c":471, 0x659a78]
   286 pfdFindConverterDSO(0xfbc4418, 0xfbcdef0, 0x5f500000, 0x0)
["../../../lib/libpfdu/pfdLoadFile.c":560, 0x659f04]
   287 pfdInitConverter(0x7fff3009, 0xfbcdef0, 0x5f500000, 0x0)
["../../../lib/libpfdu/pfdLoadFile.c":716, 0x65a42c]
   288 InitSharedMem(0x2, 0x7fff2f34, 0x5f500000, 0x0)
["../../../../../sample/apps/C/common/generic.c":277, 0x46ad80]
   289 main(0x2, 0x7fff2f34, 0x5f500000, 0x0)
["../../../../../sample/apps/C/common/main.c":88, 0x46a568]
   290 __istart() ["crt1tinit.s":13, 0x46a4f0]

What have we done wrong? We have the 14.2b loader dso as
libpfflt_ogl.so.3 which works OK.

TIA.

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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Status: O


Howdy folks,

I have a couple of questions:

1)  Does SGI or someone else sell a set of Performer Manuals?  I have 
the programming manual from the class but it would be really nice to 
have a Reference manual of some sort also.

2)  Is there a Performer User's Group in the Dallas area and if so, 
when and where do they meet?

Thanks,

Steve



Steven Lovelady
Texas Instruments, Inc.
phone:  (214) 575-6758
fax:    (214) 575-6771
email:  steven-lovelady@ti.com

"My views are not necessarily those of Texas Instruments"
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Date: Thu, 20 Feb 1997 18:01:22 +0000
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To: info-performer@sgi.com
Subject: (Fwd) Jobs available in simulation-based surgical training
Mime-Version: 1.0
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Status: O


--- Forwarded mail from Dwight Meglan <dwight@merl.com>

Date: Tue, 18 Feb 1997 14:20:39 -0500
To: v-humans@ece.uwaterloo.ca
From: Dwight Meglan <dwight@merl.com>
Subject: Jobs available in simulation-based surgical training
Reply-To: Dwight Meglan <dwight@merl.com>

Please pass on the announcement below to anyone you feel is qualified.

Thanks,
--dwight

~~~~~~~~~~~~~~~~~~~~

Position Announcement

Medical Applications Group
Mitsubishi Electric
Information Technology Center America
Cambridge, Massachusetts

Join Mitsubishi Electric in developing computer-based medical technologies
for the next century. As part of Mitsubishi Electric's worldwide expansion
in healthcare technologies, the Medical Applications Group has been
established at the Information Technology Center America (ITA), located
near MIT. Initial product development is concentrating on the challenging
area of simulation-based surgical training systems. Through the use of
synthetic environments technologies such as physics-based modeling,
advanced graphics, and haptic interfaces, these systems will enhance
patient care and safety while enabling surgeons to train better and more
cost effectively.

This group will concentrate on development while research issues will be
addressed in collaboration with the staff at MERL, the computer science
research lab of Mitsubishi Electric, located at the same facility. This
small team of energetic, creative, and skilled individuals will flourish in
ITA's modern, flexible work environment supported by the firm commitment of
Mitsubishi Electric.

Through its continuing activities building world class surgical simulation
products, ITA has opportunities for software development team members
specializing in

* Soft tissue mathematical modeling
* Haptics interface control
* Advanced computer graphics rendering techniques
* Real-time physical simulation architecture
* 3D medical imaging and modeling
* Educational instruction

Successful applicants must have considerable skill in programming C, C++,
and possibly Java under UNIX, with Silicon Graphic's IRIX and Linux of
particular interest. They must also be self motivated and able to
creatively solve significant engineering problems, developing these
solutions in a small team collaborative environment. Additional specific
skills for these positions include:

Soft tissue mathematical modeling
This individual will create mathematical techniques that accurately model a
wide class of human tissue at real-time computation rates for relatively
large surgical simulations. This will require an individual thoroughly
trained in the mechanics of materials with a demonstrated history of
solving significant mechanics problems using computational methods. A Ph.D.
in engineering mechanics or an equivalent area of computational mechanics
or equivalent experience is mandatory. They should also have developed
parallel computation codes and be well acquainted with network-based
distributed computation. Most ideally, the individual should also be
skilled in the creation of numerical techniques to accelerate model
solutions.

Haptics interface control
This individual will create software that enables accurate, reliable use of
haptic devices. They must have extensive experience in man-in-the-loop
robot control, such as teleoperated manipulators, including both
theoretical and practical work. A Ph.D. in robotics or a related area of
study or equivalent experience as well as previous experience developing
commercial robot control applications is mandatory. Experience in robotic
control via modeling such as multibody dynamics methods as well as
multiprocessor and network-based control systems would also be beneficial.
It would also be beneficial if the individual has experience with PCI bus
board level device drivers.

Advanced computer graphics rendering techniques
This person will develop software to render efficient, photorealistic
images of many types of  human tissue and fluids which are integrated with
simulation subsystems such as soft tissue modeling, haptics, and
educational instruction. They must have an excellent background in
polygonal and possibly voxel-based graphics including graphics work carried
out during the SIGGRAPH's and other graphics conferences of the past 10
years. The individual should hold a Ph.D. in computer science with emphasis
on computer graphics or an equivalent degree and/or experience. They should
be very experienced at OpenGL graphics on Silicon Graphics computers
including multiprocessor systems and should be experienced at using high
level object-oriented graphics API's such as Open Inventor or Cosmo3D. It
would be especially be desirable for them to have experience with a
real-time, visual simulation graphics API such as SGI Performer

Real-time physical simulation architecture
The individual will develop a reusable framework for assembling surgical
simulation systems. The individual must have extensive experience with
real-time architectures for visual simulation including experience with
Silicon Graphic's Performer software. They should also have extensive
experience in multiprocessor, shared memory simulation development as well
as network-based, distributed simulations. The individual should have a
M.S. degree in computer science or an equivalent degree and/or experience.

3D medical imaging and modeling
This person will develop software that can be used to convert 3D medical
imagery such as CT and MR into detailed geometric models of organs, bones,
muscles, etc. The individual must have extensive experience in 3D medical
image processing as well as computer graphics and user interface
techniques. They must have previously developed interactive computer
graphics programs on Silicon Graphics workstations and possibly Linux and
Windows NT. This person must have extensive experience in object-oriented
software design and programming. The individual should have a M.S. degree
in computer science focusing on medical image processing, especially
segmentation, or an equivalent degree and/or experience.

Educational instruction
The individual will develop general techniques to encapsulate the knowledge
of expert surgeons and integrate into the simulation system such that it
can determine when correct or incorrect actions are taking place and be
able to inform the user appropriately. This person should have demonstrated
experience in creating knowledge-based instructional systems. The
individual should have a Ph.D. degree in computer science emphasizing
knowledge representation and learning or an equivalent degree and/or
experience.



Please send a resume and supporting statement regarding your interest in
surgical simulation to:

Dwight Meglan
Mitsubishi Electric Research Lab
201 Broadway
Cambridge, MA 02139
dwight@merl.com



---End of forwarded mail from Dwight Meglan <dwight@merl.com>
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From guest  Thu Feb 20 11:56:16 1997
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Date: Thu, 20 Feb 1997 10:55:10 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9702201055.ZM3886@hotsauce.clubfed.sgi.com>
In-Reply-To: Simon Gibbs <Simon.Gibbs@gmd.de>
        "re: Video Alpha Channel Problem" (Feb 17,  2:40pm)
References: <199702171340.OAA25562@viswiz.gmd.de>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Simon Gibbs <Simon.Gibbs@gmd.de>, info-performer@sgi.com
Subject: Re: Video Alpha Channel Problem
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I think the control you want can be achieved through libvl which is part of the
dmedia libraries. Look at the VLControls (chp. 13) and VLBlending (chp. 15) of
the "IRIS Media Libraries Programming Guide" which is in insight. Both chapters
refer to a sample program /usr/share/src/dmedia/video/vl/simpleblend.c that
could help you.

Brian


On Feb 17,  2:40pm, Simon Gibbs wrote:
> Subject: re: Video Alpha Channel Problem
> >
> > I want your help about alpha channel.
> > I use Onyx IR machine and Sirius option for broadcasting.
> > And I use Performer for programming.
> > When I open a window with performer command 'pfNewPWin()',
> > the alpha value which is output by sirius breakbox is always '1'.
> > I want to change this alpha value for the purpose of using
> > ULTIMATTE-8 mat-in function.
>
> We run with similar hardware. Here are a few things to check:
>
> 1) the visual for your pipewindow must have alpha planes
>
> 2) your .cmb should have RGBA10 for the Sirius channel's pixel format
>
> 3) the video drain format (eg set using vcp) is digital 4:2:2:4
>
>
> Hope this helps...
>
> ----------------------------------------------------------------------------
> Simon Gibbs
> GMD - German National Research Center for Information Technology
> 53754 Sankt Augustin
> GERMANY
> ----------------------------------------------------------------------------
> Email:	Simon.Gibbs@gmd.de
> WWW:	http://viswiz.gmd.de/~simon
> ----------------------------------------------------------------------------
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Simon Gibbs



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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: Francois Sillion <Francois.Sillion@imag.fr>
Message-Id: <199702201543.QAA24681@sesame>
Subject: Managing graphics contexts and multiprocessing mode
To: info-performer@sgi.com
Date: Thu, 20 Feb 1997 16:43:55 +0100 (MET)
Reply-To: Francois.Sillion@imag.fr
X-Mailer: ELM [version 2.4 PL24]
MIME-Version: 1.0
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Status: O

Dear all,

I am following up on a message I sent this morning, because I have
since found out an interesting bit of information :

First a reminder of my problem:

> I have the following problem when using the APPCULLDRAW multiprocessing
> mode (i.e. no fork) :
> 
> The first frame shows up OK, but then all lighting disappears,
> and the frame stats are drawn in an incomplete manner: the colored
> bars appear correctly and are updated for each frame, but all the
> text disappears.
> 
> I only discovered this recently since I was using the APP_CULLDRAW
> multiproc. mode until very recently., and everything works in
> that other mode. I don;t quite understand what
> could cause this since I amm now using the single process mode (having
> problems going the other way would not surprise me so much!).
> 
> Any ideas about where to look ? I don't even know where to start:
> my scene is allocated using pfMallocs, all channels, pipes etc
> belong to a shared memory structure (but why should it matter
> when I only have one process ?)...
> 
> This is Performer 2.0 on IRIX 5.3.

I should explain that I am calling pfFrame from the redraw callback
of a GLX widget (GlwMDrawingArea). At the beginning of the callback,
I first call GLwDrawingAreaMakeCurrent to assign the proper graphics
context, using a GLXContext which is created in the "init" callback
of the same widget.

When I use the APPCULLDRAW mode, the display is messed up as described
above, and the problem disappears if I do not call GLwDrawingAreaMakeCurrent,
in a scaled-down app with only one window.

However I need to have several graphics window, only one of them is the
performer window, and therefore I need to call GLwDrawingAreaMakeCurrent.
I figured that maybe this would happen automatically
in pfFrame, but apparently not so, since when I suppress this call
the (non-lit) graphics appears in one of the other (OpenGL) windows.

Could some kind soul please help me to figure out how to properly
manage a performer display inside a GLX widget, when I have other
graphics windows ? Again, this ONLY raises problems when in APPCULLDRAW
MP mode, not when I use APP_CULLDRAW.

I am puzzled...
+------------------+------------------------------------------------------+
| Francois SILLION | iMAGIS - GRAVIR/IMAG, B.P. 53, 38041 Grenoble Cedex 9|
|     '            | France. Tel:+33 4 76 51 43 54 - Fax:+33 4 76 44 66 75|
+------------------+----------+-------------------------------------------+
| Francois.Sillion@imag.fr    | http://w3imagis.imag.fr/~Francois.Sillion |
+-----------------------------+-------------------------------------------+
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Date: Thu, 20 Feb 1997 11:04:13 -0800
From: chris@scotch.physics.ucla.edu (chris)
Message-Id: <199702201904.LAA10718@scotch.physics.ucla.edu>
To: info-performer@sgi.com
Subject: Switches and Buffers
Status: O


Hi All.

	I would like to keep two sub-trees below a pfSwitch
node.  One sub-tree would be fed to the graphics pipeline, and
computations would be performed to update the other.  When the
computations are complete, the pfSwitch is thrown, and the
most up to date sub-tree is rendered while computations are
performed on the previously rendered sub-tree.

	I'd like to avoid pfBuffer::merge().  I got that working,
but it brings the App process to its knees.  I'd like to do
these updates with a binary semaphore (i.e. the Dbase process would
flag the graphics pipeline when it's done).

	The Dbase process can't seem to access all of the inactive 
children of the switch in the main Performer buffer for updates.  It can
get the child of the sharedMemory pfSwitch but a subsequent node->find() 
on this child causes SegV.  Probably there is some easy way to give a
Dbase process this access?  Can anyone give me some hints?

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: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9702201041.ZM5868@vaisyas.engr.multigen.com>
Date: Thu, 20 Feb 1997 10:41:04 -0800
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Flt loader problems" (Feb 20,  3:54pm)
References: <330c72aa.26967265@post.demon.co.uk>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
Subject: Re: Flt loader problems
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

On Feb 20,  3:54pm, Mark Baranowski wrote:
> Subject: Flt loader problems
>
> The applications seem to need the file
> /usr/lib/libpfdb/libpfflt_ogl.so.3 (doesn't pick up libpfflt_ogl.so).
> I copied the 15.2 loader installed with MultiGen as follows:
>
> cp /usr/local/MultiGen/Performer_Loader_2.X/libpfflt_ogl.so
> /usr/lib/libpfdb/libpfflt_ogl.so.3

Two things are bad in the previous statement:

1. You do not know if the dso you've copied is binary compatible with
   Performer 2.1 . Before giving a dso a version extension, you should
   first verify the dso's version. The elfdump command will tell you:

% elfdump -L /usr/local/MultiGen/Performer_Loader_2.X/libpfflt_ogl.so \
  | fgrep IVERSION

[4]     IVERSION sgi2.0

   ... so this is a Performer 2.0 dso and therefore not what you need.
   On our web site is the latest R15.2d loader binaries for both
   2.0.2(O32) and 2.1 (O32,N32,N64).  The URL is:

   http://www.multigen.com/FAQ/faq.htm

2. You should never copy files into a system owned directory unless you
   are _very_ sure about what you're doing (my personal opinion).
   Instead, to allow pfdLoadFile() to find 3rd party loaders, set the
   environment variable PFLD_LIBRARY_PATH. For example:

% setenv PFLD_LIBRARY_PATH /usr/local/MultiGen/Performer_Loader_2.X

> When we run say, perfly, the loader seems to be in an infinite loop.
> Below is part of a stack trace from dbx for perfly.

... actually it looks like its the runtime linker that's looping. The .flt
loader has not even been opened yet.

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: <9702201418.ZM12329@hoback.ncsa.uiuc.edu>
Date: Thu, 20 Feb 1997 14:18:12 -0600
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Subject: pfLayer node
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Status: O

Hello,

I'm using one pfGeode to specify a terrain plane and another pfGeode to be a
set of lines representing roads.  I'm using a pfLayer to (theoretically) lay
the roads down on top of the ground, but it doesn't seem to work.  Instead of
solid lines on top of my terrain I'm seeing dotted lines because the roads
"submerge" in places.

Could this be a problem with the mode I'm using in the pfLayer?  I've tried
PFDECAL_BASE_DISPLACE and (PFDECAL_BASE_DISPLACE|PFDECAL_LAYER_OFFSET) to no
avail.

I'm using Performer 2.1 on an Indigo2 running 6.2.

While I'm on the subject of terrain and Performer 2.1, is there a good way to
lay roads or other decal geometry on top of pfTerrain?  We've been trying to
monkey with textures to do what we want, but it seems conceptually easier to
use a pfLayer node in the manner I'm describing above.

Thanks in advance,

Ed Peters
(Graduate research assistant, NCSA)
elpeters@ncsa.uiuc.edu
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Message-Id: <9702201338.ZM2549@gaia.asd.sgi.com>
Date: Thu, 20 Feb 1997 13:38:37 -0800
In-Reply-To: "Steven Lovelady" <stevenl@skopen.dseg.ti.com>
        "Performer Questions" (Feb 20,  9:22am)
References: <9702201525.AA27736@skopen.dseg.ti.com>
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Status: O

The Performer manuals are a 3-volume set composed of the Programmer's Guide,
Man Pages for C++, and Man Pages for C.

Order:  M4-PERF-2.0  for $230 from SGI.

I'll check on the User's Group.



On Feb 20,  9:22am, Steven Lovelady wrote:
> Subject: Performer Questions
>
> Howdy folks,
>
> I have a couple of questions:
>
> 1)  Does SGI or someone else sell a set of Performer Manuals?  I have
> the programming manual from the class but it would be really nice to
> have a Reference manual of some sort also.
>
> 2)  Is there a Performer User's Group in the Dallas area and if so,
> when and where do they meet?
>
> Thanks,
>
> Steve
>
>
>
> Steven Lovelady
> Texas Instruments, Inc.
> phone:  (214) 575-6758
> fax:    (214) 575-6771
> email:  steven-lovelady@ti.com
>
> "My views are not necessarily those of Texas Instruments"
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Steven Lovelady



-- 
       ___   
      |___|	     Chrysa Caulfield, ASD Marketing     415-933-6549 phone
          |	     Silicon Graphics Computer Systems   415-964-8671 fax
         / \	     2011 N. Shoreline Bvd, MS 8L-800
     /\/     \/\     Mountain View, CA 94043-1389	 chrysa@asd.sgi.com
 __/    \   /    \_______________________________________________________

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 Thu, 20 Feb 1997 17:52:39 +0100 (MET)
Date: Thu, 20 Feb 1997 17:52:39 +0100 (MET)
From: "LEE Kim Huat, Elwin" <Elwin.Lee@cui.unige.ch>
Subject: pfDirtCheck error
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Hello...

	Anyone has any idea what the following error is related to.

PF Warning/SysErr: _pfDirtCheck: bad pfObject index 1952410735

	Thanx in advance.

--
Regards and Best Wishes

Elwin Lee

----------------------------------------------------------------------
http://miralabwww.unige.ch  Elwin.Lee@cui.unige.ch  elwin@pobox.org.sg
----------------------------------------------------------------------




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From: Jerzy Galus <gacek@ai.com.pl>
Message-Id: <199702210849.JAA14816@phoenix.ai.com.pl>
Subject: lights problem
To: info-performer@sgi.com
Date: Fri, 21 Feb 1997 09:49:23 +0100 (MET)
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Status: O

Hello everyone,

I have the following problem:

Let's say that we have a scene with some geometry nodes and two
lights attached to it. My question is :
is it possible to render part of the scene lit with two lights
and part with only one light ?
I'm using Performer 1.2 on RE2 (Irix 5.3).
Thaks in advance,

-- 

     Jerzy Z. Galus				gacek@ai.com.pl
MP-PZL Aerospace Industries
  Al. Krakowska 110/114		    	    tel : (48-22) 846-59-61
     00-972 Warsaw                                (48-22) 846-54-17
        POLAND                              fax : (48-22) 846-54-18
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: Flt loader problems
Date: Fri, 21 Feb 1997 13:34:44 GMT
Organization: Pera
Message-ID: <330d6218.1233651@post.demon.co.uk>
References: <330c72aa.26967265@post.demon.co.uk> <9702201041.ZM5868@vaisyas.engr.multigen.com>
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On Thu, 20 Feb 1997 10:41:04 -0800, Marcus wrote:

<snip>
>Two things are bad in the previous statement:
>
>1. You do not know if the dso you've copied is binary compatible with
>   Performer 2.1 . Before giving a dso a version extension, you should
>   first verify the dso's version. The elfdump command will tell you:
>
>% elfdump -L /usr/local/MultiGen/Performer_Loader_2.X/libpfflt_ogl.so \
>  | fgrep IVERSION
>
>[4]     IVERSION sgi2.0
>
>   ... so this is a Performer 2.0 dso and therefore not what you need.

Can anyone explain to me the meaning behind the different versions. Do
they relate to Performer releases or something (i.e. sgi3.0 Performer
2.1, sgi2.0 Performer 2.0 etc) or am I barking not only up the wrong
tree but in the wrong forest?

>   On our web site is the latest R15.2d loader binaries for both
>   2.0.2(O32) and 2.1 (O32,N32,N64).  The URL is:
>
>   http://www.multigen.com/FAQ/faq.htm
>
>2. You should never copy files into a system owned directory unless you
>   are _very_ sure about what you're doing (my personal opinion).
>   Instead, to allow pfdLoadFile() to find 3rd party loaders, set the
>   environment variable PFLD_LIBRARY_PATH. For example:
>
>% setenv PFLD_LIBRARY_PATH /usr/local/MultiGen/Performer_Loader_2.X

Ooops, many thanks for showing me the error of my ways :)

Regards,

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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Date: 21 Feb 97 08:38:03 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: info_performer <info-performer@sgi.com>
Subject: Re: Converting 3D objects
Message-ID: <970221133802_101372.3460_JHP76-1@CompuServe.COM>
Status: O

On performer , oy hace a converter on Inventor format, Be careful there're some
bugs.

I hear about the new formats of SGI pfb and pfa , the pfa format is a fomat
ascii, I think is more easy to work with.

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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:  TR: Application for Visiting Scholar
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Status: O

=0D=0CHi all,

I am the one who sended an application fro Visiting Scholar.
Yesterday Thursday the mailbox system broke out, so i was not able either=
 to
send a mail, or to receive any.
So maybe I had some dropped answers. 
I answered to everyone who sent a mail to me.
In the case there are others, I forwarded the same message, with an ASCII=

version of my resume at the end.

I know this Performer Mailing List is not designed for individual
applications, but it is a really powerful and useful media for me.
If this mail raises a problem for SGI people, I sincerely apologize, and =
I
invite them to let me know it.

Following is the forwarded message :

________________________________________________

Dear Performers,

I am a graduate engineer, and I have been working for the Joint Research
Centre of Aerospatiale, in Suresnes (west of Paris), in the Computing
Research Department for 1 year. I have been taking part in 3D real-time
simulation programs and Virtual Reality applications to the Space Industr=
y.
Till now, I have been using mainly the Performer tool.

I have obtained a grant in order to work as a Visiting Scholar in a VR
specialised lab of an American University from my choice during my Civil
National Service.

The French Civil National Service consists in a 16 months' academic excha=
nge
program between France and the United States. During this period, I could=

work free of charge on a project concerning Virtual Reality.

My Visiting Scholar period can start in January 1998, and its duration is=
 16
months, as explained before. I would consider to follow a Master in my ho=
st
University.

I am using the Performer mailing list to make a call for any lab or acade=
mic
project attached to an American University, specialised in Virtual Realit=
y,
concurrent engineering, and if possible (but not required) concerned by t=
he
Aerospace domain. I have a solid C/C++ and Performer background.

I thank you in advance for the attention you will pay to my request, and
anyone interested is welcomed to send me an email or a phone call to info=
rm
me of an opening in its project. Maybe I could send to the interested per=
son
some frames of the simulations I developed for Aerospatiale, if the latte=
r is
OK.

I recall the keywords : 
VR, Visiting Scholar, American University, granted, FREE OF CHARGE, Perfo=
rmer
background, January 1998, 16 months.

I joined an ASCII-Resume to this mail.

Best regards,

Michael Boccara
______________________________________________
Michael Boccara                                       ! Aerospatiale
Virtual Simulation engineer                    ! Common Research 
email :                                                     ! Center - DC=
R/IK
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

________________________________________________
Michael Boccara
Date of Birth : April 14, 1973
Nationality : French
Home Address :  17, rue Victor Hugo
   94220 Charenton - FRANCE
Phone number : (33)(0)1.43.53.19.39
email : michael.boccara(a)siege.aerospatiale.fr
Marital Status : single

EDUCATION and QUALIFICATION :
1993-1996  ENSTA (French National Institude for Advanced Technologies), o=
ne
of 
  the leading French engineering schools
  Options : Computer graphics, Image synthesis, processing and analysis.
  Strong formation in C/C++, Database processing, and hardware    
communications and networks.

RESEARCH EXPERIENCE :
1995 : INRIA (French National Institute for Research in Comuter Sciences =
and 
Automatics)
 Enforced a new method of 2D motion analysis on image sequences, involved=
 in 
extracting from a 2D animation the solid parts and there inertial paramet=
ers.
 Publication of an article for the Image'Com conference in Bordeaux, Fran=
ce
in 
 August 1996, edited by Springer.

WORK EXPERIENCE :
Since March 1996 :   Aerospatiale, France
   Space banch.
   Development of 3D realtime simulations, with IRIS Performer.
   Management of intership students on Virtual Reality programs.
   
May-September 1995 :  EDLIM, France
   Society specialized in bio-medical softwares.
   Contract for our Student-run enterprise at ENSTA
   Development with Borland C++ and Visual Basic for Windows of 
   a software for serial communications with various component 
   monitoring systems of medical surveillance, in order to track and 
   display the patient physiological status on Windows.

COMPUTER SKILLS:
OS&environnments : UNIX, DOS
Languages : C/C++, Visual Basic, Windows programming, Perl, Matlab
Softwares : CATIA 

LANGUAGES:
French (mother language)
English (excellent, scored 610 points at TOEFL)
Spanish, Italian : notions
Hebrew : speaking & reading a little

EXTRA CURRICULAR ACTIVITIES :
 Sports : Mountain biking, Karting, Tennis
 Hobbies : Drawing caricatures, Discotheques
 Music : Piano (8 year at the Conservatoire de Paris, 3 year of Jazz &
Harmony)
   Played a few times in Piano-Bars.
 Associations : Responsible for the Karting Club of ENSTA.

Clean Driving License







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Date: 21 Feb 97 08:52:02 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: info_performer <info-performer@sgi.com>
Subject: Re: pfLayer node
Message-ID: <970221135202_101372.3460_JHP26-1@CompuServe.COM>
Status: O

If you use a Indigo2 impact, I had the same problem. use PFDECAL_BASE_STENCIL
mode .

YO.

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Date: 21 Feb 1997 09:39:28 -0800
From: "Daniel Dougherty" <Daniel.Dougherty@trw.com>
Subject: spaceball
To: "Info-Performer" <info-performer@sgi.com>
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                      Subject:                              Time:  9:23 =
AM
  OFFICE MEMO         spaceball                             Date:  =
2/21/97

Has anyone successfully been able to port a spaceball device from 5.3 =
IrisGL to 6.2 OpenGL.  What would be the best approach? Thank you in =
advance

Dan Dougherty
daniel.dougherty@trw.com

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Date: Fri, 21 Feb 1997 10:12:57 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9702211012.ZM7273@hotsauce.clubfed.sgi.com>
In-Reply-To: "LEE Kim Huat, Elwin" <Elwin.Lee@cui.unige.ch>
        "pfDirtCheck error" (Feb 20,  5:52pm)
References: <Pine.SGI.3.95.970220174643.10267D-100000@cuisg18>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Elwin.Lee@cui.unige.ch
Subject: Re: pfDirtCheck error
Cc: info-performer@fddi-odin.corp.sgi.com
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Status: O

This is just a guess but are you accessing a node which has a (been deleted)
reference count of zero.

Brian

On Feb 20,  5:52pm, LEE Kim Huat, Elwin wrote:
> Subject: pfDirtCheck error
> Hello...
>
> 	Anyone has any idea what the following error is related to.
>
> PF Warning/SysErr: _pfDirtCheck: bad pfObject index 1952410735
>
> 	Thanx in advance.
>
> --
> Regards and Best Wishes
>
> Elwin Lee
>
> ----------------------------------------------------------------------
> http://miralabwww.unige.ch  Elwin.Lee@cui.unige.ch  elwin@pobox.org.sg
> ----------------------------------------------------------------------
>
>
>
>
> =======================================================================
> 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 LEE Kim Huat, Elwin



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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: "Rob Jenkins" <robj@quid>
Message-Id: <9702210856.ZM11114@quid.csd.sgi.com>
Date: Fri, 21 Feb 1997 08:56:12 -0800
In-Reply-To: "LEE Kim Huat, Elwin" <Elwin.Lee@cui.unige.ch>
        "pfDirtCheck error" (Feb 20,  5:52pm)
References: <Pine.SGI.3.95.970220174643.10267D-100000@cuisg18>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Elwin.Lee@cui.unige.ch, Performer Mailing List <info-performer@sgi.com>
Subject: Re: pfDirtCheck error
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Status: O

Can't say for sure without more detail of your application, versions and
platform you see it on but you could check that you don't call pfInitState()
before pfConfig()

Cheers
Rob

On Feb 20,  5:52pm, LEE Kim Huat, Elwin wrote:
> Subject: pfDirtCheck error
> Hello...
>
> 	Anyone has any idea what the following error is related to.
>
> PF Warning/SysErr: _pfDirtCheck: bad pfObject index 1952410735
>
> 	Thanx in advance.
>
> --
> Regards and Best Wishes
>
> Elwin Lee
>
> ----------------------------------------------------------------------
> http://miralabwww.unige.ch  Elwin.Lee@cui.unige.ch  elwin@pobox.org.sg
> ----------------------------------------------------------------------
>
>
>
>
> =======================================================================
> 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 LEE Kim Huat, Elwin



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From guest  Fri Feb 21 18:00:06 1997
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Date: Fri, 21 Feb 1997 14:50:36 -0500
From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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Hi-
  I was wondering if particular file formats (e.g. Multigen OpenFlight)
use a standard set of units for geometry (i.e. meters, feet, miles,
etc). Do the units tend to vary on a per file basis (e.g. a terrain file
may be in meters whereas a vehicle model may be in feet?), or on a per
file-type basis (.flt is always meters, 3ds is always feet, etc). I'm
browsing around some of the data on the Friends of Performer
distribution from the 2.0 disc, and this information is not easy to find
for most of the data files.

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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From guest  Fri Feb 21 20:25:19 1997
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Date: Fri, 21 Feb 1997 14:29:21 -0800
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: SGI vacancy
Cc: robj@quid
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Status: O

Title: PSE - Graphics MTS II
Req #: 23767 Div: WCS
Location: Mt. View, CA (HQ)

Responsibilities:

We are looking for a Escalation Engineer in a corporate support
team for the Graphics expertise area. The candidate will be
expected to have experience with GL or OpenGL. Expertise in
any of the following will be a plus: X/MOTIF, OpenInventor,
Iris Performer, Imagevision.

Graphics escalation engineers work on a number of different
graphics programming issues. This includes everything from
debugging customer code, to understanding bugs, to providing
workarounds and sample code, to understanding the underlying
graphics hardware and how it relates to the graphics software.

The duties of a escalation product expert are three fold.

Problem Resolution: Answering the top 4% of User issues from a
Worldwide SGI support community in the areas of Specialty and
Shared expertise.

Engineering Product Specialization: Participating in
Design/Business teams in product specialty areas with the focus of
bringing a field/user perspective to the design process and to add
supportability to New products.

Information Generation: Creating information for the field (white
papers, FAQs, Videos, etc) to aid in support of Products in their
specialty.

The ability to effectively interface with development engineers in
both an escalation and product design/supportability role is
essential. An ideal candidate will be a developer caliber engineer
with a focus as a customer/field advocate. Some 7x24 work will be
required.

If you are interested in this position, please send your resume to
either (sinclair@csd) or (mietta@csd).

Education/Experience:

Experience programming and developing graphics applications in C
and C++ in a Unix environment.  3D programming in IRIS GL/OpenGL.
4+ years experience. Technical Support experience a plus.


-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From guest  Fri Feb 21 21:05:43 1997
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From: "Chrysa Caulfield" <chrysa@gaia.asd.sgi.com>
Message-Id: <9702211500.ZM5097@gaia.asd.sgi.com>
Date: Fri, 21 Feb 1997 15:00:09 -0800
In-Reply-To: "Steven Lovelady" <stevenl@skopen.dseg.ti.com>
        "Performer Questions" (Feb 20,  9:22am)
References: <9702201525.AA27736@skopen.dseg.ti.com>
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To: steven-lovelady@ti.com, info-performer@sgi.com
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2)  We have "Friends of Performer" meetings along with the larger trade
    shows that are relevant to Performer users.  In general, that means
      SIGGRAPH
      I/ITSEC
      IMAGE
      and tentatively ITEC Europe and ITEC Asia



On Feb 20,  9:22am, Steven Lovelady wrote:
> Subject: Performer Questions
>
> Howdy folks,
>
> I have a couple of questions:
>
> 1)  Does SGI or someone else sell a set of Performer Manuals?  I have
> the programming manual from the class but it would be really nice to
> have a Reference manual of some sort also.
>
> 2)  Is there a Performer User's Group in the Dallas area and if so,
> when and where do they meet?
>
> Thanks,
>
> Steve
>
>
>
> Steven Lovelady
> Texas Instruments, Inc.
> phone:  (214) 575-6758
> fax:    (214) 575-6771
> email:  steven-lovelady@ti.com
>
> "My views are not necessarily those of Texas Instruments"
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Steven Lovelady



-- 
       ___   
      |___|	     Chrysa Caulfield, ASD Marketing     415-933-6549 phone
          |	     Silicon Graphics Computer Systems   415-964-8671 fax
         / \	     2011 N. Shoreline Bvd, MS 8L-800
     /\/     \/\     Mountain View, CA 94043-1389	 chrysa@asd.sgi.com
 __/    \   /    \_______________________________________________________

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To: info-performer@sgi.com
Subject: smooth animations
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Status: O

Hi all, I'm a new performer user, and I would love some help.


I've inherited a large performer app. that cannot perform smooth 
animations.  Smooth animations are what I want.  
It was running with 
	pfFrameRate(60), 
and 	pfPhase(PFPHASE_LOCK),
and appeared to miss a frame every few frames.


I thought ok, let me slow the frame rate way down, and set
	pfFrameRate(3.0f), 
which to my surprise didn't change anything.  And now at this lower
frame rate I could tell for sure that the app was skipping every
third or 4th frame (or 5th, 6th).  Weird.   I tried it again - set
	pfFrameRate(1.0f).
Again, no change - in fact, performance might have slightly
deteriorated, now skipping a frame every 3rd or 4th, but sometimes 2nd. 
What?!?  I set
	pfFrameRate(0.1f), 
just to be sure, again with no improvement in performance - in fact now
a frame was being skipped every 2 or 3 frames it seemed.  I am very
confused.  I have removed everything from between pfSync and pfFrame -
results are exactly the same.  Does anyone have a clue?


The app also exhibits the following unexpected behavior, which may or
may not be related:
Setting pfPhase(PFPHASE_FLOAT) has no effect.  This is easy to see in
the 1 frame/sec setting - if it skips a frame, it obviously waits
exactly a whole second.  (and I know the statement is being read, since
if I set it to FREERUN it does FREERUN, i.e.much faster.)
 

Any help would be greatly greatly appreciated.
(email is preferred, I might miss a post)
thanks
j
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9702211642.ZM12268@quid.csd.sgi.com>
Date: Fri, 21 Feb 1997 16:42:09 -0800
In-Reply-To: "Parthiban.S" <parthi@serc.serc.iisc.ernet.in>
        "multimedia problem" (Feb 15,  4:20pm)
References: <Pine.A32.3.91.970215161327.26647A-100000@serc.serc.iisc.ernet.in>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Parthiban.S" <parthi@serc.serc.iisc.ernet.in>, info-performer@sgi.com
Subject: Re: multimedia problem
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You could have a post draw call back to snapshot the screen each frame, then
use dmconvert or something to make a movie file. Or, look at the Cineswipe tool
which is in the Developers toolbox ( you may have to be part of the dev program
to get it ), you could capture each frame without changing you code.

Cheers
Rob

On Feb 15,  4:20pm, Parthiban.S wrote:
> Subject: multimedia problem
>
> Dear Netters:
> Though this is not directly related to performer, i trust you can help me
> in solving my problem.
>
> I would like to capture the Inventor/Perfromer (involves rotation and
> translation of objects) files into a single movie file. I could able to
> make a movie file from various static images (rgb files). But
> I am still exploring the possibilities of importing a dynamic
> frames into a movie file.  We have indycam.. Kindly advise me in
> making a movie file from the animation file.
>
> Any help is appreciated.
>
> Thanks
> parthi
>
> =======================================================================
> 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 Parthiban.S



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
=======================================================================
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Date: Fri, 21 Feb 1997 23:38:34 -0800 (PST)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: spaceball
To: Daniel Dougherty <Daniel.Dougherty@trw.com>
cc: Info-Performer <info-performer@sgi.com>
In-Reply-To: <n1355616297.94980@qmgate.trw.com>
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Status: O


You miht want to look at our vr device API XvsLink. It runs under openGL 
and has a spaceball interface as well as lots of ther VR device inetrfaces.

paul
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Date: Sat, 22 Feb 1997 19:28:23 -0800
From: Ran Yakir <rany@rtset.co.il>
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Organization: RT-SET
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To: Daniel Dougherty <Daniel.Dougherty@trw.com>
CC: Info-Performer <info-performer@sgi.com>
Subject: Re: spaceball
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Status: O

> 
> Has anyone successfully been able to port a spaceball device from 5.3 IrisGL to 6.2 OpenGL.  What would be the best approach? Thank you in advance

Daniel,

In IrisGL you have the libspaceball support which allows you to read the
spaceball through the IrisGL input support (qread, getvaluator, etc.).
If you used that approach, then the best way to convert is to start
reading inputs using X11 (works also for IrisGL). The spaceball support
is an X11 extension. On Irix6.2, don't forget to install the optinput
(optional input) software, as it is not installed defaultly. If you were
reading your spaceball with X11, then you have nothing to convert.

Ran


-- 
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Date: Sat, 22 Feb 1997 10:03:11 -0800
From: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
Message-Id: <199702221803.KAA10334@sgi600.msd.lmsc.lockheed.com>
To: info-performer@sgi.com
Subject: pfDirtCheck errors
Status: O


Hi,

Like Elwin Lee, I too have been plagued by a persistant _pfDirtCheck() problem.
This problem arises after pfDelete'ing a pfGroup.  (Note: I was careful to
do a pfRemoveChild() of the pfGroup from it's parent before pfDelete'ing
it.)  I don't call pfInitState() at all.  Normally, I start getting _pfDirtCheck
warnings after I do the following:
pfNodeTravMask(sceneRoot,PFTRAV_ISECT,0x0,PFTRAV_IS_CACHE|PFTRAV_DESCEND,PF_SET); 
My only way of getting around this is to NOT pfDelete'ing the pfGroups after
pfRemove'ing them and simply let the pfGroup float away resulting in a 
serious memory leak but at least I don't get _pfDirtCheck'ed.

I surmise that somehow something that has been pfDelete'd is still being
referenced in this traversal.  Is there something else that I have to do to the
scene graph after pfRemove'ing and pfDelete'ing a group (such as re-running 
pfNodePickSetup() on the scene graph) ?. This problem only seems to appear
on our Impact R10000 running either Performer 2.01 or Performer 2.1.
I can't seem to duplicate the problem on our ONYX running Performer 2.01.

I would be grateful for any suggestions.

Ken
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: Sat, 22 Feb 1997 13:50:47 -0800
From: blythe@banshee.asd.sgi.com (David Blythe)
Message-Id: <199702222150.NAA15729@banshee.asd.sgi.com>
To: info-performer@sgi.com
Subject: Re: spaceball
References: <n1355616297.94980@qmgate.trw.com>
Status: O

Here is a simple example OpenGL (not performer) program.
	-db

/*
 *  sb.c - skeleton for using the Spaceball
 *  cc -O -o sb sb.c -lGL -lX11 -lXi
 */

#include <GL/glx.h>
#include <GL/gl.h>
#include "stdio.h"

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

void process(void);
void init_devices(Display *dpy, Window window);

Display *dpy;
Window window;

int main(int argc, char **argv) {
    XVisualInfo *vi;
    Colormap cmap;
    XSetWindowAttributes swa;
    GLXContext cx;

    /* get a connection */
    dpy = XOpenDisplay(0);

    /* get an appropriate visual */
    if (!(vi = glXChooseVisual(dpy, DefaultScreen(dpy), attributeList))) {
	printf("can't find requested visual\n");
	exit(1);
    }

    /* create a GLX context */
    cx = glXCreateContext(dpy, vi, 0, GL_TRUE);

    /* create a colormap */
    cmap = XCreateColormap(dpy, RootWindow(dpy, vi->screen),
                           vi->visual, AllocNone);

    /* create a window */
    swa.colormap = cmap;
    swa.border_pixel = 0;
    swa.event_mask = StructureNotifyMask|ExposureMask;
    window = XCreateWindow(dpy, RootWindow(dpy, vi->screen), 0, 0, 100, 100,
                        0, vi->depth, InputOutput, vi->visual,
                        CWBorderPixel|CWColormap|CWEventMask, &swa);
    XMapWindow(dpy, window);

    /* connect the context to the window */
    glXMakeCurrent(dpy, window, cx);

    glClearColor(.5, .5, .5, 1.);

    init_devices(dpy, window);
    process();
}

#include <X11/extensions/XI.h>
#include <X11/extensions/XInput.h>

int spaceball_ball_event_type,
    spaceball_button_press_event_type,
    spaceball_button_release_event_type;

XDevice *spaceball_device = NULL;

void
init_devices(Display *dpy, Window window) {
    XDeviceInfoPtr list;
    XDevice *XOpenDevice();
    XEventClass     ListOfEventClass[3];
    int i, ndevices;
    int	spaceball_ball_event_class,
	spaceball_button_press_event_class,
	spaceball_button_release_event_class;

    /* get the list of input devices that are attached to the display */
    list = (XDeviceInfoPtr) XListInputDevices(dpy, &ndevices);
    for(i = 0; i < ndevices; i++) {
#if 0
	printf ("device id   = %d\n",list[i].id);
	printf ("device type = %d\n",list[i].type);
	printf ("device name = %s\n",list[i].name);
	printf ("number_of_classes = %d\n",list[i].num_classes);
#endif
	/* open the spaceball device */
	if (strcmp(list[i].name, "spaceball") == NULL) {
	    /*
	     * Note that the device_id is not guaranteed to be the
	     * same all the time
	     */
	    spaceball_device = XOpenDevice(dpy, list[i].id);
	}
    }
    if (!spaceball_device) {
	fprintf(stderr, "No spaceball box attached to this display\n");
	exit(1);
    }

    /* select extension events for the dial & button box */
    DeviceMotionNotify(spaceball_device,
			spaceball_ball_event_type,
			spaceball_ball_event_class);
    ListOfEventClass[0] = spaceball_ball_event_class;
    DeviceButtonPress(spaceball_device,
			spaceball_button_press_event_type,
			spaceball_button_press_event_class);
    ListOfEventClass[1]=spaceball_button_press_event_class;
    DeviceButtonRelease(spaceball_device,
			spaceball_button_release_event_type,
			spaceball_button_release_event_class);
    ListOfEventClass[2]=spaceball_button_release_event_class;
    XSelectExtensionEvent(dpy,window,ListOfEventClass,3);
}

void
process(void) {
    XEvent event;
    int redraw;

    while(1) {
	redraw = 0;
	XNextEvent(dpy, &event);
	if (event.type == spaceball_ball_event_type) {
	    XDeviceMotionEvent *M = (XDeviceMotionEvent *) &event;
	    if (M->deviceid == spaceball_device->device_id) {
		int i;
		int sbdata[6];

		for(i=0;i<M->axes_count;i++)
		    sbdata[M->first_axis+i]=M->axis_data[i];

		/* process spaceball data in sbdata[0 .. 5] */
		printf("axis data %d %d %d %d %d %d\n", sbdata[0], sbdata[1], sbdata[2], sbdata[3], sbdata[4], sbdata[5]);
	    }
	} else if (event.type == spaceball_button_press_event_type) { 
	    /* spaceball button presses */
	    XDeviceButtonEvent *B = (XDeviceButtonEvent *)&event;
	    int butno = B->button;
	    if (butno == 9)
		printf("Spaceball PICK button pressed\n");
	    else
		printf("Spaceball button %d pressed\n", butno);
	} else if (event.type == spaceball_button_release_event_type) {
	    /* spaceball button releases */
	    XDeviceButtonEvent *b = (XDeviceButtonEvent *)&event;
	    int butno = b->button;
	    if (butno == 9)
		printf("Spaceball PICK button released\n");
	    else
		printf("Spaceball button %d released\n", butno);
	} else if (event.type == Expose) {
	    redraw = 1;
	}
	if (redraw) {
	    printf("redraw\n");
	    glClear(GL_COLOR_BUFFER_BIT);
	}
    }
}
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9702221643.ZM8461@vaisyas.engr.multigen.com>
Date: Sat, 22 Feb 1997 16:43:38 -0800
In-Reply-To: Christopher R Volpe <volpe@ash.crd.ge.com>
        "standard units for model/terrain files?" (Feb 21,  2:50pm)
References: <330DFC8C.26C3@ash.crd.ge.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: standard units for model/terrain files?
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Status: O

On Feb 21,  2:50pm, Christopher R Volpe wrote:
> Subject: standard units for model/terrain files?
> Hi-
>   I was wondering if particular file formats (e.g. Multigen OpenFlight)
> use a standard set of units for geometry (i.e. meters, feet, miles,
> etc).

Each OpenFlight file specifies its own units in the header record.

> Do the units tend to vary on a per file basis (e.g. a terrain file
> may be in meters whereas a vehicle model may be in feet?)

Yes, they can vary in this way ...

The OpenFlight loader has a mode that lets you specify the target units that
you want.  For instance, you can load a file in inches that was modelled in
feet.  The loader's default target units is meters.  See the readme file about
PFFLT_USEUNITS for more details.

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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Date: Sun, 23 Feb 1997 20:05:09 +0000 (IST)
From: "Parthiban.S" <parthi@serc.serc.iisc.ernet.in>
To: info-performer@sgi.com
Subject: wrapping one image over other
Message-Id: <Pine.A32.3.91.970223200135.18532B-100000@serc.serc.iisc.ernet.in>
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dear netters:
i would like to know the command for wrapping one image file over 
other. i have used the command long time back. now i have forgotten
the command. this is availabe in SGI systems. 

the usage is 

command file1.rgb file2.rgb

this will put the file1.rgb on file2.rgb and we can see the second
image where ever the file1.rgb is transparent. (generally the
lighter regions are transparent and darker regions are opaque.)

thank u in advance for your help
parthi
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From: Ted Jordan <tjordan@pyramidvideo.com>
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                      PSI CAVE(tm) dealers looking for talent_     2/23/97

Pyramid Systems, Inc. the leader in Virtual Reality Displays is expanding =
its operations & needs aggressive and talented people to advance our CAVE(=
TM)
& ImmersaDesk(TM) Products from our Suburban Detroit, Michigan location.

Full-time and Contract positions are available for the following positions:=


	Sales Engineer - Will Support Sales with Demos for customers & =
		Marketing Shows

		Must be skilled in Unix, C++, C, and OpenGL
		Plusses are Performer, Inventor, WTK, JAVA, VRML, UIC CAVE Library
		2+ years customer support experience
		Education Rqd: BS in Engineering (preferably Computer or Electrical)

--
	Software Developer - Will further development of the CAVE Library, =
develop
		demos, applications, and documentation

		Must be skilled in Unix, C++, C, and OpenGL
		Plusses are Performer, Inventor, WTK, JAVA, VRML, UIC CAVE Library
		2+ years engineering and design experience
		Education Rqd: MS in Engineering (preferably Computer or Electrical)

--
	Hardware Developer - Will further development of interfaces for the VR =
display
		products

		Must be familiar with integrated circuits and design of printed circuit =
boards.
		Must be able to design circuit boards
		2+ years engineering and design experience
		Education Rqd: BS in Engineering (Electrical preferred)
		=
--
	Field Technicians - Will handle installations of VR Display products

		Must have solid communication skills, and work well with people
		2+ years customer service experience
		Education Rqd: Associate Degree, Trade Degree, 2 year Degree in =
Technology =
			(Computer/Electrical/Mechanical preferred)

--
	Marketing/Business Development - Will work with government and university
		accounts and expand their business activity.  =

		Must have solid communication skills, and experience in dealing with =
government
		and universities.
		2+ years government or high level university experience
		Education Rqd: BA in Business (Marketing or Finance preferred)


www.pyramidsystems.com

Interested parties should contact:

	Ted Jordan, Personnel
	Pyramid Systems, Inc.
	24477 W 10 Mile Road
	Southfield, MI 48034
	810 356 0063 - fax
	tjordan@pyramidsystems.com

No phone calls please
EEO/AA Principals Only Please

                     * CAVE(TM)  &  ImmersaDesk(TM)
                     * Display Systems Integration  =
                     * Experiential computing display systems        =
                     * Visual simulation display systems
                     * Advanced Visualization Design and Integration
                     * Audio/Visual - Sales, Rental, Service
                     * Consultation Services


            SEE THE FUTURE IN STEREO (SM)

Pyramid Systems, Inc. has the sole rights to market the CAVE & ImmersaDesk =
VR display systems and the CAVE Library developed by the University of =
Illinois =
in Chicago.  =




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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Hello,
	I am creating three channels to show three views and then use the draw
callback fuction to draw the Head Up Display(HUD). I found that my HUD
subroutine will run three times. Two of them are redundant. I only pass data
into channel one. I print out the calculation result of HUD subroutine. The
same variable will print out three times. Only the first one affects the HUD.
Do you have any suggestion to avoid these two redundant calculations?
	Do you have any idea why pfDrawChanStats cannot show the statistics
diagram after my HUD subroutine became complex? Can you tell me which command
also can show the frame rate? I need to know how the HUD subroutine affects the
frame rate. Thanks.

-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
     (_Y_.)'  ._   )  `._ `. ``-..-'  Phone(O) :(409) 845-0729      
   _..`--'_..-_/  /--'_.' ,'               (H) :(409) 691-8570
 (il),-''  (li),'  ((!.-'     Address  :Aerospace Engineering Department
                                        H.R. Bright Building
                                        Texas A&M University
                                        College Station 77840-3141
_______________________________________________________________________________

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Date: Mon, 24 Feb 1997 11:24:28 +0100
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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
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=0D=0C
I posted the same question about pfDirtCheck a while ago
Sharon Rose Clay from SGI answered me that there was an internal bug in
Performer 2.0.1, resolved in version 2.0.2. I attached her answer to this=

mail.
If you are using Pf 2.0.1 maybe it is the same pb.
Patch the patches and see if the bug remains...

Bye,

Michael


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Date: Mon, 24 Feb 1997 11:09:09 +0000 (GMT)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: "Parthiban.S" <parthi@serc.serc.iisc.ernet.in>
cc: info-performer@sgi.com
Subject: Re: wrapping one image over other
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> command file1.rgb file2.rgb
> 
> this will put the file1.rgb on file2.rgb and we can see the second
> image where ever the file1.rgb is transparent. (generally the
> lighter regions are transparent and darker regions are opaque.)

Some C source code was posted to this list a while back by Billard Olivier
to do just this. It'll be in the Performer list archives - I think it was
in June 1996 if I recall correctly. 

Also, don't know if this is of any use to you, but I wrote a similar
utility which just takes one RGB image and a number of colours, and then
produces an RGBA file with those colours turned transparent. This is a
less general utility than Billard's one, but it does obviate the need
to produce a mask image. Source code below if you're interested.

Cheers,

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

/*
 *  Filename : rgbtrans.c
 *   Version : 1.0
 *
 *    Author : Martin Reddy, <M.Reddy@ed.ac.uk>
 *      Date : 3 Nov 1996.
 *
 *   Purpose : take any RGB image (BW/RGB/RGBA) and output an RGBA image.
 *             a list of colours can be provided and these are used to
 *             define which colours within the RGBA image will be transparent.
 *             (Uses Paul Haeberli's image library.)
 *
 *   Compile : "cc rgbtrans.c -o rgbtrans -limage"
 *
 */

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <gl/image.h>

#define TRUE      1
#define FALSE     0
#define RGBA_EXT  ".rgba"
#define TEMP_EXT  ".tmp"
#define IncPtr(x,y) ( ((int)(x)) + ((int)(y)) )

/* a structure to hold an RGB colour definition, and a list of these */

typedef struct { 
  short r, g, b;
} colour_t;

colour_t *colour;
int      noOfColours;

/* Program usage information */

void usage( void )
{
  puts( "rgbtrans v1.0. Martin Reddy, 1996." );
  puts( "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~" );
  puts( "  usage : rgbtrans <rgbfile> <colour1> [<colour2> [<colour3> ...]]" );
  puts( "purpose : takes any RGB image and generates an RGBA image in which" );
  puts( "          all of the specified colours are transparent." );
  puts( " output : the output file is <rgbfile> with a .rgba extension" );
  puts( "          (if input file has .rgba ext, it will be overwritten)");
  puts( " params : format for <colour> = 0xRRGGBB (hexidecimal notation)" );
  puts( "example : rgbtrans image.rgb 0x000000" );
  exit( 1 );
}

/* add a specified extension to a filename, replacing one if already there */

void addExt( char* filename, char* ext )
{
    char* dot;
    if ( (dot = (char *) strrchr( filename, '.' )) != NULL ) *dot = '\0';
    strcat( filename, ext );
}

/* return the decimal value of the first two hexidec. chars of a string */

short convertHex( char *hexstring )
{
  char hexbyte[3];
  hexbyte[0] = hexstring[0];
  hexbyte[1] = hexstring[1];
  hexbyte[2] = '\0';
  return (short) strtoul( hexbyte, NULL, 16 );
}

/* check that the command line parameters and build the colour array */

void checkParams( int argc, char *argv[] )
{
  FILE *handle;
  char *ext;
  int  i, j, valid;

  /* provide program usage information if not enough parameters */

  if ( argc < 3 ) usage();

  /* check to see if the specified filename actually exists */

  if ( ( handle = fopen( argv[1], "r" ) ) == NULL ) {
    fprintf( stderr, "%s: file \"%s\" does not exist.\n", argv[0], argv[1] );
    exit( 1 );
  } else
    fclose( handle );

  /* create a table to hold all of the colour specifications */

  colour = (colour_t *) malloc( argc * sizeof(colour_t) );
  noOfColours = 0;

  /* check the format of each of the colour specifications */

  for ( i = 2; i < argc; ++i ) {
    valid = TRUE;

    if ( strlen( argv[i] ) != 8 ) valid = FALSE;
    if ( argv[i][0] != '0' && toupper(argv[i][1]) != 'X' ) valid = FALSE;

    for ( j = 2; j <= 7 && valid == TRUE; ++j ) {
      argv[i][j] = toupper( argv[i][j] );
      if ( ( argv[i][j] < '0' || argv[i][j] > '9' ) &&
	   ( argv[i][j] < 'A' || argv[i][j] > 'F' ) ) 
	valid = FALSE;
    }

    if ( valid == FALSE ) {
      fprintf( stderr, "%s: \"%s\" not in 0xRRGGBB notation.\n",
	       argv[0], argv[i] );
      exit( 1 );
    }

    colour[noOfColours].r = convertHex( (char *) IncPtr( argv[i], 2 ) );
    colour[noOfColours].g = convertHex( (char *) IncPtr( argv[i], 4 ) );
    colour[noOfColours].b = convertHex( (char *) IncPtr( argv[i], 6 ) );

    noOfColours++;
  }
}

/* the main program: this is the biggy where is all happens! */

int main( int argc, char *argv[] )
{
  IMAGE *in_image, *out_image;
  char  in_filename[100], out_filename[100];
  int   x, y, w, h, a, c;
  short *rbuf, *gbuf, *bbuf,*abuf;

  /* check that we have enough parameters and that they are all valid */

  checkParams( argc, argv );

  /* work out the name of the input RGB image and the output RGBA image */

  strcpy( in_filename, argv[1] );
  strcpy( out_filename, argv[1] );
  addExt( out_filename, TEMP_EXT );

  /* open the input and output image files */

  if ( ( in_image = iopen( in_filename, "r" ) ) == NULL ) {
    fprintf( stderr, "%s: \"%s\" is not a valid RGB image\n",
	     argv[0], in_filename );
    exit(1);
  }

  w = in_image->xsize;
  h = in_image->ysize;

  if ( (out_image = iopen( out_filename, "w", RLE(1), 3, w, h, 4 )) == NULL) { 
    fprintf( stderr, "%s: cannot write to file %s\n", argv[0], out_filename );
    exit(1);
  }

  /* allocate some buffers for the image data */

  rbuf = (short *) malloc( w * sizeof(short) );
  gbuf = (short *) malloc( w * sizeof(short) );
  bbuf = (short *) malloc( w * sizeof(short) );
  abuf = (short *) malloc( w * sizeof(short) );

  /* generate the new RGBA file.... */

  for( y = 0; y < h; ++y ) {

    /* read in the RGB data from the input file */

    getrow( in_image, rbuf, y, 0 );
    getrow( in_image, gbuf, y, 1 );
    getrow( in_image, bbuf, y, 2 );

    /* generate the alpha channel from the RGB data and colour specs */

    for ( x = 0; x < w; ++x ) {
      a = 255;

      for ( c = 0; c < noOfColours && a > 0; ++c )
	if ( rbuf[x] == colour[c].r && 
	     gbuf[x] == colour[c].g &&
	     bbuf[x] == colour[c].b )
	  a = 0;
      
      abuf[x] = a;
    }

    /* output the new image data to the RGBA file */

    putrow( out_image, rbuf, y, 0 );
    putrow( out_image, gbuf, y, 1 );
    putrow( out_image, bbuf, y, 2 );
    putrow( out_image, abuf, y, 3 );
  }

  /* close all open files, move the temp file to the final file and exit */

  iclose( in_image );
  iclose( out_image );

  addExt( in_filename, TEMP_EXT );
  addExt( out_filename, RGBA_EXT );
  rename( in_filename, out_filename );

  printf( "Transparent (RGBA) image written to %s.\n", out_filename );

  return 0;
}

/*** EOF: rgbtrans.c ***/

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From: "Ken Sakai" <sakai@sgi600.msd.lmsc.lockheed.com>
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Date: Mon, 24 Feb 1997 09:12:29 -0800
In-Reply-To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
        "Re : pfDirtCheck error" (Feb 24, 11:24am)
References: <199702241119.DAA24588@sgi.sgi.com>
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To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>,
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On Feb 24, 11:24am, BOCCARA Michael wrote:
> Subject: Re : pfDirtCheck error
>
> [ text/plain
>   Encoded with "quoted-printable" ] :
>
>
> I posted the same question about pfDirtCheck a while ago
> Sharon Rose Clay from SGI answered me that there was an internal bug in
> Performer 2.0.1, resolved in version 2.0.2. I attached her answer to this
> mail.
> If you are using Pf 2.0.1 maybe it is the same pb.
> Patch the patches and see if the bug remains...
>
> Bye,
>
> Michael
>
>
> [ Attachment (application/octet-stream): 2495 bytes
>   Encoded with "base64" ]
>-- End of excerpt from BOCCARA Michael

Unfortunately I have a different problem since the bug patched by the patches
suggested by Sharon Clay apparently is found in N32 versions only and not
the O32 executables.  Then again, I wonder if running O32 executables on an
IRIX 6.2 system is the problem?

Thanks anyway,
Ken

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Date: Mon, 24 Feb 1997 18:38:14 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: wrapping one image over other
Status: O


>Some C source code was posted to this list a while back by Billard Olivier
>to do just this. It'll be in the Performer list archives - I think it was
>in June 1996 if I recall correctly. 

I'm affraid, for this my post was a little out of the subject.
In fact what I posted was a tool that inputs RGB image and black and white
image as a mask and outputs a RGBA image ( usefull for inventor textures). 

if the final use of your wrapping is just to display the mixed image:
 basically  load images under showcase! here you can use the alpha channel.
So you can make your wrapping using the alpha channel putting one image over
the second!
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/  
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Engineer 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: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
To: info-performer@sgi.com (info-performer),
        majordomo@coryphaeus.com (csi-users)
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Organization: Lockheed Martin Engineering & Sciences
Date: Mon, 24 Feb 1997 09:08:39 -0600
Subject: Sun and Moon Calculations
Status: O


Has anyone done Sun and Moon calculations/display in either Coryphaeus' 
EasyScene, Performer, or OpenGL.  Our Application is based in EasyScene, but 
has pure Performer callbacks and OpenGL callbacks, so I can handle this any 
way is easiest....  What would be the best way of handling the relative size 
of the lunar/solar discs?  We have some infra-red cameras that don't 
appreciate looking at the sun <grin> and I'd love to simulate tests and 
verify no solar crossings during a mission.... We're running an Infinite 
Reality with Performer 2.1....

jeff
==========================================
Jeffry J. Brickley            jbrickley@programmer.net
3D Systems Programmer, Lockheed Martin
White Sands Missile Range, NM
==========================================
Reality is for those who don't have VR....

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Date: Mon, 24 Feb 1997 10:52:04 -0500
From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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To: Marcus Barnes <marcus@multigen.com>
Cc: info-performer@sgi.com
Subject: Re: standard units for model/terrain files?
References: <330DFC8C.26C3@ash.crd.ge.com> <9702221643.ZM8461@vaisyas.engr.multigen.com>
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Status: O

Marcus Barnes wrote:
> 
> On Feb 21,  2:50pm, Christopher R Volpe wrote:
> > Subject: standard units for model/terrain files?
> > Hi-
> >   I was wondering if particular file formats (e.g. Multigen OpenFlight)
> > use a standard set of units for geometry (i.e. meters, feet, miles,
> > etc).
> 
> Each OpenFlight file specifies its own units in the header record.

Great!

> 
> The OpenFlight loader has a mode that lets you specify the target units that
> you want.  For instance, you can load a file in inches that was modelled in
> feet.  The loader's default target units is meters.  See the readme file about
> PFFLT_USEUNITS for more details.

Thanks! This will be most helpful. 

Followup question: Is there a format-independent interface for obtaining
such information? (I.e. does Performer specify a loader function that
specific loaders should comply with so that application developers can
obtain such information in a format-independent way much like the
format-independent way in which application can load files?)

thanks again,
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: Mon, 24 Feb 1997 11:09:36 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9702241109.ZM13811@hotsauce.clubfed.sgi.com>
In-Reply-To: john econopouly <john@video1.bloomberg.com>
        "smooth animations" (Feb 21,  7:29pm)
References: <330E3DD5.15FB@video1.bloomberg.com>
Reply-To: brian@sgi.com
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To: john econopouly <john@video1.bloomberg.com>, info-performer@sgi.com
Subject: Re: smooth animations
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Status: O

John,

I assume you know you are skipping frames from the stats display. What are the
times taken for APP CULL and DRAW should be in milliseconds? To run at 60Hz you
have 16ms (1000ms/sec / 60Hz) to render each frame assuming you are on a
multiprocessor system and are running performer in multiprocessing mode
APP_CULL_DRAW, the stats display will tell you that also. The PFPHASE_LOCK can
only guaruntee you don't draw before that 16ms frame boundry in other words you
will never go faster then 60Hz. PFPHASE_LOCK will not guaruntee you to render @
60Hz you have to tune your code and database to do that. You can use
levels-of-detail, more efficent culling, fewer polygons, etc,... to reach that
goal.

Brian

On Feb 21,  7:29pm, john econopouly wrote:
> Subject: smooth animations
> Hi all, I'm a new performer user, and I would love some help.
>
>
> I've inherited a large performer app. that cannot perform smooth
> animations.  Smooth animations are what I want.
> It was running with
> 	pfFrameRate(60),
> and 	pfPhase(PFPHASE_LOCK),
> and appeared to miss a frame every few frames.
>
>
> I thought ok, let me slow the frame rate way down, and set
> 	pfFrameRate(3.0f),
> which to my surprise didn't change anything.  And now at this lower
> frame rate I could tell for sure that the app was skipping every
> third or 4th frame (or 5th, 6th).  Weird.   I tried it again - set
> 	pfFrameRate(1.0f).
> Again, no change - in fact, performance might have slightly
> deteriorated, now skipping a frame every 3rd or 4th, but sometimes 2nd.
> What?!?  I set
> 	pfFrameRate(0.1f),
> just to be sure, again with no improvement in performance - in fact now
> a frame was being skipped every 2 or 3 frames it seemed.  I am very
> confused.  I have removed everything from between pfSync and pfFrame -
> results are exactly the same.  Does anyone have a clue?
>
>
> The app also exhibits the following unexpected behavior, which may or
> may not be related:
> Setting pfPhase(PFPHASE_FLOAT) has no effect.  This is easy to see in
> the 1 frame/sec setting - if it skips a frame, it obviously waits
> exactly a whole second.  (and I know the statement is being read, since
> if I set it to FREERUN it does FREERUN, i.e.much faster.)
>
>
> Any help would be greatly greatly appreciated.
> (email is preferred, I might miss a post)
> thanks
> j
> =======================================================================
> 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 john econopouly



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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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Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9702241033.ZM10030@vaisyas.engr.multigen.com>
Date: Mon, 24 Feb 1997 10:33:29 -0800
In-Reply-To: Christopher R Volpe <volpe@ash.crd.ge.com>
        "Re: standard units for model/terrain files?" (Feb 24, 10:52am)
References: <330DFC8C.26C3@ash.crd.ge.com> 
	<9702221643.ZM8461@vaisyas.engr.multigen.com> 
	<3311B924.12B4@ash.crd.ge.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: standard units for model/terrain files?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 24, 10:52am, Christopher R Volpe wrote:
>
> Followup question: Is there a format-independent interface for obtaining
> such information? (I.e. does Performer specify a loader function that
> specific loaders should comply with so that application developers can
> obtain such information in a format-independent way much like the
> format-independent way in which application can load files?)

Nope. The entire loader api is documented under pfdLoadFile(3). Perhaps
pfdConverterMode(3) could specify some standard tokens for database units, but
not all (most?) source formats have that information.

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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Subject: trouble with transparent textures
Status: O


Howdy,

I'm using Performer 2.1 on an IR Onyx running IRIX 6.2

I'd like to map an rgba texture onto a piece of geometry, so I've added
the following calls when I build my geoset and its corresponding
geostate:

  gState->setVal(PFSTATE_ALPHAREF, 0.0);
  gState->setMode(PFSTATE_ALPHAFUNC, PFAF_EQUAL);
  gState->setMode(PFSTATE_TRANSPARENCY, PFTR_ON);

>From the Performer Programmer's guide, I'd expect areas of my texture
with alpha=0 to be transparent, but instead nothing is drawn (the whole
thing is transparent!)  If I remove the above calls I get normal texture
mapping (but no transparency).

Can anyone offer suggestions?  Texturing is awfully complicated, and as
verbose and readable as all the gl and performer man pages are :) I'm
coming to the end of my ability to comprehend.

Thanks in advance.


Ed Peters
elpeters@ncsa.uiuc.edu
(Grad. research assistant, NCSA)
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Date: 24 Feb 1997 16:44:17 -0800
From: "Daniel Dougherty" <Daniel.Dougherty@trw.com>
Subject: OpenGL guides
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Status: O


                      Subject:                              Time:  4:27 =
PM
  OFFICE MEMO         OpenGL guides                         Date:  =
2/24/97

How does one get their hands on the Iris Performer Programming Guide for =
OpenGL or is there an extension to the IrisGL programming guide?

Dan

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Subject: Need to increase heap.
To: info-performer@sgi.com (Performer Mailing List)
Date: Mon, 24 Feb 1997 17:40:51 -0500 (EST)
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Hi , 

    I'm having some problem getting a flt data file to load. 
Using perfly -n 5 it looks like I run out of memory. I've 
increased the swap space by 256 meg. and I still get the following
errors.

 1367 PF Debug/Resource:       pfDataPool::create() - pid 1367 -
		131072 bytes at 0x4c0000 succeeded for
		/usr/tmp/pfutil1367.pfdpool 
 1367 PF Debug:                pfInitUtil(): pid 1367 created pfUtil
		data pool: pfutil1367 
 1367 PF Info:                 pfdLoadFile_flt: database ../tmp/f117_save_14_2.flt
 1367 PF Info/Resource:          loading file ../tmp/f117_save_14_2.flt
 1367 PF Warning/Usage(12):    pfMemory::new() Unable to allocate
		28724 bytes from the heap. 
 1367 PF Warning/Resource:      pfCalloc() error.

How does one increase the size of the heap?

Thanks.
Eric
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From: Mark Mueller <mmueller@es.com>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: IR./PF support for index or palette texture
Date: Mon, 24 Feb 1997 12:35:35 -0700
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Status: O

I have a sim application where I want to use palette texture on an
Infinite Reality. I have heard that IR. supports a 256 bit paletted
texture and have also seen the palette texture extension for OGL. Does
anyone have any suggestions for how I can activate this mode and animate
my texture based palette etc. on an IR.? Thank You.

Mark Mueller
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702250344.ZM16593@bitch.reading.sgi.com>
Date: Tue, 25 Feb 1997 03:44:13 +0000
In-Reply-To: elpeters@ncsa.uiuc.edu (Edward Peters)
        "trouble with transparent textures" (Feb 24,  1:57pm)
References: <199702241957.NAA16079@picasso.ncsa.uiuc.edu>
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On Feb 24,  1:57pm, Edward Peters wrote:
> Subject: trouble with transparent textures
>
> Howdy,
>
> I'm using Performer 2.1 on an IR Onyx running IRIX 6.2
>
> I'd like to map an rgba texture onto a piece of geometry, so I've added
> the following calls when I build my geoset and its corresponding
> geostate:
>
>   gState->setVal(PFSTATE_ALPHAREF, 0.0);
>   gState->setMode(PFSTATE_ALPHAFUNC, PFAF_EQUAL);

Whoaa...

I just noticed, your alpha function and alpha ref values are basically
saying "only draw pixels with an alpha value of zero" this means you
won't see any because they'll be transparent. Try PFAF_NOTEQUAL for
more reasonable results.

Cheers,
Angus.
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In-Reply-To: elpeters@ncsa.uiuc.edu (Edward Peters)
        "trouble with transparent textures" (Feb 24,  1:57pm)
References: <199702241957.NAA16079@picasso.ncsa.uiuc.edu>
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Subject: Re: trouble with transparent textures
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On Feb 24,  1:57pm, Edward Peters wrote:
> Subject: trouble with transparent textures
>
> Howdy,
>
> I'm using Performer 2.1 on an IR Onyx running IRIX 6.2
>
> I'd like to map an rgba texture onto a piece of geometry, so I've added
> the following calls when I build my geoset and its corresponding
> geostate:
>
>   gState->setVal(PFSTATE_ALPHAREF, 0.0);
>   gState->setMode(PFSTATE_ALPHAFUNC, PFAF_EQUAL);
>   gState->setMode(PFSTATE_TRANSPARENCY, PFTR_ON);
>
> From the Performer Programmer's guide, I'd expect areas of my texture
> with alpha=0 to be transparent, but instead nothing is drawn (the whole
> thing is transparent!)  If I remove the above calls I get normal texture
> mapping (but no transparency).

It sounds like you have alpha information elsewhere, for example in the
COLOR4 attibute information or the material. Make sure the material and
each COLOR4 geoset attribute has alpha == 1. This should do the trick.

>
> Can anyone offer suggestions?  Texturing is awfully complicated, and as
> verbose and readable as all the gl and performer man pages are :) I'm
> coming to the end of my ability to comprehend.
>

Hang in there, you'll find it easy in the end.

Cheers,
Angus.
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Tue, 25 Feb 1997 03:15:18 +0000
In-Reply-To: "Ren-Jye Yu" <renjye@python.tamu.edu>
        "Three channels -> draw_callback function run three times????" (Feb 24, 12:00am)
References: <9702240000.ZM7885@python.tamu.edu>
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Subject: Re: Three channels -> draw_callback function run three times????
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On Feb 24, 12:00am, Ren-Jye Yu wrote:
> Subject: Three channels -> draw_callback function run three times????
> Hello,
> 	I am creating three channels to show three views and then use the draw
> callback fuction to draw the Head Up Display(HUD). I found that my HUD
> subroutine will run three times. Two of them are redundant. I only pass data
> into channel one. I print out the calculation result of HUD subroutine. The
> same variable will print out three times. Only the first one affects the HUD.
> Do you have any suggestion to avoid these two redundant calculations?

Use call data or the channel pointer to identify the channel and toggle the
call to draw the hud.

> 	Do you have any idea why pfDrawChanStats cannot show the statistics
> diagram after my HUD subroutine became complex?

Sounds like the state you are leaving the GL in. Try to leave things in
a reasonably sane state after the HUD, maybe try simplifying the HUD to
troubleshoot what's causing the problem.

> ... Can you tell me which command
> also can show the frame rate?

Drawintg the channel statistics should be able to give you this info,
the trouble is drawing the statistics can affect the frame rate, perhaps
much more so than your HUD.

> ...I need to know how the HUD subroutine affects the
> frame rate.

Use pfGetTime() in your draw to time when you enter the same piece of code
each frame. You could time isolated drawing like the HUD code but you have
to make sure you flush the calls and you have to be carefull how you
interpret the information.

Cheers,
Angus.
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9702242151.ZM17030@quid.csd.sgi.com>
Date: Mon, 24 Feb 1997 21:51:06 -0800
In-Reply-To: "Daniel Dougherty" <Daniel.Dougherty@trw.com>
        "OpenGL guides" (Feb 24,  4:44pm)
References: <n1355331521.15090@qmgate.trw.com>
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        "info-performer" <info-performer@sgi.com>
Subject: Re: OpenGL guides
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On Feb 24,  4:44pm, Daniel Dougherty wrote:
> Subject: OpenGL guides
>
> [ plain text
>   Encoded with "quoted-printable" ] :

>                       Subject:                              Time:  4:27 PM
>   OFFICE MEMO         OpenGL guides                         Date:  2/24/97
>
> How does one get their hands on the Iris Performer Programming Guide for
OpenGL or is there an extension to the IrisGL programming guide?
>
> Dan
>
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Daniel Dougherty

There's the online book Performer Programming Guide which covers both 'GLs' (
after pf 2 at least ) and the OpenGL Programming Guide ( the red book ) which
is online also. There's another online book 'OpenGL on Silicon Graphics
Systems, both the latter come in the gl_dev subsystem. Another OpenGL specific
book I'd highly recommend is 'OpenGL Programming for The X Window System' by
Mark Kilgard - not online but publish by Addison Wesley.

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>
Message-Id: <9702250817.ZM16820@bitch.reading.sgi.com>
Date: Tue, 25 Feb 1997 08:17:03 +0000
In-Reply-To: Mark Mueller <mmueller@es.com>
        "IR./PF support for index or palette texture" (Feb 24, 12:35pm)
References: <c=US%a=_%p=ES%l=TORINO-970224193535Z-2482@torino.corp.es.com>
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To: Mark Mueller <mmueller@es.com>,
        "'info-performer@sgi.com
 '" <info-performer@sgi.com>
Subject: Re: IR./PF support for index or palette texture
Mime-Version: 1.0
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Status: O

On Feb 24, 12:35pm, Mark Mueller wrote:
> Subject: IR./PF support for index or palette texture
> I have a sim application where I want to use palette texture on an
> Infinite Reality. I have heard that IR. supports a 256 bit paletted

You mean 8 bit giving 256 entries.

> texture and have also seen the palette texture extension for OGL. Does

I think this is only implemented in Cosmo OpenGL, (the recently available
software only pentium PC OpenGL 1.1  implementation for Windows ), at this
time.

> anyone have any suggestions for how I can activate this mode and animate
> my texture based palette etc. on an IR.? Thank You.
>

You have several options.

You could use an intensity map and use a colour look up table but you
may encounter interpolation problems if you use mipmapping of bilinear
filtering due to the lookup happening after the texture interpolation.

You could story the animation in texture memory and use a different
texture each frame, you have a lot of texture memory on iR.

You could download one texture image from an animated sequence each frame
each frame and store the animation in system RAM, you have a lot of
bandwidth to texture memory on iR.

Cheers,
Angus.

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dear friends,

where can I get the source codes of projected texture and landing light?

Thanks for help.

flysiml@public.bta.net.cn
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Multisample Masks
Date: Tue, 25 Feb 1997 16:23:58 GMT
Organization: Pera
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Hi,

I wan't to fade certain geometry in and out of my scene. I am running
on an Onyx iR Performer 2.1, Open GL compilation.

It seems that it should be pretty straightforward to do using the
multisample mask in a pre&post draw callback for the nodes I wish to
fade (i.e. using glSampleMaskSGIS in a pre draw to effectively set the
level of transparency I want, and then reset the mask in a post draw).

Will this work? (Isn't it how Performer implements it's fade LOD
feature) It seems much simpler than having to modify the alpha in
materials/colours associated with the geometry etc. Is there anything
I should be aware of wrt doing this?

Any advice greatfully received.

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: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702251845.ZM17701@bitch.reading.sgi.com>
Date: Tue, 25 Feb 1997 18:45:39 +0000
In-Reply-To: Mark Mueller <mmueller@es.com>
        "RE: IR./PF support for index or palette texture" (Feb 25,  9:40am)
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 '" <info-performer@sgi.com>
Subject: Re: IR./PF support for index or palette texture
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Just bear in mind that the colour table extension is performed at
the wrong side of the texture filter for cmap style interpolation
and so will interpolate through other cmap entries unless you are
somehow able to exploit spatial colour distribution when generating
the 8 bit information. The fact that this is a cmap animation rather
than a simple cmap 8bit image probably saves you from these concerns
because of the adjacency of incremental values typical of such
animations.

Cheers,
Angus
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From: Mark Mueller <mmueller@es.com>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>,
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	 <dorbie@bitch.reading.sgi.com>
Subject: RE: IR./PF support for index or palette texture
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>----------
>From: 	Angus Dorbie[SMTP:dorbie@bitch.reading.sgi.com]
>Sent: 	Tuesday, February 25, 1997 1:17 AM
>To: 	Mark Mueller; 'info-performer@sgi.com'
>Subject: 	Re: IR./PF support for index or palette texture
>
>On Feb 24, 12:35pm, Mark Mueller wrote:
>> Subject: IR./PF support for index or palette texture
>> I have a sim application where I want to use palette texture on an
>> Infinite Reality. I have heard that IR. supports a 256 bit paletted
>
>You mean 8 bit giving 256 entries.
Yes, that is what I meant, sorry.
>
>> texture and have also seen the palette texture extension for OGL. =
Does
>
>I think this is only implemented in Cosmo OpenGL, (the recently =
available
>software only pentium PC OpenGL 1.1  implementation for Windows ), at =
this
>time.
After posting and a lot of searching I found some keywords that were
helpful, ie. tlut, and texture color table. This in turn lead me to the
book OpenGL on Silicon Graphics Systems. I found quite a bit of info and
leads there.
>
>> anyone have any suggestions for how I can activate this mode and =
animate
>> my texture based palette etc. on an IR.? Thank You.
>>
>
>You have several options.
>
>You could use an intensity map and use a colour look up table but you
>may encounter interpolation problems if you use mipmapping of bilinear
>filtering due to the lookup happening after the texture interpolation.
I would also loose the ability to do fog and other per fragment
operations on the result, right?
>
>You could story the animation in texture memory and use a different
>texture each frame, you have a lot of texture memory on iR.
>
>You could download one texture image from an animated sequence each =
frame
>each frame and store the animation in system RAM, you have a lot of
>bandwidth to texture memory on iR.
Both of these may put more of a load on the host and texture bandwidth
than I may have room for. The textures (multiple maps) will be much
larger than the number of materials in the lookup table (one table),
thus it is considerably easier to just animate the lookup table - which
I think the IR will support.
>
>Cheers,
>Angus.

Unless you think it is a bad idea, I am going to pursue some of the
things mentioned in the OGL SGI book in "The Texture Color Table
Extension". The funny thing I have discovered so far is that the
documentation insists that the maximum size of the texture color table
is 8 bit, but the IR will let me load a 10 bit table. I haven't tried
drawn anything yet.

Angus, thank you for your help

Sant=E9,
Mark.
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Status: O

When I set pfPhase(PFPHASE_FLOAT), it seems to respond as if I've
set pfPhase(PFPHASE_LOCK).  

I am nowhere near my target frame rate - I miss the frame boundary
every time.  With PFPHASE_FLOAT, Performer should wait only until
the next video retrace to start CULL/DRAW.  It doesn't.  It waits until
the next frame boundary.  (That's what PFPHASE_LOCK is supposed
to do).

I know the above from looking at the stats display.  Along the very 
top, it says "FLOAT".  But the thin dotted horizontal line corresponding
to "app sleeping in pfSync" stretches to the next vertical green line
(frame boundary) even if it crosses red lines on the way (video
retraces).  Also, I can _see_ it at very slow frame rates. 

Is this a known bug?
Any advice?
thanks
j
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9702251015.ZM13522@vaisyas.engr.multigen.com>
Date: Tue, 25 Feb 1997 10:15:35 -0800
In-Reply-To: Eric Heft <eheft@dnaco.net>
        "Need to increase heap." (Feb 24,  5:40pm)
References: <199702242240.RAA24021@picard.dnaco.net>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Feb 24,  5:40pm, Eric Heft wrote:
>
>  1367 PF Debug/Resource:       pfDataPool::create() - pid 1367 -
> 		131072 bytes at 0x4c0000 succeeded for
> 		/usr/tmp/pfutil1367.pfdpool

[munch]

>  1367 PF Warning/Usage(12):    pfMemory::new() Unable to allocate
> 		28724 bytes from the heap.

What version of IRIX, Performer, and OpenFlight loader are you using?

Judging from the address of your datapool, I'd guess that you're using IRIX 6.2
and experiencing a bug that places shared memory too close to the heap.  Try
this:

% setenv PFSHAREDBASE 0x18000000
# run your application

This problem was mentioned in a 1/97 thread in this list.  Here's the main
point:

>From the Performer 2.2 Beta Release Notes:

o 6.2  OS bug with shared arena placement

	An obscure bug in IRIX 6.2 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.

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: where are the source codes of projected texture and landing light ?
To: flysiml@public.bta.net.cn
Date: Tue, 25 Feb 1997 16:24:24 -0800 (PST)
Cc: info-performer@sgi.com
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flysiml@public.bta.net.cn wrote:
> 
> dear friends,
> 
> where can I get the source codes of projected texture and landing light?
> 

  sample/pguide/libpf/C/shadows.c is a good start.

  Note that it only works under irisGL, and will be supported under
  OpenGL in the next (2.2) release of Performer.

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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199702260035.QAA03637@remi.asd.sgi.com>
Subject: Re: Multisample Masks
To: baranowski@marklynn.demon.co.uk (Mark Baranowski)
Date: Tue, 25 Feb 1997 16:35:35 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <33130e6d.28158615@post.demon.co.uk> from "Mark Baranowski" at Feb 25, 97 04:23:58 pm
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Mark Baranowski wrote:
> 
> Hi,
> 
> I wan't to fade certain geometry in and out of my scene. I am running
> on an Onyx iR Performer 2.1, Open GL compilation.
> 
> It seems that it should be pretty straightforward to do using the
> multisample mask in a pre&post draw callback for the nodes I wish to
> fade (i.e. using glSampleMaskSGIS in a pre draw to effectively set the
> level of transparency I want, and then reset the mask in a post draw).
> 
> Will this work? (Isn't it how Performer implements it's fade LOD
> feature) It seems much simpler than having to modify the alpha in
> materials/colours associated with the geometry etc. Is there anything
> I should be aware of wrt doing this?
> 
> Any advice greatfully received.
> 

 Sure it will work if you also use:
 glEnable(GL_SAMPLE_MASK_SGIS); and glDisable...

 For optimisation, try not to call enable and disable in each callback.
 You can do it by grouping all objects that have to have that callback
 in a bin.

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From: "Dave Findley" <m166209@fltsim.MDC.COM>
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Hi,

I am trying to add database paging to the standard perfly program.
I am developing it on a High Impact, running under Irix 5.3.

I attach/detach the .flt files (representing terrain areas) to a set of
pfGroups in a DBASE callback function.  The groups are allocated for this
purpose and attached to the sceneGroup node under the scene root. I can
watch this happen in the tree display while running perfly...the tree
behaves just as I expect.

I can successfully attach several files, and can delete one of them, but
when I try to delete a second one, the program crashes with the message:

PF Notice(11):   Caught SIGCHLD. Exiting due to death of child with pid 7381.

  where the pid number varies, but never points to any actual node in my
  scene graph.

Curiously, I modified a simple application from Performer class to use the
same scene graph structure, and can add/delete the same .flt files all day
with no ill effect.

Does anyone have any words of wisdom on the pitfalls of using DBASE for
paging, or what perfly might be doing to cause this problem?

-- 
Dave Findley
McDonnell Douglas Flight Simulation
findley@fltsim.mdc.com
(314) 232-7846
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Dear friends,

I'm doing a visual simulation application including landing light.

I wish it will have the effect in the demo "projtex". Where and how

can I get the source code ?

thanks.

flysiml@public.bta.net.cn
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9702251940.ZM17850@bitch.reading.sgi.com>
Date: Tue, 25 Feb 1997 19:40:39 +0000
In-Reply-To: Mark Mueller <mmueller@es.com>
        "RE: IR./PF support for index or palette texture" (Feb 25, 12:12pm)
References: <c=US%a=_%p=ES%l=TORINO-970225191209Z-3684@torino.corp.es.com>
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To: Mark Mueller <mmueller@es.com>,
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 '" <info-performer@sgi.com>
Subject: Re: IR./PF support for index or palette texture
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On Feb 25, 12:12pm, Mark Mueller wrote:
> Subject: RE: IR./PF support for index or palette texture

> Yeah, I think the limitations won't be a big deal in this case. Do you
> know if the IR texture color index table really is 10 bit, like it is
> leading me to believe, though the man pages say 8? It would be nice to
> support 1k materials. Can I expect normal texel rates in this index mode
> or should I expect a performance hit?

I think it's free. You should be able to get better than 8 bit table
although you'd need better than an 8 bit image to make use of this.

Be carefull of what question you ask though.

What you are actually talking about is the colour table width so for
say a 12 bit table you'd want a 12 bit intensity image an internal format
of GL_INTENSITY12_EXT for the table, a format of GL_RGBA and a type of
GL_UNSIGNED_INT_8_8_8_8_EXT.

You then sent 2^12 map entries of 32 bit RGBA data for the table, but this
would be too large so you could  reduce the width parameter to reduce the
table size and give say 10 bits of look up at this quality or you could
have table entries of format GL_UNSIGNED_BYTE_3_3_2_EXT and retain the full
12 bit information at reduced back end image quality.

If you mean that you want 10 bit map entries then this is a different
situation. You could have 2^8 entries, an internal format of
GL_INTENSITY8_EXT and a type of GL_UNSIGNED_INT_10_10_10_2_EXT to
give more precise controll of the table colours but this is of less use
for an cmap image than a more precise internal format.

There are a plethora of in-betweens which you can play around with, just
realise what precision means when using these tables and watch you don't
accidentally loose it somewhere in the formats you choose.

Cheers,
Angus.



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From: Mark Mueller <mmueller@es.com>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>,
        "'Angus Dorbie'"
	 <dorbie@bitch.reading.sgi.com>
Subject: RE: IR./PF support for index or palette texture
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>----------
>From: 	Angus Dorbie[SMTP:dorbie@bitch.reading.sgi.com]
>Sent: 	Tuesday, February 25, 1997 11:45 AM
>To: 	Mark Mueller; 'info-performer@sgi.com'
>Subject: 	Re: IR./PF support for index or palette texture
>
>Just bear in mind that the colour table extension is performed at
>the wrong side of the texture filter for cmap style interpolation
>and so will interpolate through other cmap entries unless you are
>somehow able to exploit spatial colour distribution when generating
>the 8 bit information. The fact that this is a cmap animation rather
>than a simple cmap 8bit image probably saves you from these concerns
>because of the adjacency of incremental values typical of such
>animations.
>
>Cheers,
>Angus

Yeah, I think the limitations won't be a big deal in this case. Do you
know if the IR texture color index table really is 10 bit, like it is
leading me to believe, though the man pages say 8? It would be nice to
support 1k materials. Can I expect normal texel rates in this index mode
or should I expect a performance hit?

Thanks again for your insight,
Mark Mueller
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Date: Tue, 25 Feb 1997 18:31:04 -0800
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Hi folks,

A message or two may have been lost today because of a minor
administrative goof.  I don't know whether sendmail managed to 
buffer the messages that were in queue or not.

If you sent a message to info-performer on 2/15/97 prior to 4pm PST 
and haven't seen a copy yet, you might want to re-send.

Allan
----
Allan Schaffer                                                allan@sgi.com
Silicon Graphics / Cray Research               http://reality.sgi.com/allan
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199702260424.UAA04134@remi.asd.sgi.com>
Subject: Re: IR./PF support for index or palette texture
To: mmueller@es.com (Mark Mueller)
Date: Tue, 25 Feb 1997 20:24:34 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <c=US%a=_%p=ES%l=TORINO-970224193535Z-2482@torino.corp.es.com> from "Mark Mueller" at Feb 24, 97 12:35:35 pm
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Mark Mueller wrote:
> 
> I have a sim application where I want to use palette texture on an
> Infinite Reality. I have heard that IR. supports a 256 bit paletted
> texture and have also seen the palette texture extension for OGL. Does
> anyone have any suggestions for how I can activate this mode and animate
> my texture based palette etc. on an IR.? Thank You.
> 

 You want to use the texture look up tables.
 Look the glColorTableSGI man pages. You will see that if you enable 
 GL_TEXTURE_COLOR_TABLE_SGI and load the color table then
 the value after the texture filter (result after mip-map, and
 before texenv) will be used to get a value in the colortable,
 and aplied to the pixel.

 The man page explain also how the values are mapped into the color table


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From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  anti-alias
Status: O

Performers:
  I finally just ported my code over to a new machine, an Onyx2, and
I have and something a little strange has just come up. I have several
viewports into the same scene of which some are AA and some are not.
All the views which are "not" AA are in the same window. I open the
windows identically and make no explicit calls to change the AA. Does
any have any suggestion as to how the AA is getting turned off on a
channel/window basis? 

Thanks
- bryan

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To: info-performer@sgi.com
Subject: Re: Multisample Masks
References: <199702260035.QAA03637@remi.asd.sgi.com>
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Rimi Arnaud wrote:
> 
> Mark Baranowski wrote:
> >
> > Hi,
> >
> > I wan't to fade certain geometry in and out of my scene. I am running
> > on an Onyx iR Performer 2.1, Open GL compilation.
> >
> > It seems that it should be pretty straightforward to do using the
> > multisample mask in a pre&post draw callback for the nodes I wish to
> > fade (i.e. using glSampleMaskSGIS in a pre draw to effectively set the
> > level of transparency I want, and then reset the mask in a post draw).
> >
> > Will this work? (Isn't it how Performer implements it's fade LOD
> > feature) It seems much simpler than having to modify the alpha in
> > materials/colours associated with the geometry etc. Is there anything
> > I should be aware of wrt doing this?
> >
> > Any advice greatfully received.
> >
> 
>  Sure it will work if you also use:
>  glEnable(GL_SAMPLE_MASK_SGIS); and glDisable...
> 
>  For optimisation, try not to call enable and disable in each callback.
>  You can do it by grouping all objects that have to have that callback
>  in a bin.

Wy should Mark use glDisable(GL_SAMPLE_MASK_SGIS) ?

Are there other performance reason to not only reset the mask in the
post draw (as Mark says) or in the pre draw of opaque geometries ?

------------------------------------------------------------------------
                       Lionel Maiaux
                       l.maiaux@corys.fr
------------------------------------------------------------------------
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Date: Wed, 26 Feb 1997 12:53:58 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: wrapping one image over other
Status: O


>yes, this is what i am looking for. i am familiar with showcase and
>image tools and importing the images to showcase. could u please
>tell me how to use the alpha channel and wherein this is available
>in showcase. thanks you for your mail sir
>parthi

when you insert sgi image file, showcase asks you if you want to use or discard 
alpha channel: use it.

If showcase does the import directly, there is no alpha on your image.

then insert the second one.
If you put image 2 on image 1 then you'll see 1 trought 2.
if you need 2 throught 1, just push image 2 to the bottom of the stack.

Take care, when using imgworks, it adds a full opaque alpha bitplane, even
if the image had none before.

Now if you need to change this alpha, I can give you a C code that mix RGB
and a RGB black and white to create a RGBA image.

I use the color to greyscale option of imgworks to generate the B&W image.
The mask is taken in the first color buffer, so if it is .bw or .int it is
ok, if it is .rgb or .rgba, just the red buffer is taken as mask.


/*
*      addalpha - Read RGB and RGB colored to grey scale images files
*                 to  create a RGBA
*
*      To compile:  cc addalpha.c -o addalpha -limage
*
*       BILLARD Olivier  C&I Software 
*
*              parts from : SGI - Paul Haeberli - 1991
*/
#include <gl/image.h>

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



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

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

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


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

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

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

printf("done\n");
}

==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/  
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Engineer R&D  -   C&I Software 
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE 
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
  Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti 
=================================================================
                          \\\|||///
                         \\  - -  //
                          (  @ @  )
       +----------------oOOo-(_)-oOOo----------------------+
       | " We don't inherit the world from our ancestors,  |
       |      it's only a loan from our children ."        |
       |             Antoine de Saint Exupery.             |
       +-------------------------Oooo----------------------+
                         oooO   (   )
                        (   )    ) /
                         \ (    (_/
                          \_)

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Date: 26 Feb 1997 09:29:10 -0800
From: "Daniel Dougherty" <Daniel.Dougherty@trw.com>
Subject: info
To: "info-performer" <info-performer@sgi.com>
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Status: O


                      Subject:                              Time:  8:29 =
AM
  OFFICE MEMO         info                                  Date:  =
2/26/97

What is the latest version of Performer? Is it 2.0,   2.0.1?    2.0.2  =
2.1?  I thought I saw 2.0.1, 2.0.2 and 2.1 floating around on the =
reflector.  Are 2.0.1,  2.0.2 and 2.1 unique because they include special =
patches for certain platforms? Are they substantial upgrades?  How does =
OpenGL play into this or does it at all?  We are porting an application =
from 5.3 IrisGL Performer 2.0 to 6.2 OpenGL on an Onyx...  we ran the =
toogl script and know the IrisGL to OpenGL function mappings, what is the =
best way to find out how this affects Performer function calls?  What =
would be some major differences between Performer 2.0 under 5.3 IrisGL =
and Performer 2.0 under 6.2 OpenGL, if any?  Are there any pitfalls to =
watch out for?  A side note, how would one get a hold of a new Performer =
release? I'm assuming that Performer comes with the platform one =
purchases or is it separate? 
Thank you in advance

Dan

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From: David Plew <kishore@aimnet.com>
Message-Id: <199702261750.JAA04922@shell1.aimnet.com>
To: info-performer@sgi.com, m166209@fltsim.MDC.COM
Subject: Re: Problems with database paging
Status: O

I have been using DBASE process to dynamically edit my scene graph
as the appl. is running. I can do addition, deletion. modification -
all without any probelm so far.

-anita
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Date: Wed, 26 Feb 1997 13:37:41 +0100
From: Guy Premont <silicon-worlds@calva.net>
Organization: Silicon Worlds S.A.
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Status: O

Hi,

I'm porting an application that was designed with Performer 2.0.2 on an
Onyx with IRIX 5.3 to an Indigo2 Max Impact R10000 using Performer 2.1
and IRIS 6.2

Everything works right except for a thing. I'm using textures with some
transparency on one model and they don't appear the way they used to.
What should be transparent is now mostly transparent ; from a distance
the transparency appears as lines alternatively black and transparent,
and up close it is transparent but it adds some grey to the color of
what's behind. Has something changed in the use of transparent textures?
I'm just doing
	pfdBldrStateMode(PFSTATE_ALPHAFUNC, PFAF_GREATER);
	pfdBldrStateVal(PFSTATE_ALPHAREF, (128.0f/255.0f));
	pfdBldrStateMode(PFSTATE_TRANSPARENCY, PFTR_ON);
to define the GeoState of the object. What is wrong?

Thanks

Guy


===========================================
          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: Wed, 26 Feb 1997 09:19:24 -0500
From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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To: Marcus Barnes <marcus@multigen.com>
Cc: Performer Mailing List <info-performer@sgi.com>
Subject: Re: Need to increase heap.
References: <199702242240.RAA24021@picard.dnaco.net> <9702251015.ZM13522@vaisyas.engr.multigen.com>
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Status: O

Marcus Barnes wrote:
> 
> On Feb 24,  5:40pm, Eric Heft wrote:
> >
>> 
> Judging from the address of your datapool, I'd guess that you're using IRIX 6.2
> and experiencing a bug that places shared memory too close to the heap.  Try
> this:
> 
> % setenv PFSHAREDBASE 0x18000000
> # run your application

I found a less-drastic solution last month: Just do a sbrk(1) before you
init the shared arena.

--

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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Subject: Re: Need to increase heap.
Status: O


Hi:

	Looks like, this might IRIX 5.3 might also have the same bug.
I use 5.3, and had also experienced the same problem in my Performer
appl. I had to explicitly assign my own address for the shared arena
and change back to the default addressing once my process was forked.
As long as all my processes were forked or sproced from the same main
appl., the default addressing scheme had worked. But when I made one
of them a separate appl., and tried to do execl to execute it from
one of the forked processes, got exactly the same message.

-anita
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Date: Wed, 26 Feb 1997 18:54:27 +0200
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To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
CC: info-performer@sgi.com
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Mark Baranowski wrote:
> 
> Hi,
> 
> I wan't to fade certain geometry in and out of my scene. I am running
> on an Onyx iR Performer 2.1, Open GL compilation.
> 
> It seems that it should be pretty straightforward to do using the
> multisample mask in a pre&post draw callback for the nodes I wish to
> fade (i.e. using glSampleMaskSGIS in a pre draw to effectively set the
> level of transparency I want, and then reset the mask in a post draw).
> 
> Will this work? (Isn't it how Performer implements it's fade LOD
> feature) It seems much simpler than having to modify the alpha in
> materials/colours associated with the geometry etc. Is there anything
> I should be aware of wrt doing this?
> 

Yes, it will work, I've done this too. You'll have to be carefull
about interfering with Performer's LOD-fades, if they exist inside
your affected sub-tree.

There is a catch, though.

Multisample transparency through fragment alpha
(glEnable(GL_SAMPLE_ALPHA_TO_MASK_SGIS))
has only n+1 levels of transparency (includeing totally transparent and
totally opaque), where n is the number of multi-samples in your visual.
glSampleMaskSGIS() produces a 2x2 transparency dithering pattern which
boosts the number of levels to 4*n+1 - so it is advantageous in this
respect too. You'll have to install patch1355 to fix a bug in the
dithering
patterns.

The quality of the fade greatly depends on this n.

There is a *very* annoying SGI hardware bug which prevents the setup
of n=8 multisamples coexisting with alpha bit-planes (no such visual
exists). You can only do n=4 multisamples with alpha bit-planes. 
This is *independent* of your framebuffer memory size (number of RM6
boards).

Apparently, this bug was *not* fixed in the Onyx2 iR pipeline.


Bye,
Moshe Nissim
Orad Hi-Tec Systems
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From guest  Wed Feb 26 12:49:21 1997
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Date: Wed, 26 Feb 1997 12:02:45 -0600 (CST)
From: Matt Cleland <cleland@sgistl.stlouis.sgi.com>
To: Bryan Wasileski <bwasileski@mdc.com>
cc: info-performer@sgi.com, Dave Nance <nance@sgistl.stlouis.sgi.com>
Subject: Re: anti-alias
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Bryan..

This sounds familiar to me..  I believe that if you don't specify the AA
mode explicitly, you are not guaranteed to get any specific results.  You
should be requesting the specific visual that you want when you set up the
channel/window to ensure that you are getting the right mode.

What is most likely happening is that you are "accidentally" getting the
right modes on some channels, and not on others.  

Check the man (3pf) page for pfAntialias for more details..

Good Luck!


On Tue, 25 Feb 1997, Bryan Wasileski wrote:

> Performers:
>   I finally just ported my code over to a new machine, an Onyx2, and
> I have and something a little strange has just come up. I have several
> viewports into the same scene of which some are AA and some are not.
> All the views which are "not" AA are in the same window. I open the
> windows identically and make no explicit calls to change the AA. Does
> any have any suggestion as to how the AA is getting turned off on a
> channel/window basis? 
> 
> Thanks
> - bryan
> 
> =======================================================================
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--------------------------------------------------------------------
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From: Christopher R Volpe <volpe@ash.crd.ge.com>
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I am trying to use the OpenFLight loader to load in the Hunter Ligget
database that came in the Friends Of Performer product on the Performer
2.0 CDROM. I have the multigen/HunterLiggett95/HL_94Plus directory in
the PFPATH, and I attempt to load the file HL_94.flt. I get lots of
diagnostic messages like the following:

PF Warning:                    decompConcave() Could not decompose
concave polygon!
PF Notice/Assert:                texture indexing missing palette member
PF                                 file    : ./Ether/MS_Milbase.flt
PF                                 use-file: HL_94.flt
PF                                 texture index 260
PF Notice/Assert:                texture indexing missing palette member
PF                                 file    : ./Ether/MS_Milbase.flt
PF                                 use-file: HL_94.flt
PF                                 texture index 260
PF Notice/Assert:                texture indexing missing palette member
PF                                 file    : ./Ether/MS_Milbase.flt
PF                                 use-file: HL_94.flt
PF                                 texture index 260
[...snip...]
PF Notice/Assert(2):             couldn't resolve external reference
./Ether/billboard2.flt

After I do this, I get nothing visible. Am I doing something wrong?
(I had previously been using the canyon.flt database from the
Performer_1.1 disc without any problem. It is just this newer database
that is causing me difficulty.)

Thanks in advance...
--

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: janete@pistilmac1.chinalake.navy.mil (Janet Estabridis)
Subject: Antialiasing/Multisampling
Date: Wed, 26 Feb 1997 13:30:13 +0000
Status: O

I am using an RE2 with 8 - 250MHz 4400's.  Performer 2.0 IRIX6.2.

I know that my default configuration is with antialiasing ON with the type
of antialiasing being multisampling point (PFAA_MSPOINT). I have querried
this with
the pfGetAntialias function.

I would like to know what the other modes that I see in the pr.h file are
and how they my help my scene look better as I am moving aroung the scene.
Specifically, PFAA_MSPOINT, PFAA_MSAREA and PFAA_MSCENTER_POINT.  Also,
what is the best way to configure for a mode that is not the default.

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


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        "Re: Multisample Masks" (Feb 26,  6:54pm)
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	<33146AC3.41C6@netvision.net.il>
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+>---- On Feb 26,  6:54pm, Orad Hi-Tec Systems wrote:
> Subject: Re: Multisample Masks
->Mark Baranowski wrote:

->
->Multisample transparency through fragment alpha
->(glEnable(GL_SAMPLE_ALPHA_TO_MASK_SGIS))
->has only n+1 levels of transparency (includeing totally transparent and
->totally opaque), where n is the number of multi-samples in your visual.
->glSampleMaskSGIS() produces a 2x2 transparency dithering pattern which
->boosts the number of levels to 4*n+1 - so it is advantageous in this
->respect too. You'll have to install patch1355 to fix a bug in the
->dithering
->patterns.
->
->The quality of the fade greatly depends on this n.

Very true.

Just for general reference, don't be too afraid to use blending,
particularly if your objects are simple so that you don't need to
sort amoungst them for proper results.  Basic blending with 
smaller RGB visual sizes (such as 8 or 10) is pretty quick.  In some
cases it can even be faster because unlike the multisample mask
techniques, it doesn't create complex pixels which can slow future
rendering to those pixels.

->There is a *very* annoying SGI hardware bug which prevents the setup
->of n=8 multisamples coexisting with alpha bit-planes (no such visual
->exists). You can only do n=4 multisamples with alpha bit-planes. 
->This is *independent* of your framebuffer memory size (number of RM6
->boards).

Just to clarify to avoid possible confusion here, destination alpha planes 
are not needed to implement the fade techniques discussed - they only use
source (in-coming) alpha.

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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Hi,
I like to subscribe to performer mailing list.  I sent my request many times.
But, no reply. What is the matter? .  Has it been discontinued?

Prasad


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Status: O

I need to save some time in my drawing routine, and fewer polygons
is not an option.  I would like to draw only the parts of the image 
that change from frame to frame.  What is the best way to do this?

Imagine for example that only a long thin diagonal portion of my window
(one fourth of the total pixels) will be changing.  I would like to
avoid redrawing all the other pixels on every frame.  Is there any 
more efficient way to achieve this other than clearing the depth-buffer
to a "near" value and then drawing a diagonal of "far" values into it
on every frame (using GL calls)?  

thanks
j
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Date: Wed, 26 Feb 1997 16:17:00 -0800
From: Kaylor Brett <Brett.Kaylor@GSC.GTE.Com>
Subject: Performer2.0 installation
To: Performer Group <info-performer@sgi.com>
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Status: O

I have been using Performer2.0 in IRIX 5.3 for some time now.  We just
upgraded to IRIX6.2 on a cleaned hard drive.  So I installed
Performer2.0
on the clean system.  One library (libpfs) did not show up.  I look all
over
the CD and couldn't find it.  I got everything else ok.  I went ahead
and
installed patch 1347 which brings Performer up to 2.0.2.  That got me
the
dynamic libpfs.so library, no static though.  Here are my questions:

1.  Shouldn't the distribution disk contain a static and dynamic version
of
the libpfs library?

2.  Patch 1347 only contained patches for the dynamic libraries.  Does
that mean if I link dynamic I get Performer2.0.2 and if I link static I
get
Performer2.0?

If anybody can clear this up for me I would be most grateful.

Brett.

P.S.  The static lib /usr/lib/Performer/Static/libpfs.a was there before
the
upgrade to 6.2.  I just don't remember how it got there.

============================================
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
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9702262205.ZM21999@quid.csd.sgi.com>
Date: Wed, 26 Feb 1997 22:05:59 -0800
In-Reply-To: Guy Premont <silicon-worlds@calva.net>
        "Transparent texture" (Feb 26,  1:37pm)
References: <33142E95.41C6@calva.net>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Guy Premont <silicon-worlds@calva.net>,
        Info-Performer Mailing List <info-performer@sgi.com>
Subject: Re: Transparent texture
Mime-Version: 1.0
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Status: O

Sounds a little like you have 'screen door' transparency on the Impact. man
pfTransparency says:

           PFTR_ON
                IRIS Performer will use a default transparency mechanism
                depending on the machine being used.

I guess that's what you have ( via the pfdBldrStateMode call ) and is most
likely different on RE to Impact, if you need consistent appearance you could
try:

           PFTR_HIGH_QUALITY
                IRIS Performer will use a transparency mechanism that provides
                the highest quality, not necessarily the fastest,
                transparency.

Cheers
Rob

On Feb 26,  1:37pm, Guy Premont wrote:
> Subject: Transparent texture
> Hi,
>
> I'm porting an application that was designed with Performer 2.0.2 on an
> Onyx with IRIX 5.3 to an Indigo2 Max Impact R10000 using Performer 2.1
> and IRIS 6.2
>
> Everything works right except for a thing. I'm using textures with some
> transparency on one model and they don't appear the way they used to.
> What should be transparent is now mostly transparent ; from a distance
> the transparency appears as lines alternatively black and transparent,
> and up close it is transparent but it adds some grey to the color of
> what's behind. Has something changed in the use of transparent textures?
> I'm just doing
> 	pfdBldrStateMode(PFSTATE_ALPHAFUNC, PFAF_GREATER);
> 	pfdBldrStateVal(PFSTATE_ALPHAREF, (128.0f/255.0f));
> 	pfdBldrStateMode(PFSTATE_TRANSPARENCY, PFTR_ON);
> to define the GeoState of the object. What is wrong?
>
> Thanks
>
> Guy
>
>
> ===========================================
>           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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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Guy Premont



-- 
________________________________________________________________
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Silicon Graphics, Mtn View, California, USA
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From: "Yann Andenmatten" <andenmat@imtsg12.epfl.ch>
Message-Id: <9702270901.ZM6567@imtsg12.epfl.ch>
Date: Thu, 27 Feb 1997 09:01:24 +0100
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To: info-performer@sgi.com
Subject: problem with normals
Mime-Version: 1.0
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Status: O

Hi,

I've create an object (a cylinder) without texture, but with colors. The
problem is that the object is colored with the colors, but it ignores the
light...
What am I missing ?

The code is like this :


  pfGeoSet* cylGeoSet = new(arena) pfGeoSet;

  cylGeoSet->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, cylPts, indexPts);
  cylGeoSet->setAttr(PFGS_NORMAL3, PFGS_PER_PRIM, cylNormals, indexNormals);
  cylGeoSet->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, cylColors, indexColors);
  cylGeoSet->setAttr(PFGS_TEXCOORD2, PFGS_OFF, cylPts, indexPts);

  // the total number of triangles
  cylGeoSet->setNumPrims(2*(nbPtsHeight-1)*2*nbPtsCircle);
  cylGeoSet->setPrimType(PFGS_TRIS);

  // set the pfGeoState and the pfGeoSet
  gstate = new(arena) pfGeoState;
  gstate->setMode(PFSTATE_CULLFACE, PFCF_OFF);
  gstate->setMode(PFSTATE_ENLIGHTING,   PFTR_OFF);
  gstate->setMode(PFSTATE_TRANSPARENCY, PFTR_OFF);
  gstate->setMode(PFSTATE_ENTEXTURE,    PFTR_OFF);
  gstate->setMode(PFSTATE_ENHIGHLIGHTING,PFTR_OFF);
  gstate->setMode(PFSTATE_ENWIREFRAME,  PFTR_OFF);

  cylGeoSet->setGState(gstate);

Thanks for help !

			Yann

PS : I've an other object in the scene (that is create form a file and is
textured) and it uses the light.

-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   [][][]  [][]    [][][]  []     >  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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Date: Thu, 27 Feb 1997 09:25:44 +0200
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Sharon Clay <src@rose.asd.sgi.com>
CC: Mark Baranowski <baranowski@marklynn.demon.co.uk>, info-performer@sgi.com
Subject: Re: Multisample Masks
References: <33130e6d.28158615@post.demon.co.uk> 
		<33146AC3.41C6@netvision.net.il> <9702261357.ZM623@rose.asd.sgi.com>
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Status: O

Sharon Clay wrote:

> Just for general reference, don't be too afraid to use blending,
> particularly if your objects are simple so that you don't need to
> sort amoungst them for proper results.  Basic blending with
> smaller RGB visual sizes (such as 8 or 10) is pretty quick.  In some
> cases it can even be faster because unlike the multisample mask
> techniques, it doesn't create complex pixels which can slow future
> rendering to those pixels.
>

This is interesting. Is there a "my samples are all the same" flag
on each pixel? And the rasterizer operates differently on such pixels?
This would imply that an opaque-first, transparent-last ordering with
multisample transparency is advantageous (vs. necessary for blended).

 
> ->There is a *very* annoying SGI hardware bug which prevents the setup
> ->of n=8 multisamples coexisting with alpha bit-planes (no such visual
> ->exists). You can only do n=4 multisamples with alpha bit-planes.
> ->This is *independent* of your framebuffer memory size (number of RM6
> ->boards).
> 
> Just to clarify to avoid possible confusion here, destination alpha planes
> are not needed to implement the fade techniques discussed - they only use
> source (in-coming) alpha.

True, but they have their other wonderful uses (the only way to get
a second channel output from the Sirius).

Moshe Nissim
Orad Hi-Tec Systems
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From: david@ht.com (David Helfrick)
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To: info-performer@sgi.com
Subject: Help with compiling Performer app(s) using Gnu g++ (v. 2.7.2.1).
Status: O

We are trying to compile a Performer app using the GNU 2.7.2.1 C++ 
compiler.  (FWIW, this is for use inside an OOAD tool.)

I am able to compile the individual C++ files, but at link time 
am getting many, many unresolved symbols (possibly a name mangling 
problem).  It seems that all the Performer (method) function calls 
cannot be resolved.

Relatedly, we have successfully compiled a strictly OpenGL app
with GNU 2.7.2.1 C++.

Any suggestions?
TIA.

----
	Dave Helfrick		Addr:	HT Medical, Inc.
Email:	david@ht.com			6001 MONTROSE ROAD
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From: rusparty@visvr1.rus.uni-stuttgart.de (Volker Lindorfer (Hiwi))
Message-Id: <199702271411.PAA11410@visvr1.rus.uni-stuttgart.de>
Subject: 3D textures
To: info-performer@sgi.com (Performer Mailing Liste)
Date: Thu, 27 Feb 1997 15:11:47 +0100 (MEZ)
Reply-To: lindorfer@rus.uni-stuttgart.de
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Status: O

Hi,
I wonder if anyone managed to use 3d textures in a performer application
on a Maximum Impact.
Some questions:
- Do I have to use OpenGL 3D texture extension calls before and after
  drawing the scene to use 3D textures or are there any performer calls
  to do so? (I suppose not)
- Did anyone have results with the example application from the FAQs on
  a Maximum Impact. I talking about the modification of Perfly.
- Are there any limitations concerning the depth of textures on Maximum
  Impact like I red in a older mail? I have a small working OpenGL example
  program using 32-bit textures.
- Has anyone a clue where I can get information, manuals or source code
  about 3d texturing with Performer?

Thank you in advance

Volker

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y
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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9702271656.ZM8270@jimbo.rtset.co.il>
Date: Thu, 27 Feb 1997 16:56:39 +0000
In-Reply-To: "Sharon Clay" <src@rose.asd.sgi.com>
        "Re: Multisample Masks" (Feb 26,  1:57pm)
References: <33130e6d.28158615@post.demon.co.uk> 
	<33146AC3.41C6@netvision.net.il> 
	<9702261357.ZM623@rose.asd.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Multisample Masks
Mime-Version: 1.0
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Status: O

On Feb 26,  1:57pm, Sharon Clay wrote:
> Subject: Re: Multisample Masks
>
> ->There is a *very* annoying SGI hardware bug which prevents the setup
> ->of n=8 multisamples coexisting with alpha bit-planes (no such visual
> ->exists). You can only do n=4 multisamples with alpha bit-planes.
> ->This is *independent* of your framebuffer memory size (number of RM6
> ->boards).
>
> Just to clarify to avoid possible confusion here, destination alpha planes
> are not needed to implement the fade techniques discussed - they only use
> source (in-coming) alpha.
>
So they do. However, in broadcast applications, using the Sirius, you use the
alpha planes to send a mask for the chromakeyer, so that you can perform
obstructions of real video by virtual objects, in the chromakeyer. This is the
reason why we must use alpha bitplanes, and therefore suffer from this bug. I
must agree with Orad on this matter - this is really a very annoying bug.

Ran

-- 
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 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
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Date: Thu, 27 Feb 1997 09:50:59 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9702270950.ZM23259@hotsauce.clubfed.sgi.com>
In-Reply-To: "Yann Andenmatten" <andenmat@imtsg12.epfl.ch>
        "problem with normals" (Feb 27,  9:01am)
References: <9702270901.ZM6567@imtsg12.epfl.ch>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Yann Andenmatten" <andenmat@imtsg12.epfl.ch>, info-performer@sgi.com
Subject: Re: problem with normals
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You need to make a change to the pfGeoState attributes you defined below. Look
at the ENLIGHTING attribute you have it turned off which means flat shade this
object, you need it to be on.

On Feb 27,  9:01am, Yann Andenmatten wrote:
> Subject: problem with normals
> Hi,
>
> I've create an object (a cylinder) without texture, but with colors. The
> problem is that the object is colored with the colors, but it ignores the
> light...
> What am I missing ?
>
> The code is like this :
>
>
>   pfGeoSet* cylGeoSet = new(arena) pfGeoSet;
>
>   cylGeoSet->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, cylPts, indexPts);
>   cylGeoSet->setAttr(PFGS_NORMAL3, PFGS_PER_PRIM, cylNormals, indexNormals);
>   cylGeoSet->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, cylColors, indexColors);
>   cylGeoSet->setAttr(PFGS_TEXCOORD2, PFGS_OFF, cylPts, indexPts);
>
>   // the total number of triangles
>   cylGeoSet->setNumPrims(2*(nbPtsHeight-1)*2*nbPtsCircle);
>   cylGeoSet->setPrimType(PFGS_TRIS);
>
>   // set the pfGeoState and the pfGeoSet
>   gstate = new(arena) pfGeoState;
>   gstate->setMode(PFSTATE_CULLFACE, PFCF_OFF);


>   gstate->setMode(PFSTATE_ENLIGHTING,   PFTR_OFF);

	gstate->setMode(PFSTATE_ENLIGHTING,   PFTR_ON);


>   gstate->setMode(PFSTATE_TRANSPARENCY, PFTR_OFF);
>   gstate->setMode(PFSTATE_ENTEXTURE,    PFTR_OFF);
>   gstate->setMode(PFSTATE_ENHIGHLIGHTING,PFTR_OFF);
>   gstate->setMode(PFSTATE_ENWIREFRAME,  PFTR_OFF);
>
>   cylGeoSet->setGState(gstate);
>
> Thanks for help !
>
> 			Yann
>
> PS : I've an other object in the scene (that is create form a file and is
> textured) and it uses the light.
>
> --
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>    [][][]  [][]    [][][]  []     >  Ecole Polytechnique Federale de Lausanne
>   []      []   [] []      []      >  Swiss Federal Institute of Technology
>  [][]    [][][]  [][]    []       >
> []      []      []      []        >  Yann Andenmatten, +41.22 693.58.50
> [][][]  []      []      [][][]    >  yandenmat@di.epfl.ch
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> =======================================================================
> 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 Yann Andenmatten



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 27 Feb 1997 14:53:44 +0000
In-Reply-To: "Yann Andenmatten" <andenmat@imtsg12.epfl.ch>
        "problem with normals" (Feb 27,  9:01am)
References: <9702270901.ZM6567@imtsg12.epfl.ch>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
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You have PFTR_OFF tokens for all the states, this will be the equivalent
of PF_OFF.
You need to fix all the cut 'n paste isms.

On Feb 27,  9:01am, Yann Andenmatten wrote:
> Subject: problem with normals

>   gstate = new(arena) pfGeoState;
>   gstate->setMode(PFSTATE_CULLFACE, PFCF_OFF);
>   gstate->setMode(PFSTATE_ENLIGHTING,   PFTR_OFF);
>   gstate->setMode(PFSTATE_TRANSPARENCY, PFTR_OFF);
>   gstate->setMode(PFSTATE_ENTEXTURE,    PFTR_OFF);
>   gstate->setMode(PFSTATE_ENHIGHLIGHTING,PFTR_OFF);
>   gstate->setMode(PFSTATE_ENWIREFRAME,  PFTR_OFF);

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Hi,
        Has anyone used Japanese fonts under Performer ? If so,
where can one obtain the fonts and how does she use it under
Performer ? Thanks.

Clifton Liu
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199702271753.JAA12373@remi.asd.sgi.com>
Subject: Re: problem with normals
To: andenmat@imtsg12.epfl.ch (Yann Andenmatten)
Date: Thu, 27 Feb 1997 09:53:11 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <9702270901.ZM6567@imtsg12.epfl.ch> from "Yann Andenmatten" at Feb 27, 97 09:01:24 am
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Yann Andenmatten wrote:
> 
> Hi,
> 
> I've create an object (a cylinder) without texture, but with colors. The
> problem is that the object is colored with the colors, but it ignores the
> light...
> What am I missing ?
> 
> The code is like this :
> 
> 
>   pfGeoSet* cylGeoSet = new(arena) pfGeoSet;
> 
>   cylGeoSet->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, cylPts, indexPts);
>   cylGeoSet->setAttr(PFGS_NORMAL3, PFGS_PER_PRIM, cylNormals, indexNormals);
>   cylGeoSet->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, cylColors, indexColors);
>   cylGeoSet->setAttr(PFGS_TEXCOORD2, PFGS_OFF, cylPts, indexPts);
> 
>   // the total number of triangles
>   cylGeoSet->setNumPrims(2*(nbPtsHeight-1)*2*nbPtsCircle);
>   cylGeoSet->setPrimType(PFGS_TRIS);
> 
>   // set the pfGeoState and the pfGeoSet
>   gstate = new(arena) pfGeoState;
>   gstate->setMode(PFSTATE_CULLFACE, PFCF_OFF);
>   gstate->setMode(PFSTATE_ENLIGHTING,   PFTR_OFF);
					  ^^^^
      You said no lighting, hum !

>   gstate->setMode(PFSTATE_TRANSPARENCY, PFTR_OFF);
>   gstate->setMode(PFSTATE_ENTEXTURE,    PFTR_OFF);
>   gstate->setMode(PFSTATE_ENHIGHLIGHTING,PFTR_OFF);
>   gstate->setMode(PFSTATE_ENWIREFRAME,  PFTR_OFF);
> 
>   cylGeoSet->setGState(gstate);
> 
> Thanks for help !
> 
> 			Yann
> 
> PS : I've an other object in the scene (that is create form a file and is
> textured) and it uses the light.
> 
> -- 
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>    [][][]  [][]    [][][]  []     >  Ecole Polytechnique Federale de Lausanne
>   []      []   [] []      []      >  Swiss Federal Institute of Technology
>  [][]    [][][]  [][]    []       > 
> []      []      []      []        >  Yann Andenmatten, +41.22 693.58.50
> [][][]  []      []      [][][]    >  yandenmat@di.epfl.ch
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> =======================================================================
> 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)
Message-Id: <199702271904.LAA12711@remi.asd.sgi.com>
Subject: Re: Performer2.0 installation
To: Brett.Kaylor@GSC.GTE.Com (Kaylor Brett)
Date: Thu, 27 Feb 1997 11:04:50 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <c=US%a=_%p=GTE%l=GTEGSC/MTV/0002DC70@mtvex02.MTN-VIEW> from "Kaylor Brett" at Feb 26, 97 04:17:00 pm
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Kaylor Brett wrote:
> 
> I have been using Performer2.0 in IRIX 5.3 for some time now.  We just
> upgraded to IRIX6.2 on a cleaned hard drive.  So I installed
> Performer2.0
> on the clean system.  One library (libpfs) did not show up.  I look all
> over
> the CD and couldn't find it.  I got everything else ok.  I went ahead
> and
> installed patch 1347 which brings Performer up to 2.0.2.  That got me
> the
> dynamic libpfs.so library, no static though.  Here are my questions:
> 
> 1.  Shouldn't the distribution disk contain a static and dynamic version
> of
> the libpfs library?
> 
> 2.  Patch 1347 only contained patches for the dynamic libraries.  Does
> that mean if I link dynamic I get Performer2.0.2 and if I link static I
> get
> Performer2.0?
> 
> If anybody can clear this up for me I would be most grateful.
> 
> Brett.
> 
> P.S.  The static lib /usr/lib/Performer/Static/libpfs.a was there before
> the
> upgrade to 6.2.  I just don't remember how it got there.
> 

 Hi,

  The libpfs is the Terrain feature for performer, which was not
  available before 2.0.2. That's why it's not in 2.0

  A patch is for the eoe environement (execution only). It is to
  be installed on a computer to remove the bugs without recompiling
  any application. It is not usefull to include a static library
  into a patch as it will not change the behaviour of any application.
  A static library is therefore part of the development environnement,
  (the one you have to pay for !)

  Note that the eoe of Perfomer is free, so are patches. It is delivered
  automatically in the system since 6.2

  Only performer MR (releases) have static libraries. Using static libraries
  means using the MR, and never be perturbated by the eoe. It also
  means that an application linked in static will not be enhanced by
  any patches (ain't that static ?)

  There is ONLY ONE exception to the above statement. This is the patch 1392
  that is for the Performer dev environement.
  Performer made this exception to give access to pfASD for 2.0 users.
  ASD has been developped for 2.1 (IR only), but there are no
  technical problem to use that 100% software technique on any 
  SGI. 

  So, that's what you want to do:
  - install patch 1347 and patch 1392 on the SGI with the Performer
  dev env. It is required to have the dev env to install this patch.
  This patch is free IF you paid for 2.0 dev.It's the only
  exception, all other patches are 100% free.
  - install patch 1347 only on execution only machine. 

  You'll find the libpfs static libs in the 1392 patch if you want to
  link staticaly. 

  Please ask if you have any further question.

    _  /              _             _ 
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Date: Thu, 27 Feb 1997 14:23:42 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9702271423.ZM24092@hotsauce.clubfed.sgi.com>
In-Reply-To: david@ht.com (David Helfrick)
        "Help with compiling Performer app(s) using Gnu g++ (v. 2.7.2.1)." (Feb 27,  9:42am)
References: <199702271442.JAA27381@teflon.objectime.com>
Reply-To: brian@sgi.com
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To: david@ht.com (David Helfrick), info-performer@sgi.com
Subject: Re: Help with compiling Performer app(s) using Gnu g++ (v. 2.7.2.1).
Mime-Version: 1.0
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Status: O

Can you post an example of the error messages and a `versions performer\*' so
we know which version of Performer you are using.

Brian

On Feb 27,  9:42am, David Helfrick wrote:
> Subject: Help with compiling Performer app(s) using Gnu g++ (v. 2.7.2.1).
> We are trying to compile a Performer app using the GNU 2.7.2.1 C++
> compiler.  (FWIW, this is for use inside an OOAD tool.)
>
> I am able to compile the individual C++ files, but at link time
> am getting many, many unresolved symbols (possibly a name mangling
> problem).  It seems that all the Performer (method) function calls
> cannot be resolved.
>
> Relatedly, we have successfully compiled a strictly OpenGL app
> with GNU 2.7.2.1 C++.
>
> Any suggestions?
> TIA.
>
> ----
> 	Dave Helfrick		Addr:	HT Medical, Inc.
> Email:	david@ht.com			6001 MONTROSE ROAD
> Phone:	301-984-3706 / 800-929-4709	SUITE 902
>   Fax:	301-984-2104			ROCKVILLE, MD 20852
>   Web:	http://www.ht.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 David Helfrick



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9702271218.ZM17642@vaisyas.engr.multigen.com>
Date: Thu, 27 Feb 1997 12:18:49 -0800
In-Reply-To: Christopher R Volpe <volpe@ash.crd.ge.com>
        "Performer Friends Multigen Hunter Liggett database" (Feb 26,  4:14pm)
References: <3314A7AA.D73@ash.crd.ge.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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To: info-performer@sgi.com
Subject: Re: Performer Friends Multigen Hunter Liggett database
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Status: O

On Feb 26,  4:14pm, Christopher R Volpe wrote:

> PF Warning:                    decompConcave() Could not decompose
> concave polygon!

This is a warning from pfdGeoBuilder ... such polygons are dropped out.

> PF Notice/Assert:                texture indexing missing palette member
> PF                                 file    : ./Ether/MS_Milbase.flt
> PF                                 use-file: HL_94.flt
> PF                                 texture index 260

This is a notice from pfdLoadFile_flt that indicates that the parent file,
HL_94.flt, has a texture palette that doesn't contain textures used by the
referenced file, MS_Milbase.flt . The external reference in HL_94.flt, for
MS_Milbase.flt, should override the texture palette because MS_Milbase.flt
probably wants to use its own texture palette.

The loader has a compatibility mode for this problem. In the readme it says:

""
        PFFLT_FORCE_XREF_FLAGS - This is a compatibility mode that
        allows the user to force external reference override flags to
        TRUE. When enabled, all V14.2 and later external references
        whose overrides are all FALSE will be changed to TRUE. This mode
        is disabled by default.
""

For example:
% perfly -y flt,18,1 HL_94.flt

> PF Notice/Assert(2):             couldn't resolve external reference
> ./Ether/billboard2.flt

This is a notice from pfdLoadFile_flt that says it couldn't find the file along
any search path provided by PFPATH or FLTEXTERNPATH. You must add the Ether
directory (and any others) in either of these path variables.

> After I do this, I get nothing visible. Am I doing something wrong?
> (I had previously been using the canyon.flt database from the
> Performer_1.1 disc without any problem. It is just this newer database
> that is causing me difficulty.)

It's not your fault Chris. This database still has some modelling and
"publishing" problems wrt concave polygons, external reference filenames (the
path components) and override flags.

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 guest  Thu Feb 27 19:13:49 1997
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: Multisample Masks
Date: Thu, 27 Feb 1997 11:29:11 GMT
Organization: Pera
Message-ID: <33166e83.11112666@post.demon.co.uk>
References: <33130e6d.28158615@post.demon.co.uk>
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Status: O

Many thanks to those who responded. I will investigate Remi's
suggestion a bit further - I haven't used bins before so had better go
read the apropriate man pages :)

Regards.

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 guest  Thu Feb 27 22:38:42 1997
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: iR Display List Cache Question
Date: Thu, 27 Feb 1997 15:01:02 GMT
Organization: Pera
Message-ID: <33159f90.23658394@post.demon.co.uk>
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Status: O

Hi Performers,

Can anyone tell me if it is possible to determine how much of the 15+
MB display list cache on the iR geometry engine board is in use at a
given time (alternatively how big the created display lists are when I
do a pfuTravSetDListMode on a given node?)

Thanks.

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: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199702280459.UAA14325@remi.asd.sgi.com>
Subject: Re: Multisample Masks
To: maiaux@corys.fr (Lionel Maiaux)
Date: Thu, 27 Feb 1997 20:59:45 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <3313FB61.41C6@corys.fr> from "Lionel Maiaux" at Feb 26, 97 09:59:13 am
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Status: O

Lionel Maiaux wrote:
> 
> Rimi Arnaud wrote:
> > 
> > Mark Baranowski wrote:
> > >
> > > Hi,
> > >
> > > I wan't to fade certain geometry in and out of my scene. I am running
> > > on an Onyx iR Performer 2.1, Open GL compilation.
> > >
> > > It seems that it should be pretty straightforward to do using the
> > > multisample mask in a pre&post draw callback for the nodes I wish to
> > > fade (i.e. using glSampleMaskSGIS in a pre draw to effectively set the
> > > level of transparency I want, and then reset the mask in a post draw).
> > >
> > > Will this work? (Isn't it how Performer implements it's fade LOD
> > > feature) It seems much simpler than having to modify the alpha in
> > > materials/colours associated with the geometry etc. Is there anything
> > > I should be aware of wrt doing this?
> > >
> > > Any advice greatfully received.
> > >
> > 
> >  Sure it will work if you also use:
> >  glEnable(GL_SAMPLE_MASK_SGIS); and glDisable...
> > 
> >  For optimisation, try not to call enable and disable in each callback.
> >  You can do it by grouping all objects that have to have that callback
> >  in a bin.
> 
> Wy should Mark use glDisable(GL_SAMPLE_MASK_SGIS) ?
> 
> Are there other performance reason to not only reset the mask in the
> post draw (as Mark says) or in the pre draw of opaque geometries ?
> 

  No, there is no performance problem not to disable it, but performer
  may disable it, so you'll have to turn it on again.


    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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Date: Fri, 28 Feb 1997 15:01:30 -0800
From: Moshe Nissim <orad_u@netvision.net.il>
Reply-To: orad_u@netvision.net.il
Organization: Orad Hi-Tec Systems
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To: Ran Yakir <rany@rtset.co.il>
CC: info-performer@sgi.com
Subject: Re: Multisample Masks
References: <33130e6d.28158615@post.demon.co.uk> 
		<33146AC3.41C6@netvision.net.il> 
		<9702261357.ZM623@rose.asd.sgi.com> <9702271656.ZM8270@jimbo.rtset.co.il>
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Ran Yakir wrote:
> 
> On Feb 26,  1:57pm, Sharon Clay wrote:
> > Subject: Re: Multisample Masks
> >
> > ->There is a *very* annoying SGI hardware bug which prevents the setup
> > ->of n=8 multisamples coexisting with alpha bit-planes (no such visual
> > ->exists). You can only do n=4 multisamples with alpha bit-planes.
> > ->This is *independent* of your framebuffer memory size (number of RM6
> > ->boards).
> >
> > Just to clarify to avoid possible confusion here, destination alpha planes
> > are not needed to implement the fade techniques discussed - they only use
> > source (in-coming) alpha.
> >
> So they do. However, in broadcast applications, using the Sirius, you use the
> alpha planes to send a mask for the chromakeyer, so that you can perform
> obstructions of real video by virtual objects, in the chromakeyer. This is the
> reason why we must use alpha bitplanes, and therefore suffer from this bug. I
> must agree with Orad on this matter - this is really a very annoying bug.

Thanks.

We have raised this problem when the iR came out, but so far, it seems
that
this is not a priority with SGI. Maybe SGI is not interested in the
broadcast
market? ;) Their marketing indicates otherwise ...

Anyone, please confirm/deny that this bug still exists in the Onyx2 iR
pipe?

BTW, did I miss a Performer-group response to Ran's suggestion regarding
multi-pass rendered nodes?

Bye,
Moshe Nissim
Orad Hi-Tec Systems
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From: Moshe Nissim <orad_u@netvision.net.il>
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Organization: Orad Hi-Tec Systems
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To: Ran Yakir <rany@rtset.co.il>
CC: info-performer@sgi.com
Subject: Re: Multisample Masks
References: <33130e6d.28158615@post.demon.co.uk> 
		<33146AC3.41C6@netvision.net.il> 
		<9702261357.ZM623@rose.asd.sgi.com> <9702271656.ZM8270@jimbo.rtset.co.il>
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Status: O

Ran Yakir wrote:
> 
> On Feb 26,  1:57pm, Sharon Clay wrote:
> > Subject: Re: Multisample Masks
> >
> > ->There is a *very* annoying SGI hardware bug which prevents the setup
> > ->of n=8 multisamples coexisting with alpha bit-planes (no such visual
> > ->exists). You can only do n=4 multisamples with alpha bit-planes.
> > ->This is *independent* of your framebuffer memory size (number of RM6
> > ->boards).
> >
> > Just to clarify to avoid possible confusion here, destination alpha planes
> > are not needed to implement the fade techniques discussed - they only use
> > source (in-coming) alpha.
> >
> So they do. However, in broadcast applications, using the Sirius, you use the
> alpha planes to send a mask for the chromakeyer, so that you can perform
> obstructions of real video by virtual objects, in the chromakeyer. This is the
> reason why we must use alpha bitplanes, and therefore suffer from this bug. I
> must agree with Orad on this matter - this is really a very annoying bug.

Thanks.

We have raised this problem when the iR came out, but judging by SGI's
response
so far, it seems that this is not a their priority. Maybe SGI doesn't
want to bother
with the broadcast market? Their marketing indicates otherwise ...

Anyone, please confirm/deny that this bug still exists in the Onyx2 iR.

BTW, was there any response that I missed on Ran's question/suggestion
regarding
multi-pass rendered nodes?

Bye,
Moshe Nissim
Orad Hi-Tec Systems
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From guest  Fri Feb 28 17:13:07 1997
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From: paul@bham-ht.bioc.uab.edu (Paul Sherman)
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Subject: Re: Japanese font for Performer
To: clifton@video1.bloomberg.com (Clifton T Liu)
Date: Fri, 28 Feb 1997 09:28:08 -0600 (CST)
Cc: info-performer@sgi.com
In-Reply-To: <3315BCD5.167E@video1.bloomberg.com> from "Clifton T Liu" at Feb 27, 97 11:56:53 am
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> Hi,
>         Has anyone used Japanese fonts under Performer ? If so,
> where can one obtain the fonts and how does she use it under
> Performer ? Thanks.
> 
> Clifton Liu

Katakana, Hirigana, Kanji or all of the above? I have not downloaded any of
the fonts for the SGI yet (my linux box has them, as do many of the linux
distributions - Slackware for example) but they are all out there.

Do you want 2d or 3d text? For 2d, get the X fonts (they come in several
different sizes) and use the opengl postdraw stuff that has been previously
posted to info-performer. For 3D, probably grab type1 fonts and use the
performer text extensions. I have had less luck finding type1 kanji fonts on
the net. You may have to pay for them.

As for actually using the fonts, I have not clue how you access any
particular character in those fonts in X or for type1. Walnut Creek puts out
a CD on Japanese Text processing for Linux which might help.  I can hunt down
the reference if you want.

		Paul Sherman
		paul@ht.com

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Date: Fri, 28 Feb 1997 08:51:30 -0600
From: Marilyn Slaughter <mslaughter@mdc.com>
To: info-performer@sgi.com
Subject:  IR display
Status: O

Does anyone have any suggestions on generating both an IR display and
a standard out-the-window display using a single database?  I'm using
an iR. Before switching to the iR, I used the gammaramp function in Open
GL, which is not available in Irix, to modify the colors for an IR
presentation.

Thank you.
Marilyn Slaughter

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9702281306.ZM980@quid.csd.sgi.com>
Date: Fri, 28 Feb 1997 13:06:38 -0800
In-Reply-To: Moshe Nissim <orad_u@netvision.net.il>
        "Re: Multisample Masks" (Feb 28,  3:01pm)
References: <33130e6d.28158615@post.demon.co.uk> 
	<33146AC3.41C6@netvision.net.il> 
	<9702261357.ZM623@rose.asd.sgi.com> 
	<9702271656.ZM8270@jimbo.rtset.co.il> 
	<331763CA.8E9@netvision.net.il>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: orad_u@netvision.net.il
Subject: Re: Multisample Masks
Cc: info-performer@sgi.com
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Status: O

On Feb 28,  3:01pm, Moshe Nissim wrote:
> Subject: Re: Multisample Masks
> Ran Yakir wrote:
> >
> > On Feb 26,  1:57pm, Sharon Clay wrote:
> > > Subject: Re: Multisample Masks
> > >
> > > ->There is a *very* annoying SGI hardware bug which prevents the setup
> > > ->of n=8 multisamples coexisting with alpha bit-planes (no such visual
> > > ->exists). You can only do n=4 multisamples with alpha bit-planes.
> > > ->This is *independent* of your framebuffer memory size (number of RM6
> > > ->boards).
> > >
> > > Just to clarify to avoid possible confusion here, destination alpha
planes
> > > are not needed to implement the fade techniques discussed - they only use
> > > source (in-coming) alpha.
> > >
> > So they do. However, in broadcast applications, using the Sirius, you use
the
> > alpha planes to send a mask for the chromakeyer, so that you can perform
> > obstructions of real video by virtual objects, in the chromakeyer. This is
the
> > reason why we must use alpha bitplanes, and therefore suffer from this bug.
I
> > must agree with Orad on this matter - this is really a very annoying bug.
>
> Thanks.
>
> We have raised this problem when the iR came out, but so far, it seems
> that
> this is not a priority with SGI. Maybe SGI is not interested in the
> broadcast
> market? ;) Their marketing indicates otherwise ...
>

Absolutely. I know we've discussed this problem and some potential workarounds
before. I also know that the workarounds are not ideal but the fact remains
that this problem is caused by a *HW* bug, it's not intentional. The
possibility of fixing it has been looked at and various things tried to no
avail.

> Anyone, please confirm/deny that this bug still exists in the Onyx2 iR
> pipe?
>

The last time this came up I checked, and yes it was still there in Onyx2 iR.
I'm not aware of any change to that but I'll confirm again.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199702282004.MAA15475@remi.asd.sgi.com>
Subject: Re: iR Display List Cache Question
To: baranowski@marklynn.demon.co.uk (Mark Baranowski)
Date: Fri, 28 Feb 1997 12:04:49 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <33159f90.23658394@post.demon.co.uk> from "Mark Baranowski" at Feb 27, 97 03:01:02 pm
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Status: O

Mark Baranowski wrote:
> 
> Hi Performers,
> 
> Can anyone tell me if it is possible to determine how much of the 15+
> MB display list cache on the iR geometry engine board is in use at a
> given time (alternatively how big the created display lists are when I
> do a pfuTravSetDListMode on a given node?)
> 
> Thanks.
> 
> Mark.

 No, this information is not available. Note that it is more 12 MBytes
 than 15 Mbytes anyway.

 The current implementation of OGL dL is a 32 bits word for a token
 (instruction) and a word for each parameter, which you can use
 to estimate the size of the DL. This of course may change without
 any notice, as this is part of the OpenGL implementation

 Look at glListParametersSGIX extension. The priority mechanism is
 the only way to have some control out of that cache memory.

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Date: Fri, 28 Feb 1997 14:34:35 -0500
From: david@ht.com (David Helfrick)
Message-Id: <199702281934.OAA00022@teflon.objectime.com>
To: info-performer@sgi.com
Subject: Re: Help with compiling Performer app(s) using Gnu g++ (v. 2.7.2.1).
Cc: david@ht.com
Status: O

As requested, here is the missing info.

Version of Performer - 2.0.2
Irix 6.2, on an Impact.

The Link errors are as such:
        g++ -o pong  -lpf -ansi -O -mips2 -L/usr/lib  -L/usr/lib/libpfdb  -L/lib  -L/usr/lib
-L/home2/scott/projects/HtPf \
-ignore_unresolved -lpf_ogl -lpfdu_ogl -lpfui -lpfutil_ogl -lm -lmalloc -lC -lmpc
 -limage -lGLU -lGL -lXext -lXsgivc -lGLw -lfpe  -lXm -lXt -lXmu -lX11 -lHtPf_O32 \
 main.o PerfIfaceHelp.o globals.o pfchannels.o pfwindow.o pfXfonts_ogl.o C_pong.o

collect2: /usr/lib/old_ld returned 1 exit status
/usr/lib/old_ld:
Unresolved:
pfMatrix::makeRot(float, float, float, float)
pfMatrix::preTrans(float, float, float, pfMatrix &)
------ app specific ------>HtPfCamera::setView(pfMatrix &)
pfPipeWindow::pfPipeWindow(pfPipe *)
pfPipeWindow::nb_setWinType(unsigned int)
pfPipeWindow::nb_setName(char const *)
pfPipeWindow::nb_setOriginSize(int, int, int, int)
pfPipeWindow::nb_setConfigFunc(void (*)(pfPipeWindow *))
pfObject::operator new(unsigned int, void *)
pfLightModel::pfLightModel(void)
pfLightModel::apply(void)
pfLightSource::nb_on(void)
pfChannel::nb_drawStats(void)
pfMemory::malloc(unsigned int, void *)
pfPipeWindow::nb_config(void)
pfChannel::pfChannel(pfPipe *)
pfChannel::nb_getFStats(void)
pfFrameStats::nb_setClass(unsigned int, int)
pfFrameStats::nb_setClassMode(int, unsigned int, int)
pfLightSource::pfLightSource(void)
pfLightSource::nb_setPos(float, float, float, float)
pfLightSource::nb_setColor(int, float, float, float)
pfLightSource::nb_setVal(int, float)
pfDCS::pfDCS(void)
pfMatrix::preRot(float, float, float, float, pfMatrix &)
ostream::ls_complicated(char)
ostream::operator<<(void *)
pfGroup::pfGroup(void)
pfGeode::pfGeode(void)


and so forth.
----
	Dave Helfrick		Addr:	HT Medical, Inc.
Email:	david@ht.com			6001 MONTROSE ROAD
Phone:	301-984-3706 / 800-929-4709	SUITE 902
  Fax:	301-984-2104			ROCKVILLE, MD 20852
  Web:	http://www.ht.com/
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