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From: c00chu00@nchc.gov.tw (Sam Chu)
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Subject: Re Re: Problems with database paging
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>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

Dear Sir:

   I am working with DBASE process ,too;and try to figure out how to
arrange pfDBaseFunc(),pfBuffer(),pfAddBuffer,pfDelete(),...etc
I can not find any example code to use this, Can you show me
how you use these codes?

   Thanks a lot.

Sam Chu 
National Center for High-Performance Computing 
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: IR display
To: mslaughter@mdc.com (Marilyn Slaughter)
Date: Fri, 28 Feb 1997 20:43:17 -0800 (PST)
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Marilyn Slaughter wrote:
> 
> 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.
  
  You want to say: 
  I used gammaramp in IrisGL, which is not available on OpenGL ?
 

  If the out-of-the-window and the iR display do not use the same
  video output you can use the XSGI gamma extension

  man XSGIvcStoreGammaColors8

    _  /              _             _ 
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Subject: DrawPixel with simple RGB 
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Hello all,
	I have seen several threads in the past months about how to use
glDrawPixels with Performer.  But I have not seen a difinitive code
example demonstrating the "correct" way to do this.

	Could someone give me a simple example of how to display an RGB image
(just an array of RGB floats in memory) in the lower left corner of an
open window as a post draw function?

Thanks,
Allen  
-- 

 Allen Bierbaum
 ISU SE Lab
 Research Assistant
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From guest  Sat Mar  1 18:20:39 1997
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From: Tim Moore <moore@herschel.pfgroup.com>
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Subject: Re: Help with compiling Performer app(s) using Gnu g++ (v. 2.7.2.1).
Status: O

I believe that g++ uses a different name mangling scheme than SGI CC,
so you aren't going to have much luck building a C++ Performer
application with it.  You can, of course, use the Performer C API by
defining 

#define PF_C_API 1
#define PF_CPLUSPLUS_API 0

in your code.

Tim
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From: kanou@ddd.co.jp (Y.Kanou)
Subject: Monochrome Display
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Date: Mon, 3 Mar 1997 17:20:33 +0900
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Is there a fast way to display monochrome images rather than color images?

I know intensity(Y) is calculated by Y=0.3*R+0.59*G+0.11*B. But I think this 
needs pixel-level calculation and costs much.

I would like to find a more efficient way if any.

Thanks in advance.

	Yutaka Kanou
	Technical Director
	3D Inc.
	e-mail:kanou@ddd.co.jp
	http://www.ddd.co.jp/
	tel:+81-45-314-8334
	fax:+81-45-314-8335
	Mitsuishi-Yokohama-Building 1-39-3 Hiranuma
	Nishi-ku Yokohama 220 Japan

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From: jim@systech.hinet.net (Jim)
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To: info-performer@sgi.com
Subject: How to indentify Max. Impact frame buffer
Status: O

Hi Performers:
	Is there anyone can tell me how to indetify Max. Impact
that its high color resolution up to 12bit per components in  
1280*1024. I'd like to persuade my customer to believe that.

	Thanks lots!
						JIM

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

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


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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Mon, 3 Mar 1997 02:12:10 -0800
In-Reply-To: =?iso-8859-1?Q?_remi=40remi_=28R=E9mi_Arnaud=29
 _______=22Re=3A_iR_Display_List_Cache_Question=22_=28Feb_28=2C_12=3A04pm?=
 =?iso-8859-1?Q?=29?=
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To: remi@remi.asd.sgi.com (=?iso-8859-1?Q?R=E9mi_Arnaud?=),
        baranowski@marklynn.demon.co.uk (Mark Baranowski)
Subject: Re: iR Display List Cache Question
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+>---- On Feb 28, 12:04pm, R=E9mi Arnaud wrote:
> Subject: Re: iR Display List Cache Question
->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.

Actually, it is available, but not through any nice pramatic interface.

If you set the environment variable GLKONA_DLIST_USAGE before
running your program, you will see output from the
display list manager every time a dlist is pulled from the host (IDMA)
to be added to the dlist cache.
The LDMA numbers (LDMA: %in use XX XX of XXMBytes)
show the MBytes taken and the % allocated actually in use.
The other XX numbers are for internal usage.
This is also a helpful debugging facility:  if the output doesn't =

eventually stop, you must be referencing dlists that are not in the cache=

and having to come from the host.

src.

-- =

-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Mon, 3 Mar 1997 10:23:43 +0000
In-Reply-To: Allen Bierbaum <allenb@iastate.edu>
        "DrawPixel with simple RGB" (Mar  1,  2:00am)
References: <3317E222.167E@iastate.edu>
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Subject: Re: DrawPixel with simple RGB
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Status: O

Something like this, you need to make sure that the transformed raster
position lands on the corner of the window,
Load an identity matrix onto the model stack and figure out the position
using the viewing frustum information.

    glRasterPos3f(0.001f, 1.0f, 0.001f);
    glDrawPixels(_IMAGESIZEX, _IMAGESIZEY, GL_RGBA,
                 GL_UNSIGNED_INT_8_8_8_8_EXT, imagedata);

Or you could create a simple orthographic channel with
no scene and use the above rasterpos in the draw callback
for the channel. This is how you might create the channel
for the above rasterpos and drawpixels

    chan = pfNewChan(pfGetPipe(0));
    pfChanViewport(chan6, 0.0f, _IMAGESIZEX/WIN_WIDTH,
                          0.0f, _IMAGESIZEY/WIN_HEIGHT);
    pfMakeOrthoChan(chan, 0.0f, _IMAGESIZEX, 0.0f, _IMAGESIZEY);
    pfChanNearFar(chan, NEAR, FAR);
    pfChanTravFunc(chan, PFTRAV_CULL, CullRasterChan);
    pfChanTravFunc(chan, PFTRAV_DRAW, DrawRasterChan);


Cheers,
Angus.

On Mar 1,  2:00am, Allen Bierbaum wrote:
> Subject: DrawPixel with simple RGB
> Hello all,
> 	I have seen several threads in the past months about how to use
> glDrawPixels with Performer.  But I have not seen a difinitive code
> example demonstrating the "correct" way to do this.
>
> 	Could someone give me a simple example of how to display an RGB image
> (just an array of RGB floats in memory) in the lower left corner of an
> open window as a post draw function?
>
> Thanks,
> Allen
> --
>
>  Allen Bierbaum
>  ISU SE Lab
>  Research Assistant
> =======================================================================
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>-- End of excerpt from Allen Bierbaum


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703031421.ZM26469@bitch.reading.sgi.com>
Date: Mon, 3 Mar 1997 14:21:34 +0000
In-Reply-To: jim@systech.hinet.net (Jim)
        "How to indentify Max. Impact frame buffer" (Mar  3,  3:18pm)
References: <9703032318.AA04299@systech.hinet.net>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: jim@systech.hinet.net (Jim), info-performer@sgi.com
Subject: Re: How to indentify Max. Impact frame buffer
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Status: O

Using glxinfo it looks like you need to request visual id 0x2f.

Cheers,
Angus.


On Mar 3,  3:18pm, Jim wrote:
> Subject: How to indentify Max. Impact frame buffer
> Hi Performers:
> 	Is there anyone can tell me how to indetify Max. Impact
> that its high color resolution up to 12bit per components in
> 1280*1024. I'd like to persuade my customer to believe that.
>
> 	Thanks lots!
> 						JIM
>
> -------------------------------------------------------------------------------
> Jim Tsai
> Software Engineer Visual Simulation sec.
> System & Technology Corp. Taipei
>
> Email  : jim@systech.hinet.net   Tel: 886-2-6981599   Fax: 886-2-6981211
> Address: 18F-5, No. 79, Hsin Tai Wu Road, Sec. 1, Hsi-chih, Taipei Hsien,
Taiwan, R.O.C.
>
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Jim


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From: "Greg Edwards, SGI UK." <gedwards@cordoba.reading.sgi.com>
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Date: Mon, 3 Mar 1997 14:03:04 +0000
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Subject: Lake demo
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Status: O

Does anyone remember where the old lake demo is, the yacht bobbing up
and down on a moving water surface ? Will it run on Pf 2.0 ?
I need a marine simulator demo with moving water.
Cheers,
Greg E.

-- 
_______________________________________________________________________________
Greg Edwards, Graphics Support/Consulting, Silicon Graphics UK Ltd, Forum 1, 
Theale, Reading, RG7 4RA, UK, switch +44 118 9257500, desk 7740, fax 7775,
admin 7778, email gedwards@sgi.com, vmail (6788) 7740, mailstop IGB-311O


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From guest  Mon Mar  3 13:07:50 1997
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From: "Didier Guzzoni" <guzzoni@imtsg1.epfl.ch>
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Date: Mon, 3 Mar 1997 17:06:39 +0100
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Subject: Exceptions
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Status: O

Hello,

We are using CC to build our graphic application over Performer. It turned
out that CC doesn't support exceptions nor "bool" nor "if (int i=test())".

It doesn't seem to be much up to date with current C++ specs....

Has anyone worked with exceptions ????
Is a newest version of CC available ?

Thanks in advance,

  Didier Guzzoni

-- 
Didier Guzzoni 
Swiss Federal Institute of Technology
Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch         
Fax   : ++41 21 693 5859 
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Date: Mon, 3 Mar 1997 10:38:09 -0800 (PST)
From: David Plew <kishore@aimnet.com>
Message-Id: <199703031838.KAA02787@shell1.aimnet.com>
To: info-performer@sgi.com
Subject: DBASE sample code
Status: O


>Dear Sir:
>
>    I am working with DBASE process ,too;and try to figure out how to
>arrange pfDBaseFunc(),pfBuffer(),pfAddBuffer,pfDelete(),...etc
>I can not find any example code to use this, Can you show me
>how you use these codes?
>
>   Thanks a lot.

>Sam Chu 
>National Center for High-Performance Computing 
>Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
>Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538


Here is a simple code to show how to tuse DBASE process.
Good luck

-anita

/***************************************************************************/
#include <stdlib.h>
#include <Performer/pf.h>

void      *arena = NULL;
pfScene   **scene;
pfGroup   **root;
pfSwitch  **testSw;


void pageDBase(void *data);

int main(int argc, char *argv[])
{

        pfPipe          *p;
        pfChannel       *chan;
        pfCoord         view;
        pfPipeWindow    *pw;


        pfInit();

        arena = pfGetSharedArena();
        scene = (pfScene **) pfMalloc(sizeof(pfScene *), arena);
        root  = (pfGroup **) pfMalloc(sizeof(pfGroup *), arena);
        testSw= (pfSwitch **) pfMalloc(sizeof(pfSwitch *), arena);
        pfMultiprocess(PFMP_APP_CULL_DRAW | PFMP_FORK_DBASE);

        pfConfig();

        *scene = pfNewScene();
        *testSw = pfNewSwitch();
        if ((*root = (pfGroup *)pfdLoadFile("/disk4/people/kishore/performer/data/globeAnim.iv")) == NULL)
        {
                printf("Unable to load data file....\n");
                pfExit();
                exit(-1);
        }
        pfAddChild(*scene, *testSw);
        pfAddChild(*testSw, *root);

        p = pfGetPipe(0);
        pw = pfNewPWin(p);
        pfPWinType(pw, PFWIN_TYPE_X);
        pfPWinName(pw, "Dynamic scene Updation");
        pfPWinOriginSize(pw, 100, 100, 720, 486);
        pfOpenPWin(pw);

        chan = pfNewChan(p);
        pfChanScene(chan, *scene);
        pfChanNearFar(chan, 1.0f, 10000.0f);
        pfChanFOV(chan, 100.0f, -1.0f);
        pfSetVec3(view.hpr, 0, 0, 0);
        pfSetVec3(view.xyz, 0.0f, -50.0f, 60.0f);
        pfChanView(chan, view.xyz, view.hpr);

        pfDBaseFunc(pageDBase);

        while (TRUE)
        {
                pfSync();
                pfFrame();
        }
        pfExit();
        return 0;

}

void pageDBase(void *data)
{
        static pfBuffer *buf = NULL;
        static int i = 0;
        pfSwitch *newSw;

        printf("inside pageDBase\n");

    if ( i==15 )
    {
        printf("Deleting old switch and inserting new one\n");

        if (buf == NULL)
        {
            buf = pfNewBuffer();
            pfSelectBuffer(buf);
        }

        newSw = pfNewSwitch();
        pfBufferRemoveChild(*testSw, *root);
        pfBufferAddChild(newSw, *root);
        pfBufferRemoveChild(*scene, *testSw);
        pfAsyncDelete(*testSw);
        pfBufferAddChild(*scene, newSw);

        pfMergeBuffer();

    }
    i++;
    pfDBase();
}

/******************************************************************************/
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199703032134.NAA22019@remi.asd.sgi.com>
Subject: Re: Monochrome Display
To: kanou@ddd.co.jp (Y.Kanou)
Date: Mon, 3 Mar 1997 13:34:32 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <19970303082032272.AAA83@[202.230.84.102]> from "Y.Kanou" at Mar 3, 97 05:20:33 pm
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Y.Kanou wrote:
> 
> Is there a fast way to display monochrome images rather than color images?
> 
> I know intensity(Y) is calculated by Y=0.3*R+0.59*G+0.11*B. But I think this 
> needs pixel-level calculation and costs much.
> 
> I would like to find a more efficient way if any.
> 
> Thanks in advance.
> 

 The easiest way is to add a small pasive electronic device that does
 the above signal merging from the R,G,B signal. Some displays directly
 have this capability (like the color tunning on your TV)

 Sometime a little of electronic is better than  lot of software !

 Best Regards


    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9703031020.ZM4715@quid.csd.sgi.com>
Date: Mon, 3 Mar 1997 10:20:33 -0800
In-Reply-To: jim@systech.hinet.net (Jim)
        "How to indentify Max. Impact frame buffer" (Mar  3,  3:18pm)
References: <9703032318.AA04299@systech.hinet.net>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: jim@systech.hinet.net (Jim), info-performer@sgi.com
Subject: Re: How to indentify Max. Impact frame buffer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Jim

the findvis command ( available on Irix 6.2 + ) will show the visuals available
on a machine ( pre 6.2 use xdpyinfo ). So use /usr/gfx/gfxinfo to show the
managed area of the screen, then findvis ( if you log in remotely remeber to
set the DISPLAY env var to the machine of interest ). On Max Impact you'll get
something like:

holodeck 4% /usr/gfx/gfxinfo
Graphics board 0 is "IMPACT" graphics.
        Managed (":0.0") 1600x1200                   <----- managed area
        Product ID 0x0, 2 GEs, 2 REs, 1 TRAM
        MGRAS revision 3, RA revision 5, RB revision 4
        HQ rev A, GE11 rev B, RE4 rev A, PP1 rev A,
        VC3 rev A, CMAP rev E, MC rev C
        19" monitor (id 0x1)

holodeck 5% findvis
0x20, CI 8, Z 24, S 8
0x21, CI 8
0x23, overlay, CI 8
0x24, overlay, CI 8
0x25, CI 12, Z 24, S 8
0x26, CI 12
0x27, CI 12, db, Z 24, S 8
0x28, CI 12, db
0x29, RGBA 4/4/4/4, db, Z 24, S 8, accum 16/16/16/16
0x2a, RGBA 4/4/4/4, db, accum 16/16/16/16
0x2b, RGBA 5/5/5/1, db, Z 24, S 8, accum 16/16/16/16
0x2c, RGBA 5/5/5/1, db, accum 16/16/16/16
0x2d, RGBA 8/8/8/8, Z 24, S 8, accum 16/16/16/16
0x2e, RGBA 8/8/8/8, accum 16/16/16/16
0x2f, RGBA 12/12/12/0, Z 24, S 8, accum 16/16/16/16
0x30, RGBA 12/12/12/0, accum 16/16/16/16

           ^^^^^^^^^^ RGB 12 bits per component for the last two

He should be careful not to ask for 'hard coded' visual numbers in his app
though as they may change, just check the visual he got with glGet() and look
at the GL_RED_BITS, if that's 12 then there's your answer. To check his app
without changing code then use xwininfo -tree, click in the app window, then
use xwininfo -id on a specific window id to see the attributes of that window.
The gfx QnA in the January '97 Pipeline includes a discussion of visual
selection.

Bear in mind that the texture resolution is a different issue, on Impact the
 following are the supported texture formats on different TRAM configurations.

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


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

Cheers
Rob

On Mar 3,  3:18pm, Jim wrote:
> Subject: How to indentify Max. Impact frame buffer
> Hi Performers:
> 	Is there anyone can tell me how to indetify Max. Impact
> that its high color resolution up to 12bit per components in
> 1280*1024. I'd like to persuade my customer to believe that.
>
> 	Thanks lots!
> 						JIM
>
> -------------------------------------------------------------------------------
> Jim Tsai
> Software Engineer Visual Simulation sec.
> System & Technology Corp. Taipei
>
> Email  : jim@systech.hinet.net   Tel: 886-2-6981599   Fax: 886-2-6981211
> Address: 18F-5, No. 79, Hsin Tai Wu Road, Sec. 1, Hsi-chih, Taipei Hsien,
Taiwan, R.O.C.
>
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Jim



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

I've just put on the web my old course project in realtime relativistic 
effects. This may be of interest to people on this list because it was 
implemented in Performer. I subclassed pfGeoSet and pfGeode to implement 
realtime warping of geometry and color. You can find info and pictures at

http://www.cs.unc.edu/~zhangh/einstein.html

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

"I create abstract systems from pure information, Albert. I'm
a *programmer*... Quantum nonlocality is a bug." -- God
-------------------------------------------------------------
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From: "Dave Findley" <m166209@fltsim.MDC.COM>
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Hi,

Thanks to Jeremy Friesner for his help with my DBASE crash problem.  The pid
number was indeed that of my DBASE process.  While deleting nodes directly in
the APP simplified my code, the real problem was that I was calling pfDbase()
only when I made a change in the tree.  Calling it everytime the callback was
invoked solved my problem.

-- 
Dave Findley
McDonnell Douglas Flight Simulation
findley@fltsim.mdc.com
(314) 232-7846
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We've been using terrain files in Inventor and flt formats for a geographic
vis/sim application. Several hundred objects are dropped onto the terrain and
remain at the point of their intersection with the terrain. We converted an
Inventor file to pfa format using pfconv. If the pfa file is used in the
application, the objects drop right through the terrain and come to rest at Z =
0. It behaves as if the intersection mask for the terrain was disabled. The
only change in code or procedure was the use of the pfa format for the terrain.
Is anyone familiar with this problem?

Thanks,
Bob Doyle
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From: Harri Kaimio <harri.kaimio@yle.fi>
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Subject: Impact texturing problem
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Hi all Performers!

I posted a similar question some time ago, but was forced to stop
working on the problem soon after. Now I am back and the problem still
persists:

I am having difficulties in loading textures into Performer during the
simulation in Impact system. I load most texture maps during
initialization (using pfuNewSharedTex) and these seem to work fine.
However, I need to use some textures that are not available at this
time, and when I load them, some of my other textures get corrupted
(rectangular regions of the new texture map start to appear in the
middle of other textures)

This seems to happen only when there are so many textures in use that
the new texture map wouldn't fit in texture memory completely without
paging. After corruption has happened, sometimes cycling through scenes
that have only previously loaded textures clears the problem, but
sometimes it just gets worse.

I have also tried to define the texture at initialization time and use
subtexload to load the new image when it is available, but my success
has been very limited.

I am only having this problem in HighImpact with 4 TRAM (several
machines), not in other systems I am able to test my code (O2, Onyx
RE2). As you may have guessed, Impact is the platform the application
will bee used (or would be used even now if I just got it working...) 

Has anyone else had similar problems in Impact? Even better, is there
any solution I could try?

Regards,

Harri
-- 
-----------------------------------------------------------------
Harri Kaimio                    |             harri.kaimio@yle.fi
Computer Graphics Specialist    |   http://cartes.hut.fi/~hkaimio
Finnish Broadcasting Company    |          Tel. +358-40-50 67 679
TV Production Operations        |           Fax. +358-0-1480 4769
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9703031806.ZM13780@sixty.asd.sgi.com>
Date: Mon, 3 Mar 1997 18:06:13 -0800
In-Reply-To: Hansong Zhang <zhangh@cs.unc.edu>
        "Realtime Speicial Relativity" (Mar  3,  4:22pm)
References: <199703032122.QAA12314@valine.cs.unc.edu>
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Status: O

Thanks ! It is really nice.

All performers should check it out !

One of my old areas of interest was General Realtivity, but even the Special
effects look great !!!

-Javier





On Mar 3,  4:22pm, Hansong Zhang wrote:
> Subject: Realtime Speicial Relativity
> Hi all,
>
> I've just put on the web my old course project in realtime relativistic
> effects. This may be of interest to people on this list because it was
> implemented in Performer. I subclassed pfGeoSet and pfGeode to implement
> realtime warping of geometry and color. You can find info and pictures at
>
> http://www.cs.unc.edu/~zhangh/einstein.html
>
> Hansong
> -------------------------------------------------------------
> Hansong Zhang                \              zhangh@cs.unc.edu
> Walkthrough Group             \ http://www.cs.unc.edu/~zhangh
> Department of Computer Science \            (919)962-1835 (O)
> UNC-Chapel Hill                 \           (919)914-3973 (H)
>
> "I create abstract systems from pure information, Albert. I'm
> a *programmer*... Quantum nonlocality is a bug." -- God
> -------------------------------------------------------------
> =======================================================================
> 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 Hansong Zhang



-- 
*************************************************************************
* 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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* Silicon Graphics Inc.                                                 *
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"Violence is the last refuge of the incompetent"
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From: stephens@zeus.wes.army.mil (Mike Stephens)
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hi all. this is a newbie question.

i was looking in the performer programmer's guide (page 176) where it's
talking about process callbacks for refining the drawing process.
it has a PreDraw that does clearing etc. then pfDraw() and then a
PostDraw() to "draw HUD, read Iris GL devices etc."

what i want to do is to draw this HUD infomation using openGL.
i tried as a first attempt just plastering a polygon on over the scene.
well i got nothing but the scene as drawn by pfDraw().

what do i do to add this HUD graphics using openGL?
perhaps related to this is when does the swapbuffers occur?
does pfDraw() do this? that could explain my results but goes against
the implication of the manual...

thanks,
mike
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From: Scott Watson <scott@disney.com>
To: info-performer@sgi.com
Subject: Re: Monochrome Display
In-Reply-To: <199703032134.NAA22019@remi.asd.sgi.com>
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	<199703032134.NAA22019@remi.asd.sgi.com>
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>>>>> "Rimi" == Rimi Arnaud <remi@remi.asd.sgi.com> writes:

   Rimi> Y.Kanou wrote:
   >>  Is there a fast way to display monochrome images rather than
   >> color images?
   >> 
   >> I know intensity(Y) is calculated by Y=0.3*R+0.59*G+0.11*B. But
   >> I think this needs pixel-level calculation and costs much.
   >> 
   >> I would like to find a more efficient way if any.
   >> 
   >> Thanks in advance.
   >> 

   Rimi> The easiest way is to add a small pasive electronic device
   Rimi> that does the above signal merging from the R,G,B
   Rimi> signal. Some displays directly have this capability (like the
   Rimi> color tunning on your TV)

   Rimi> Sometime a little of electronic is better than lot of
   Rimi> software !

True - I had to do this once before. I hacked the loader to do the:

	R' = G' = B' = Y where Y=0.3*R+0.59*G+0.11*B (from above)

For colored polygons, etc. Textures where handled with a simple
pre-processes using ppmtopgm.

Depending on your database you may be able to get by with just 
processing the textures. 

--
Scott Watson -- ..and God typed "M-x light" and there was light.
"conventional orthography is ... a near optimal system for the
 lexical representation of English words." Chomsky & Halle, S.P.E.
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Hi all,

I'm porting a Performer 1.2 application that does stereo (based on the sfly
demo program) to Performer 2.0. Unfortunately there does not seem to be a
pf 2.0 version of this sfly program. Is there one? Has anyone already done this?

Specifically, I would like to have OpenGL compatability so how do I replace
the IRIS GL stereobuffer(), leftbuffer(), rightbuffer() calls with

1) ideally the relevant pfWindow calls, or failing that
2) the equivalent OpenGL calls (there do not seem to be direct equivalents)?

Regards, Simon

----------------------------------------------------------------------------
Simon Mills
Silicon Worlds S.A.
c/o System Simulation Section (WAS)
Automation & Informatics Department
European Space Research And Technology Centre (ESTEC)
Postbus 299                           e-mail:   simon@wgs.estec.esa.nl
2200AG Noordwijk                      phone:    +31-(0)71-565-3725
The Netherlands                       fax:      +31-(0)71-565-5419
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703040954.ZM28275@bitch.reading.sgi.com>
Date: Tue, 4 Mar 1997 09:54:42 +0000
In-Reply-To: Hansong Zhang <zhangh@cs.unc.edu>
        "Realtime Speicial Relativity" (Mar  3,  4:22pm)
References: <199703032122.QAA12314@valine.cs.unc.edu>
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Subject: Re: Realtime Speicial Relativity
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Status: O

This is awesome !

Thanks for the post.

Cheers,Angus.

On Mar 3,  4:22pm, Hansong Zhang wrote:
> Subject: Realtime Speicial Relativity
> Hi all,
>
> I've just put on the web my old course project in realtime relativistic
> effects. This may be of interest to people on this list because it was
> implemented in Performer. I subclassed pfGeoSet and pfGeode to implement
> realtime warping of geometry and color. You can find info and pictures at
>
> http://www.cs.unc.edu/~zhangh/einstein.html
>
> Hansong
> -------------------------------------------------------------
> Hansong Zhang                \              zhangh@cs.unc.edu
> Walkthrough Group             \ http://www.cs.unc.edu/~zhangh
> Department of Computer Science \            (919)962-1835 (O)
> UNC-Chapel Hill                 \           (919)914-3973 (H)
>
> "I create abstract systems from pure information, Albert. I'm
> a *programmer*... Quantum nonlocality is a bug." -- God
> -------------------------------------------------------------
> =======================================================================
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>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Hansong Zhang


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Date: Tue, 4 Mar 1997 12:00:13 +0000 (GMT)
From: Roy Ruddle <Ruddle@cardiff.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: info-performer@sgi.com
Subject: Re: drawing process question
In-Reply-To: <199703040458.WAA11434@zeus.wes.army.mil>
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Status: O

In PF1.2 I do the following in the pfChanDrawFunc()
{
 pfClearChan();
 pfDraw();
 pfPushState();
 pfBasicState();

 ... draw HUD symbols

 pfPopState();
}


hope this helps

roy


------------------------------------------------------------------------
Roy Ruddle, Senior Research Associate
Cardiff Virtual Environment Laboratory
School of Psychology, Cardiff University, PO Box 901, Cardiff CF1 3YG
Tel: +44 (0) 1222 874000 x5030, Fax: +44 (0) 1222 874858
Email: Ruddle@CARDIFF.AC.UK     http://www.cf.ac.uk/uwcc/psych/ruddle

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To: info-performer@sgi.com
Subject: Re[2]: Realtime Speicial Relativity
Status: O

     
>One of my old areas of interest was General Realtivity...
     
>-Javier
     
     I think that says that if you go back far enough we are all related.
     
     :-)
     

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Subject: Re[2]: Monochrome Display
Status: O


>>>>> "Rimi" == Rimi Arnaud <remi@remi.asd.sgi.com> writes:
     
   Rimi> Y.Kanou wrote:
   >>  Is there a fast way to display monochrome images rather than 
   >> color images?
   >> 
   >> I know intensity(Y) is calculated by Y=0.3*R+0.59*G+0.11*B. But 
   >> I think this needs pixel-level calculation and costs much.
   >> 
   >> I would like to find a more efficient way if any. 
   >> 
   >> Thanks in advance.
   >> 
     
   Rimi> The easiest way is to add a small pasive electronic device 
   Rimi> that does the above signal merging from the R,G,B
   Rimi> signal. Some displays directly have this capability (like the 
   Rimi> color tunning on your TV)
     
   Rimi> Sometime a little of electronic is better than lot of 
   Rimi> software !
     
        An application of such a tradeoff involves the use of simulation 
        for night vision goggles. 
        
        The stimulation approach involves the use of actual night vision 
        goggles where the visual display would emit light that would 
        best cause the NVG output to resemble what one would see in the 
        real aircraft at night. A somwhat traditional hack includes 
        tweaking the color tables and the gamma correction curves. 
        Unfortunately current display technology doesn't really 
        approximate the night sky terribly well. 
        
        The simulation might use what amounts to viewing the display 
        through two toilet paper tubes where the displayed image is 
        monocrome green and NVG effects such as noise, blooming, halos, 
        automatic gain control in shadowed regions, etc. 
        
        Just off the top of my head, Performer issues in NVG would 
        include:
        
        (1) A culling volume larger than the viewing volume because 
        light sources can have a significant effect on the scene 
        illumination.
        (2) An Isector from the eyepoint to the moon and other 
        significant light sources to see if the light sources are 
        occluded by the terrain.
        (3) If NVGs are simulated, noise injestion could be accomplished 
        throug glDrawPixels, I suppose.
        
        My .02 worth.

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In-Reply-To: "Didier Guzzoni" <guzzoni@imtsg1.epfl.ch>
        "Exceptions" (Mar  3,  5:06pm)
References: <9703031706.ZM750@imtsg1.epfl.ch>
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On Mar 3,  5:06pm, Didier Guzzoni wrote:
> Subject: Exceptions
> Hello,
>
> We are using CC to build our graphic application over Performer. It turned
> out that CC doesn't support exceptions nor "bool" nor "if (int i=test())".

C++ 7.1 supports at least the first two.  Don't know about the if.

Hal

-- 
Hal Bertram
Jim Henson's Creature Shop
30 Oval Road, London NW1 7DE, UK

hal@jhcs.co.uk

Tel: +44 171 428 4000
Fax: +44 171 284 2218


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In-Reply-To: "Didier Guzzoni" <guzzoni@imtsg1.epfl.ch>
        "Exceptions" (Mar  3,  5:06pm)
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On Mar 3,  5:06pm, Didier Guzzoni wrote:
> Subject: Exceptions
> Hello,
>
> We are using CC to build our graphic application over Performer. It turned
> out that CC doesn't support exceptions nor "bool" nor "if (int i=test())".
>
> It doesn't seem to be much up to date with current C++ specs....
>
> Has anyone worked with exceptions ????
> Is a newest version of CC available ?

There are two answers to this, there is a patch to the current version of the
compilers (patch 1600 & 1628 on IRIX 5.3) which introduces exception handling
and there are new compilers. Check out the 7.1 compilers and patch 1637 on IRIX
6.2.

Brian


>
> Thanks in advance,
>
>   Didier Guzzoni
>
> --
> Didier Guzzoni
> Swiss Federal Institute of Technology
> Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch
> Fax   : ++41 21 693 5859
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Didier Guzzoni



-- 
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Brian Furtaw  (brian@sgi.com)	
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From: "Davey, Matthew J." <daveym@INDY.NAVY.MIL>
To: performers <info-performer@sgi.com>
Subject: benchmarks? and fonts?
Date: Tue, 4 Mar 1997 10:44:00 -0500
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Status: O

Ladies and Gentlemen:

Can you please help me?

I have been tasked to port some code to a WindowsNT machine with PCI
card running OpenGL.  My knowledge in these areas is rudimentary - at
best.  Maybe I should be embarrassed about my ignorance, but ... at
least I am aware.	 :)

Does there exist some intelligence about performance benchmarks on
various graphics cards supporting OpenGL?

My customer has specific fonts to be displayed as part of this system. 
These are custom designed  fonts.  Is this a problem with OpenGL?  With
OpenGL, how can I use a 'bit-map defined' font ... overlay such that
just character is display ... background shown through ?

Thanks so much.

Matthew Davey
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Date: Tue, 4 Mar 1997 13:13:23 -0500
From: doyle@overlord.nrl.navy.mil (Robert Doyle)
Message-Id: <199703041813.NAA10755@overlord.nrl.navy.mil>
To: info-performer@sgi.com
Subject: IV loader
Status: O


Does anyone know if the Inventor loader limits texture size?
I'm getting core dumps (from the loader) for large textures 
(27 MB) but no problems with smaller (1 MB) textures.

Thanks,
Bob Doyle
Robert J. Doyle, Jr.            http://overlord.nrl.navy.mil
Code 5594                   	http://overlord.nrl.navy.mil/marines.html
Naval Research Laboratory   	e-mail: doyle@overlord.nrl.navy.mil
Washington, DC  20375-5000  	fax: 202-404-7402
	                        phone: 202-767-8395

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To: "Didier Guzzoni" <guzzoni@imtsg1.epfl.ch>
cc: info-performer@sgi.com, panisset@norway.Discreet.QC.CA
Subject: Re: Exceptions 
In-reply-to: Your message of "Mon, 03 Mar 1997 17:06:39 +0100."
             <9703031706.ZM750@imtsg1.epfl.ch> 
Date: Tue, 04 Mar 1997 13:35:30 -0500
From: Jean-Francois Panisset <panisset@Discreet.QC.CA>
Status: O

 <9703031706.ZM750@imtsg1.epfl.ch>"Didier Guzzoni" writes
>Hello,
>
>We are using CC to build our graphic application over Performer. It turned
>out that CC doesn't support exceptions nor "bool" nor "if (int i=test())".
>
>It doesn't seem to be much up to date with current C++ specs....
>
>Has anyone worked with exceptions ????
>Is a newest version of CC available ?
>


The 7.1 C++ compiler does indeed support bool (which you can
disable/enable with -LANG:bool={ON,OFF}), exceptions
(-LANG:exceptions=ON|OFF). If you want namespaces and member
templates, you can even play with -experimental.

It may be that some/all of these features are only available when
you are compiling -n32: -32 gets you the older ucode compilers,
where the front end might not be as up to date (although I could
be wrong).

Note that you should probably have the following patches installed:

1637: C++ exception handling patch
1709: c frontend patch
1710: c++ frontend patch
1712: backend patch


JF
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From: russell@ctasim.com ("Russell Suter" )
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Date: Tue, 4 Mar 1997 10:39:27 -0800
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To: info-performer@sgi.com
Subject: Draw Process Hangs!
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Status: O

Hey all,

I've got a Performer 2.0 application on IRIX 6.2.  I have reciently add a
call to pfFrame so that my window will be created earlier.  Now, when I run
the application with PFMP_APP_CULL_DRAW or PFMP_APPCULL_DRAW the Draw
process hangs.  The application works fine with PFMP_APPCULLDRAW or
PFMP_APP_CULLDRAW though.  The thing that gets me is that perfly makes a
call to pfFrame in the same manner.

Does anyone have any idea what could be causing this?

Thanks and praise in advance...

-- 
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: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199703042050.MAA24708@remi.asd.sgi.com>
Subject: Re: Re[2]: Monochrome Display
To: WILLIAM_MARINELLI@ntsc.navy.mil
Date: Tue, 4 Mar 1997 12:50:59 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <9702048574.AA857489990@CCMAIL.NTSC.NAVY.MIL> from "WILLIAM_MARINELLI@ntsc.navy.mil" at Mar 4, 97 07:35:13 am
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WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> 
> 
> >>>>> "Rimi" == Rimi Arnaud <remi@remi.asd.sgi.com> writes:
>      
>    Rimi> Y.Kanou wrote:
>    >>  Is there a fast way to display monochrome images rather than 
>    >> color images?
>    >> 
>    >> I know intensity(Y) is calculated by Y=0.3*R+0.59*G+0.11*B. But 
>    >> I think this needs pixel-level calculation and costs much.
>    >> 
>    >> I would like to find a more efficient way if any. 
>    >> 
>    >> Thanks in advance.
>    >> 
>      
>    Rimi> The easiest way is to add a small pasive electronic device 
>    Rimi> that does the above signal merging from the R,G,B
>    Rimi> signal. Some displays directly have this capability (like the 
>    Rimi> color tunning on your TV)
>      
>    Rimi> Sometime a little of electronic is better than lot of 
>    Rimi> software !
>      
>         An application of such a tradeoff involves the use of simulation 
>         for night vision goggles. 

 It was not mentioned by Y.Kanou. Is it for a NVG simulation ? In that
 case you certainly can have some time between a color display and the
 switch to a monochrome display. So It can be done by having a Monochrome
 database as adviced by a previouspost.

 The #1 problem in NVG simulation is to get a low level luminance, with a
 lot of contrast. If you reduce the luminance by changes in the image
 generator you end up using only a few bits of the DAC's and have a
 poor output signal with not enough contrast.

 One posibility is to keep the maximum luminance in the Image Generator,
 so you have a good signal with a lot of resolution, and to add a luminance
 information to the projector. Now, the display technology has the same
 problem, so to have a good result a solution is to add a filter on the
 green tube that reduce the global luminance after the projector.

 Anybody has more idea on that subject ?

>         
>         The stimulation approach involves the use of actual night vision 
>         goggles where the visual display would emit light that would 
>         best cause the NVG output to resemble what one would see in the 
>         real aircraft at night. A somwhat traditional hack includes 
>         tweaking the color tables and the gamma correction curves. 
>         Unfortunately current display technology doesn't really 
>         approximate the night sky terribly well. 

 See the above comment.
>         
>         The simulation might use what amounts to viewing the display 
>         through two toilet paper tubes where the displayed image is 
>         monocrome green and NVG effects such as noise, blooming, halos, 
>         automatic gain control in shadowed regions, etc. 

 I don' know what is a toilet paper tube ?
 Note that if you use real NVG in the simulation, you do not have
 to simulate the noise, as the noise is produce by the NVG itself. Same
 thing for the halos, AGC ...
>         
>         Just off the top of my head, Performer issues in NVG would 
>         include:
>         
>         (1) A culling volume larger than the viewing volume because 
>         light sources can have a significant effect on the scene 
>         illumination.
  pfLightSource are not culled by the viewing frustrum, and are
  applied to the whole scene. So why would you need a larger
  culling field of view?

>         (2) An Isector from the eyepoint to the moon and other 
>         significant light sources to see if the light sources are 
>         occluded by the terrain.

 If the sun is not here, then the moon is a significant source of light;
 and replace the sun in the global illumination usual mechanism. There
 is no need for a isector ?
>         (3) If NVGs are simulated, noise injestion could be accomplished 
>         throug glDrawPixels, I suppose.

 See above about noise.
>         
>         My .02 worth.
> 
> =======================================================================
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199703042324.PAA24993@remi.asd.sgi.com>
Subject: Re: benchmarks? and fonts?
To: daveym@INDY.NAVY.MIL (Davey, Matthew J.)
Date: Tue, 4 Mar 1997 15:24:39 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <c=US%a=_%p=NAVY%l=INDY/POA/00024F32@exch.nawc-ad-indy.navy.mil> from "Davey, Matthew J." at Mar 4, 97 10:44:00 am
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Davey, Matthew J. wrote:
> 
> Ladies and Gentlemen:
> 
> Can you please help me?
> 
> I have been tasked to port some code to a WindowsNT machine with PCI
> card running OpenGL.  My knowledge in these areas is rudimentary - at
> best.  Maybe I should be embarrassed about my ignorance, but ... at
> least I am aware.	 :)
> 
> Does there exist some intelligence about performance benchmarks on
> various graphics cards supporting OpenGL?

 Does it have anything to do with Performer ?
 Oh well .....

 viewperf is the current benchmark for openGL. It has been developped by IBM
 Look at http://www.specbench.org/gpc/index.html for more info.
 There is an official opengl perf bench that should be available in april 97.

> My customer has specific fonts to be displayed as part of this system. 
> These are custom designed  fonts.  Is this a problem with OpenGL?  With
> OpenGL, how can I use a 'bit-map defined' font ... overlay such that
> just character is display ... background shown through ?

 man glcRenderString to render a string
 man glcAppendFont and glXUseXFont to use different fonts. 
 Note, I'm not sure if any of this exist on PC.

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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9703041827.ZM14754@rose.asd.sgi.com>
Date: Tue, 4 Mar 1997 18:27:25 -0800
In-Reply-To: russell@ctasim.com ("Russell Suter" )
        "Draw Process Hangs!" (Mar  4, 10:39am)
References: <9703041039.ZM1185@random.ctasim.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: russell@ctasim.com ("Russell Suter" )
Subject: Re: Draw Process Hangs!
Cc: info-performer@sgi.com
Mime-Version: 1.0
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+>---- On Mar 4, 10:39am, Russell Suter wrote:
> Subject: Draw Process Hangs!
->Hey all,
->
->I've got a Performer 2.0 application on IRIX 6.2.  I have reciently add a
->call to pfFrame so that my window will be created earlier.  Now, when I run
->the application with PFMP_APP_CULL_DRAW or PFMP_APPCULL_DRAW the Draw
->process hangs.  The application works fine with PFMP_APPCULLDRAW or
->PFMP_APP_CULLDRAW though.  The thing that gets me is that perfly makes a
->call to pfFrame in the same manner.
->
->Does anyone have any idea what could be causing this?

This does seem surprising.
can you dbx -p pid on the draw process so we can see where it is?

src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703050353.ZM29732@bitch.reading.sgi.com>
Date: Wed, 5 Mar 1997 03:53:37 +0000
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 =?iso-8859-1?Q?=29
 _______=22Re=3A_Re=5B2=5D=3A_Monochrome_Display=22_=28Mar__4=2C_12=3A50pm?=
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To: remi@remi.asd.sgi.com (=?iso-8859-1?Q?R=E9mi_Arnaud?=),
        WILLIAM_MARINELLI@ntsc.navy.mil
Subject: Re: Re[2]: Monochrome Display
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On Mar 4, 12:50pm, R=E9mi Arnaud wrote:
> Subject: Re: Re[2]: Monochrome Display
> WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> >
> >
> > >>>>> "Rimi" =3D=3D Rimi Arnaud <remi@remi.asd.sgi.com> writes:
> >
> >    Rimi> Y.Kanou wrote:
> >    >>  Is there a fast way to display monochrome images rather than
> >    >> color images?
> >    >>
> >    >> I know intensity(Y) is calculated by Y=3D0.3*R+0.59*G+0.11*B. B=
ut
> >    >> I think this needs pixel-level calculation and costs much.
> >    >>
> >    >> I would like to find a more efficient way if any.
> >    >>
> >    >> Thanks in advance.
> >    >>
> >
> >    Rimi> The easiest way is to add a small pasive electronic device
> >    Rimi> that does the above signal merging from the R,G,B
> >    Rimi> signal. Some displays directly have this capability (like th=
e
> >    Rimi> color tunning on your TV)
> >
> >    Rimi> Sometime a little of electronic is better than lot of
> >    Rimi> software !
> >
> >         An application of such a tradeoff involves the use of simulat=
ion
> >         for night vision goggles.
>
>  It was not mentioned by Y.Kanou. Is it for a NVG simulation ? In that
>  case you certainly can have some time between a color display and the
>  switch to a monochrome display. So It can be done by having a Monochro=
me
>  database as adviced by a previouspost.
>
>  The #1 problem in NVG simulation is to get a low level luminance, with=
 a
>  lot of contrast. If you reduce the luminance by changes in the image
>  generator you end up using only a few bits of the DAC's and have a
>  poor output signal with not enough contrast.
>
>  One posibility is to keep the maximum luminance in the Image Generator=
,
>  so you have a good signal with a lot of resolution, and to add a lumin=
ance
>  information to the projector. Now, the display technology has the same=

>  problem, so to have a good result a solution is to add a filter on the=

>  green tube that reduce the global luminance after the projector.
>
>  Anybody has more idea on that subject ?

Two polarising filters on the "toilet roll tubes" with an adjustable
angle on the second for gain control. If you motorised the filter you
could even have high quality AGC.......garage VR.

This might be quite nice if added to something like n-Visions goggles.

Cheers,
Angus.

--PART-BOUNDARY=.19703050353.ZM29732.reading.sgi.com--

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Subject: Re[3]: Monochrome Display
To: info-performer@sgi.com
In-Reply-To: <19970303082032272.AAA83@[202.230.84.102]>
X-Mailer: SPRY Mail Version: 04.00.06.17
Date: Wed, 5 Mar 1997 15:16:08 +0900
Message-ID: <19970305061607473.AAA184@[202.230.84.102]>
Status: O

On Mon, 3 Mar 1997, kanou@ddd.co.jp (Y.Kanou) wrote:
>Is there a fast way to display monochrome images rather than color images?
>
>I know intensity(Y) is calculated by Y=0.3*R+0.59*G+0.11*B. But I think this 
>needs pixel-level calculation and costs much.
>
>I would like to find a more efficient way if any.

I am afraid that I didn't give enough information at the first time...

Our client develops special hardware for image recognition. Input camera is 
mounted on a car. This hardware can recognize the shape of the road, the shape 
of the car ahead of a driver in real-time. They use monochrome cameras for some 
reason at this time.

They have to use a lot of real images for improving their hardware. But 
preparation of real images takes much time. So they asked us to simulate their 
monochrome camera images by using 3-D CG.

	Yutaka Kanou
	Technical Director
	3D Inc.
	e-mail:kanou@ddd.co.jp
	http://www.ddd.co.jp/
	tel:+81-45-314-8334
	fax:+81-45-314-8335
	Mitsuishi-Yokohama-Building 1-39-3 Hiranuma
	Nishi-ku Yokohama 220 Japan

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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9703050154.ZM15222@sixty.asd.sgi.com>
Date: Wed, 5 Mar 1997 01:54:51 -0800
In-Reply-To: =?iso-8859-1?Q?remi=40remi_=28R=E9mi_Arnaud=29
 _______=22Re=3A_Re=5B2=5D=3A_Monochrome_Display=22_=28Mar__4=2C_12=3A50pm?=
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To: remi@remi.asd.sgi.com (=?iso-8859-1?Q?R=E9mi_Arnaud?=),
        WILLIAM_MARINELLI@ntsc.navy.mil
Subject: Re: Re[2]: Monochrome Display
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

Have you considered the use of the Texture Look up tables (TLUTs) ?

If you are on RE2 or even better IR you could use texture paging from the frame
buffer (texture_copy) if the channel resolution is low enough.

This is how it works:

- Render the scene in one color channel
- Copy the framebuffer to texture
- Render back a polygon with the above texture and TLUT on.

TLUT could contain a transfer function, that if closed-looped with values of
previous frames could be used as gain control for the sensor.

Some people even use multiple bands of the sensor on single passes and
resolving multiple TLUTs to accumulate the results.

Also IR provides some additional features with hw acceleration (such as
creation of TLUTs from framebuffer content ...).

This is a common use of the TLUTs that is also being use by hw in the loop
arena and many other applications ...

On IR you could get extra bit resolution for some frame buffer visuals.

-Javier

-- 
*************************************************************************
* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
*                                   * Vmail:            	 3-1589 *            
* Member of Technical Staff         * Phone:  415-933-1589 / 2108 (lab) *
* Core Design - Applied Engineering * Fax:                 415-964-8671 *     
* Advanced Systems Division         * MailStop:                  8L-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************
"Violence is the last refuge of the incompetent"
						Hardin Seldon
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Date: Wed, 05 Mar 1997 13:03:15 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: benchmarks? and fonts?
Status: O

>Does there exist some intelligence about performance benchmarks on
>various graphics cards supporting OpenGL?
yes, for openGL there are various benchmarks
see http://www.sgi.com/Products/Dev_environ_ds.html


>My customer has specific fonts to be displayed as part of this system. 
>These are custom designed  fonts.  Is this a problem with OpenGL?  With
>OpenGL, how can I use a 'bit-map defined' font ... overlay such that
>just character is display ... background shown through ?
Not a real problem.
Just convert the fonts in bitmap data.
See opengl sample Font.c in the glaux lib
on the visual C++ cdrom or download the glaux lib by sgi site 
==================================================================
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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: Wed, 5 Mar 1997 11:10:54 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9703051110.ZM7330@hotsauce.clubfed.sgi.com>
In-Reply-To: russell@ctasim.com ("Russell Suter" )
        "Draw Process Hangs!" (Mar  4, 10:39am)
References: <9703041039.ZM1185@random.ctasim.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: russell@ctasim.com ("Russell Suter" ), info-performer@sgi.com
Subject: Re: Draw Process Hangs!
Mime-Version: 1.0
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Status: O

Your not calling pfFrame before the pfConfig are you? Do you have some sample
code of what you are trying to do?


Brian

On Mar 4, 10:39am, Russell Suter wrote:
> Subject: Draw Process Hangs!
> Hey all,
>
> I've got a Performer 2.0 application on IRIX 6.2.  I have reciently add a
> call to pfFrame so that my window will be created earlier.  Now, when I run
> the application with PFMP_APP_CULL_DRAW or PFMP_APPCULL_DRAW the Draw
> process hangs.  The application works fine with PFMP_APPCULLDRAW or
> PFMP_APP_CULLDRAW though.  The thing that gets me is that perfly makes a
> call to pfFrame in the same manner.
>
> Does anyone have any idea what could be causing this?
>
> Thanks and praise in advance...
>
> --
> 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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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Russell Suter



-- 
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Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703051644.ZM772@bitch.reading.sgi.com>
Date: Wed, 5 Mar 1997 16:44:51 +0000
In-Reply-To: "Javier Castellar" <javier@sixty.asd.sgi.com>
        "Re: Re[2]: Monochrome Display" (Mar  5,  1:54am)
References: <199703042050.MAA24708@remi.asd.sgi.com> 
	<9703050154.ZM15222@sixty.asd.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Javier Castellar" <javier@sixty.asd.sgi.com>,
        remi@remi.asd.sgi.com (
 =?iso-8859-1?Q?R=E9mi_Arnaud?=),
        WILLIAM_MARINELLI@ntsc.navy.mil
Subject: Re: Re[2]: Monochrome Display
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

If you are able to base your scene luminance information entirely on
the applied texture you can also avoid the need for the image readback
from the framebuffer.

Cheers,
Angus.


On Mar 5,  1:54am, Javier Castellar wrote:
> Subject: Re: Re[2]: Monochrome Display
> Have you considered the use of the Texture Look up tables (TLUTs) ?
>
> If you are on RE2 or even better IR you could use texture paging from the
frame
> buffer (texture_copy) if the channel resolution is low enough.
>
> This is how it works:
>
> - Render the scene in one color channel
> - Copy the framebuffer to texture
> - Render back a polygon with the above texture and TLUT on.
>
> TLUT could contain a transfer function, that if closed-looped with values of
> previous frames could be used as gain control for the sensor.
>
> Some people even use multiple bands of the sensor on single passes and
> resolving multiple TLUTs to accumulate the results.
>
> Also IR provides some additional features with hw acceleration (such as
> creation of TLUTs from framebuffer content ...).
>
> This is a common use of the TLUTs that is also being use by hw in the loop
> arena and many other applications ...
>
> On IR you could get extra bit resolution for some frame buffer visuals.
>
> -Javier
>
> --
> *************************************************************************
> * Javier Castellar Arribas          * Email:         javier@asd.sgi.com *
> *                                   * Vmail:            	 3-1589 *
> * Member of Technical Staff         * Phone:  415-933-1589 / 2108 (lab) *
> * Core Design - Applied Engineering * Fax:                 415-964-8671 *
> * Advanced Systems Division         * MailStop:                  8L-800 *
> *************************************************************************
> * Silicon Graphics Inc.                                                 *
> * 2011 N. Shoreline Boulevard,                                          *
> * Mountain View, California 94043-1386, USA                             *
> *************************************************************************
> "Violence is the last refuge of the incompetent"
> 						Hardin Seldon
> =======================================================================
> 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 Javier Castellar


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To: info-performer@sgi.com
Subject: Performer Patches
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Status: O



 I need to get patch 1347 and 1392 for performer 2.0.
Sadly, the connection out is REALLY slow, and those files
are REALLY big. Does SGI provide them on CD ROM anywhere ?
Do I need to get both 32 and 64 versions of the files ?
How do I find out which I'm using ? Is there some command
like hinv to do it ?

 thanks,


 dp.

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From: dflorek@nvl.army.mil (David Florek)
Subject: Re: pfDirtCheck errors
To: info-performer@sgi.com
Date: Wed, 5 Mar 1997 16:28:23 -0500 (EST)
Cc: dflorek@nvl.army.mil
Reply-To: dflorek@nvl.army.mil
In-Reply-To: <199702221803.KAA10334@sgi600.msd.lmsc.lockheed.com> from "Ken Sakai" at Feb 22, 97 10:03:11 am
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Status: O


Ken Sakai of Lockheed-Martin writes:
> Like Elwin Lee, I too have been plagued by a persistant _pfDirtCheck()
> problem ... This problem only seems to appear on our Impact R10000
> running either Performer 2.01 or Performer 2.1.  I can't seem to dupli-
> cate the problem on our ONYX running Performer 2.01.

Adding another voice of frustration, immediately upon executing pfApplyFog()
in the following segment:

        fog = pfNewFog(pfGetSharedArena());
        pfFogType(fog, PFFOG_PIX_EXP);
        pfFogColor(fog, 1.0, 1.0, 1.0);
        pfFogRange(fog, 0.0, 0.01*fog_range);
        pfEnable(PFEN_FOG);
        pfApplyFog(fog);

I get the following error:

	PF Fatal/SysErr:  _pfDirtCheck: pfRealloc of 0 bytes returned NULL.

Without access to the actual structure definition for _pfFog, I'm having
difficulty figuring out how to work around it.  In case it's being stupid
about trying to copy some of the variable-length entities, I've added:

        float  *bogus_fogranges, *bogus_fogdensities;
        char   *bogus_userdata;

        bogus_fogranges =
                (float *)pfMalloc(4*sizeof(float), pfGetSharedArena());
        bogus_fogdensities =
                (float *)pfMalloc(4*sizeof(float), pfGetSharedArena());
        bogus_userdata =
                (char *)pfMalloc(sizeof(char), pfGetSharedArena());

        pfFogRamp(fog, 4, bogus_fogranges, bogus_fogdensities, 0.0f);
        pfUserData(fog, (void *)bogus_userdata);

before the call to pfApplyFog(), but with no luck.  I'm running Performer
2.1 on a deskside Onyx with 4 R10Ks, infiniteReality graphics, and IRIX64
version 6.2.  Any thoughts?

Dave

-----------------------------------------------------------------------------
 David W. Florek     E-OIR Measurements, Inc.  Phone:  703 / 704 - 1767
 Senior Engineer     NVESD Night Vision Lab    Email:  dflorek@nvl.army.mil
 Computer Graphics   Ft. Belvoir, VA  22060
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Subject: rapidapp and Performer
From: Robert C Subr <subrrc@wl.wpafb.af.mil>
To: info-performer@sgi.com
Message-Id: <970305170012.684@wlp1.wl.wpafb.af.mil.0>
Date: Wed, 5 Mar 97 17:00:12 -0500
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Status: O

Greetings,

I am trying to place a Performer app into a motif app that was created with
rapidapp.  I used the motif.C from pguide as an example for setting up the
performer pipewindow to render to the glwidget.  In doing so, my new app
creates the GUI with the glwidget, but another window is created and the
performer stuff is rendering to it instead of glwidget on the app.

Anybody has an ideas to help me on this?

Thanks,

   Rob Subr

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Subject: can pfChannels be dynamic?
To: info-performer@sgi.com
Date: Wed, 5 Mar 1997 23:47:23 -0500 (EST)
From: "Christopher Geyer" <cgeyer@seas.upenn.edu>
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For some scene let's say I have a reflective face.  I will render this
reflective face by creating a virtual camera that is a mirror of the real
camera, from which I view the scene.  The virtual camera will then render
its view from its position only onto the reflective face, the rest of the
display buffer will be masked with a stencil so that I do not write over
it.  This is how I will render reflective faces, and I will do it
recursively, similar to ray tracing.  I will proceed to render the rest of
the scene, which is now unmasked, once I have traversed the call tree in
the mirrored face. 

Assume that this scene is dynamic so that it is possible that the
reflective faces are changing.  Now, my question is, would there be too
much overhead rendering each reflective face with a pfChannel?  Or is this
exactly what they are meant for?  It seems that they are primarily used to
create different viewports which are in there own separate windows in an
interactive environment (e.g. one channel renders an ortho projection
along x, y, and z axes, and another a perspective projection). 

Is this clear?

Thanks,
Christopher

----------------------------------------------------------------------------
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  215-417-3000 | cgeyer@seas.upenn.edu | http://www.seas.upenn.edu/~cgeyer/
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From guest  Thu Mar  6 02:19:42 1997
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From: "Rob Jenkins" <robj@quid>
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Date: Wed, 5 Mar 1997 21:08:20 -0800
In-Reply-To: dpugmire@facility.cs.utah.edu
        "Performer Patches" (Mar  5, 12:12pm)
References: <199703051202.NAA21317@centaure.worldnet.net> 
	<199703051912.MAA23666@gemini.cs.utah.edu>
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Subject: Re: Performer Patches
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Status: O

I don't think they're on a standard CD but if you log a support call with your
local office you should be able to get them sent out on a tape ( they may even
be able to burn you a CD if you prefer ).

'versions' will tell you what pf SW ( including patches ) you have, try
something like:

versions | grep -i performer

with those patches installed you'll have lines like:

I  patchSG0001347.eoe_sw  11/20/96  Performer2.0.2 Execution Software
I  patchSG0001392       11/20/96  Patch SG0001392 : Performer 2.0.2 DEV bug fix
patch for Performer 2.0 on IRIX 6.2

Cheers
Rob

On Mar 5, 12:12pm, dpugmire@facility.cs.utah.edu wrote:
> Subject: Performer Patches
>
>
>  I need to get patch 1347 and 1392 for performer 2.0.
> Sadly, the connection out is REALLY slow, and those files
> are REALLY big. Does SGI provide them on CD ROM anywhere ?
> Do I need to get both 32 and 64 versions of the files ?
> How do I find out which I'm using ? Is there some command
> like hinv to do it ?
>
>  thanks,
>
>
>  dp.
>
> =======================================================================
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>-- End of excerpt from dpugmire@facility.cs.utah.edu



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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How do I achieve some multipass renderings (motion blur, depth of field
effect) on Performer 1.2 or 2.0?
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Hi Performers:

We recently bought a Magellan/Space Mouse by Logitech.
Does someone know how I can integrate this device into
a Performer application?

Thanks in advance

Wilfried

-- 
Wilfried Zeise                  \    phone:+49-202-4392961
University of Wuppertal          \   FAX: +49-202-4392959
Dept. of Electrical Engineering   \  mailto:zeise@uni-wuppertal.de
Fuhlrottstr. 10                    \
42119 Wuppertal, Germany            \
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From: "Brad Colbert" <bcolbert@coralsea.ait.nrl.navy.mil>
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Subject: Need info/help with pfiPick
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   I'm trying to use the pfiPick class in my program.  I've been going at this
   completely blind.  The man pages refer you to the header file, not very
   helpfull...

   " The pfiPick has a complete C++ API following the conventions of general
     IRIS Performer C++ API; C++ methods are declared in

     /usr/include/Performer/pfui/pfiPick.h. "

   Here is an example of what I've done...

  pfInit ();
  pfiInit ();
  pfConfig ();

   ...


  picker = new pfiPick;
  picker->init ();
  picker->addChan (theDisplay->getLeftChan());
  picker->setupChans ();
  picker->setHitFunc (dink, NULL);
  picker->pPickMode = PFPK_M_NEAREST;
  picker->pIsectMode = PFTRAV_IS_CULL_BACK;


  while (!done)
  {
     cout << picker->getCount () << "\n" << flush;
     cout << picker->getNode () << "\n" << flush;

       ...

  }

  I get 0 for the count, and null for the node, as I'm mouse clicking on
  the geometry.

  Thanks in advance,

  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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Date: Thu, 06 Mar 1997 08:42:44 -0500
From: Glenn Waldron <gwaldron@peril.com>
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To: Robert C Subr <subrrc@wl.wpafb.af.mil>
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References: <970305170012.684@wlp1.wl.wpafb.af.mil.0>
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This is a multi-part message in MIME format.

--------------744F255B559D
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Robert C Subr wrote:
> 
> Greetings,
> 
> I am trying to place a Performer app into a motif app that was created with
> rapidapp.

Here's a glwidget init callback that works.  (note, it should be
modified
for multiprocess mode).  Glenn

-- 
Glenn Waldron - ANSER Leading Edge Technologies  phone/PCS: 703.598.7835
email: gwaldron@peril.com                       voice mail: 703.416.8462

--------------744F255B559D
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/* ------------------------------------------------------------
 *  initialize Performer with a gl drawing area widget
 */
void init_performer(Widget _wij)
{
  pfWSConnection display;
  pfGLContext context;
  pfWSDrawable drawable;
  Widget glwidget;
  XVisualInfo* vi;

  glwidget = _wij;

  XtVaGetValues(glwidget, GLwNvisualInfo, &vi, NULL);
  display = XtDisplay(glwidget);
  context = glXCreateContext(display, vi, 0, GL_TRUE);
  GLwDrawingAreaMakeCurrent(glwidget, context);
  drawable = (pfWSDrawable)glXGetCurrentDrawable();
  
  pfInit();
  pfMultiprocess(PFMP_APPCULLDRAW);
  pfConfig();


  pfPipe* pipe;
  pfPipeWindow* pw;
  pfScene* scene;
  pfNode* root;

  pipe = pfGetPipe(0);
  pw = new pfPipeWindow(pipe);
  chan = new pfChannel(pipe);
 
  pw->setGLCxt(context);
  pw->setWSWindow(display, drawable);
  pw->setFBConfig(vi);

  scene = new pfScene;
  scene->addChild(new pfLightSource);

  chan->setScene(scene);
  chan->setFOV(45.0, 0.0);
  chan->setNearFar(1.0f, 10000.0f);

  pw->open();
}

--------------744F255B559D--

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Date: Thu, 06 Mar 1997 09:15:49 -0500
From: "Rambabu Munjuluri" <ram@ivex3d.com>
Organization: IVEX
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To: dflorek@nvl.army.mil
CC: info-performer@sgi.com
Subject: Re: pfDirtCheck errors
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David Florek wrote:
> 
> Ken Sakai of Lockheed-Martin writes:
> > Like Elwin Lee, I too have been plagued by a persistant _pfDirtCheck()
> > problem ... This problem only seems to appear on our Impact R10000
> > running either Performer 2.01 or Performer 2.1.  I can't seem to dupli-
> > cate the problem on our ONYX running Performer 2.01.
> 
> Adding another voice of frustration, immediately upon executing pfApplyFog()
> in the following segment:
> 
>         fog = pfNewFog(pfGetSharedArena());
>         pfFogType(fog, PFFOG_PIX_EXP);
>         pfFogColor(fog, 1.0, 1.0, 1.0);
>         pfFogRange(fog, 0.0, 0.01*fog_range);
>         pfEnable(PFEN_FOG);
>         pfApplyFog(fog);
> 
> I get the following error:
> 
>         PF Fatal/SysErr:  _pfDirtCheck: pfRealloc of 0 bytes returned NULL.
> 
> Without access to the actual structure definition for _pfFog, I'm having
> difficulty figuring out how to work around it.  In case it's being stupid
> about trying to copy some of the variable-length entities, I've added:
> 
>         float  *bogus_fogranges, *bogus_fogdensities;
>         char   *bogus_userdata;
> 
>         bogus_fogranges =
>                 (float *)pfMalloc(4*sizeof(float), pfGetSharedArena());
>         bogus_fogdensities =
>                 (float *)pfMalloc(4*sizeof(float), pfGetSharedArena());
>         bogus_userdata =
>                 (char *)pfMalloc(sizeof(char), pfGetSharedArena());
> 
>         pfFogRamp(fog, 4, bogus_fogranges, bogus_fogdensities, 0.0f);
>         pfUserData(fog, (void *)bogus_userdata);
> 
> before the call to pfApplyFog(), but with no luck.  I'm running Performer
> 2.1 on a deskside Onyx with 4 R10Ks, infiniteReality graphics, and IRIX64
> version 6.2.  Any thoughts?
> 
> Dave
> 
> -----------------------------------------------------------------------------
>  David W. Florek     E-OIR Measurements, Inc.  Phone:  703 / 704 - 1767
>  Senior Engineer     NVESD Night Vision Lab    Email:  dflorek@nvl.army.mil
>  Computer Graphics   Ft. Belvoir, VA  22060
> -----------------------------------------------------------------------------
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com


Hi,

I used to get this message for pfApplyMtl(). 


-- 
Ram
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Rambabu Munjuluri                 Phone # : 770-564-1148             
E-mail  : ram@ivex3d.com          Fax     : 770-381-0622
IVEX Corporation, Norcross GA.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Date: Thu, 06 Mar 1997 08:10:00 -0800
From: Kaylor Brett <Brett.Kaylor@GSC.GTE.Com>
Subject: RE: Performer Patches
To: "dpugmire@facility.cs.utah.edu" <dpugmire@facility.cs.utah.edu>
Cc: Performer Group <info-performer@sgi.com>
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Status: O

I just did those myself.  They are both located on the
SGI Supportfolio patches CD dated 10.96.  If you have paid
for support, you should get those automatically.


brett.

 ----------
From: dpugmire@facility.cs.utah.edu
To: info-performer@sgi.com
Subject: Performer Patches
Date: Wednesday, March 05, 1997 11:12AM




 I need to get patch 1347 and 1392 for performer 2.0.
Sadly, the connection out is REALLY slow, and those files
are REALLY big. Does SGI provide them on CD ROM anywhere ?
Do I need to get both 32 and 64 versions of the files ?
How do I find out which I'm using ? Is there some command
like hinv to do it ?

 thanks,


 dp.

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From: russell@ctasim.com ("Russell Suter" )
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Date: Thu, 6 Mar 1997 11:50:45 -0800
In-Reply-To: "Sharon Clay" <src@rose.asd.sgi.com>
        "Re: Draw Process Hangs!" (Mar  5,  1:57pm)
References: <9703041039.ZM1185@random.ctasim.com> 
	<9703041827.ZM14754@rose.asd.sgi.com> 
	<9703051333.ZM2529@random.ctasim.com> 
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On Mar 5,  1:57pm, Sharon Clay wrote:
> Subject: Re: Draw Process Hangs!
>
> +>---- On Mar 5,  1:33pm, Russell Suter wrote:
> > Subject: Re: Draw Process Hangs!
> ->On Mar 4,  6:27pm, Sharon Clay wrote:
> ->> Subject: Re: Draw Process Hangs!
> ->>
> ->> +>---- On Mar 4, 10:39am, Russell Suter wrote:
> ->> > Subject: Draw Process Hangs!
> ->> ->Hey all,
> ->> ->
> ->> ->I've got a Performer 2.0 application on IRIX 6.2.  I have reciently add
a
> ->> ->call to pfFrame so that my window will be created earlier.  Now, when I
run
> ->> ->the application with PFMP_APP_CULL_DRAW or PFMP_APPCULL_DRAW the Draw
> ->> ->process hangs.  The application works fine with PFMP_APPCULLDRAW or
> ->> ->PFMP_APP_CULLDRAW though.  The thing that gets me is that perfly makes
a
> ->> ->call to pfFrame in the same manner.
> ->> ->
> ->> ->Does anyone have any idea what could be causing this?
> ->>
> ->> This does seem surprising.
> ->> can you dbx -p pid on the draw process so we can see where it is?
> ->>
> ->
> ->Yea, it's a real pain!  Here is the stack trace:
> ->
> ->Process 10742 (mss) stopped at [_ioctl:15 +0x8,0xfa4800c]
> ->         Source (of ioctl.s) not available for Process 10742
> ->(dbx) where
> ->>  0 _ioctl(0x5, 0x757303, 0xffffffff, 0x1) ["ioctl.s":15, 0xfa4800c]
> ->   1 _usblock(0x9c0000, 0x4, 0x29f6, 0xfa2e5b0) ["usemas.c":1118,
0xfa9f224]
> ->   2 _uspsema(0x9c8080, 0x757303, 0xffffffff, 0x1) ["usemas.c":143,
0xfa56b34]
> ->   3 mpDraw(void)(0x5, 0x757303, 0xffffffff, 0x1)
>
> Hmmm. This makes it look like the app hung and the draw is really
> waiting for the app to generate a new frame.  So, the question is now....
> where is the app?
>
> src.

The App is no longer stuck but the Draw Process is still hung.  I can step
through the calls to both pfSync and pfFrame in the App process.



-- 
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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Are there performer loaders available for the 3DSudio Max and the
superscape database format?
Also is the a more complete 3DStudio loader available than the one
included in the Performer distribution ?

Wilfred

-- 
===================================================================
| Wilfred Janssen                         SARA                    |
|                                         P.O. Box 94613          |
| Consultant Scientific Computing         1090 GP Amsterdam       |
| Academic Computing Services Amsterdam   The Netherlands         |
|                                                                 |
| Phone: 020-592 3000                     e-mail: wilfred@sara.nl |
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From: James Barhorst <jbarhorst@mdc.com>
To: info-performer@sgi.com
Cc: jbarhorst@mdc.com, tmallien@mdc.com
Subject:  Help the Rookie
Status: O


Hi everybody,  I'm a Performer rookie with a number of questions.

I'm using Multigen II to create a scene database to be displayed by
Performer 2.0 on a 4 R-10000 CPU Onyx with Infinite Reality / IRIX 6.2. 
The ultimate product of my code is a 256 x 256 pixel video signal being
sent out of the Onyx.  I don't have Sirius Video.  I have a separate
executable generating the updated viewpoint that runs asynchronously on
a different CPU.  I care more about getting the video signal out in less than
20 milliseconds after computing the viewpoint than I care about how the
display looks on the screen.


1.  Am I stuck with starting my app/cull/draw loop with pfSynch(), or is
there a way to synch-up with the other code (whose timing is fixed
externally.)

2.  Is there a pfCall that will let me render into a 256 x 256 frame buffer, but
display a larger (but same resolution) image on the display?  I don't mind
little blocks of the same color, but I don't think I can take the throughput hit
to set up another channel or pipe.

3.  Do I have to wait for the return from pfFrame() to start reading out the
frame buffer (with a glReadPixels), or is the data valid earlier?

4.  Are there any special considerations or restrictions (such as memory
locks, timing, double buffering, etc.) in reading from the frame buffer
immediately after its been loaded up?


5.  Why do I have to explicitly save my MultiGen II .flt files as version 14.2
(instead of the default 15.2) in order to get my textures to show up?  If I
don't, most polygons are black and I get a bunch of

PF Notice/Assert:   convTree() unsupported node 113  "unknown" found.


6.  Can and how do I create "billboard"-type trees in MultiGen II for
Performer to display?  I can't find "billboards" in the MG documentation.


Thanks in advance for all partial or complete answers, hints, and
suggestions.  

Jim Barhorst                     jbarhorst@mdc.com


"Sometimes ... you can see the stars and still not see the light!"
                                                               -  The Eagles

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 6 Mar 1997 22:03:18 +0000
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To: info-performer@sgi.com
Subject: *REAL* Environment mapping in Performer
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Status: O

Performers,

those who want to try something beyond simple planar
reflective surfaces read on.

I've just uploaded a performer based example of realistic
environment mapping of the scene on an object to the silicon
graphics machine "sgigate". So you can obtain it using
anonymous ftp. You'll find it here:

/usr/people/ftp/pub/Performer/RealityCentre/env_map.tar.Z

The approach is to render the entire scene to the six faces
of a cube map in the framebuffer. This image data is then read
into texture memory and a distortion mesh is drawn which maps
the cube texture to an environment map image in the framebuffer.
This environment map image is then read into texture memory and
used when rendering with pfTexGen SPHEREMAP to produce an
accurately reflective object in the final scene, provided that
the original images were drawn from the object position and
aligned to the viewing vector.

In the example this environment map is is used to add a reflective
shading term to a textured object, rather than doing the usual chrome
shiny thing.

This demo only works on Infinite Reality with performer 2.1 due to broken
texture readback from the framebuffer but I expect performer 2.2
release to solve this problem. The code should then work on most
platforms.


Cheers,Angus.

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Date: Thu, 6 Mar 1997 17:50:16 +0100
From: dick@demeern.sgi.com (Dick Rous)
Message-Id: <9703061750.ZM1112@puth.demeern.sgi.com>
In-Reply-To: simon@wgs.estec.esa.nl
        "Stereo with Performer 2.0" (Mar  4, 10:24am)
References: <199703040924.KAA01880@mercury>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
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Subject: Re: Stereo with Performer 2.0
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Status: O

Hi Simon,

Try /usr/share/src/OpenGL/teach/stereo/glwstereo.c
Change the stereo-format string in the fallback resources to an appropriate RE2
stereo-in-a-window format (eg. 1024x768_96s)

I don't think there is an API in Performer for the OpenGL case (yet).

Success and "tot ziens".

Regards,
Dick.

-- 
______________________________________________________________

 Dick Rous                    direct phone: (31) 30-6696868
 Senior Systems Engineer              
 Graphics Technology          

 Silicon Graphics BV          phone....: (31) 30-6696777                               
 Veldzigt 2                   fax......: (31) 30-6696799
 3454 PW De Meern             email....: dick@demeern.sgi.com
 The Netherlands              
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Date: Thu, 6 Mar 1997 09:16:24 -0800 (PST)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: Magellan/Space Mouse
To: Wilfried Zeise <zeise@uni-wuppertal.de>
cc: info-performer@sgi.com
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Hi,

We sell a VR device API which has the magellan/space mouse drivers as 
part of it. Many of our customers have used it to integrate the space mouse
into their performer applications. Will be happy to send you more info.

Thanks,

paul

On Thu, 6 Mar 1997, Wilfried Zeise wrote:

> Hi Performers:
> 
> We recently bought a Magellan/Space Mouse by Logitech.
> Does someone know how I can integrate this device into
> a Performer application?
> 
> Thanks in advance
> 
> Wilfried
> 
> -- 
> Wilfried Zeise                  \    phone:+49-202-4392961
> University of Wuppertal          \   FAX: +49-202-4392959
> Dept. of Electrical Engineering   \  mailto:zeise@uni-wuppertal.de
> Fuhlrottstr. 10                    \
> 42119 Wuppertal, Germany            \
> =======================================================================
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Date: Thu, 6 Mar 1997 11:19:05 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9703061119.ZM10766@hotsauce.clubfed.sgi.com>
In-Reply-To: dpugmire@facility.cs.utah.edu
        "Performer Patches" (Mar  5, 12:12pm)
References: <199703051202.NAA21317@centaure.worldnet.net> 
	<199703051912.MAA23666@gemini.cs.utah.edu>
Reply-To: brian@sgi.com
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To: dpugmire@facility.cs.utah.edu, info-performer@sgi.com
Subject: Re: Performer Patches
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dp,

Call the hotline (800.800.4SGI) give them your serial number and ask for the
patches on 4mm DAT tape. By default programs are compiled o32 you can choose
n32 or n64 by adding -n32 or -n64 to the compile line. The patches should have
support for o32 n32 and n64 if it is applicable. As far as being able to tell
whether an application is o32 n32 or n64 try `file "executable"' if its mips-2
its o32 if its mips-3 its n32 if its mips-4 its n64.

i.e
file perfly
perfly:         ELF 32-bit MSB mips-2 dynamic executable MIPS - version 1

This is an o32 application.

If you are using Makefiles which are shipped with Performer you can use these
conventions to build the kind of executable you want. Excerpt form Performer
release notes Chapter 3
....
      3.1  IRIS Performer Makefile Conventions

       The Makefiles shipped with IRIS Performer source code follow
       certain general conventions.  The symbol PFGLTYPE can be
       defined on the make command line to have values "IRISGL" or
       "OPENGL" to specify IRIS GL and OpenGL compilation
       respectively. The symbol PFSTYLE can be defined with one of
       the three values "32", "N32", or "64" to select one of the
       three (O32, N32, N64) architecture and calling convention
       choices described in Chapter 2 of these release notes.  The
       make targets for the different versions of the libraries or
....

Brian


On Mar 5, 12:12pm, dpugmire@facility.cs.utah.edu wrote:
> Subject: Performer Patches
>
>
>  I need to get patch 1347 and 1392 for performer 2.0.
> Sadly, the connection out is REALLY slow, and those files
> are REALLY big. Does SGI provide them on CD ROM anywhere ?
> Do I need to get both 32 and 64 versions of the files ?
> How do I find out which I'm using ? Is there some command
> like hinv to do it ?
>
>  thanks,
>
>
>  dp.
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from dpugmire@facility.cs.utah.edu



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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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                    Silicon Graphics Announces
          Breakthrough API for CAD/CAM/CAE Applications


Press Releases, the Data Sheet, Industry Quotes, the FAQ, etc.
can be found at:

	http://www.sgi.com/Technology/OpenGL/optimizer

At the CAD/CAM, CAE, EDM/PDM Industry conference in Boston this week
(i.e.,DARATECH), Silicon Graphics announced the OpenGL Optimizer(TM) graphics
library (previously known as Inspector).

The OpenGL Optimizer API is the first in a suite of open graphics APIs that
extends the power of OpenGL by enabling the high performance rendering of
and interaction with extremely large databases.

At an industry-wide summit in January, Silicon Graphics offered OpenGL
Optimizer
to leading hardware and software vendors as the basis upon which to define an
open, industry-wide API for CAD/CAM/CAE applications.


-- 
----------------------------------------------------------------+
Larry McDonough                                ph: 415/933-6165 |
3D Graphics Product Management                 fx: 415/964-8671 |
Silicon Graphics Computer Systems              pg: 800/745-5748 |
--------- http://reality.sgi.com/employees/lardog_asd/ ---------+
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Date: Thu, 6 Mar 1997 19:59:56 -0500 (EST)
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Subject: Party at Internet World in LA on the 13th!
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Status: O

The Performance Animation Society has been asked to invite its members an=
d
associates to a fun party to be held during Internet World in LA. Here ar=
e
the details:

            --- "Welcome To The Ozone: The Future Is Now"----

Come meet and party with the people and companies bringing Hollywood=92s
entertainment  industries together with the most exciting Internet
technology Silicon Valley has to offer.

Icelandic virtual reality specialists OZ Interactive (Internet World Boot=
h
#4212) are hosting the "Welcome To The Ozone: The Future Is Now" party wi=
th
Intel Corporation and Genuity Inc. on Thursday, March 13 from 9:30pm-4:30=
am
at the famous Palace in Hollywood (1735 North Vine) and we would love for
you to come.

 "Welcome to the Ozone"  will feature some of the best new electronic tec=
hno
and house musical groups and DJs from around the country performing live =
at
The Palace in Hollywood and simultaneously in virtual reality on the Worl=
d
Wide Web.=20

The event will offer a glimpse into the future of digital entertainment a=
nd
kick-off OZONE, OZ Interactive=92s new 3D Internet entertainment communit=
y.

Immediately following the VIP event, OZ will host an all night rave party
with over 2000 anticipated attendees.=20

Here=92s what you=92ll miss if your not there:
 =20
=B7 The debut of OZONE: A groundbreaking 3D Internet entertainment commun=
ity
filled with live events and chats, multi-user games, night clubs and
entertainment. Visitors can create their own custom avatars and personas =
for
partying on the Web!
=20
=B7 Live and "cyber-physical" virtual reality motion capture performances=
 from
leading techno musical groups and DJs including:=20
=20
 -- OZ, the Icelandic techno-band set to release their second groundbreak=
ing
virtual reality enhanced audio CD.
=20
 -- Icelandic vocal diva MOA (Sony Dance Pool) performing cuts from her n=
ew
UK album.
=20
 -- Local techno favorites ELECTRIC SKYCHURCH (Moonshine Records) and
UBERZONE (City Of Angels)=20
=20
 -- Leading west coast DJ=92s Markie Mark of the Wicked Team (SF), DJ Dan
(SF), and DJ John Kelley (Moonshine Records) spinning the best house, dee=
p
house, funky techno and break beats

--  Ambient meditation room by LA underground dance culturists MOONTRIBE=20
=20
=B7 A preview of OZ=92s new 3D Internet entertainment platform including =
the
fastest VRML 2.0 compliant multi-user 3D browser, dynamic avatar editors,
full Java support, MMX optimization and powerful multi-user server.

And of course, great drinks and a chance to build your own avatar and
experience social virtual reality, the new revolution in Web entertainmen=
t.=20

For additional information or tickets, stop by the OZ Interactive booth a=
t
Internet World
(#4212) or call (213) 368-8091 for additional ticket pick-up locations in=
 the
LA area.


 Please feel free to post this on your Web Site, and/or forward it to you=
r
internal email list. We look forward to seeing you there!
=20
--  Ambient meditation room by LA underground dance culturists MOONTRIBE=20
=20
=B7 A preview of OZ=92s new 3D Internet entertainment platform including =
the
fastest VRML 2.0 compliant multi-user 3D browser, dynamic avatar editors,
full Java support, MMX optimization and powerful multi-user server

And of course, great drinks and a chance to build your own avatar and
experience social virtual reality, the new revolution in Web entertainmen=
t.=20

I have sent your organization tickets for the event, for additional
information or tickets, stop by the OZ Interactive booth at Internet Worl=
d
(#4212) or call (213) 368-8091 for additional ticket pick-up locations in
the Los Angelese area.

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From guest  Fri Mar  7 04:03:53 1997
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From: Jerzy Galus <gacek@ai.com.pl>
Message-Id: <199703070654.HAA08223@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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Sender: eric@anim.uib.es
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Date: Fri, 07 Mar 1997 13:53:11 +0100
From: Eric Chauvineau <eric@anim.uib.es>
Organization: University of Balearic Islands - SPAIN
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Hi,

What is the current state of the Active Surface Definition (ASD) 
library ? Is there (or will be there) some new features related
to this library ?
Thanx.

	Eric

-- 
  ----------------------------------------------------------------
                           Eric Chauvineau         
                 University of the Balearic Islands       
           Department of Mathematics and Computer Science
  Phone : +34-71-173-205 - Fax : +34-71-173-003 - eric@anim.uib.es
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Date: Fri, 7 Mar 1997 08:41:04 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9703070841.ZM13348@hotsauce.clubfed.sgi.com>
In-Reply-To: Jerzy Galus <gacek@ai.com.pl>
        "lights problem" (Feb 21,  9:49am)
References: <199703070654.HAA08223@phoenix.ai.com.pl>
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To: Jerzy Galus <gacek@ai.com.pl>, info-performer@sgi.com
Subject: Re: lights problem
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This is just a wild guess but give it a try. Create the root node of your scene
graph (pfScene) then create two groups (pfGroup) and below each group a light
source and any geometry you want lit by it.

Brian


On Feb 21,  9:49am, Jerzy Galus wrote:
> Subject: lights problem
> 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
>
> =======================================================================
> 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 Jerzy Galus



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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Date: Fri, 7 Mar 1997 08:55:31 -0600
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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.. But what happens to the environment map at .999 of the speed of light near
the event horizon of a black hole....?

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Date: Fri, 07 Mar 1997 15:52:03 +0000 (GMT)
From: Sean Parkinson <sean.parkinson@gecm.com>
Subject: Upgrading from Performer 1.2 IRIX5.3, to Performer 2.x IRIX 6.x.
To: info-performer@sgi.com
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Status: O

Performers,

We have just successfully completed a terrain following project, using
Performer 1.2, which included fogging, lighting, and various objects created
with MultiGen.

However, it is intended that in a new terrain following project, we shall be
upgrading existing software to use Performer 2.x on an IRIX 6.x.

Here is the question:  Has anybody produced an upgrade of their software
similar to the above, and if so, are there any important programming issues
which may arise as a result, also what sort of effort is involved and any idea
as to what timescale we would require.


Regards

******************************************************
Sean Parkinson
Engineer
GEC-Marconi Simulation & Training Ltd
******************************************************


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Message-ID: <33203D36.79E4@peril.com>
Date: Fri, 07 Mar 1997 11:07:18 -0500
From: Glenn Waldron <gwaldron@peril.com>
Reply-To: gwaldron@peril.com
Organization: ANSER LET
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This is a multi-part message in MIME format.

--------------5DBA29776A62
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OK, the previous example of using performer in a rapidapp window only
worked under one certain beta version of Performer.  The attached
example
now works under 2.01 and 2.1 also (tested).  Still only runs in single
process mode.  Glenn.

(note: the menus don't seem to be working now, probably has something to
 do with the VkBackground task.  If anyone figures this out let me know)

-- 
Glenn Waldron - ANSER Leading Edge Technologies  phone/PCS: 703.598.7835
email: gwaldron@peril.com                       voice mail: 703.416.8462

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Date: Fri, 7 Mar 1997 09:37:57 -0800
From: zhz@dandan.asd.sgi.com (Jenny Zhao)
Message-Id: <199703071737.JAA17758@dandan.asd.sgi.com>
To: Eric Chauvineau <eric@anim.uib.es>
Subject: Re:  Active Surface Definition
Cc: info-performer@sgi.com
References: <9703062203.ZM3751@bitch.reading.sgi.com>
Status: O


ASD, in performer2.2, will provide several different features.
1. paging
It will support a flexible eye point centered paging scheme
that will allow you fly high and low, far and near...
Terrain will get coarst instead of broken if paging 
can not catch up with the rendering evaluation.

2. use a new thread COMPUTE instead of DBASE for evaluation
COMPUTE thread should be useful for user's geometry computation.

3. support clipmapping better
when clipmap manages very large texture ( >32k), geometry
needs to be grouped to best support the texture.

4. support morphing or color, normal, texture coordinates and
multiple geostates.

5. multi-channel and multi-pipe

to name a few.


==================

From: Eric Chauvineau <eric@anim.uib.es>
Organization: University of Balearic Islands - SPAIN
Mime-Version: 1.0
To: info-performer@sgi.com
Subject: Active Surface Definition
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Hi,

What is the current state of the Active Surface Definition (ASD) 
library ? Is there (or will be there) some new features related
to this library ?
Thanx.

        Eric



Jenny Zhao                                   
zhz@asd.sgi.com                    
415 933-5091 (Voice)           
415 965-2658 (Fax)         
Silicon Graphics - IRIS Performer      
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9703071138.ZM2781@vaisyas.engr.multigen.com>
Date: Fri, 7 Mar 1997 11:38:54 -0800
In-Reply-To: James Barhorst <jbarhorst@mdc.com>
        "Help the Rookie" (Mar  6,  4:31pm)
References: <s31ef616.084@mdc.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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To: info-performer@sgi.com
Subject: Re: Help the Rookie
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Status: O

On Mar 6,  4:31pm, James Barhorst wrote:
> Subject: Help the Rookie
>
> 5.  Why do I have to explicitly save my MultiGen II .flt files as version
14.2
> (instead of the default 15.2) in order to get my textures to show up?  If I
> don't, most polygons are black and I get a bunch of
>
> PF Notice/Assert:   convTree() unsupported node 113  "unknown" found.

You need to get the R15.2d loader from our web site.  The URL is:
http://www.multigen.com/FAQ/faq.htm

> 6.  Can and how do I create "billboard"-type trees in MultiGen II for
> Performer to display?  I can't find "billboards" in the MG documentation.

Each face bead has a "Template Transparency" attribute. This is old terminology
for what is essentially a billboard.

The OpenFlight loaders create "axis billboards" for faces whose template
attribute is "Z Axis/Alpha" (modeler) or "Axis type rotate" (OpenFlight spec.)

NOTE: Point billboards that rotate wrt the world are supported in the R15.3
      alpha loader that'll be released with MultiGen II v1.4 this summer.

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: <199703072138.NAA02178@remi.asd.sgi.com>
Subject: Re: lights problem
To: brian@sgi.com
Date: Fri, 7 Mar 1997 13:38:35 -0800 (PST)
Cc: gacek@ai.com.pl, info-performer@sgi.com
In-Reply-To: <9703070841.ZM13348@hotsauce.clubfed.sgi.com> from "Brian Furtaw" at Mar 7, 97 08:41:04 am
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Status: O

Brian Furtaw wrote:
> 
> This is just a wild guess but give it a try. Create the root node of your scene
> graph (pfScene) then create two groups (pfGroup) and below each group a light
> source and any geometry you want lit by it.
> 
> Brian

 I wont work as every light in the scene are used for the rendering, wherever
 they are in the scene. The pfGroup will not do anything.
 What you can do, is having 2 scenes.

> 
> 
> On Feb 21,  9:49am, Jerzy Galus wrote:
> > Subject: lights problem
> > 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
> >
> > =======================================================================
> > 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 Jerzy Galus
> 
> 
> 
> -- 
> o-o-o-o-o-o-o-o-o-o-o-o-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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> 

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: "Craig Phillips" <craig@binky.paradigmsim.com>
Message-Id: <9703071526.ZM24176@binky.paradigmsim.com>
Date: Fri, 7 Mar 1997 15:26:18 -0600
In-Reply-To: "Angus W.S. Henderson" <angus@despair>
        "Re: Smart Arse Environment mapping in Performer" (Mar  7,  8:55am)
References: <9703062203.ZM3751@bitch.reading.sgi.com> 
	<9703070855.ZM2264@despair.paradigmsim.com>
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To: "Angus W.S. Henderson" <angus@despair.paradigmsim.com>,
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Subject: Re: Smart Arse Environment mapping in Performer
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On Mar 7,  8:55am, Angus W.S. Henderson wrote:
> Subject: Re: Smart Arse Environment mapping in Performer
> .. But what happens to the environment map at .999 of the speed of light near
> the event horizon of a black hole....?

anti-particles.  i.e. another render pass :)



-- 


__________________________________________________
Craig Phillips  Paradigm Simulation Inc.
14900 Landmark, Suite 400, Dallas, Texas 75248
craig@paradigmsim.com	972-960-2301
__________________________________________________


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In-Reply-To: "Craig Phillips" <craig@binky.paradigmsim.com>
        "Re: Smart Arse Environment mapping in Performer" (Mar  7,  3:26pm)
References: <9703062203.ZM3751@bitch.reading.sgi.com> 
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On Mar 7,  3:26pm, Craig Phillips wrote:
> Subject: Re: Smart Arse Environment mapping in Performer
> On Mar 7,  8:55am, Angus W.S. Henderson wrote:
> > Subject: Re: Smart Arse Environment mapping in Performer
> > .. But what happens to the environment map at .999 of the speed of light
near
> > the event horizon of a black hole....?
>
> anti-particles.  i.e. another render pass :)
>

You Paradigm guys really hate multi-pass don't you.

Maybe youre too focused on Nintendo carts to notice the
market for higher quality real-time rendering on the
high end :-).

Cheers,Angus.
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Subject: pfFrameRate not work ????
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Hello,
	I have a simple question. How to set the frame rate? I used pfFrameRate
to set the frame rate but the frame rate didn't change to the value that I
want. Do I miss anything? I use statistics diagram to check the target frame
rate. The target frame rate is the default frame rate 72Hz.

	What are video rate and field rate ? How do they affect the frame rate
?
Thanks. Have a nice weekend.


-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         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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CC: brian@sgi.com, gacek@ai.com.pl, info-performer@sgi.com
In-reply-to: Rémi Arnaud's message of Fri, 7 Mar 1997 13:38:35 -0800 (PST) <199703072138.NAA02178@remi.asd.sgi.com>
Subject: Re: lights problem
Status: O

   From: remi@remi.asd.sgi.com (Rémi Arnaud)
   Date: Fri, 7 Mar 1997 13:38:35 -0800 (PST)


    I wont work as every light in the scene are used for the rendering, wherever
    they are in the scene. The pfGroup will not do anything.
    What you can do, is having 2 scenes.

You can also punt on pfLightSources, use pfLights directly, and attach
pfLights directly to pfGeoStates.  Then you can light your geometry
with different lights.

See the man page on pfLightSource and pfGeoState.

   > On Feb 21,  9:49am, Jerzy Galus wrote:
   > > Subject: lights problem
   > > 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,
   > >
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Date: Sat, 8 Mar 1997 11:33:21 +0800 (SST)
From: Ming Wah <eng30228@leonis.nus.sg>
To: info-performer@sgi.com
Subject: Origin for models
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Status: O



A question:

	What are the reference points in perfly.c that the trackball
performs it functions on? For eg. The first mouse button moves the object
in the plane of the monitor, the middle mouse button does the rotation
about a point and the third button moves the object in and out of the
screen. I need to know what is the reference point that the trackball
operates when rotating the object. The current situation is that I have
loaded into perfly multiple objects under different DCSs. I also included
a function which allows me to switch between the models for the trackball
movements. Upon loading, I noticed that only the last object rotates on
its own centroid, while the others rotates around some other reference
point (I suspect that the reference point is the point of the DCS of the
last object loaded). What coordinates must I save during loading if the
models so that when I toggle the current DCS, I have to reload the
reference points? Hope my question is right.

Thanks!!!

ps: Are there any documentations on the code perfly.c ?

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







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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Sat, 8 Mar 1997 06:07:51 +0000
In-Reply-To: "Ren-Jye Yu" <renjye@python.tamu.edu>
        "pfFrameRate not work ????" (Mar  7,  5:33pm)
References: <9703071733.ZM19773@python.tamu.edu>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Ren-Jye Yu" <renjye@python.tamu.edu>, info-performer@sgi.com
Subject: Re: pfFrameRate not work ????
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Perhaps this is due to setting the rate in the wrong process.

Try setting the frame rate in the application process.
Also, check that the pfPhase is one which will sync to the
target rate, although this isn't your immediate problem.

Your other question was about definitions:

Video rate == field rate, frame rate must be some multiple of
the video rate. eg if video is 60 Hz this == 16.67milliseconds
per field so frame rate must draw at some multiple of 16.67 ms
eg 33.33 ms which would give a frame rate of 30 Hz or 50.00 ms
which would give a frame rate of 20 Hz.

The reason for this is that the graphics system must wait for a
video field boundary before it can change the rendered image being
sent to video to avoid apparent tearing of the image, so
you either make 16.7 ms or must wait 'til 33.33 ms and if you miss
33.33ms you must wait till 50.00 ms etc.

Cheers,Angus.

On Mar 7,  5:33pm, Ren-Jye Yu wrote:
> Subject: pfFrameRate not work ????
> Hello,
> 	I have a simple question. How to set the frame rate? I used pfFrameRate
> to set the frame rate but the frame rate didn't change to the value that I
> want. Do I miss anything? I use statistics diagram to check the target frame
> rate. The target frame rate is the default frame rate 72Hz.
>
> 	What are video rate and field rate ? How do they affect the frame rate
> ?
> Thanks. Have a nice weekend.
>
>
> --
>
> ______________________________________________________________________________
>
>     ("`-''-/").___..--''"`-._         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
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> _______________________________________________________________________________
>
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>-- End of excerpt from Ren-Jye Yu


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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Sat, 8 Mar 1997 00:15:56 -0800
In-Reply-To: brian@sgi.com (Brian Furtaw)
        "Re: lights problem" (Mar  7,  8:41am)
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	<9703070841.ZM13348@hotsauce.clubfed.sgi.com>
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+>---- On Mar 7,  8:41am, Brian Furtaw wrote:
> Subject: Re: lights problem
->
->This is just a wild guess but give it a try. Create the root node of your scene
->graph (pfScene) then create two groups (pfGroup) and below each group a light
->source and any geometry you want lit by it.

Good guess but pfLightSources are only completely global in effect.
The reason that we do this is becuase you frequently want to
put a light in a scene graph to position it but then position location
can much different from the geometry that you want it to light.
Cosmo3d has the right solution to ths problem with a separate
environment node to express effect.  In Performer, we went for the
simple common-case soln: position in scene graph of pfLightSourcs
controls position of the light and such lights are global.

If you want to have lights be turned on and off for different
geometry, use libpr pfLights and express this fact with the
LIGHTS array in pfGeoStates.

src.

->On Feb 21,  9:49am, Jerzy Galus wrote:
->> Subject: lights problem
->> 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
->>
->> =======================================================================
->> 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 Jerzy Galus
->
->-- 
->o-o-o-o-o-o-o-o-o-o-o-o-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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->            Submissions:  info-performer@sgi.com
->        Admin. requests:  info-performer-request@sgi.com
->
+>---- End of excerpt from Brian Furtaw



-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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Glenn Waldron wrote:
> 
> OK, the previous example of using performer in a rapidapp window only
> worked under one certain beta version of Performer.  The attached
> example
> now works under 2.01 and 2.1 also (tested).  Still only runs in single
> process mode.  Glenn.
> 
> (note: the menus don't seem to be working now, probably has something to
>  do with the VkBackground task.  If anyone figures this out let me know)

This is very interesting. I have done work with Performer and ViewKit with
exactly the same problems with menus. The only solution I have found is not
to draw the Performer scene until some time has passed from widget creation.
For example, if the backround task is not initialized before expose callback
is called *second* time, menus work OK. This is the "solution" I use for now
(I have a splash screen anyway in front of Performer window, so I certainly
get 2 expose events before the user can see Performer window, and everything
kind-of-works) and it seems to work also in Glenn's program. But I don't
think this is a good excuse for everyone to use a splash screen...

Could someone from SGI look at this? Since more than one customer is getting
this behavious, I think it would be worth documenting (or even better,
fixing:)

Regards,

Harri

P.S. I have occassionally had problems with some other widgets that are
created in Rapidapp, but are not visible in my application that uses
Performer.


-- 
-----------------------------------------------------------------
Harri Kaimio                    |             harri.kaimio@yle.fi
Computer Graphics Specialist    |   http://cartes.hut.fi/~hkaimio
Finnish Broadcasting Company    |          Tel. +358-40-50 67 679
TV Production Operations        |           Fax. +358-0-1480 4769
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From guest  Sat Mar  8 14:30:57 1997
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Harri Kaimio wrote:
> 
> Glenn Waldron wrote:
> >
...
> > (note: the menus don't seem to be working now, probably has something to
> >  do with the VkBackground task.  If anyone figures this out let me know)
> 
> This is very interesting. I have done work with Performer and ViewKit with
> exactly the same problems with menus. The only solution I have found is not
> to draw the Performer scene until some time has passed from widget creation.
...

I've since fixed the problem too, and my solution was to fork() the 
rapidapp process.  I took some pointers from SGI's motif.C example, and
forked right after pfConfig(), continuing on with Performer in the
parent process and rapidapp as the child.  This all occurs before
the VkApp is created.  (And if the fork() fails, we can in theory revert
to the old VkBackground method.)  A working example is available upon
request.

This works well, and it also works in Performer MP modes.. the only
drawback
is: now that rapidapp and pf are in separate processes, rapidapp can
only
access a pf data structure if its poniter is in shared memory.  I don't
know how safe this is.

(aside: While we're talking about ViewKit widgets, I'd like to point out
that the ImageVision widgets seem to core dump the application somewhat
randomly.  The only consistent crash I can find is when you try to
resize
the Image Detail widget..)

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

-- 
Glenn Waldron - ANSER Leading Edge Technologies  phone/PCS: 703.598.7835
email: gwaldron@peril.com                       voice mail: 703.416.8462
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Date: 8 Mar 1997 09:26:20 U
From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: Re: rapidapp & performer
To: gwaldron@peril.com
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Status: O

I would venture to say that being that Performer wants to be it's own master
of it's processes and Motif wants also to be master,  therein lies the
problem.  If you break Motif and Performer up into two different processes and
use interprocess communication between them,  both Motif (menus etc.) and
Performer work fine.  We have found this works very well.  It's just a matter
of letting Performer know about Motif's (ViewKit's) "glwidget".

Scott O'Friel
------------------------------
Date: 3/7/97 2:42 PM
To: OFRIEL, SCOTT
From: gwaldron@peril.com


OK, the previous example of using performer in a rapidapp window only
worked under one certain beta version of Performer.  The attached
example
now works under 2.01 and 2.1 also (tested).  Still only runs in single
process mode.  Glenn.

(note: the menus don't seem to be working now, probably has something to
 do with the VkBackground task.  If anyone figures this out let me know)

-- 
Glenn Waldron - ANSER Leading Edge Technologies  phone/PCS: 703.598.7835
email: gwaldron@peril.com                       voice mail: 703.416.8462



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How do I achieve some multipass rendering tecxhniques (motion blur, depth
of field
effect) on Performer 1.2 or 2.0?
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Date: Mon, 10 Mar 1997 09:21:07 +0000
In-Reply-To: "Ren-Jye Yu" <renjye@python.tamu.edu>
        "Re: pfFrameRate not work ????" (Mar 10,  2:56am)
References: <9703071733.ZM19773@python.tamu.edu> 
	<9703080607.ZM7595@bitch.reading.sgi.com> 
	<9703100256.ZM25500@python.tamu.edu>
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To: "Ren-Jye Yu" <renjye@python.tamu.edu>
Subject: Re: pfFrameRate not work ????
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

On Mar 10,  2:56am, Ren-Jye Yu wrote:
> Subject: Re: pfFrameRate not work ????
>
> ......In your reply, you
> told me that video rate == field rate. Do you suguest that pfVideoRate ==
> pfFieldRate? What is the different between these two commands? Have a nice
day.

No, there's an important difference between the terminology I used in
my reply and the functionality of the performer API call pfFieldRate.

The manual states that the pfFieldRate can be used to specify the
frame rate as a count of video fields.

So although the field rate == the video rate the Performer API call
pfFieldRate is actually like the iris gl swapinterval call and is
used to specify a minimum integer number of video fields between swaps.

Cheers,Angus.
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Date: Mon, 10 Mar 97 17:53:23 -0800
From: jim@systech.hinet.net (Jim)
Message-Id: <9703110153.AA02019@systech.hinet.net>
To: info-performer@sgi.com
Subject: I/O error and request a special effect sample code
Status: O

Hi Performers:
        I upgraded Performer 2.0 to 2.1 on maximum impact and 
when I compiled the C samples of pguide and error displayed as below

impact 1# make
 FATAL 9: I/O error (-lGLw): No such file or directory

	What is -lGLw lib.? However, I can finish compiling after deleting
-lGLw in SYSTEM_OPENGL.   


	Can someone provide some sample code simulating fire, smoke, heli
blade, trail or something like that.


		Thanks lots!
JIM
-------------------------------------------------------------------------------
Jim Tsai     			                
Software Engineer Visual Simulation sec.  
System & Technology Corp. Taipei           

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


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From: "Jose Angel Martinez Conde" <jamartinez@ugdna.aena.es>
To: info-performer@sgi.com
Date:          Mon, 10 Mar 1997 12:34:19 +0000
Subject:       Active Surface Definition (questions)
CC: zhz@dandan.asd.sgi.com
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Status: O

Hi,

When do you released the Performer 2.2 ?

If  a new thread COMPUTE for geometry evaluation is used, 
what do the thread DBASE does?

Will it be possible use the standard Posix threads in Performer instead
of fork/sproc ?

		
Thanks in advance.

Jose Angel.
Jose Angel Martinez Conde
< Carpe Diem >, email : jamartinez@ugdna.aena.es
Aeropuertos Espannoles Navegacion Aerea
Division Desarrollo Navegacion Aerea
Juan Ignacio Luca de Tena, 14
28027 Madrid
SPAIN
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Date: Mon, 10 Mar 1997 09:25:24 -0500
X-Face: S,2I_5VKb+qvoohP]<uG@T72~N0),Wu/,-i@$~\HeI>aM-hI"ln#&"["HRuLvG(kLkVX\Crtw&ADY&|w|&[%dwM!5|{RL(FcaX|CB[vgqz!B8fj-:g'KT}D\b!5&M5K?0>MU@F9dfKy7PH]2)K?zW7lxT(Gs-
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To: info-performer@sgi.com
Subject: Find Node in DBASE?
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Status: O

Is there an easy way to go about finding named nodes in a loaded model in the
DBASE process?  I have been using pfNode::find() to retreive pointers to DOF
beads in the scene graph once the model has been loaded.  Unfortunately, this
code does not function properly (i.e. dies in find()) when run in the DBASE
process.  Of course, this probably makes sense to those of us who fully
understand all of the caveats associated with multiprocessing; unfortunately, I
seem to find myself trying to do a lot of things in forked processes that can't
be done.

I am going to try using the flight loader callbacks to get the pointers I want;
however, this will probably take some pretty creative coding to get it to work
the way I want it to.  If anyone has a suggestion of an easier method, I would
certainly appreciate it.

-- 
David Russell                          |    	
Visual Systems Lab                     |      Static worlds breed	
Institute for Simulation and Training  |         static minds.
                                       |	     
drussell@ist.ucf.edu                   |  CHANGE YOUR (virtual) WORLD!
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To: info-performer@sgi.com
Subject: pfdStoreFile
Status: O


Hi,

I used pfdStoreFile in an attempt to create a .pfb file of a terrain
model build in MultiGen. Well, it did speed up load time by a factor of 20, but
the textures were not included. Any suggestions?

Rich Rabbitz
PMES                  
137-124
Lockheed Martin
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(609)722-4559
rrabbitz@motown.lmco.com
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Date: Mon, 10 Mar 1997 18:01:02 +0100
To: info-performer@sgi.com
From: Space Magic Team <arnaud@pobox.oleane.com>
Subject: Multi-pass rendering
Status: O

Hi Performers !

I'm currently implementing multi-pass rendering on an IR, and I wonder if I
can use a flip-flop mechanism inside twos differents areas of the same
framebuffer.
Does anybody know if the copy of an area of the framebuffer to the texture
memory can be parallelized with the rasterization of graphic primitives to
another area of the framebuffer ?
If yes, under which conditions ?
Thanx a lot.


                                        Philippe Poutignat

 ____________________________________________________________________ 
|  o o  Thomson Training & Simulation                           o o  |
|  o o  Z.A. Les Boutries; 5, rue Leonardo da Vinci; B.P. 252   o o  |
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From: David Plew <kishore@aimnet.com>
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To: info-performer@sgi.com
Subject: How do I achieve some multipass renderings (motion blur, depth of
Status: O

 field effect) on Performer1.2 or 2.0 ?

>How do I achieve some multipass rendering tecxhniques (motion blur, depth
>of field
>effect) on Performer 1.2 or 2.0?
>------------------------------------------------------
>$BEOJU!!?7  Arata Watanabe


Here are the sample codes to do both. The original code was given to me by
Ran Yakir of BVR Technologies Ltd. I have made a few changes to his idea
to produce the following code.

/**************************** Depth of Field *******************************/

#include <stdio.h>
#include <stdlib.h>
#include <math.h>

#include <Performer/pf.h>
#include <Performer/pr.h>
#include <gl.h>

#include "jitter.h"

#define PI      3.14

#ifndef IRISGL
#define ACSIZE 16
#define GLXSIZE 8

static int attribList[] = {
    GLX_RGBA,
    GLX_DOUBLEBUFFER,
    GLX_DEPTH_SIZE, 24,
    GLX_RED_SIZE, GLXSIZE,
    GLX_GREEN_SIZE, GLXSIZE,
    GLX_BLUE_SIZE, GLXSIZE,
    GLX_STENCIL_SIZE, 1,
    GLX_ACCUM_RED_SIZE, ACSIZE,
    GLX_ACCUM_GREEN_SIZE, ACSIZE,
    GLX_ACCUM_BLUE_SIZE, ACSIZE,
    GLX_ACCUM_ALPHA_SIZE, ACSIZE,
    None};
#endif

int xsize = 720, ysize = 486;
void      *arena;
pfPipe    *p;
pfPipeWindow    **pw;
float     vx = 0.5f, vy = 0.0f, vz = 1.0f;

void channelDraw(pfChannel *chan, void *data);
void OpenPipeWin(pfPipeWindow *pw);
void bufferSwap(pfPipe *, pfPipeWindow *);

int main(int argc, char *argv[])
{

        pfScene         *scene;
        pfGroup         *root;
        pfChannel       *chan;
        pfMatrix        mat, mat1, mat2;
        float           x, z;

        pfInit();
        arena = pfGetSharedArena();
        pw = (pfPipeWindow **) pfMalloc(sizeof(pfPipeWindow **), arena);

        pfConfig();

        scene = pfNewScene();

        if ((root = (pfGroup *) pfdLoadFile("/disk4/people/kishore/performer/data/manyGlobes.iv")) == NULL)
        {
              printf("Unable to create scene data base....\n");
              pfExit();
              exit(-1);
        }
        pfAddChild(scene, root);

        p = pfGetPipe(0);
        *pw = pfNewPWin(p);
        //pfPWinType(*pw, PFWIN_TYPE_X);
        pfPWinName(*pw, "Depth of Field");
        pfPWinOriginSize(*pw, 100, 100, xsize, ysize);
        pfOpenPWin(*pw);

        pfPWinConfigFunc(*pw, OpenPipeWin);
        pfConfigPWin(*pw);

        chan = pfNewChan(p);

        x = pfTan(45.0f/2.0f);
        z = pfTan(31.241362f/2.0f); // choose z such that aspect = xsize/ysize
                                    // else image will distort
        pfMakePerspChan(chan, -x, x, -z, z);

        pfMakeEulerMat(mat1, 0.0f, 0.0f, 0.0f);
        pfMakeTransMat(mat2, vx, vy, vz);  // dof doesn't work if vx and
                                           // vz are non-zero
        pfMultMat(mat,mat1,mat2);
        pfChanViewMat(chan,mat);

        pfChanScene(chan, scene);

        pfChanTravFunc(chan, PFTRAV_DRAW, channelDraw );

        while (1)
        {
                pfSync();
                pfFrame();
        }
        pfExit();
        exit(0);
}


void OpenPipeWin(pfPipeWindow *pw)
{

#ifdef IRISGL
        printf("OpenPipeWin \n");
        pfOpenPWin(pw);

        RGBmode();
        RGBsize(12);
        doublebuffer();
        mssize(8, 32, 1);
        acsize (12);
        zbsize(32);
        gconfig();
#else
        XVisualInfo * acc_vis = NULL;
        if ( acc_vis = pfChoosePWinFBConfig(pw, attribList) ) {
                printf("Got the required visual\n");
                pfPWinFBConfig ( pw, acc_vis );
        }
        pfOpenPWin(pw);

#endif
        pfSwapPWinBuffers(pw);
}

void accPerspective( pfChannel *chan, float eyedx, float eyedy, float focus )
{

   float left, right, bottom, top;
   float near, far;
   float dx, dy;
   float fovh, fovv;
   float fov2;

   float xeye = eyedx * 1;
   float yeye = eyedy * 1;

   pfGetChanNearFar(chan, &near, &far );
   pfGetChanFOV(chan, &fovh, &fovv );

   fov2   = ( ( fovv * M_PI ) / 180.0f ) / 2.0f;
   top    = near / ( cos( fov2 ) / sin( fov2 ) );
   bottom = -top;
   right  = near * pfGetChanAspect(chan) / ( cos( fov2 ) / sin( fov2 ) );
   left   = -right;

   dx = -xeye * near / focus;
   dy = -yeye * near / focus;

//   pfMakePerspChan(chan, left + dx, right + dx, bottom + dy, top + dy );
//   pfApplyChan(chan);


#ifdef IRISGL
   mmode(MPROJECTION);
   window(left+dx, right+dx, bottom+dy, top+dy, near, far);
   mmode(MVIEWING);
#else
   glMatrixMode ( GL_PROJECTION );
   glLoadIdentity();
   glFrustum(left+dx, right+dx, bottom+dy, top+dy, near, far);
   glMatrixMode ( GL_MODELVIEW );
#endif

   pfTranslate( -xeye, vy, -yeye );


}


void channelDraw(pfChannel *chan, void *data)
{
        int i;
        static float scale = 0.43;

#ifdef IRISGL
        acbuf( AC_CLEAR, 0.0f );
#else
        glClearAccum ( 0.0,0.0,0.0,0.0);
        glClear(GL_ACCUM_BUFFER_BIT);
#endif
        for (i=0; i<8; i++)
        {
//          pfPushMatrix();
#ifndef IRISGL
            glMatrixMode ( GL_PROJECTION );
            glPushMatrix();
            glMatrixMode ( GL_MODELVIEW );
            glPushMatrix();
#else
            mmode(MVIEWING);
            pushmatrix();
#endif

            // Change perspective for defocusing.
            accPerspective( chan, scale*j8[i].x, scale*j8[i].y, 15);
            pfClearChan(chan);
            pfDraw();

#ifndef IRISGL
            glMatrixMode ( GL_PROJECTION );
            glPopMatrix();
            glMatrixMode ( GL_MODELVIEW );
            glPopMatrix();
#else
            mmode(MVIEWING);
            popmatrix();
#endif

//          pfPopMatrix();
#ifdef IRISGL
            acbuf( AC_ACCUMULATE, 1.0/8.0);
#else
            glAccum(GL_ACCUM, 1.0/8.0);

            /*
            // Do the following if you want to see the accum. each loop
            glAccum(GL_RETURN, 8.0/(float)i);
            pfSwapPWinBuffers(*pw);
            */
#endif
        }


#ifdef IRISGL
        acbuf( AC_RETURN, 1.0f );
#else
        glAccum(GL_RETURN, 1.0f );
#endif


}


/**************************** Motion blur ***********************************/
#include <stdio.h>
#include <stdlib.h>

#include <Performer/pf.h>
#include <Performer/pfutil.h>
#include <Performer/pr.h>

#ifndef IRISGL
#define ACSIZE 16
#define GLXSIZE 8

static int attribList[] = {   // used with OpenGL
    GLX_RGBA,
    GLX_DOUBLEBUFFER,
    GLX_DEPTH_SIZE, 24,
    GLX_RED_SIZE, GLXSIZE,
    GLX_GREEN_SIZE, GLXSIZE,
    GLX_BLUE_SIZE, GLXSIZE,
    GLX_STENCIL_SIZE, 1,
    GLX_ACCUM_RED_SIZE, ACSIZE,
    GLX_ACCUM_GREEN_SIZE, ACSIZE,
    GLX_ACCUM_BLUE_SIZE, ACSIZE,
    GLX_ACCUM_ALPHA_SIZE, ACSIZE,
    GLX_SAMPLES_SGIS, 4,
    None};
#endif

int xsize = 720, ysize = 486, *FBconfigured;
void *arena;
pfTexture **tex;
pfPipe    *p;

pfGroup *MkScene();
pfGeoSet *MakeTexCube(void);
void channelDraw(pfChannel *chan, void *data);
void OpenPipeWin(pfPipeWindow *pw);


int main(int argc, char *argv[])
{
        pfChannel       *chan;
        pfScene         *scene;
        pfGroup         *root, *pass1;
        pfCoord         view;
        pfDCS           *dcs;
        pfPipeWindow    *pw;
        float           i = 0.0, step = 0.04;

        pfInit();
        arena = pfGetSharedArena();
        tex = (pfTexture **) pfMalloc(sizeof(pfTexture *), arena);
        FBconfigured = (int *) pfMalloc(sizeof(int *), arena);
        *FBconfigured = 1;

        pfConfig();

        scene = pfNewScene();
        pass1 = pfNewGroup();
        dcs   = pfNewDCS();

        if ((root = MkScene()) == NULL)
        {
              printf("Unable to create scene data base....\n");
              pfExit();
              exit(1);
        }

        pfAddChild(scene, dcs);
        pfAddChild(dcs, pass1);
        pfAddChild(pass1, root);

        p = pfGetPipe(0);
        pw = pfNewPWin(p);

        //pfPWinType(pw, PFWIN_TYPE_X);  // motion blur not working with X in igl

        pfPWinName(pw, "Motion Blur");
        pfPWinOriginSize(pw, 100, 100, xsize, ysize);

        pfPWinConfigFunc(pw, OpenPipeWin);
        pfConfigPWin(pw);

        chan = pfNewChan(p);
        pfChanScene(chan, scene);
        pfChanNearFar(chan, 1.0f, 10000.0f);
        pfChanFOV(chan, 10.0f, -1.0f);

        pfSetVec3(view.hpr, 0, 0, 0);
        pfSetVec3(view.xyz, 0, -50, 0);
        pfChanView(chan, view.xyz, view.hpr);

        pfChanTravFunc(chan, PFTRAV_DRAW, channelDraw );

        while (1)
        {
                pfSync();
                pfFrame();

                /* translate the geo back and forth */
                if (i >= 5.0)
                    step = -0.04;
                if (i <= 0.0)
                    step = 0.04;
                pfDCSTrans(dcs, i, 0, 0);
                i = i + step;
        }
}

void OpenPipeWin(pfPipeWindow *pw)
{
#ifdef IRISGL
        pfOpenPWin(pw);
        acsize (16);
        gconfig ();  // call this if using GL window, else remove it
        acbuf (AC_CLEAR, 0.0);
#else
        XVisualInfo * acc_vis = NULL;
        if (acc_vis = pfChoosePWinFBConfig(pw, attribList))
        {
            printf("OpenPipeWin : Got the required visual\n");
            pfPWinFBConfig ( pw, acc_vis );
        }
        else
        {
            printf("OpenPipeWin : Unable to get any visual\n");
            *FBconfigured = 0;
        }

        pfOpenPWin(pw);
        if (acc_vis)
        {
            glClearAccum ( 0.0,0.0,0.0,0.0);
            glClear(GL_ACCUM_BUFFER_BIT);
        }
#endif

}


void channelDraw(pfChannel *chan, void *data)
{
        static float af = 0.88;
#ifdef IRISGL
        static float f = 0.0;
#else
        static float f = 0.001;
        static float mf = 0.0;
#endif

        pfClearChan(chan);
        pfDraw();

#ifdef IRISGL
        acbuf ( AC_MULT, af );  // af controls the length of the trail
        acbuf ( AC_ACCUMULATE, 1.0);
        f = f * af + 1.0;
        acbuf (AC_RETURN, 1.0/f);
#else
        if (*FBconfigured)
        {
            glAccum(GL_MULT, af);
            mf = af*mf;
            glAccum(GL_ACCUM, f);
            mf = f + mf;
            glAccum(GL_RETURN, 1.0/mf);
        }
#endif
}


pfGroup *MkScene()
{

        pfGroup         *group;
        pfGeode         *cube;
        pfGeoSet        *coloredCube;

        group   = pfNewGroup();
        cube = pfNewGeode();
        coloredCube = MakeTexCube();
        pfAddGSet(cube, coloredCube);

        pfAddChild(group,cube);
        return group;

}

/******************************** End *******************************************/


Please read your own geometry file in depth of field program. I haven't been
able to get this to work on IR, but both work on RE2.

Hope this helps

-anita
kishore@aimnet.com
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Date: Mon, 10 Mar 1997 10:02:24 -0800 (PST)
From: David Plew <kishore@aimnet.com>
Message-Id: <199703101802.KAA07481@shell1.aimnet.com>
To: info-performer@sgi.com
Subject: Quaternions
Status: O


Hi :

	Is there a Performer function to convert hpr representation
of orientation to a PfQuat type and vice-versa?

thanks
-anita
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Message-Id: <199703101950.OAA08739@norway>
To: jim@systech.hinet.net (Jim)
cc: info-performer@sgi.com, panisset@norway.Discreet.QC.CA
Subject: Re: I/O error and request a special effect sample code 
In-reply-to: Your message of "Mon, 10 Mar 1997 17:53:23 PST."
             <9703110153.AA02019@systech.hinet.net> 
Date: Mon, 10 Mar 1997 14:50:26 -0500
From: Jean-Francois Panisset <panisset@Discreet.QC.CA>
Status: O

 <9703110153.AA02019@systech.hinet.net>Jim writes
>Hi Performers:
>        I upgraded Performer 2.0 to 2.1 on maximum impact and 
>when I compiled the C samples of pguide and error displayed as below
>
>impact 1# make
> FATAL 9: I/O error (-lGLw): No such file or directory
>
>	What is -lGLw lib.? However, I can finish compiling after deleting
>-lGLw in SYSTEM_OPENGL.   
>

This is the OpenGL widget (i.e. an X/Motif widget used to display OpenGL
within an X/Motif application). It is installed as part of:

gl_dev.sw.widget  (O32)
gl_dev.sw32.widget (N32)
gl_dev.sw64.gldev (N64)

For more information about the OpenGL Widget, you can check out
Mark Kilgard's book:

OpenGL Programming for the X Window System
Addison Wesley
(i.e. the green book).

JF


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

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To: info-performer@sgi.com
Subject: pfGeoState
Date: Mon, 10 Mar 97 15:32:56 -0500
From: Len Granowetter <lengrano@mak.com>
Status: O


Hi, 

I'm hoping that someone can shed some light on an apparent Performer
bug we've seen in our Performer-based application.

Under some circumstances, some polygons appear with the wrong
textures on them.  The scene will look completely normal, then we'll
change the position of the eyepoint so that some new vehicle is in
view, or something, and suddenly, a texture from the vehicle replaces
the texture on the cloud polygon, or on some piece of the terrain.
Move the eyepoint back, and now the right texture is restored.  By the
way, this problem does NOT seem to happen if lighting is disabled.

It would seem that the problem is related to the following note that
appears in the pfGeoState man page:

 In some situations it may appear that pfGeoStates do inherit from each
 other.  This is because IRIS Performer currently does not provide any
 defaults for the state attributes listed above such as PFSTATE_TEXTURE
 and PFSTATE_FRONTMTL.  Consequently, if the application does not
 explicitly set these attributes, it is possible for pfGeoStates which
 inherit these attributes to inherit them from previous pfGeoStates.

However, all of our geometry is built by the MultiGen .flt loader, and
Marcus Barnes at MultiGen assures me that:

 > I'm trying to figure out though, why our scene graph would contain
 > GeoStates with the texture unset.

  The .flt loader always sets them exactly. They are either bound and
  enabled or null'd and disabled

Marcus and others say they've seen the problem too.  This is from
Marcus:

  I've seen this too. I reported it to SGI a year or 2 ago as a
  pfGeoState::apply() bug.  Something going wrong in the push/popping.
  Once, I spoke with Sharon Clay about it and she thought that it was
  really a GL bug (Irix 5.3/Iris GL) and that there wasn't much
  Performer could do about it. I haven't seen the problem since I've
  been using Irix 6.2 myself.

I myself _have_ seen the problem under IRIX 6.2/OpenGL/Performer 2.1
as well.

Does anyone have any fixes, workarounds, etc?  Or know of any patches
that solve the problem?

				   -Len
----------
           |\  /| . . |  /          Len Granowetter
           | \/ |  _  | (           MaK Technologies         
           |    | /-\ |  \          (617) 876-8085 Ext. 121       
       T E C H N O L O G I E S      lengrano@mak.com 

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From: lelkins@zeus.lnk.com (Les Elkins)
Message-Id: <9703102139.AA12958@zeus.lnk.com>
Subject: Re: pfdStoreFile
To: rrabbitz@motown.lmco.com (Richard Rabbitz)
Date: Mon, 10 Mar 1997 16:39:37 -0500 (EST)
Cc: info-performer@sgi.com, lelkins@zeus.lnk.com (Les Elkins)
In-Reply-To: <199703101448.JAA07182@newton.motown.lmco.com> from "Richard Rabbitz" at Mar 10, 97 09:48:41 am
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Status: O

> 
> Hi,
> 
> I used pfdStoreFile in an attempt to create a .pfb file of a terrain
> model build in MultiGen. Well, it did speed up load time by a factor of 20, but
> the textures were not included. Any suggestions?
> 

I've had the same problem.  I found that I was calling (I believe)
pfdMakeSharedScene() immediately before making the call to write the 
.pfb file, and that when I removed this line it worked fine.

I don't have access to the source I was using at the time, so this may
be an inappropriate memory on my part, but I believe I do recall
correctly....  And of course your mileage may vary in any case.

-Les


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

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From guest  Mon Mar 10 19:48:34 1997
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Date: Mon, 10 Mar 1997 14:53:49 -0800 (PST)
From: Chris Mitchell <chris@scotch.physics.ucla.edu>
To: Dave Russell <drussell@ist.ucf.edu>
cc: info-performer@sgi.com
Subject: Re: Find Node in DBASE?
In-Reply-To: <9703100925.ZM26528@grail.ist.ucf.edu>
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Status: O

> Is there an easy way to go about finding named nodes in a loaded model in the
> DBASE process?  I have been using pfNode::find() to retreive pointers to DOF
> beads in the scene graph once the model has been loaded.  Unfortunately, this
> code does not function properly (i.e. dies in find()) when run in the DBASE
> process.  Of course, this probably makes sense to those of us who fully
> understand all of the caveats associated with multiprocessing; unfortunately, I
> seem to find myself trying to do a lot of things in forked processes that can't
> be done.
> 
> I am going to try using the flight loader callbacks to get the pointers I want;
> however, this will probably take some pretty creative coding to get it to work
> the way I want it to.  If anyone has a suggestion of an easier method, I would
> certainly appreciate it.

I'm sure there are more elegant solutions, but my workaround for this problem
was to first clone the scene graph in the dbase process and then do the
node->find() call on the cloned version.  Then do updates and call buffer->merge().

Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris
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	 id RAA14824; Mon, 10 Mar 1997 17:36:20 -0500
From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9703101736.ZM14822@eagle.cae.ca>
Date: Mon, 10 Mar 1997 17:36:20 -0500
In-Reply-To: Richard Rabbitz <rrabbitz@motown.lmco.com>
        "pfdStoreFile" (Mar 10,  9:48am)
References: <199703101448.JAA07182@newton.motown.lmco.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Richard Rabbitz <rrabbitz@motown.lmco.com>
Subject: Re: pfdStoreFile
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Richard Rabbitz wrote:

> I used pfdStoreFile in an attempt to create a .pfb file of a terrain
> model build in MultiGen. Well, it did speed up load time by a factor of
> 20, but the textures were not included. Any suggestions?


Richard, very often textures are stored with a full pathname, this allow
them to be located easily by the pfLoader. However, once converted to a
.pfb format by pfdStoreFile(), pathnames are stripped off from all texture
names. You should then use either PFPATH or pfFilePath() to indicate where
are the textures. Try

	setenv PFPATH path1:path2:path3:...

or

	pfFilePath("path1:path2:path3:...");


--
Bernard Leclerc			CAE Electronics Ltd., 8585 Cote De Liesse
Technical Leader		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
bleclerc@cae.ca			fax: +1 514 340 5496
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9703101704.ZM11661@vaisyas.engr.multigen.com>
Date: Mon, 10 Mar 1997 17:04:23 -0800
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com, info-vega@paradigmsim.com
Subject: Re: DOF transformation ordering
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On Feb 6, 1:36pm, Mark Baranowski wrote:
> 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()"???
>
> 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 = [Put * [T * [R * [S * InvPut]]]]
>
> where T, R and S are Translation, Rotation and Scale as required.

I was recently reworking some DOF code in the loader and found that the this
subject is documented incorrectly in the OpenFlight spec. and also in the
loader's readme file (it paraphrases the spec.)

I'll be making sure it gets corrected in both documents. In the meantime,
here's what the next readme file will say:

""begin quote""

----------------------------------------------------------
| Order of transformations                               |
----------------------------------------------------------

The order in which the DOF transformations are applied (multiplied) by
MultiGen is fixed, as follows:

        Result = [ Put * S * R * T * Inverse Put ]

Translations and scales are straightforward. The order of rotations in
a DOF is identical to Performer's heading, pitch and roll rotations that
are encapsulated in a pfCoord (these are referred to as Euler angles).
The only difference may be the terminology. Older versions of MultiGen
used the terms twist, azimuth and inclination to denote heading, pitch
and roll respectively in Performer.

The Performer man page on pfMakeEulerMat(3) or pfDCS(3) have a concise
description of how a set of Euler angles are composited into a rotation
matrix. In addition, the matrix equivalent of a pfCoord, containing both
transformations and rotations, can be calculated using
pfMakeCoordMat(3).

""end quote""

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: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9703102001.ZM29897@christine.cae.ca>
Date: Mon, 10 Mar 1997 20:01:42 -0500
In-Reply-To: David Plew <kishore@aimnet.com>
        "Quaternions" (Mar 10, 10:02am)
References: <199703101802.KAA07481@shell1.aimnet.com>
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On Mar 10, 10:02am, David Plew wrote:
> Subject: Quaternions
>
> Hi :
>
> 	Is there a Performer function to convert hpr representation
> of orientation to a PfQuat type and vice-versa?
>

You can use the pfMatrix functions:

  pfMatrix::getOrthoQuat(pfQuat& dst);
  pfMatrix::makeQuat(const pfQuat& q);

to go from

  pfCoord->pfMatrix->pfQuat

or

  pfQuat->pfMatrix->pfCoord


-- 
Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer 		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
nicolas@cae.ca			fax: +1 514 340 5496
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9703101809.ZM20606@sixty.asd.sgi.com>
Date: Mon, 10 Mar 1997 18:09:40 -0800
In-Reply-To: Space Magic Team <arnaud@pobox.oleane.com>
        "Multi-pass rendering" (Mar 10,  6:01pm)
References: <1.5.4.32.19970310170102.006c6b0c@pobox.oleane.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Space Magic Team <arnaud@pobox.oleane.com>, info-performer@sgi.com
Subject: Re: Multi-pass rendering
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The only parallel texture paging will happen if you request texture paging
right after a fill limited operation. Then in this case you will obtain free
GEs time while the RMs are draining the internal buffers.

1) fill limited operation
2) texture paging

-Javier

On Mar 10,  6:01pm, Space Magic Team wrote:
> Subject: Multi-pass rendering
> Hi Performers !
>
> I'm currently implementing multi-pass rendering on an IR, and I wonder if I
> can use a flip-flop mechanism inside twos differents areas of the same
> framebuffer.
> Does anybody know if the copy of an area of the framebuffer to the texture
> memory can be parallelized with the rasterization of graphic primitives to
> another area of the framebuffer ?
> If yes, under which conditions ?
> Thanx a lot.
>
>
>                                         Philippe Poutignat
>
>  ____________________________________________________________________
> |  o o  Thomson Training & Simulation                           o o  |
> |  o o  Z.A. Les Boutries; 5, rue Leonardo da Vinci; B.P. 252   o o  |
> |  o o  78703 Conflans Sainte Honorine Cedex    France          o o  |
> |  o o  Tel: [33] (1) 34903614      Fax: [33] (1) 34903602      o o  |
> |____________________________________________________________________|
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Space Magic Team



-- 
*************************************************************************
* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
*                                   * Vmail:            	 3-1589 *            
* Member of Technical Staff         * Phone:  415-933-1589 / 2108 (lab) *
* Core Design - Applied Engineering * Fax:                 415-964-8671 *     
* Advanced Systems Division         * MailStop:                  8L-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************
"Violence is the last refuge of the incompetent"
						Hardin Seldon
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Date: Tue, 11 Mar 1997 14:21:37 +0900
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Subject: Sirius Video Sync problem
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Status: O

Hi,

I use ONYX IR 4-cpu system and Performer 2.1.
I assigned digital video input as a sirius source node and
texture memory as a sirius drain node.
At ircombine, I set my monitor 1280x1024_60.vfo, and set
sirius ccir601_525.vfo.
Periodically, performer's frame rate is changed. 59Hz to 20Hz
or 20Hz to 59Hz.

If you know the reason, please reply.
thanks


-- 
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
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To: info_performer <info-performer@sgi.com>
Subject: Re: I/O error and request a special effect sample code
Message-ID: <970311100539_101372.3460_JHP79-2@CompuServe.COM>
Status: O

You have example code on libpfutil ( usr/share/Performer/src/lib)

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From: Jean BENOIT <101372.3460@CompuServe.COM>
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Subject: Re: Find Node in DBASE?
Message-ID: <970311100528_101372.3460_JHP79-1@CompuServe.COM>
Status: O

Your Application process know the node of DBASE process after the pfMergeBuffer.
For callback loader , use the function pfdConverter.. functions.

Yoel

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703110958.ZM13752@bitch.reading.sgi.com>
Date: Tue, 11 Mar 1997 09:58:30 +0000
In-Reply-To: Len Granowetter <lengrano@mak.com>
        "pfGeoState" (Mar 10,  3:32pm)
References: <9703102032.AA04432@mak.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Len Granowetter <lengrano@mak.com>, info-performer@sgi.com
Subject: Re: pfGeoState
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Status: O

I've seen similar problems but caused when I've created textures in the
draw or in a data structure rather than with a 'new' operator in the app.
Even if that data structure exists in shased memory, an array of pfTextures
is problematic work,, and I need to 'new'.

Cheers,
Angus.

On Mar 10,  3:32pm, Len Granowetter wrote:
> Subject: pfGeoState
>
> Hi,
>
> I'm hoping that someone can shed some light on an apparent Performer
> bug we've seen in our Performer-based application.
>
> Under some circumstances, some polygons appear with the wrong
> textures on them.  The scene will look completely normal, then we'll
> change the position of the eyepoint so that some new vehicle is in
> view, or something, and suddenly, a texture from the vehicle replaces
> the texture on the cloud polygon, or on some piece of the terrain.
> Move the eyepoint back, and now the right texture is restored.  By the
> way, this problem does NOT seem to happen if lighting is disabled.
>
> It would seem that the problem is related to the following note that
> appears in the pfGeoState man page:
>
>  In some situations it may appear that pfGeoStates do inherit from each
>  other.  This is because IRIS Performer currently does not provide any
>  defaults for the state attributes listed above such as PFSTATE_TEXTURE
>  and PFSTATE_FRONTMTL.  Consequently, if the application does not
>  explicitly set these attributes, it is possible for pfGeoStates which
>  inherit these attributes to inherit them from previous pfGeoStates.
>
> However, all of our geometry is built by the MultiGen .flt loader, and
> Marcus Barnes at MultiGen assures me that:
>
>  > I'm trying to figure out though, why our scene graph would contain
>  > GeoStates with the texture unset.
>
>   The .flt loader always sets them exactly. They are either bound and
>   enabled or null'd and disabled
>
> Marcus and others say they've seen the problem too.  This is from
> Marcus:
>
>   I've seen this too. I reported it to SGI a year or 2 ago as a
>   pfGeoState::apply() bug.  Something going wrong in the push/popping.
>   Once, I spoke with Sharon Clay about it and she thought that it was
>   really a GL bug (Irix 5.3/Iris GL) and that there wasn't much
>   Performer could do about it. I haven't seen the problem since I've
>   been using Irix 6.2 myself.
>
> I myself _have_ seen the problem under IRIX 6.2/OpenGL/Performer 2.1
> as well.
>
> Does anyone have any fixes, workarounds, etc?  Or know of any patches
> that solve the problem?
>
> 				   -Len
> ----------
>            |\  /| . . |  /          Len Granowetter
>            | \/ |  _  | (           MaK Technologies
>            |    | /-\ |  \          (617) 876-8085 Ext. 121
>        T E C H N O L O G I E S      lengrano@mak.com
>
> =======================================================================
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>-- End of excerpt from Len Granowetter


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Date: 11 Mar 97 05:13:19 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: info_performer <info-performer@sgi.com>
Subject: Explosion with pfSmoke 
Message-ID: <970311101318_101372.3460_JHP90-1@CompuServe.COM>
Status: O

I notice on pfSmoke with EXPLOSION mode, that some time, the first puff is decal

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From: "Jean-Luc Dery" <dery@atlantis.Discreet.QC.CA>
Message-Id: <9703110938.ZM18696@atlantis>
Date: Tue, 11 Mar 1997 09:38:23 -0500
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To: info-performer@sgi.com
Subject: Pipeline synchronization
Cc: dery@atlantis.Discreet.QC.CA
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Hi Performers,

I've got a question in relation to channel setup synchronization in the
rendering pipeline that goes like this:

- my application is set to APP_CULL_DRAW multiprocess mode

- at frame n, I call the following functions in the channel app
  callback:
	chan->setScene( someScene1 );
	chan->setESky( someES1 );

	someES1->setColor( <<red>> );

  and at frame n + 1,
	chan->setScene( someScene2 );
	chan->setESky( someES2 );

	someES1->setColor( <<green>> );

Now, my question is:

When I'm in the draw process for frame n, from the channel draw callback, I do
the following:

	currentScene = chan->getScene();
	currentES = chan->getESky();
	chan->clear();

I'm I right or I'm I wrong with the assumption that:

	currentScene = someScene1
	currentES = someES1

	but my ES will be red.

If this is true, then, in order to have pipeline synchronization for ES
attributes, one must apply changes in the draw process using a cycle buffer or
the chanPassData feature.

Thanks in advance for any help.

Jean-Luc

-- 
_____________________________________________________________________________

Jean-Luc Dery                         Discreet Logic
System Engineer                       5505 boul. St-Laurent, bureau 5200
3-D Graphics Technology               Montreal (Quebec), Canada, H2T 1S6
                                      Tel: (514) 272-0525 #394
Email: dery@discreet.com              Fax: (514) 272-0585
_____________________________________________________________________________
=======================================================================
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Message-ID: <332584E9.FF6@netvision.net.il>
Date: Tue, 11 Mar 1997 18:14:33 +0200
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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MIME-Version: 1.0
To: Javier Castellar <javier@sixty.asd.sgi.com>
CC: Space Magic Team <arnaud@pobox.oleane.com>, info-performer@sgi.com
Subject: Re: Multi-pass rendering
References: <1.5.4.32.19970310170102.006c6b0c@pobox.oleane.com> <9703101809.ZM20606@sixty.asd.sgi.com>
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Status: O

Javier Castellar wrote:
> 
> The only parallel texture paging will happen if you request texture paging
> right after a fill limited operation. Then in this case you will obtain free
> GEs time while the RMs are draining the internal buffers.
> 
> 1) fill limited operation
> 2) texture paging
> 
> -Javier

This is not a sufficient condition.
The GE may run parallel to the RMs, but, the texture memory
update inside the RMs will "fight" with texture memory access
by normal textured rasterization. In other words, the texture
memory is NOT dual-port. Parallelism at this stage depends on
the texture memory read access bandwidth. Thisd epends on
many things: the pixel area of textured polygons (vs. un-textured
polygons),  the type of texture
filters used,  the bits-per-texel in the textures.
 (trilinear mipmap, for example, requires 8 texels
for each rasterized pixel). Moreover, I guess it also depends
on the locality of subsequent texture memory read accesses --
a high-res texture rasterized into a small polygon (with
non-mipmap filter), will increase the bandwidth.

It sums up to: pretty unpredictable.

Moshe Nissim
Orad Hi-Tec Systems
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From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: fortune@tri.kbs.co.kr
CC: "Performer Submissions orad_u@netvision.net.il" <info-performer@sgi.com>
Subject: Re: Sirius Video Sync problem
References: <3324EBE1.6FD9@tri.kbs.co.kr>
Content-Type: multipart/mixed; boundary="------------59E21CFB3F54"
Status: O

This is a multi-part message in MIME format.

--------------59E21CFB3F54
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

Choi Changrak wrote:
> 
> Hi,
> 
> I use ONYX IR 4-cpu system and Performer 2.1.
> I assigned digital video input as a sirius source node and
> texture memory as a sirius drain node.
> At ircombine, I set my monitor 1280x1024_60.vfo, and set
> sirius ccir601_525.vfo.
> Periodically, performer's frame rate is changed. 59Hz to 20Hz
> or 20Hz to 59Hz.
> 
> If you know the reason, please reply.

You need to genlock the graphics pipe as well.
There is a physical cable that needs to be connected.
Then,
If you are using an Onyx REII:
setmon 1280x1024_60f
If you are using an iR, you'll need to create a special
.cmb file using /usr/gfx/ircombine,
with 1280x1024_60.vfo as the "normal" channel's video format,
and under "Edit globals" -- see the attached picture.
And then, setmon -g <your-cmb-file-name>

Moshe Nissim
Orad Hi-Tec Systems

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--------------59E21CFB3F54--

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From: "Angus W.S. Henderson" <angus@despair.paradigmsim.com>
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Date: Tue, 11 Mar 1997 10:00:43 -0600
In-Reply-To: David Plew <kishore@aimnet.com>
        "Quaternions" (Mar 10, 10:02am)
References: <199703101802.KAA07481@shell1.aimnet.com>
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To: info-performer@sgi.com
Subject: Re: Quaternions
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On Mar 10, 10:02am, David Plew wrote:
> 	Is there a Performer function to convert hpr representation
> of orientation to a PfQuat type and vice-versa?
>-- End of excerpt from David Plew

And if there was a hypothetical new performer-like product  might it do the
same for the first order terms hdot, pdot & rdot ? That would be handy.

ANgus





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Date: Tue, 11 Mar 1997 08:41:02 -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, info-vega@paradigmsim.com
Subject: Re: DOF transformation ordering
References: <9703101704.ZM11661@vaisyas.engr.multigen.com>
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Status: O

Marcus Barnes wrote:
> 
> Translations and scales are straightforward. The order of rotations in
> a DOF is identical to Performer's heading, pitch and roll rotations that
> are encapsulated in a pfCoord (these are referred to as Euler angles).
> The only difference may be the terminology. Older versions of MultiGen
> used the terms twist, azimuth and inclination to denote heading, pitch
> and roll respectively in Performer.

You sure about the "respectively" part? It sounds to me that twist
probably corresponds to roll (not heading), azimuth corresponds to
heading (not pitch), and inclination corresponds to pitch (not roll).
But I'm just guessing...

--

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: Chris Henderson <ch@paradigmsim.com>
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To: Len Granowetter <lengrano@mak.com>
CC: info-performer@sgi.com
Subject: Re: pfGeoState
References: <9703102032.AA04432@mak.com>
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Status: O

We've seen similar problems, but only with OpenGL apps on RE2.  It shows
up when we set the Flt loader mode PFFLT_INHERIT_GSTATE.  Our textures
were disappearing on some pieces of geometry, and behaved differently
based on the eyepoint as you describe.

We've filed a bug with the Performer group, including sample code...no
updates lately.

ch.


Len Granowetter wrote:
> 
> Hi,
> 
> I'm hoping that someone can shed some light on an apparent Performer
> bug we've seen in our Performer-based application.
> 
> Under some circumstances, some polygons appear with the wrong
> textures on them.  The scene will look completely normal, then we'll
> change the position of the eyepoint so that some new vehicle is in
> view, or something, and suddenly, a texture from the vehicle replaces
> the texture on the cloud polygon, or on some piece of the terrain.
> Move the eyepoint back, and now the right texture is restored.  By the
> way, this problem does NOT seem to happen if lighting is disabled.
> 
> It would seem that the problem is related to the following note that
> appears in the pfGeoState man page:
> 
>  In some situations it may appear that pfGeoStates do inherit from each
>  other.  This is because IRIS Performer currently does not provide any
>  defaults for the state attributes listed above such as PFSTATE_TEXTURE
>  and PFSTATE_FRONTMTL.  Consequently, if the application does not
>  explicitly set these attributes, it is possible for pfGeoStates which
>  inherit these attributes to inherit them from previous pfGeoStates.
> 
> However, all of our geometry is built by the MultiGen .flt loader, and
> Marcus Barnes at MultiGen assures me that:
> 
>  > I'm trying to figure out though, why our scene graph would contain
>  > GeoStates with the texture unset.
> 
>   The .flt loader always sets them exactly. They are either bound and
>   enabled or null'd and disabled
> 
> Marcus and others say they've seen the problem too.  This is from
> Marcus:
> 
>   I've seen this too. I reported it to SGI a year or 2 ago as a
>   pfGeoState::apply() bug.  Something going wrong in the push/popping.
>   Once, I spoke with Sharon Clay about it and she thought that it was
>   really a GL bug (Irix 5.3/Iris GL) and that there wasn't much
>   Performer could do about it. I haven't seen the problem since I've
>   been using Irix 6.2 myself.
> 
> I myself _have_ seen the problem under IRIX 6.2/OpenGL/Performer 2.1
> as well.
> 
> Does anyone have any fixes, workarounds, etc?  Or know of any patches
> that solve the problem?
> 
>                                    -Len
> ----------
>            |\  /| . . |  /          Len Granowetter
>            | \/ |  _  | (           MaK Technologies
>            |    | /-\ |  \          (617) 876-8085 Ext. 121
>        T E C H N O L O G I E S      lengrano@mak.com
> 
> =======================================================================
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-- 
Chris Henderson ~ Paradigm Simulation Inc
(972) 960-2301 FAX (972) 960-2303
mailto:ch@paradigmsim.com
http://www.paradigmsim.com
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From: David Plew <kishore@aimnet.com>
Message-Id: <199703111657.IAA08555@shell1.aimnet.com>
To: info-performer@sgi.com
Subject: spherical linear interpolation
Status: O


Hi :

	Pardon me for my ignorance, but I need to know how does pfSlerpQuat
perform spherical linear interpolation. Where can I find info on this kind
of interpolation? For some reasons I am cornered with the problem of
generating arbitrary axis for rotation of an objenct, manually. And I
think that knowing how to do this spherical interpolation, will enable
me to generate the axis. As a simple example, here is what I would like
to to:

	model a cube at the origin with default position and orientation.
	Rotate it about X
	Rotate it about Y
	Rotate it about Z - all rotations are by 90 deg.

Each of the above actions are represented as key frames consisting of
list of keyframe positions and orientations. The animation is computed
using pfSlerpQuat for orientation and Catmull-Rom method for position
interpolation. I do not have any tool to generate these key frames, hence
have to do it by hand. Interpolation of both position and orientation
takes place from one key frame to next. The rotations in the key frames
are expressed as quaternions. My task is to be able to generate these
quats by hand. How can I compute the axis for each of the key frames so that
pfSlerpQuat interpolates properly between two frames?

Specifying the orientation as the list:

	[ 1 0 0 90,
	  0 1 0 90,
	  0 0 1 90 ]

doesn't work (First three floats are axis, last one is angle in deg.).

any ideas?

thanks
-anita

kishore@aimnet.com
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From: "Juan R. Saenz-Diez" <yuri@metacore.es>
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Status: O

Dear Performers,

I want to draw an object in 3D space, scaling it so as to make it appear
of a constant size when projected on screen. What scaling matrix should
I apply before drawing (let's suppose that the object has a original
size of 1) so that I get the target size on screen?

Thank you in advance,
Yuri.


-- 
----------------------------------------------------------------------------
 Juan R. "Yuri" Saenz-Diez
                                                           M E T A  C O
R E
                                                           Visual
Computing

                                              c/ Huelva, 8 * 28002 -
Madrid
                                                                     
SPAIN
                                                     Phone: +34 1 413 72
12
 yuri@metacore.es                                      Fax: +34 1 416 99
14
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Status: O

Does anyone can tell me how to load a VRML file into a Performer Database, or
as an alternative if there is any application that can convert a VRML file into
another format like Open Inventor or .dxf or .flt.
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Date: Tue, 11 Mar 1997 13:15:20 -0500
From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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Subject: C++ PipeWindow bug revisited
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Status: O

A few weeks ago I sent a message regarding problems I was having with
manipulating a pfPipeWindow from the C++ interface. Specifically, I want
a borderless fullscreen window. I got a couple of replies pointing me to
the PFWIN_NOBORDER mode, but so far nothing has worked. Here is a code
snippet:

  // Initialize a full screen window 
  pwin = new pfPipeWindow(pipe);
  pwin->setMode(PFWIN_NOBORDER, PF_ON);
  pwin->setFullScreen();
  pwin->setSize(1280,1024); // remove this, and I get minimal window
  pwin->setOrigin(0,0);
  pwin->open();

If I leave out this whole segment of code, Performer creates a full
screen window for me, but with a border. So, I make my own window and
open it. (This is occurring in the app process.) It appears that the
setMode and setFullScreen C++ methods have absolutely no effect
whatsoever. The setSize method works fine, though, but I don't want to
hardcode a specific size. If I remove the setSize call, I get a window
consisting entirely of window manager decorations. 

I'm using Performer 2.1 on an R10000 Onyx iR.

Is this a bug in the C++ interface? Am I doing something wrong? Any help
would be appreciated.

-Chris 
--

Chris Volpe			Phone: (518) 387-7766 
GE Corporate R&D		Fax:   (518) 387-6560
PO Box 8 			Email: volpecr@crd.ge.com
Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
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From: Andrew Ng <nga@division.co.uk>
To: "'Performer Mailing List'" <info-performer@sgi.com>
Subject: Problem with pfChanNodeIsectSegs.
Date: Tue, 11 Mar 1997 19:08:21 -0000
Encoding: 173 TEXT
Status: O

Hi,

Are there any known problems with pfChanNodeIsectSegs and deep hierarchies?

I have a hierarchy that's about 40 levels deep. Each DCS in this hierarchy 
has a pfGroup which has three pfGeode's each with a single pfGeoset. If I 
try to intersect with geometry that's any deeper than about 26/27, this 
causes a segmentation fault in "_lfree". Here's the stack trace :-


>  0 _lfree(0x1808004c, 0x18080000, 0x0, 0x183ca3f0, 0x41, 0x0, 0x18151230, 
0x0) ["/vince/6.2-mar09/work/irix/lib/libc/libc_n32_M3/mp/amalloc.c":799, 
0xfa9f154]
   1 _afree(0x1808004c, 0x18080000, 0x0, 0x183ca3f0, 0x41, 0x0, 0x0, 
0x18314180) 
["/vince/6.2-mar09/work/irix/lib/libc/libc_n32_M3/mp/amalloc.c":89, 
0xfa9e3c0]
   2 pfMemory::operator delete(void*)(0x1808004c, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x0) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpr/pfMemory.C":196, 
0x5f72bf78]
   3 pfMemory::~pfMemory(void)(0x1808004c, 0x183140e0, 0x0, 0x183ca3f0, 
0x41, 0x0, 0x18151230, 0x0) ["/build/perfbuild/perf202.IRIX6/perf/lib/li  
bpr/pfMemory.C":212, 0x5f72c03c]
   4 pfMemory::realloc(unsigned int)(0x183140f0, 0x100, 0x0, 0x183ca3f0, 
0x41, 0x0, 0x0, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpr/pfMemory.C":360, 
0x5f72cc18]
   5 pfMemory::realloc(void*,unsigned int)(0x1808004c, 0x0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpr/pfMemory.C":472, 
0x5f72d20c]
   6 pfList::setNum(int)(0x183140b0, 0x21, 0x0, 0x183ca3f0, 0x41, 0x0, 
0x18151230, 0x40) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpr/pfList.C":297, 0x5f7237b0]
   7 pfGeode::pf_discFunc(pfHit*)(0x18314580, 0x183140e0, 0x0, 0x183ca3f0, 
0x41, 0x0, 0x0, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfGeode.C":793, 0x5f62dda4]
   8 ::_pitIsectTri(_prIsectTrav*,pfVec3&,pfVec3&,pfVec3&)(0x1808004c, 
0x5f822e64, 0x0, 0x0, 0x41, 0x0, 0x0, 0x0) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpr/pfGeoSet.C":2571, 
0x5f6fdd24]
   9 pfGeoSet::pr_isect(_prIsectTrav*)(0x0, 0x5f6fd5c4, 0x0, 0x0, 0x0, 0x0, 
0x0, 0x0) ["/build/perfbuild/perf202.IRIX6/perf/lib/libpr/pfGeoSet.C":2996, 
0x5f70be60]
   10 pfGeoSet::isect(pfSegSet*,pfHit***)(0x1808004c, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpr/pfGeoSet.C":1837, 
0x5f70981c]
   11 pfGeode::nb_intersect(_pfIsector*)(0x5f7091b0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfGeode.C":485, 0x5f62c9bc]
   12 pfGroup::nb_intersect(_pfIsector*)(0x18100560, 0x7fff1e9c, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfGroup.C":450, 0x5f631b18]
   13 pfGroup::nb_intersect(_pfIsector*)(0x18153670, 0x7fff1e9c, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfGroup.C":450, 0x5f631b18]
   14 pfDCS::nb_intersect(_pfIsector*)(0x18158420, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   15 pfDCS::nb_intersect(_pfIsector*)(0x181581f0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   16 pfDCS::nb_intersect(_pfIsector*)(0x18157fc0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   17 pfDCS::nb_intersect(_pfIsector*)(0x18157d90, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   18 pfDCS::nb_intersect(_pfIsector*)(0x18157b60, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   19 pfDCS::nb_intersect(_pfIsector*)(0x18157930, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   20 pfDCS::nb_intersect(_pfIsector*)(0x18157700, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   21 pfDCS::nb_intersect(_pfIsector*)(0x181574d0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   22 pfDCS::nb_intersect(_pfIsector*)(0x181572a0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   23 pfDCS::nb_intersect(_pfIsector*)(0x18156a00, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   24 pfDCS::nb_intersect(_pfIsector*)(0x181567d0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) ["/build/perfbuild/perf20  
2.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   25 pfDCS::nb_intersect(_pfIsector*)(0x181565a0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   26 pfDCS::nb_intersect(_pfIsector*)(0x18156370, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   27 pfDCS::nb_intersect(_pfIsector*)(0x18156140, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   28 pfDCS::nb_intersect(_pfIsector*)(0x18155f10, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   29 pfDCS::nb_intersect(_pfIsector*)(0x18155ce0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   30 pfDCS::nb_intersect(_pfIsector*)(0x18155ab0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   31 pfDCS::nb_intersect(_pfIsector*)(0x18155880, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   32 pfDCS::nb_intersect(_pfIsector*)(0x18155650, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   33 pfDCS::nb_intersect(_pfIsector*)(0x18155420, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   34 pfDCS::nb_intersect(_pfIsector*)(0x181551f0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   35 pfDCS::nb_intersect(_pfIsector*)(0x18154fc0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   36 pfDCS::nb_intersect(_pfIsector*)(0x18154d90, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   37 pfDCS::nb_intersect(_pfIsector*)(0x18154b60, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   38 pfDCS::nb_intersect(_pfIsector*)(0x18154930, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   39 pfDCS::nb_intersect(_pfIsector*)(0x18154700, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   40 pfDCS::nb_intersect(_pfIsector*)(0x181544d0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   41 pfDCS::nb_intersect(_pfIsector*)(0x181542a0, 0x183140e0, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfDCS.C":275, 0x5f60ee1c]
   42 pfSCS::nb_intersect(_pfIsector*)(0x1808004c, 0x7fff1e9c, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfSCS.C":423, 0x5f67d920]
   43 pfGroup::nb_intersect(_pfIsector*)(0x180ccea0, 0x7fff1e9c, 0x0, 
0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfGroup.C":450, 0x5f631b18]
   44 pfNode::pf_isect(pfSegSet*,pfHit***,pfChannel*,pfMatrix*)(0x5fff2788, 
0x409, 0x0, 0x183ca3f0, 0x41, 0x0, 0x18151230, 0x409) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfNode.C":1241, 0x5f637f8c]
   45 pfChannel::nb_isect(pfNode*,pfSegSet*,pfHit***,pfMatrix*)(0x1808004c, 
0x183140e0, 0x0, 0x183ca3f0, 0x41, 0x0, 0x18151230, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/pfChannel.C":1621, 
0x5f6081c8]
   46 ::pfChanNodeIsectSegs(0x1808004c, 0x183140e0, 0x0, 0x183ca3f0, 0x0, 
0x0, 0x0, 0x18314180) 
["/build/perfbuild/perf202.IRIX6/perf/lib/libpf/cChannel.C":1360, 
0x5f68fc5c]


I'm running on IRIX 6.2 using N32 binaries with Performer 2.0.2 on an 
Indigo 2 Max Impact.

Any help would be appreciated.

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


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From: Jan Barglowski <jan@euryale.chinalake.navy.mil>
Posted-Date: Tue, 11 Mar 1997 17:56:48 GMT
Message-Id: <199703111756.RAA28602@cyclops>
Subject: Checking screen(pipe) size...
To: info-performer@sgi.com
Date: Tue, 11 Mar 1997 09:56:48 -0800 (PST)
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Status: O

Performers:

I have an iR, where sometimes we run the pipe configured to 1280x1024,
and other times at 2560x1024 (using the second RGB out for a second
display).  I'd like to have my Performer App check the size of the 
screen, and if it's 2560 wide then put the second channel on the second
screen, otherwise put the second channel on top of the first channel.

So the question is:  how do I find out the size of the screen?  I've
been looking at pfPipeWindow::getCurScreenOriginSize(), but it keeps 
crashing, and pfPipeWindow::getCurOriginSize(), which gives -1 values
until I pfPipeWindow::open(), when it gives the sizes I set it to.

Thanks for any help!

jan
 
-- 
Jan Anthony Barglowski	              jan@chinalake.navy.mil
Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (619) 927-1057
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9703111455.ZM13883@vaisyas.engr.multigen.com>
Date: Tue, 11 Mar 1997 14:55:49 -0800
In-Reply-To: Christopher R Volpe <volpe@ash.crd.ge.com>
        "Re: DOF transformation ordering" (Mar 11,  8:41am)
References: <9703101704.ZM11661@vaisyas.engr.multigen.com> 
	<332560EE.2009@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, info-vega@paradigmsim.com
Subject: Re: DOF transformation ordering
Mime-Version: 1.0
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Status: O

On Mar 11,  8:41am, Christopher R Volpe wrote:
> Subject: Re: DOF transformation ordering
> Marcus Barnes wrote:
> >
> > Translations and scales are straightforward. The order of rotations in
> > a DOF is identical to Performer's heading, pitch and roll rotations that
> > are encapsulated in a pfCoord (these are referred to as Euler angles).
> > The only difference may be the terminology. Older versions of MultiGen
> > used the terms twist, azimuth and inclination to denote heading, pitch
> > and roll respectively in Performer.
>
> You sure about the "respectively" part? It sounds to me that twist
> probably corresponds to roll (not heading), azimuth corresponds to
> heading (not pitch), and inclination corresponds to pitch (not roll).

Yes I'm very sure about it. The loader's DOFcb data structure still has members
that use those old names: "twist", "azim", and "incl". A brief history of these
confusing terms was posted to info-performer last month.

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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 Tue, 11 Mar 1997 18:15:17 EST
Date: Tue, 11 Mar 1997 18:11:37 -0500
From: Prakash Mahesh <prakash@DRAWCOMP.COM>
Subject: Re: C++ PipeWindow bug revisited
Sender: gpmahesh@DRAWCOMP.COM
To: Christopher R Volpe <volpe@ash.crd.ge.com>
Cc: info-performer@sgi.com
Message-id: <3325E6A9.1CFB@drawcomp.com>
Organization: DRaW Computing Assoc. Inc.
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Status: O

Christopher R Volpe wrote:
> 
> A few weeks ago I sent a message regarding problems I was having with
> manipulating a pfPipeWindow from the C++ interface. Specifically, I want
> a borderless fullscreen window. I got a couple of replies pointing me to
> the PFWIN_NOBORDER mode, but so far nothing has worked. Here is a code
> snippet:
<trrrrr>

I think the problem is not with Performer but with the windows manager
you are using. I had the same problem while using PFWIN_NOBORDER. It
always drew the window with border. I found out that the windows manager
I was using (fvwm) was set to draw a motif-style window. So this put the
border even if there wasn't one.
So, try changing the windows manager setup, or try any standard(default)
SGI windows manager.
Hope this solves your problem.
-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
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From: Jan Barglowski <jan@euryale.chinalake.navy.mil>
Posted-Date: Tue, 11 Mar 1997 23:35:17 GMT
Message-Id: <199703112335.XAA01854@cyclops>
Subject: Re: C++ PipeWindow bug revisited
To: volpe@ash.crd.ge.com (Christopher R Volpe)
Date: Tue, 11 Mar 1997 15:35:17 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <3325A138.532D@ash.crd.ge.com> from "Christopher R Volpe" at Mar 11, 97 01:15:20 pm
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Christopher R Volpe wrote:
> 
> A few weeks ago I sent a message regarding problems I was having with
> manipulating a pfPipeWindow from the C++ interface. Specifically, I want
> a borderless fullscreen window. I got a couple of replies pointing me to
> the PFWIN_NOBORDER mode, but so far nothing has worked. Here is a code
> snippet:
> 
>   // Initialize a full screen window 
>   pwin = new pfPipeWindow(pipe);
>   pwin->setMode(PFWIN_NOBORDER, PF_ON);
>   pwin->setFullScreen();
>   pwin->setSize(1280,1024); // remove this, and I get minimal window
>   pwin->setOrigin(0,0);
>   pwin->open();

Chris:

Here's my code, which opens a full-screen borderless all the time:

//////////////////////////////////////////////////////////////////////
// Get the pipe up and running.
pipe = pfGetPipe(0);
pw = new pfPipeWindow(pipe);
pw->setWinType(PFPWIN_TYPE_X);
pw->setName("OTW C++ Base");
pw->setOriginSize(1280,0,1280,1024); 	// 2nd monitor.
pw->open();

This only major difference I see is that I explicitly setWinType()

> I'm using Performer 2.1 on an R10000 Onyx iR.

Me too.

jan

-- 
Jan Anthony Barglowski	              jan@chinalake.navy.mil
Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (619) 927-1057
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From: russell@ctasim.com ("Russell Suter" )
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Date: Tue, 11 Mar 1997 15:42:19 -0800
In-Reply-To: Jan Barglowski <jan@euryale.chinalake.navy.mil>
        "Checking screen(pipe) size..." (Mar 11,  9:56am)
References: <199703111756.RAA28602@cyclops>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Jan Barglowski <jan@euryale.chinalake.navy.mil>
Subject: Re: Checking screen(pipe) size...
Cc: info-performer@sgi.com
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On Mar 11,  9:56am, Jan Barglowski wrote:
> Subject: Checking screen(pipe) size...
> Performers:
>
> I have an iR, where sometimes we run the pipe configured to 1280x1024,
> and other times at 2560x1024 (using the second RGB out for a second
> display).  I'd like to have my Performer App check the size of the
> screen, and if it's 2560 wide then put the second channel on the second
> screen, otherwise put the second channel on top of the first channel.
>
> So the question is:  how do I find out the size of the screen?  I've
> been looking at pfPipeWindow::getCurScreenOriginSize(), but it keeps
> crashing, and pfPipeWindow::getCurOriginSize(), which gives -1 values
> until I pfPipeWindow::open(), when it gives the sizes I set it to.
>
> Thanks for any help!
>
After the pfInit, you can do the following:

#include <X11/X.h>
#include <X11/Xlib.h>

   Display *display;
   int screen;
   int width;
   int height;

   display = pfGetCurWSConnection();
   screen = DefaultScreen(display);
   width = DisplayWidth(display, screen);
   height = DisplayHeight(display, screen);

This assumes that you have one pipe.  Each  pipe will be a different screen.


> jan
>
> --
> Jan Anthony Barglowski	              jan@chinalake.navy.mil
> Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
> Naval Air Warfare Center, China Lake  (619) 927-1057
> =======================================================================
> 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 Jan Barglowski



-- 
Russ
_______________________________________________ ______________________________
Though my eyes could see                       | Russell Suter
        I still was a blind man.               |    Voice : (303) 889-1262
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From: "Don Hatch" <hatch@hell.asd.sgi.com>
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Date: Tue, 11 Mar 1997 17:04:47 -0800
In-Reply-To: David Plew <kishore@aimnet.com>
        "spherical linear interpolation" (Mar 11,  8:57am)
References: <199703111657.IAA08555@shell1.aimnet.com>
X-Face: /7QDEc=iPrsQG=j>iQo4F||T'ys-t--1bb9IJ9qo~4|i0nB|OG%gK}I3J2{/u*-q.I8=OSv/&K}V(pw:~5aIV!Y4:y+Vk#AAX)|i'B-jHf+r(?U'"B'9"D|<-(/1PD32tUN
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To: David Plew <kishore@aimnet.com>
Subject: Re: spherical linear interpolation
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On Mar 11,  8:57am, David Plew <kishore@aimnet.com> wrote:
> Subject: spherical linear interpolation
> 
> Hi :
> 
> 	Pardon me for my ignorance, but I need to know how does pfSlerpQuat
> perform spherical linear interpolation. Where can I find info on this kind
> of interpolation? For some reasons I am cornered with the problem of
> generating arbitrary axis for rotation of an objenct, manually. And I
> think that knowing how to do this spherical interpolation, will enable
> me to generate the axis. As a simple example, here is what I would like
> to to:
> 
> 	model a cube at the origin with default position and orientation.
> 	Rotate it about X
> 	Rotate it about Y
> 	Rotate it about Z - all rotations are by 90 deg.
> 
> Each of the above actions are represented as key frames consisting of
> list of keyframe positions and orientations. The animation is computed
> using pfSlerpQuat for orientation and Catmull-Rom method for position
> interpolation. I do not have any tool to generate these key frames, hence
> have to do it by hand. Interpolation of both position and orientation
> takes place from one key frame to next. The rotations in the key frames
> are expressed as quaternions. My task is to be able to generate these
> quats by hand. How can I compute the axis for each of the key frames so that
> pfSlerpQuat interpolates properly between two frames?
> 
> Specifying the orientation as the list:
> 
> 	[ 1 0 0 90,
> 	  0 1 0 90,
> 	  0 0 1 90 ]
> 
> doesn't work (First three floats are axis, last one is angle in deg.).
> 
> any ideas?
> 
> thanks
> -anita
> 
> kishore@aimnet.com

If I am understanding correctly, you want to compose (i.e. multiply)
the above quaternions together to accumulate the keyframes.
The following code seems to give a believable answer--
note that the final orientation (i.e. the composite
of the three 90-degree rotations) is equivalent to a single
90-degree rotation about the Y axis.
I assume you mean the rotations to be expressed in terms of the world
space axes (as opposed to the object space axes)--
if not, just multiply by the incremental rotation quaternion
on the left instead of the right.

(My impression is that you are willing to use the Performer math libs as
a calculator, but if you *really* want to do the quaternion multiplication
by hand, see the references at the end of the pfQuat man page.)


#include <Performer/pr/pfLinMath.h>

main(int argc, char **argv)
{
    pfQuat qident, qx, qy, qz;
    qident.makeRot(0, 1,0,0);
    qx.makeRot(90, 1,0,0);
    qy.makeRot(90, 0,1,0);
    qz.makeRot(90, 0,0,1);

    pfQuat keyframes[4];
    keyframes[0] = qident;
    keyframes[1] = keyframes[0] * qx;
    keyframes[2] = keyframes[1] * qy;
    keyframes[3] = keyframes[2] * qz;

    pfQuat q;
    for (k = 0; k < 3; ++k)
    {
        int i, n = 4; // number of steps from one keyframe to the next
        for (i = 0; i <= n; ++i)
        {
            float t = (float)i/(float)n;
            q.slerp(t, keyframes[k], keyframes[k+1]);
            float angle, x, y, z;
            q.getRot(&angle, &x, &y, &z);
            printf("%f  %f %f %f\n", angle, x, y, z);
        }
        printf("\n");
    }
}

The output is:

0.000000  0.000000 0.000000 1.000000
22.500017  1.000000 0.000000 0.000000
44.999989  1.000000 0.000000 0.000000
67.500008  1.000000 0.000000 0.000000
89.999992  1.000000 0.000000 0.000000

89.999992  1.000000 0.000000 0.000000
92.181213  0.962637 0.191480 -0.191480
98.421036  0.862856 0.357407 -0.357407
107.978378  0.726831 0.485653 -0.485653
120.000000  0.577350 0.577350 -0.577350

120.000000  0.577350 0.577350 -0.577350
107.978378  0.485653 0.726831 -0.485653
98.421051  0.357407 0.862856 -0.357407
92.181213  0.191480 0.962637 -0.191480
89.999992  0.000000 1.000000 0.000000

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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From: jaf@chem.ucsd.edu (Jeremy Friesner)
Message-Id: <199703120217.CAA17534@sdchemw1.ucsd.edu>
Subject: pfFog on an Impact
To: info-performer@sgi.com
Date: Tue, 11 Mar 1997 18:17:10 -0800 (PST)
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Hi Everybody,

In my app I'm using pfFog to try to reduce scenery pop-up.  What I
want is for the fog's onset to be 95% of the distance to the far
clipping plane, and for the fog to be opaque at 99% of the distance.

This works great on our RE2, but on our Maximum Impact Indigo2, the fog does
not appear correctly.  Depending on the values I give to pfFog::setRange(),
I can get no fog, all fog (no scenery), or a very light fog, but never the
effect I want.  Here's a code snippet:

... (in the draw process)
    pfOverride(PFSTATE_FOG | PFSTATE_ENFOG, PF_OFF);

    fog->setFogType(PFFOG_PIX_LIN);
    fog->setColor(0.0, 0.0, 0.6);  // blue fog, to make it more apparent

    float farclip=300.;   // setNearFar(300./500., 300.) was done in the app process earlier
      fog->setRange(farclip*0.95, farclip*0.99); // no fog visible
    //fog->setRange(farclip*0.50, farclip*0.90); // STILL no fog visible
    //fog->setRange(farclip*0.50, farclip*0.50); // all fog, no scenery visible(!!)
    //fog->setRange(farclip*0.50, farclip*1.00); // no fog visible(!!) 

    fog->apply();
    pfEnable(PFEN_FOG);
    pfOverride(PFSTATE_FOG | PFSTATE_ENFOG, PF_ON);

...


This is with a far-clip-plane-distance/near-clip-plane-distance ratio
of 500:1.  If I lower the ratio to 10:1, then the fog starts to appear
correctly, but of course then nearby objects disappear.

Surely there must be something wrong here?  Doing a pfWindow::QUERY(PFQWIN_DEPTH_BITS)
says that my pfWindow has a 24-bit z-buffer (vs. 32-bits on the RE2).  Should this
be making such a vast difference?

I'll be very grateful for any hints!  This is under Irix6.2, Performer2.02, btw.

-Jeremy
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9703111906.ZM22100@sixty.asd.sgi.com>
Date: Tue, 11 Mar 1997 19:06:03 -0800
In-Reply-To: Orad Hi-Tec Systems <orad_u@netvision.net.il>
        "Re: Multi-pass rendering" (Mar 11,  6:14pm)
References: <1.5.4.32.19970310170102.006c6b0c@pobox.oleane.com> 
	<9703101809.ZM20606@sixty.asd.sgi.com> 
	<332584E9.FF6@netvision.net.il>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Orad Hi-Tec Systems <orad_u@netvision.net.il>
Subject: Re: Multi-pass rendering
Cc: Space Magic Team <arnaud@pobox.oleane.com>, info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You are more or less right about that paging after the rendering does not
 overlaps 100% sure with the rasterization stages in all cases, however the
ONLY chance of getting a percent of overlapping is requesting the paging after
the rendering.

If you request paging before the rendering, the overlapping will be less that
if you try the reverse order.

This is also true if you interleave paging operations, but sometimes is worst,
therefore the best choice is paging after the fill limited operations, becasue
the portion of paging involving GEs will be done and it will be buffered on the
internal fifos, waiting for the RMs to give them a chance (i.e. bubbles in the
fill rate)

-Javier


On Mar 11,  6:14pm, Orad Hi-Tec Systems wrote:
> Subject: Re: Multi-pass rendering
> Javier Castellar wrote:
> >
> > The only parallel texture paging will happen if you request texture paging
> > right after a fill limited operation. Then in this case you will obtain
free
> > GEs time while the RMs are draining the internal buffers.
> >
> > 1) fill limited operation
> > 2) texture paging
> >
> > -Javier
>
> This is not a sufficient condition.
> The GE may run parallel to the RMs, but, the texture memory
> update inside the RMs will "fight" with texture memory access
> by normal textured rasterization. In other words, the texture
> memory is NOT dual-port. Parallelism at this stage depends on
> the texture memory read access bandwidth. Thisd epends on
> many things: the pixel area of textured polygons (vs. un-textured
> polygons),  the type of texture
> filters used,  the bits-per-texel in the textures.
>  (trilinear mipmap, for example, requires 8 texels
> for each rasterized pixel). Moreover, I guess it also depends
> on the locality of subsequent texture memory read accesses --
> a high-res texture rasterized into a small polygon (with
> non-mipmap filter), will increase the bandwidth.
>
> It sums up to: pretty unpredictable.
>
> Moshe Nissim
> Orad Hi-Tec Systems
> =======================================================================
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>-- End of excerpt from Orad Hi-Tec Systems



-- 
*************************************************************************
* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
*                                   * Vmail:            	 3-1589 *            
* Member of Technical Staff         * Phone:  415-933-1589 / 2108 (lab) *
* Core Design - Applied Engineering * Fax:                 415-964-8671 *     
* Advanced Systems Division         * MailStop:                  8L-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
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*************************************************************************
"Violence is the last refuge of the incompetent"
						Hardin Seldon
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From: David Plew <kishore@aimnet.com>
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To: info-performer@sgi.com
Subject: spherical linear interpolation
Status: O


Hi:

	Thanks a lot to Don Hatch of SGI for sending me the sample code
to generate the axis for doing slerp. It is doing exactly what I had
described in my mail. I am now going to test it for various initial
orientation of the cube.

-anita

kishore@aimnet.com
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Date: Wed, 12 Mar 1997 10:56:19 +0200
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Javier Castellar <javier@sixty.asd.sgi.com>
CC: info-performer@sgi.com
Subject: Re: (was: Multi-pass rendering) now: texture paging
References: <1.5.4.32.19970310170102.006c6b0c@pobox.oleane.com> 
		<9703101809.ZM20606@sixty.asd.sgi.com> 
		<332584E9.FF6@netvision.net.il> <9703111906.ZM22100@sixty.asd.sgi.com>
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Status: O

Javier Castellar wrote:
> 
> You are more or less right about that paging after the rendering does not
>  overlaps 100% sure with the rasterization stages in all cases, however the
> ONLY chance of getting a percent of overlapping is requesting the paging after
> the rendering.
> 
> If you request paging before the rendering, the overlapping will be less that
> if you try the reverse order.
> 
> This is also true if you interleave paging operations, but sometimes is worst,
> therefore the best choice is paging after the fill limited operations, becasue
> the portion of paging involving GEs will be done and it will be buffered on the
> internal fifos, waiting for the RMs to give them a chance (i.e. bubbles in the
> fill rate)
> 
>

Is there a number (milliseconds) for the GE part of the operation?

I am mostly concerend with texture paging from video (video read source
for glCopyTexSubImage2DEXT()), for the various Sirius pixel packings
and their corresponding internal texture formats (and D1 transfer
sizes).

In the case of video, is this timing dependent only on the placement
of the glCopyTexSubImage2DEXT() token in the stream, or also
on the timing the Sirius chooses to transmit to the GE?
I think I know the answer, it dependes on the Sirius too, and
that is why the pipeline needs to be genlocked to video too.
But how can I control the timing of this transfer if it is not optimal?
I can put the glCopyTexSubImage2DEXT() wherever I want, but cannot
control the Sirius transfer delay relative to the vertical sync.


Bye,
Moshe Nissim
Orad Hi-Tec Systems
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Wed, 12 Mar 1997 04:03:20 -0600
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Subject: How to get rid of the background color from rgb file??
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Status: O

Hello,

	I found a tree1.rgb file from the Performer Town database. I would like
to put this tree into my model, just like in Performer Town. But it's
background color give me trouble. I couldn't see the object behind it.  The
background color is white. Do you know how to remove the background color? Or
how to make the background to be transparency ? Thanks.

-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
     (_Y_.)'  ._   )  `._ `. ``-..-'  Phone(O) :(409) 845-0729      
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Date: Wed, 12 Mar 1997 11:00:52 +0100
To: info-performer@sgi.com
From: Space Magic Team <arnaud@pobox.oleane.com>
Subject: Multi-pass rendering again !
Status: O

Thank you to Javier Castellar and Moshe Nissim for all the performance
details which aren't obvious for me in the hardware documentation...
Another question that I have concerns the maximum performance I can expect
from a framebuffer copy into the texture memory.
At this time, I use an internal format PFTEX_RGB8 for my texture, and I
obtain a time of 14ms for the transfer of a 1024x1024 texture with 2 RM6s.
Is it logical ?
Does this time depend linearly of the number of RM ?
How doest it vary in function of internal format of texels ?
If I take the hardware documentation, it precises that one RM6 has a 80Mb
transfer rate between frame buffer and texture memory, so for 3 eight bits
components texels and 2 RM6s, the practical time that I have corresponds to
a transfer rate of 180 Mb and not 160 Mb ?
Am I exploding the performances of the IR (I don't believe so) or am I
making a mistake in my computations ?
Thanx.


                                           Philippe Poutignat
 ____________________________________________________________________ 
|  o o  Thomson Training & Simulation                           o o  |
|  o o  Z.A. Les Boutries; 5, rue Leonardo da Vinci; B.P. 252   o o  |
|  o o  78703 Conflans Sainte Honorine Cedex    France          o o  |
|  o o  Tel: [33] (1) 34903614      Fax: [33] (1) 34903602      o o  | 
|____________________________________________________________________| 

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Date: Wed, 12 Mar 1997 09:08:04 -0500
From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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To: Prakash Mahesh <prakash@DRAWCOMP.COM>
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Subject: Re: C++ PipeWindow bug revisited
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Status: O

Prakash Mahesh wrote:
> 
> 
> I think the problem is not with Performer but with the windows manager
> you are using. I had the same problem while using PFWIN_NOBORDER. It
> always drew the window with border. I found out that the windows manager
> I was using (fvwm) was set to draw a motif-style window. So this put the
> border even if there wasn't one.
> So, try changing the windows manager setup, or try any standard(default)
> SGI windows manager.

I use the standard SGI window manager. (I didn't know I had a choice on
an SGI. How do I change my window manager on an SGI? The window system
is already up when I log in.)

Thanks.

--

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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Message-ID: <3326BB06.439F@peril.com>
Date: Wed, 12 Mar 1997 09:17:42 -0500
From: Glenn Waldron <gwaldron@peril.com>
Reply-To: gwaldron@peril.com
Organization: ANSER LET
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To: "Juan R. Saenz-Diez" <yuri@metacore.es>
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Subject: Re: constant screen size of an object
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Status: O

Juan R. Saenz-Diez wrote:
> 
> Dear Performers,
> 
> I want to draw an object in 3D space, scaling it so as to make it appear
> of a constant size when projected on screen. What scaling matrix should
> I apply before drawing (let's suppose that the object has a original
> size of 1) so that I get the target size on screen?
> 

This seems to work pretty well:

  pdist = perceived distance (i.e., you want the object to look as
          though it is this far away);
  dist = current distance between eyepoint and object;
  
  dcs->scale( dist / pdist );

The matrix would be:

   r = dist/pdist;

   m = [ r 0 0 0
         0 r 0 0
         0 0 r 0
         0 0 0 1 ];

-- 
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: "soraia raupp musse" <soraia@lig.di.epfl.ch>
Message-Id: <9703121524.ZM12797@lig.di.epfl.ch>
Date: Wed, 12 Mar 1997 15:24:28 +0100
In-Reply-To: Space Magic Team <arnaud@pobox.oleane.com>
        "Multi-pass rendering again !" (Mar 12, 11:00am)
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Subject: URGENT: Problems with pfAlphaFunc
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Status: O


Hi,

I have a simple question: I must create some transparence in my texture.
I want to use the alphafunc to eliminate some pixels of my texture. I've tried:

	pfOverride(PFSTATE_ALPHAFUNC, PF_ON);
	pfGStateMode (gstate, PFSTATE_ALPHAFUNC, PFAF_GREATER);
	pfGStateVal (gstate, PFSTATE_ALPHAREF, 40.0/255.0);

	Or

	pfAlphaFunc(40.0/255.0, PFAF_GREATER);

But, it isn't work very well.

If you have some example, please, send me.

Thank you,
Soraia


-- 

              '''
             (o o) 
---------oOO-------OOo-------------------------------------------------------
             Soraia Raupp Musse               |    ---   PhD student ---
----------------------------------------------+------------------------------
Swiss Federal Institute of Technology         | E-mail: soraia@lig.di.epfl.ch
Computer Graphics Lab (EPFL - LIG)            | Phone:  +41(21) 693-6648 
CH-1015 Lausanne, Switzerland                 | Lab:    +41(21) 693-5248
http://ligwww.epfl.ch/soraia.html             | Fax:    +41(21) 693-5328
----------------------------------------------+------------------------------
ProjK -- http://ligwww.epfl.ch/~soraia/ProjK.html
----------------------------------------------+------------------------------

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Date: Wed, 12 Mar 1997 09:35:42 -0500
From: msin <msitech@edgenet.net>
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Organization: MarineSaftey International - Newport
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Status: O

You need to modify tree1.rgb's attributes...

go into Multi-gens texture palette, bring up tree1.rgb, and select
"write as"  tree1.rgb to tree1.rgba..

next step is to bring up tree1.rgba and modify its alpha component..

make it transparent from this point...

                              Joe msitech@edgenet
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Date: Wed, 12 Mar 1997 10:28:03 -0500
From: Prakash Mahesh <prakash@DRAWCOMP.COM>
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To: Christopher R Volpe <volpe@ash.crd.ge.com>
Cc: info-performer@sgi.com
Message-id: <3326CB83.41C6@drawcomp.com>
Organization: DRaW Computing Assoc. Inc.
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References: <3325A138.532D@ash.crd.ge.com> <3325E6A9.1CFB@drawcomp.com>
 <3326B8C4.3855@ash.crd.ge.com>
Status: O

> 
> I use the standard SGI window manager. (I didn't know I had a choice on
> an SGI. How do I change my window manager on an SGI? The window system
> is already up when I log in.)
> 

I use fvwm, which has many nice features. You can put the executable
(say, fvwm) in any of the startup files (like .xsession) so that it
starts the wm when you log in. Though fvwm has some bugs, it is good.
Look at http://www.hpc.uh.edu/fvwm/ for details about fvwm.
I am sure there is a whole bunch of wms for SGIs.
And going back to the Pipewindow question, try any of the examples that
comes with Performer, by adding a PFPWIN_NOBORDER in it. 
In one of the C- examples I just added one line of code (Mode) to get
the borderless window (of course, with appropriate wm settings).

--
  Prakash Mahesh                                     
  prakash@drawcomp.com
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From: "Svend Tang Petersen" <svend@bifrost.copen.sgi.com>
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Date: Wed, 12 Mar 1997 16:54:58 +0100
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Subject: MultiGen DED format.
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Status: O


Does anyone have a better description of MultiGen's DED format than
the /usr/local/MultiGen/Gifts/DTED/FORMATS.DED file ?

I have to write a piece of code converting a 20m regular grid of elevation
data into something readable by MultiGen II Pro.

I looked at DTED, in that case our data would not be a standard DTED format but
DTED2.5 so I'd rather go directly to DED.

Secondly I don't feel like introducing another interpolation to the dataset.


-- 

Regards Svend


*************************************************************************
* Svend Tang-Petersen, MSc            	Email: svend@copen.sgi.com      *
* Silicon Graphics Denmark		Fax:   (+45) 43438606           *
* Stationsparken 25			Phone: (+45) 43438600           *
* 2600 Glostrup		                Voice mail: 5-7507              *
* Denmark 				                                *
*									*
* Homepages                             http://www.sgi.com	        *
*                                       http://www.sgi.dk               *
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199703121622.IAA14802@remi.asd.sgi.com>
Subject: Re: Multi-pass rendering again !
To: arnaud@pobox.oleane.com (Space Magic Team)
Date: Wed, 12 Mar 1997 08:22:03 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <1.5.4.32.19970312100052.0069a250@pobox.oleane.com> from "Space Magic Team" at Mar 12, 97 11:00:52 am
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Status: O

Space Magic Team wrote:
> 
> Thank you to Javier Castellar and Moshe Nissim for all the performance
> details which aren't obvious for me in the hardware documentation...
> Another question that I have concerns the maximum performance I can expect
> from a framebuffer copy into the texture memory.
> At this time, I use an internal format PFTEX_RGB8 for my texture, and I
> obtain a time of 14ms for the transfer of a 1024x1024 texture with 2 RM6s.
> Is it logical ?
 Yes this is right.
> Does this time depend linearly of the number of RM ?
 No, in theory it should not matter how many RMs you have, in practice
 the result is a little faster with 4 RMs.
> How doest it vary in function of internal format of texels ?
 Using a 10 bits/texels should not change the performance as it is still
 a 32bit word per texel.
> If I take the hardware documentation, it precises that one RM6 has a 80Mb
> transfer rate between frame buffer and texture memory, so for 3 eight bits
> components texels and 2 RM6s, the practical time that I have corresponds to
> a transfer rate of 180 Mb and not 160 Mb ?
> Am I exploding the performances of the IR (I don't believe so) or am I
> making a mistake in my computations ?
 The Frame buffer to texture is 80M pixels/s theorical maximum. (not bytes)
 The # of rm do not change this speed as the texture is broadcasted
 in all RM's in a system. That's why adding RMs do not change the 
 overall texture capacity of a system

 Salutations,

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From guest  Wed Mar 12 14:42:36 1997
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Date: Wed, 12 Mar 1997 19:33:20 +0200
From: Orad Hi-Tec Systems <orad_u@netvision.net.il>
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To: Space Magic Team <arnaud@pobox.oleane.com>
CC: info-performer@sgi.com
Subject: Re: Multi-pass rendering again !
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Space Magic Team wrote:

> Another question that I have concerns the maximum performance I can expect
> from a framebuffer copy into the texture memory.

Good question.

> At this time, I use an internal format PFTEX_RGB8 for my texture, and I
> obtain a time of 14ms for the transfer of a 1024x1024 texture with 2 RM6s.
> Is it logical ?
> Does this time depend linearly of the number of RM ?
> How doest it vary in function of internal format of texels ?
> If I take the hardware documentation, it precises that one RM6 has a 80Mb
> transfer rate between frame buffer and texture memory, so for 3 eight bits
> components texels and 2 RM6s, the practical time that I have corresponds to
> a transfer rate of 180 Mb and not 160 Mb ?
> Am I exploding the performances of the IR (I don't believe so) or am I
> making a mistake in my computations ?

You didn't take into account the fact that the framebuffer memory is
split among the RMs, while the texture memory is duplicated
among the RMs.
This would imply (against intuition?) that the performance
with a single RM is better than with two, adn two is better
than four! This is because
with >1 RM, pixels have to be copied between RMs -- each RM must
fill the whole texture, while the framebuffer data resides on
other RMs as well.
So you need the cross-RM transfer rates as well.

Am I making a mistake?

Bye,
Moshe Nissim
Orad Hi-Tec Systems
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Status: O

Thanks Glenn and Eric (and any other I'm not in time to thank).
Certainly it was as simple as that -- late night coding sometimes don't
let you see under your nose!  8-)

Cheers,
Yuri.


-- 
----------------------------------------------------------------------------
 Juan R. "Yuri" Saenz-Diez
                                                           M E T A  C O
R E
                                                           Visual
Computing

                                              c/ Huelva, 8 * 28002 -
Madrid
                                                                     
SPAIN
                                                     Phone: +34 1 413 72
12
 yuri@metacore.es                                      Fax: +34 1 416 99
14
----------------------------------------------------------------------------


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Subject: multiple projective textures?
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Status: O

Hello Performers,

I am a new performer user and am wondering if there is a hardware
limitation that prevents me from performing multiple projective
textures?

I have an app that is projecting texture from a pfLightSource using a
frustum to define the camera's field of view.  When I add two
projections I see some really wierd artifacts and no second projection.

I am just wondering if anyone else has tried such a thing.

Thanks,

Dan Small

-- 
Dan Small, Intelligent Systems and Robotics Center
Sandia National Labs,  email: desmall@sandia.gov
voice: 505-844-5301 	  fax:   505-844-6161
MS 1010 RMSEL Rm 1239 POBox 5800, ABQ, NM 87185-1010
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From: richard@gossamar.paradigmsim.com (Richard McDonald)
Message-Id: <9703121706.ZM10682@gossamar.paradigmsim.com>
Date: Wed, 12 Mar 1997 17:06:20 -0600
In-Reply-To: "Svend Tang Petersen" <svend@bifrost.copen.sgi.com>
        "MultiGen DED format." (Mar 12,  4:54pm)
References: <9703121654.ZM10507@bifrost.copen.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Svend Tang Petersen" <svend@bifrost.copen.sgi.com>
Subject: Re: MultiGen DED format.
Cc: info-performer@sgi.com
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On Mar 12,  4:54pm, Svend Tang Petersen wrote:
> Subject: MultiGen DED format.
>
> Does anyone have a better description of MultiGen's DED format than
> the /usr/local/MultiGen/Gifts/DTED/FORMATS.DED file ?

Take a look at:

/usr/local/MultiGen/bin/Tools/float2ded.c

>
> I have to write a piece of code converting a 20m regular grid of elevation
> data into something readable by MultiGen II Pro.
>
> I looked at DTED, in that case our data would not be a standard DTED format
but
> DTED2.5 so I'd rather go directly to DED.
>
> Secondly I don't feel like introducing another interpolation to the dataset.
>
>
> --
>
> Regards Svend
>
>
> *************************************************************************
> * Svend Tang-Petersen, MSc            	Email: svend@copen.sgi.com
     *
> * Silicon Graphics Denmark		Fax:   (+45) 43438606           *
> * Stationsparken 25			Phone: (+45) 43438600           *
> * 2600 Glostrup		                Voice mail: 5-7507
             *
> * Denmark 				                                *
> *									*
> * Homepages                             http://www.sgi.com	        *
> *                                       http://www.sgi.dk               *
> *									*
> * OutBox (SGI only)			http://rex.copen.sgi.com/~svend *
> *************************************************************************
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Svend Tang Petersen



-- 
--

   Richard McDonald
___________________________________________________________

   richard@paradigmsim.com   Paradigm Simulation, Inc.
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 13 Mar 1997 00:45:56 +0000
In-Reply-To: "soraia raupp musse" <soraia@lig.di.epfl.ch>
        "URGENT: Problems with pfAlphaFunc" (Mar 12,  3:24pm)
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	<9703121524.ZM12797@lig.di.epfl.ch>
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To: "soraia raupp musse" <soraia@lig.di.epfl.ch>, info-performer@sgi.com
Subject: Re: URGENT: Problems with pfAlphaFunc
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Status: O


Whooaa, :-)

You call the override to soon.

You override the alpha func then try and change it, you must do things in
another order. Also you don't say what geostate you try and change. You
don't need to override if you set the appropriate geostate information in
the scene graph.

If you are in the draw process you could try:

pfOverride(PFSTATE_ALPHAFUNC, PF_OFF);
pfOverride(PFSTATE_ALPHAREF, PF_OFF);
pfAlphaFunc( (int)(40.0/255.0), PFAF_GREATER);
pfOverride(PFSTATE_ALPHAFUNC, PF_ON);
pfOverride(PFSTATE_ALPHAREF, PF_ON);

Or you could simply remove the override from your code if you have
the geostate you are interested in already. You should make
the geostate changes in the application.

Cheers,
Angus.

On Mar 12,  3:24pm, soraia raupp musse wrote:
> Subject: URGENT: Problems with pfAlphaFunc

> I have a simple question: I must create some transparence in my texture.
> I want to use the alphafunc to eliminate some pixels of my texture. I've
tried:
>
> 	pfOverride(PFSTATE_ALPHAFUNC, PF_ON);
> 	pfGStateMode (gstate, PFSTATE_ALPHAFUNC, PFAF_GREATER);
> 	pfGStateVal (gstate, PFSTATE_ALPHAREF, 40.0/255.0);
>

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From: Johan Nouvel <nouvel@irisa.fr>
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Subject: C++ API => C API
Date: Thu, 13 Mar 1997 10:11:56 +0100
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Hello,

I have overloaded the pfGeode class, and it works fine, but this new
class is in C++, with C++ API. Does anybody know how to make a C API
with a C++ API (in order to use this new class in a C program) ? I have
looked in the Performer's includes but I don't understand how they do
such transformation.

Thanks in advance.

Johan.
-oO0- www -0Oo---------- mailto:nouvel@irisa.fr ----------oO0- \|/ -0Oo-
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Date: Thu, 13 Mar 1997 09:37:57 -0500
From: "Rambabu Munjuluri" <ram@ivex3d.com>
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Daniel E. Small wrote:
> 
> Hello Performers,
> 
> I am a new performer user and am wondering if there is a hardware
> limitation that prevents me from performing multiple projective
> textures?
> 
> I have an app that is projecting texture from a pfLightSource using a
> frustum to define the camera's field of view.  When I add two
> projections I see some really wierd artifacts and no second projection.
> 
> I am just wondering if anyone else has tried such a thing.
> 
> Thanks,
> 
> Dan Small
> 
> --
> Dan Small, Intelligent Systems and Robotics Center
> Sandia National Labs,  email: desmall@sandia.gov
> voice: 505-844-5301       fax:   505-844-6161
> MS 1010 RMSEL Rm 1239 POBox 5800, ABQ, NM 87185-1010
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Hi Dan,

This is Ram. How are your doing ? I guessed your question is from the
problem you were working on.  I don't know the answer to your question,
but remember, I told you about Angus Dorbie, the projected texture GUY
from SGI. He posted a very cool demo on PTex, a couple of days back on
the maillist. Did you check it ? 

-- 
Ram
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Rambabu Munjuluri                 Phone # : 770-564-1148             
E-mail  : ram@ivex3d.com          Fax     : 770-381-0622
IVEX Corporation, Norcross GA.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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From: stephens@zeus.wes.army.mil (Mike Stephens)
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Subject: shadows
To: info-performer@sgi.com
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hi all. a quickie: how do you know if you have the hardware necessary to
do shadows? the manual alludes to such hardware but that's all it does.

mike
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From: "Andreas Loesch" <loesch@leonardo.gsf.de>
Message-Id: <9703131807.ZM20919@leonardo.gsf.de>
Date: Thu, 13 Mar 1997 18:07:20 +0100
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Subject: DVR (dynamic video resizing) on IR and field-sequential-mode
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Hi Performers, (me again)

this is maybe a bit off topic but perhaps...

Is anyone out there who has already used DVR on a channel in
field-sequential-mode? We tried it today (after convincing Performer to
influence video channel 1) but saw only garbage. Well it was recognizable=
 but
DVR seemed to ignore the three-field structure of the field-sequential
signal.

I understand that dealing with multiple pfPipeVideoChannels per pfPipeWin=
dow
was buggy in 2.1? Could this affect the field-sequential output? (Yes, we=

tried DVR on *one* pfPipeVideoChannel per pfPipeWindow)

Our configuration:
12 R4400 200MHz Onyx
2 iR with 2 RM6 each
Performer 2.1
Iris 6.2

Any help is greatly appreciated!!!

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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From: "Andreas Loesch" <loesch@leonardo.gsf.de>
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Date: Thu, 13 Mar 1997 17:57:35 +0100
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Subject: pfDispList and parallel drawing (bug?)
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Hi Performers,

we are in a situation where we want to get two pfDispList with identical
contents drawn by two parallel processes (multipipe configuration). We ar=
e
sure that we get everything we need packed in our pfDispLists, but when w=
e
try to pfDispList::draw() them in parallel we get awful flickering, wrong=

colors, positions ...
Obviously the two processes are competing for pfState changes!?

Everything works fine when we omit the parallel drawing either by ignorin=
g
one of them (nothing gets draw in this channel) or by making sure that th=
ey
are drawn one after the other (using locks).

All together it looks like pfDispLists are not designed for parallel. Is =
this
true or a bug and if so will it be fixed in future releases? Here is our
configuration:

12 R4400 200MHz Onyx
2 iR pipes with 2 RM6 each
Iris 6.2
Performer 2.1

Please, could someone shed some light on this, we ran out of ideas...

Thanks and happy performing

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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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
To: Performer ML Question <info-performer@sgi.com> (Receipt Notification 
    Requested) (Non Receipt Notification Requested)
Subject:  _pfDirtCheck - dbx catch - DRAW process
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=0D=0CHi Performers,

It's been a vlong time I get a pfdirtcheck error infinite loop in my prog=
ram.
Such an error occurs when I use PFMP_APPCULL_DRAW mode, and disapears in
PFMP_APPCULLDRAW mode.

I asked this bug on the pfmailinglist several weeks ago.
Since I felt it was linked with the use of the libpfpfb library, Sharon R=
ose
Clay and Rob Mace (the libpfpfb master) told me to load the patch for
Performer 2.0.2.
I did it, with no success.
I am working on an Onyx RE2, 1 RM4, 2 R4400 CPU's, IRIX 5.3, and now
Performer 2.0.2

Question 1 : does any of you have an experience of this bug ?

PF Notice/Usage:               pfMemory::unref() Attempt to unreference
memory with 0 reference count.
PF Print:                      He He !!!
PF Notice:                     Using 60Hz video rate.
PF Notice/Usage:               pfMemory::unref() Attempt to unreference
memory with 0 reference count.
PF Print:                      He He !!!
PF Notice/Usage:               pfMemory::unref() Attempt to unreference
memory with 0 reference count.
PF Print:                      He He !!!

....

PF Warning/Internal:           _pfDirtCheck: bad pfObject index 420546736=

PF Print:                      Ha Ha !!!
PF Warning/Internal:           _pfDirtCheck: bad pfObject index 420546736=

PF Print:                      Ha Ha !!!
PF Warning/Internal:           _pfDirtCheck: bad pfObject index 420546736=

PF Print:                      Ha Ha !!!
PF Warning/Internal:           _pfDirtCheck: bad pfObject index 420546736=

PF Print:                      Ha Ha !!!

and so on ...

A you see this is not a fatal error, but an infinite loop that occurs in =
the
DRAW process. In some of the first frame loops I also get this
"pfMemory::unref" error.

I would like to catch the error with dbx.
In multiprocess mode, since the draw process is forked, I cannot get any =
call
stack with dbx in this process, which is the place where the pfdirtcheck
error occurs.
I used a notify handler to catch the calls to pfNotify, in order to be ab=
le
to stop the program at this function, and get the curent calling stack :
main()
<
  pfNotifyHandler(notify_handler);
....
>

void
notify_handler(pfNotifyData *nfy_data)
<
  pfDefaultNotifyHandler(nfy_data);

  if(strstr(nfy_data->emsg, "unref")) <
    pfNotify(PFNFY_ALWAYS, PFNFY_PRINT, "He He !!!");
  if(strstr(nfy_data->emsg, "pfDirtCheck")) <
    pfNotify(PFNFY_ALWAYS, PFNFY_PRINT, "Ha Ha !!!");
    //kill(getpid(), SIGSEGV);
  >
>

That's why you see the "He He" and "Ha Ha" captions in a few of the pfNot=
ify
outputs.

The problem is : I still cannot stop correctly the program in the
"notify_handler" function. 
I set a breakpoint at the line number where I write "He He", and the
breakpoint is set one line above. So the program stops every time the
pfNotify function is called, even if the severity is beyond the PFNFY_LEV=
EL
limit ; this is impossible to manage !

I also tried another technique, which is to provocate a SIGSEGV signal in=
side
the notify_handler ( kill(getpid(), SIGSEGV); )
But dbx does not stop at this point. Instead, the program exits, with a
message "Exiting program because of SIGCHILD signal". dbx always places
itself in the parent process (APP) point of vue, so tht I never can inter=
cept
correctly a SIGSEGV inside a forked DRAW process.

Is there an option to set to dbx to make it debug in a given forked proce=
ss ?

I hope this mail was not too ununderstandable. There are both bugs and
attempts to intercept them, which may not be very clear...

Thanks in advance for any help.

Mike
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Mime-Version: 1.0
To: info-performer@sgi.com
Subject: Summer internship required!!
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Status: O

Hello,
	I am a Masters student in computer science in University of
Southwestern Louisiana. I am looking for an internship between May 1997
to Aug 1997. I am primarily interested in position involving Computer
Graphics or Virtual Reality. I am aslo conversant with Performer,
Alias/Wave FRont, openGL. I would appreciate if some of you inform me
about any internship openings in your companies. 
Thnaks,
Karthik.


                            RESUME
                            ------




Karthikeyan Vazhkudai,
908, Lamar Street, #106,
Lafayette, LA-70501,
Phone: 318-234-7724,
E-mail: kpv@acim.usl.edu.
------------------------------------------------------------------------



Objective:  To obtain a summer internship that develops and utilizes my
            technical skills.
            


Education:
     Graduate: Pursuing M.S in Computer Science in University of
               Southwestern Louisiana (from spring 1997).

Undergraduate: B.S in Computer Science & Engineering from University of
               Madras, India in May 1996. GPA: 3.5/4.0.



Experience:

        1. Worked on a project for McKinsey & Company. This project,
           known as "People Net" was developed for keeping track of the
           consultants employed by the company. Extensively wrote Test
           Scripts and Use-Cases for the software.
 
        2. Worked as a programmer trainee at Teledata Informatics Ltd.,
           India for three months (from May 1996 to July 1996). Had
           exposure to software development tools like Visual C++ and
           Windows SDK.

        3. Internship at Microdigital Marketing Ltd., India for two
           months, from April 1994 to May 1994. Learnt about database
           design methodology and database tools like Foxpro and Oracle.



  Projects:

        1. Currently working on project for developing a virtual reality
           based under-water simulator. This real-time simulator is
           being developed using IRIS-Performer under IRIX operating
           system on a ONYX Reality Station.

        2. Developed a software for rendering 3-d objects and as well as
           for manipulating them. Effects like texturing and animation
           were implemented. This software was designed using openGL
           with GLUT as the User Interface.

        3. Wrote and submitted a proposal to automate the PDS (Public
           Distribution System) in the state of TamilNadu, India.
           Received a grant from the State Council of Science and
           Technology for this proposal.

        4. Developed a software for simulating Analog and Digital
           circuits. This software was implemented while pursuing
           undergraduate degree at University of Madras, India. This was
           developed using Visual C++.



Computing Skills:

   Programming Languages: C, C++, MS Fortran-Power Station, openGL,
                          IRIS_Performer, HTML.

       Operating Systems: Unix SVR4, IRIX, Sun OS, Windows 95, DOS.

          Database Tools: Foxpro, Oracle, dBase IV.

       Software Packages: Cosmo Create, Alias Wavefront, MS_Word,
                          Word Perfect, Latex.

         Front End Tools: Visual C++ and MFC, Visual Basic 4.0, GLUT.


References provided on request.
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From guest  Thu Mar 13 22:00:38 1997
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Date: Fri, 14 Mar 1997 00:37:58 GMT
From: Andy Hamilton <andy@division.com>
Message-Id: <199703140037.AAA27264@romulan.division.com>
To: info-performer@sgi.com
Subject: Employment at Division Inc
Cc: andy@division.com
Status: O

OK Performers,

	Division Inc, the world's leading supplier of software for
Digital Prototyping in the Aerospace and Automotive industries,
has an employment opportunity for a technical Sales Engineer
in our Detroit, MI office.

	A dynamic duo, you and your salesperson will cover the
Great Lakes area, traveling, presenting and demoing Division's 
Virtual Prototyping software with skill and aplomb!

	You will probably have a background like this :

	* Education -- At least a BSc. Computer Science or equivalent.
	* Skill Set -- Unix (SGI/HP) admin, 3D Graphics familiarity, 
	  CAD/CAM engineering familiarity (user/support engineer).
	  PC skills.  Sales skills or interests.
	* Willingness to travel and work in a partnership.
	* Job Plus -- Travel, intense customer interaction, performance-
	  related salary bonuses.

	Check out our Web page on www.division.com to find out more
about Division.

	For consideration, send a resume and cover letter to
robertr@division.com.

	We look forward to hearing from you!

Andy Hamilton
Division Tech Support
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From: David Plew <kishore@aimnet.com>
Message-Id: <199703140120.RAA28242@shell1.aimnet.com>
To: info-performer@sgi.com, stephens@zeus.wes.army.mil
Subject: Re: shadows
Status: O

here is a snippet from Performer sample program shadows.c++.


	pfQueryFeature(PFQFTR_TEXTURE_PROJECTIVE, &ret);
    if (!(ret == PFQFTR_FAST))
    {
        printf("Sorry, shadows aren't supported on this machine.\n");
        return 0;
    }
  


Putting this in the program should tell you if you can have shadows or not.

-anita

kishore@aimnet.com
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From: David Plew <kishore@aimnet.com>
Message-Id: <199703140132.RAA28778@shell1.aimnet.com>
To: MICHAEL.BOCCARA@siege.aerospatiale.fr, info-performer@sgi.com
Subject: Re: _pfDirtCheck - dbx catch - DRAW process
Status: O

You can try cvd - SGI's GUI interface to dbx. Though it has its own problems,
it lets you debug forked, sproced and execl'ed processes very nicely.
You need to configure it through the 'Admin->Multiprocess View->onfig->
Preferences' menu. The cvd manual has all the necessary details for 
multiprocess debugging.

-anita

kishore@aimnet.com
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9703131849.ZM21147@vaisyas.engr.multigen.com>
Date: Thu, 13 Mar 1997 18:49:31 -0800
In-Reply-To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
        "_pfDirtCheck - dbx catch - DRAW process" (Mar 13,  7:04pm)
References: <199703131710.JAA14142@sgi.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: _pfDirtCheck - dbx catch - DRAW process
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Mar 13,  7:04pm, BOCCARA Michael wrote:
> Subject: _pfDirtCheck - dbx catch - DRAW process
>
>
> A you see this is not a fatal error, but an infinite loop that occurs in the
> DRAW process. In some of the first frame loops I also get this
> "pfMemory::unref" error.
>
> The problem is : I still cannot stop correctly the program in the
> "notify_handler" function.
> I set a breakpoint at the line number where I write "He He", and the
> breakpoint is set one line above. So the program stops every time the
> pfNotify function is called, even if the severity is beyond the PFNFY_LEVEL
> limit ; this is impossible to manage !

You need to learn how to debug multiple processes using dbx. This isn't too
hard to do ... it starts with setting the dbx variable $promptonfork. Here's
what dbx.help file says:

$promptonfork - if 1 prompt user to add child process to pool on fork;
                The reply is taken from the current input file (which may be
                the screen).
                if 0, child not added to pool.  if 2, child added to pool.
                If 0, the running process does not stop on a fork or sproc.
                Exec always stops the running process.

The important commands to understand are: active, resume pid, set and showproc.
See the dbx User's Guide, Chapter 8 for more details.

===========example session that stops in the DRAW process==================

221> dbx /usr/sbin/perfly
dbx version 6.2 Mar  9 1996 15:23:28
set Executable /usr/sbin/perfly
(dbx) $promptonfork=1
(dbx) run -m4
Process 21131 (perfly_ogl) started
Process 21132 (perfly_ogl) has executed the "fork" system call

Add child to process pool (no if no)?no
Process 21131 (perfly_ogl) stopped on sysexit fork at [_fork:39 ,0xfa4a0b8]
         Source (of fork.s) not available for Process 21131
(dbx) c
PF Info:                       All 1 processors available on this machine.
Process 21133 (perfly_ogl) has executed the "fork" system call

Add child to process pool (no if no)?yes
Process 21133 (perfly_ogl) added to pool
Process 21133 (perfly_ogl) stopped on sysexit fork at [_fork:39 ,0xfa4a0b8]
Process 21131 (perfly_ogl) stopped on sysexit fork at [_fork:39 ,0xfa4a0b8]
         Source (of fork.s) not available for Process 21131
(dbx) active 21133
Process 21133 (perfly_ogl) stopped on sysexit fork
         Source (of fork.s) not available for Process 21133
(dbx) set $promptonfork=0
(dbx) resume pid 21131
(dbx) PF Info:                       pfdMakeShared optimizing traversal
PF                               Unique state objects:
PF                                 None
PF                               Redundant state objects:
PF                                 None
PF                               Performance statistics:
PF                                 Elapsed time:        0.000 sec
PF
PF Info:                       pfdCombineLayers optimizing traversal
PF                               Performance statistics:
PF                                 Elapsed time:        0.000 sec
PF
PF Info:                       pfdMakeSharedScene scene pfGeoState traversal
PF                               Performance statistics:
PF                                 pfGeoStates:         0
PF                                 Elapsed time:        0.000 sec
PF
PF Info:                       No Databases loaded
PF
PF Info:                       Initialized 1 Pipe
PF

(dbx) showproc
Process 21131 (perfly_ogl) running
Process 21133 (perfly_ogl) stopped on sysexit fork
(dbx) bp pfDraw
Process 21133: [3] stop in pfDraw
(dbx) c
PF Info:                       DRAW process(21133) forked
PF Info:                       scaleFonts 1.00 - Load: 1.12 secs
PF Info:                       Initialized 1 Channel
PF
PF Notice:                     Using 72Hz video rate.
PF Info:                       scaleFonts 1.00 - Load: 0.01 secs
PF Info:                       Asynchronous X Input Display opened on Display
:0.0
PF Info:                       scaleFonts 0.91 - Load: 1.14 secs
PF Info:                       scaleFonts - Make Font Bitmaps: 0.20 secs
[3] Process 21133 (perfly_ogl) stopped at [pfDraw:4696 ,0x53acdc]
         Source (of ../../../lib/libpf/pfProcess.C) not available for Process
21133
(dbx) t
>  0 pfDraw(0x0, 0x180f6208, 0x180fe030, 0x100000c)
["../../../lib/libpf/pfProcess.C":4696, 0x53acdc]
   1 DrawFunc(0x18172a90, 0x0, 0x180fe030, 0x100000c)
["../../../../../sample/apps/C/common/main.c":239, 0x4786a0]
   2 pfChannel::pf_callDrawFunc(void)(0x183132c0, 0x180f6208, 0x180fe030,
0x100000c) ["../../../lib/libpf/pfChannel.C":1992, 0x4feba8]
   3 doDraw(pfChannel*,pfPipe*,int*)(0x183132c0, 0x18101dc0, 0x7fff2d1c,
0x100000c) ["../../../lib/libpf/pfProcess.C":4554, 0x53a854]
   4 mpDraw(void)(0x0, 0x180f6208, 0x180fe030, 0x100000c)
["../../../lib/libpf/pfProcess.C":4992, 0x53b9f4]
   5 pfConfig(0x0, 0x18101c70, 0x180fe030, 0x100000c)
["../../../lib/libpf/pfProcess.C":1761, 0x533d18]
   6 main(0x2, 0x7fff2ed4, 0x180fe030, 0x100000c)
["../../../../../sample/apps/C/common/main.c":97, 0x478388]
   7 __istart() ["crt1tinit.s":13, 0x4782f0]
(dbx) d all
(dbx) trace
Process 21133: [4] trace
(dbx) c
[4] Process 21133 (perfly_ogl) stopped at [pfDraw:4696 +0x14,0x53acf0]
[4] Process 21133 (perfly_ogl) stopped at [pfDraw:4697 ,0x53ad00]
[4] Process 21133 (perfly_ogl) stopped at [pfDraw:4699 ,0x53ad14]
[4] Process 21133 (perfly_ogl) stopped at [pfDraw:4701 ,0x53ad24]
[4] Process 21133 (perfly_ogl) stopped at [pfDraw:4699 +0x14,0x53ad28]
[4] Process 21133 (perfly_ogl) stopped at [pfDraw:4701 +0x8,0x53ad2c]

Process 21133 (perfly_ogl) terminated
(dbx) q
===============================end of example================================

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +

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Message-Id: <241c392a.u7t157e.76010-jaf@chewilst1.ucsd.edu>
To: info-performer@sgi.com
Subject: Are there any Performers in L.A.?
Reply-To: jfriesne@UCSD.EDU
From: jaf@sdchemw1.ucsd.edu (Jeremy Friesner)
Date: Thu, 13 Mar 97 21:57:00 
Organization: Entropiphilic Reorganization Consultants
Status: O

Hi All,

I'm going to be moving to Los Angeles this summer, and I'd like
to be able to get another job working with Performer.  Can anyone
give me a lead on Performer-using, Los Angeles-based companies that
might be interested in my resume?

Thanks much,

Jeremy Friesner
Jeremy Friesner	  | Experience is what you get when
jfriesne@ucsd.edu | you didn't get what you wanted.

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Subject: How do I achieve some multipass renderings (motion blur, depth of
 field effect) on Performer1.2 or 2.0 ?
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Status: O


How do I achieve some multipass renderings (motion blur, depth of field
effect) on Performer 1.2 or 2.0?

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703141320.ZM4057@bitch.reading.sgi.com>
Date: Fri, 14 Mar 1997 13:20:49 +0000
In-Reply-To: "Rambabu Munjuluri" <ram@ivex3d.com>
        "Re: multiple projective textures?" (Mar 13,  9:37am)
References: <332739EB.167E@isrc.sandia.gov>  <33281145.167E@ivex3d.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Rambabu Munjuluri" <ram@ivex3d.com>,
        "Daniel E. Small" <desmall@isrc.sandia.gov>
Subject: Re: multiple projective textures?
Cc: info-performer@sgi.com
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Status: O

Glad you liked the demo, but it didn't really use any projective
texture methods.

Using projective texture in a textured scene requires a multipass
approach as you are aware. This is because you can only bind one texture
at a time in OpenGL. However there is no restriction on the number
of passes and number of projective textures one might apply in a scene.
It would be trickier to get the spotlights to apply the appropriate
brightness when overlapping and not, perhaps requiring destination alpha
in some situations.

There may be problems with multiple projective textures in a particular
application or library such as performer but it has little to do with
any hardware limitations.

Cheers,Angus

On Mar 13,  9:37am, Rambabu Munjuluri wrote:
> Subject: Re: multiple projective textures?
> Daniel E. Small wrote:
> >
> > Hello Performers,
> >
> > I am a new performer user and am wondering if there is a hardware
> > limitation that prevents me from performing multiple projective
> > textures?
> >
> > I have an app that is projecting texture from a pfLightSource using a
> > frustum to define the camera's field of view.  When I add two
> > projections I see some really wierd artifacts and no second projection.
> >
> > I am just wondering if anyone else has tried such a thing.
> >
> > Thanks,
> >
> > Dan Small

> Hi Dan,
>
> This is Ram. How are your doing ? I guessed your question is from the
> problem you were working on.  I don't know the answer to your question,
> but remember, I told you about Angus Dorbie, the projected texture GUY
> from SGI. He posted a very cool demo on PTex, a couple of days back on
> the maillist. Did you check it ?
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From: "Brad Colbert" <bcolbert@coralsea.ait.nrl.navy.mil>
Message-Id: <9703131558.ZM24956@seahorse>
Date: Thu, 13 Mar 1997 15:58:31 -0500
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To: info-performer@sgi.com
Subject: pfPick again...
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


   Hi folks,

   Sometime back I asked about how to use pfPick, which allows you to
   use the mouse to "Pick" polygons.  Well, I got one reply that, although
   I appreciate, did not match my problem.

   If there is anyone out there who has successfully used pfPick, please
   let me in on your secret.  SG, in classic form, has no documentation
   on this.  The man page actually tells the user to refer to the
   include file.

   Thanks,

   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: "Dewey Anderson" <dewey@evt.com>
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Date: Fri, 14 Mar 1997 14:11:16 -0800
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To: info-performer@sgi.com
Subject: Perf eoe 2.0.3 vs Perf 2.0
Mime-Version: 1.0
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Status: O


We developed our product with Performer 2.0 and run it on Indy, Impact and Onyx
using IRIX 5.3 with no problem.  But we've noticed a problem when running it on
the O2 that we've tracked down to being a difference between Performer eoe
versions.  It appears that the O2 ships with Performer 2.0.3 and if we replace
that with 2.0 the problem goes away.

Is anybody aware of some important difference between the two?  Is there some
patch we need to have?  Or are we going to have to recompile with Performer
2.0.3 to run on systems with that eoe?

DETAILS OF THE PROBLEM:

It LOOKS like a perspective error in the X direction only.  We draw 2D shapes
in our window using OpenGL.  Then we texture map that drawing onto a rectangle
in Performer and then draw it with Performer.  We size the rectangle and
calculate the FOV and viewMatrix in such a way as to keep the Performer drawing
the same size as its OpenGL counterpart when the rectangle is place at Z=0.
 (We use a coordinate system where the screen is the XY plane.)  The result is
that you can't tell the difference between the OpenGL drawing and the Performer
version.

I have a lot of faith in these calculations because we've been using them for
so long on the Indy, Impact & Onyx.

When run on the O2, the textured rectangle appears too wide, scaled out from
the center of the screen.  A small rectangle to the left appears too far left.
 A small rectangle to the right appears too far right.  A rectangle straddling
the middle of the screen appears too wide.  It's almost as if the perspective
calculation is making the rectangle appear TOO CLOSE in Performer.  But this
only happens in the X direction.  If it were really a distance error, I'd
expect the rectangle to be displaced vertically as well.

The O2 details are:

IRIX 6.3 for O2 including R10000, version 12161207.

CRM graphics revision C.



Dewey Anderson
dewey@evt.com
Evolving Video Technologies





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From: dflorek@nvl.army.mil (David Florek)
Subject: Re: _pfDirtCheck - dbx catch - DRAW process
To: MICHAEL.BOCCARA@siege.aerospatiale.fr (BOCCARA Michael)
Date: Fri, 14 Mar 97 13:02:48 EST
Cc: info-performer@sgi.com
In-Reply-To: <199703131710.JAA14142@sgi.sgi.com>; from "BOCCARA Michael" at Mar 13, 97 7:04 pm
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Status: O


> It's been a vlong time I get a pfdirtcheck error infinite loop in my
> program.  Such an error occurs when I use PFMP_APPCULL_DRAW mode, and
> disappears in PFMP_APPCULLDRAW mode.
> 
> I asked this bug on the pfmailinglist several weeks ago.
> 
> PF Notice/Usage:               pfMemory::unref() Attempt to unreference
>                                memory with 0 reference count.
> 
> PF Warning/Internal:           _pfDirtCheck: bad pfObject index 420546736

I also have submitted a report regarding pfApplyFog() generating the
following apparent bug (message approximated):

PF Warning/Internal:             _pfDirtCheck: attempt to reallocate 0 bytes
                                 from/for a NULL pointer

with about the same level of response.  About all I've heard is that this
sporadically shows up as a result of various apply() calls (i.e., in C++
internally, fog->apply()).  It would seem to me that any attempt to
reallocate 0 bytes for a NULL pointer is indeed a bug and should be
handled before any call to pfRealloc or whatever _pfDirtCheck() is calling.
I suspect that the system is attempting to copy the structure internally,
and isn't correctly checking for NULL pointers, but since Performer has
been so kind as to encapsulate its structure definitions, I can't do much
in the way of tracking the actual cause of the bug.

Does anyone on the Performer team wish to address the recurring
_pfDirtCheck() issues?

Dave

-----------------------------------------------------------------------------
 David W. Florek     E-OIR Measurements, Inc.  Phone:  703 / 704 - 1767
 Senior Engineer     NVESD Night Vision Lab    Email:  dflorek@nvl.army.mil
 Computer Graphics   Ft. Belvoir, VA  22060
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From: Bernard Leclerc <bleclerc@poster.cae.ca>
Organization: CAE Electronics Ltd.
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To: Brad Colbert <bcolbert@coralsea.ait.nrl.navy.mil>
Cc: info-performer@sgi.com
Subject: Re: pfPick again...
References: <9703131558.ZM24956@seahorse>
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

Brad Colbert wrote:

>    Sometime back I asked about how to use pfPick, which allows you to
>    use the mouse to "Pick" polygons.  Well, I got one reply that, although
>    I appreciate, did not match my problem.
> 
>    If there is anyone out there who has successfully used pfPick, please
>    let me in on your secret.  SG, in classic form, has no documentation
>    on this.  The man page actually tells the user to refer to the
>    include file.

Brad, have you looked at the sample program

	/usr/share/Performer/src/pguide/libpfui/pick.c

I compiled and tried it. Seems to work... and it's relatively simple. Give it a
try.

Good luck.


-- 
Bernard Leclerc, Technical Leader, 3-D Graphics Applications
CAE Electronics Ltd. (http://www.cae.ca)
8585 Cote De Liesse, Saint-Laurent, Quebec, Canada, H4L-4X4
tel: +1 514 341 2000 extension 2275, fax: +1 514 340 5496
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703150406.ZM6606@bitch.reading.sgi.com>
Date: Sat, 15 Mar 1997 04:06:36 +0000
In-Reply-To: "Dewey Anderson" <dewey@evt.com>
        "Perf eoe 2.0.3 vs Perf 2.0" (Mar 14,  2:11pm)
References: <9703141411.ZM2001@snowmass.evt.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Dewey Anderson" <dewey@evt.com>, info-performer@sgi.com
Subject: Re: Perf eoe 2.0.3 vs Perf 2.0
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Do you have some exotic matrix operations to position the objects.

Perhaps the problem lies with some performer assumptions about the
contents of your transformations for optimization purposes.

Investigate using pfDCS::setMatType

Cheers,Angus.

On Mar 14,  2:11pm, Dewey Anderson wrote:
> Subject: Perf eoe 2.0.3 vs Perf 2.0
>
> We developed our product with Performer 2.0 and run it on Indy, Impact and
Onyx
> using IRIX 5.3 with no problem.  But we've noticed a problem when running it
on
> the O2 that we've tracked down to being a difference between Performer eoe
> versions.  It appears that the O2 ships with Performer 2.0.3 and if we
replace
> that with 2.0 the problem goes away.
>
> Is anybody aware of some important difference between the two?  Is there some
> patch we need to have?  Or are we going to have to recompile with Performer
> 2.0.3 to run on systems with that eoe?
>
> DETAILS OF THE PROBLEM:
>
> It LOOKS like a perspective error in the X direction only.  We draw 2D shapes
> in our window using OpenGL.  Then we texture map that drawing onto a
rectangle
> in Performer and then draw it with Performer.  We size the rectangle and
> calculate the FOV and viewMatrix in such a way as to keep the Performer
drawing
> the same size as its OpenGL counterpart when the rectangle is place at Z=0.
>  (We use a coordinate system where the screen is the XY plane.)  The result
is
> that you can't tell the difference between the OpenGL drawing and the
Performer
> version.
>
> I have a lot of faith in these calculations because we've been using them for
> so long on the Indy, Impact & Onyx.
>
> When run on the O2, the textured rectangle appears too wide, scaled out from
> the center of the screen.  A small rectangle to the left appears too far
left.
>  A small rectangle to the right appears too far right.  A rectangle
straddling
> the middle of the screen appears too wide.  It's almost as if the perspective
> calculation is making the rectangle appear TOO CLOSE in Performer.  But this
> only happens in the X direction.  If it were really a distance error, I'd
> expect the rectangle to be displaced vertically as well.
>
> The O2 details are:
>
> IRIX 6.3 for O2 including R10000, version 12161207.
>
> CRM graphics revision C.
>
>
>
> Dewey Anderson
> dewey@evt.com
> Evolving Video Technologies
>
>
>
>
>
> =======================================================================
> 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 Dewey Anderson


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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199703160516.VAA20749@remi.asd.sgi.com>
Subject: Re: pfDispList and parallel drawing (bug?)
To: loesch@leonardo.gsf.de (Andreas Loesch)
Date: Sat, 15 Mar 1997 21:16:01 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <9703131757.ZM20654@leonardo.gsf.de> from "Andreas Loesch" at Mar 13, 97 05:57:35 pm
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Status: O

Andreas Loesch wrote:
> 
> Hi Performers,
> 
> we are in a situation where we want to get two pfDispList with identical
> contents drawn by two parallel processes (multipipe configuration). We ar=
> e
> sure that we get everything we need packed in our pfDispLists, but when w=
> e
> try to pfDispList::draw() them in parallel we get awful flickering, wrong=
> 
> colors, positions ...
> Obviously the two processes are competing for pfState changes!?
> 
> Everything works fine when we omit the parallel drawing either by ignorin=
> g
> one of them (nothing gets draw in this channel) or by making sure that th=
> ey
> are drawn one after the other (using locks).
> 
> All together it looks like pfDispLists are not designed for parallel. Is =
> this
> true or a bug and if so will it be fixed in future releases? 


 That's interesting. In libpf each pfChannel produce each own
 pfDispList, so it is not designed to be used by two draw process 
 at the same time.

 Before going in further investigations, the 2 process that draw
 the displist are forked, right ? (not sproced)

 Best Regards

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Date: Sun, 16 Mar 1997 15:15:10 -0800
From: "Daniel E. Small" <desmall@isrc.sandia.gov>
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Subject: 16-bit vs. 24-bit texels for pfTex->setImage()
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Hello Performers,

Newbie questions continued.

I a bunch of texture data from video that I need to map.  I would like
to conserver memory, so I want to take the 24 bit data and reduce it to
16, and scale the image down by 1/2, ending up with a 320x240 16bit
image.  (I know they are not powers of 2 but I have some complex video
calibration issues that I have to deal with before attempting that piece
of optimization).


I convert each texel component to 5 bits and shift them in the following
manner:

r,g&b are ushort arrays.

unsigned short tr;
unsigned short tg;
unsigned short tb;
unsigned short dest;

         tr = ((r[i]&0x00f8)>>3);
         tg = ((g[i]&0x00f8)<<2);
         tb = ((b[i]&0x00f8)<<7);

	 dest = tr | tg | tb;

I am 'assuming' that the bit ordering is (from lowest to highest) 5 bits
red, 5 bits green, 5 bits blue, and 1 bit alpha.  Please enlighten me if
I am in error.

I know the data is good because I am able to use this method to create a
texture of 32 bits in the same method; by shifting green by 8 and blue
by 24 and or'ing the 3 components.  I am scaling down hthe 24 bit image
and it looks fine.


Using the above method, I step thru the original image data and create a
new image of 16bit texels.

I then use setImage in the following way:

                     tex = new(arena) pfTexture;

                     tex->setFormat(PFTEX_INTERNAL_FORMAT,PFTEX_RGB_5);

where imgPtr is the 16bit data.

                     tex->setImage((uint *)imgPtr,2,320,240,1);
  
                     tex->setRepeat(PFTEX_WRAP,PFTEX_CLAMP);

The texture does appear when it is downloaded, but it has no red or
green components, just blue.  

I am wondering if there is another mode I need to set that I am missing,
or if I have made some newbie mistake.

thanks for any and all help,

Dan

-- 
Dan Small, Intelligent Systems and Robotics Center
Sandia National Labs,  email: desmall@sandia.gov
voice: 505-844-5301 	  fax:   505-844-6161
MS 1010 RMSEL Rm 1239 POBox 5800, ABQ, NM 87185-1010
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From: "Sathyamoorthi" <ksathya@cec.wustl.edu>
To: <info-performer@sgi.com>
Subject: I am new
Date: Sun, 16 Mar 1997 22:45:04 -0600
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Dear Performers ,

I am new to IRIS-Performer .

Kindly send me all the guide lines you can think of that any Performer
-programmer must have in mind.

Thanks

Sathya  
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Mon, 17 Mar 1997 05:21:09 +0000
In-Reply-To: "Daniel E. Small" <desmall@isrc.sandia.gov>
        "16-bit vs. 24-bit texels for pfTex->setImage()" (Mar 16,  3:15pm)
References: <332C7EFE.3F54@isrc.sandia.gov>
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To: "Daniel E. Small" <desmall@isrc.sandia.gov>, info-performer@sgi.com
Subject: Re: 16-bit vs. 24-bit texels for pfTex->setImage()
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Status: O

There's a big difference between the internal format and the data you need
to supply the gl. Generally the gl does all the conversion for you so yes
you pick an internal format but you also need to create an appropriate
array of information to match the data format the gl expects.

PFTEX_EXTERNAL_FORMAT, PFTEX_PACK_8

is what is supported by default and you certainly won't need more for
what you are doing, just supply an array of 8 bit packed data in the image
array and let the graphic system do the work. This api smacks of IrisGL
with it's use of the external format token.

There days OpenGL on the Infinite Reality supports packed external
image data like GL_UNSIGNED_SHORT_5_5_5_1_EXT, but I don't know if
these tokens would work through Performer, it'd be worth a try if
you _really_ want to keep your 5 bpc host copy, but it's much simpler
to send the 8 bit per component image and let the machine do the
conversion work for you.

Cheers,Angus.


On Mar 16,  3:15pm, Daniel E. Small wrote:
> Subject: 16-bit vs. 24-bit texels for pfTex->setImage()
> Hello Performers,
>
> Newbie questions continued.
>
> I a bunch of texture data from video that I need to map.  I would like
> to conserver memory, so I want to take the 24 bit data and reduce it to
> 16, and scale the image down by 1/2, ending up with a 320x240 16bit
> image.  (I know they are not powers of 2 but I have some complex video
> calibration issues that I have to deal with before attempting that piece
> of optimization).
>
>
> I convert each texel component to 5 bits and shift them in the following
> manner:
>
> r,g&b are ushort arrays.
>
> unsigned short tr;
> unsigned short tg;
> unsigned short tb;
> unsigned short dest;
>
>          tr = ((r[i]&0x00f8)>>3);
>          tg = ((g[i]&0x00f8)<<2);
>          tb = ((b[i]&0x00f8)<<7);
>
> 	 dest = tr | tg | tb;
>
> I am 'assuming' that the bit ordering is (from lowest to highest) 5 bits
> red, 5 bits green, 5 bits blue, and 1 bit alpha.  Please enlighten me if
> I am in error.
>
> I know the data is good because I am able to use this method to create a
> texture of 32 bits in the same method; by shifting green by 8 and blue
> by 24 and or'ing the 3 components.  I am scaling down hthe 24 bit image
> and it looks fine.
>
>
> Using the above method, I step thru the original image data and create a
> new image of 16bit texels.
>
> I then use setImage in the following way:
>
>                      tex = new(arena) pfTexture;
>
>                      tex->setFormat(PFTEX_INTERNAL_FORMAT,PFTEX_RGB_5);
>
> where imgPtr is the 16bit data.
>
>                      tex->setImage((uint *)imgPtr,2,320,240,1);
>
>                      tex->setRepeat(PFTEX_WRAP,PFTEX_CLAMP);
>
> The texture does appear when it is downloaded, but it has no red or
> green components, just blue.
>
> I am wondering if there is another mode I need to set that I am missing,
> or if I have made some newbie mistake.
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Mon, 17 Mar 1997 02:21:07 -0600
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Hello,

	When I compile my program, I get the following warning message :

PF Warning/Usage:              pfGeoStatgstate::setAttr() Unknown attribute 1.
PF Warning/Usage:              pfGeoState::setMode of PFSTATE_ALPHAREF is
obsolete -- use pfGStateVal with float in [0,1].

I set the pfGeoState in the following way :

    gstate = pfNewGState(pfGetSharedArena());
    pfGStateMode(gstate, PFSTATE_CULLFACE, PFCF_OFF);
    pfGStateMode(gstate, PFSTATE_ENTEXTURE, 1);
    pfGStateMode(gstate, PFSTATE_ALPHAREF, PFAF_NOTEQUAL);
    pfGStateVal(gstate, PFSTATE_ALPHAREF, 0.0f);
    pfGStateAttr(gstate, PFSTATE_ENLIGHTING, 0);
    pfGStateAttr(gstate, PFSTATE_TEXENV, tev);
    pfGStateAttr(gstate, PFSTATE_TEXTURE, tex);

Do you think what is the problem? I will appreciate any help you can give me.

-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
     (_Y_.)'  ._   )  `._ `. ``-..-'  Phone(O) :(409) 845-0729      
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On Mar 15,  9:16pm, R=E9mi Arnaud wrote:
> Subject: Re: pfDispList and parallel drawing (bug?)
> Andreas Loesch wrote:
> >
> > Hi Performers,
> >
> > we are in a situation where we want to get two pfDispList with identi=
cal
> > contents drawn by two parallel processes (multipipe configuration). W=
e
ar=3D
> > e
> > sure that we get everything we need packed in our pfDispLists, but wh=
en
w=3D
> > e
> > try to pfDispList::draw() them in parallel we get awful flickering,
wrong=3D
> >
> > colors, positions ...
=2E.. (snip) ...
>
>  That's interesting. In libpf each pfChannel produce each own
>  pfDispList, so it is not designed to be used by two draw process
>  at the same time.
>
>  Before going in further investigations, the 2 process that draw
>  the displist are forked, right ? (not sproced)

Actually we tried to use as much of the Performer architecture as possibl=
e.
Our two main goals were:
1. provide more than one culling process per channel (our scene graph can=

   produce culling times longer than the drawing time)
2. Omit culling almost identical viewing frustums in the stereo viewing c=
ase.
   We prefer to cull against a slightly larger frustum and use the result=
 for
   both (left and right eye) channels.

Here is our setup:

cullChannel0 -----> pfPipeWindow0 -> Pipe0
cullChannel1 ---|
     |       ---|
cullChannelN ---|
drawChannel0 ---|

drawChannel1 -----> pfPipeWindow1 -> Pipe1

The traversalmasks are set up in way that makes the cullChannels divide t=
he
scene into N parts and cull these parts. The drawChannels have a zero mas=
k.

In the (common) drawfunction we us two pfDispList (one for each channel) =
and
do the following:

if (chan =3D=3D cullChannelX)
{
	pfDispList0->open();
	chan->draw();
	pfDispList0->close();
	pfDispList1->open();
	chan->draw();
	pfDispList1->close();
}
else // channel is drawChannel
{
	pfDispListY->draw();
}

We assure that drawing of Pipe1 does not start before the "drawing" (i.e.=
 the
setup of the pfDispLists) of the cullChannels has finished. We also take =
care
that they do not get out of phase.

The multiprocessing scheme of Performer remains intact. We have one
draw-process for each pipe. The cullChannels are assigned to the the
pfPipeWindow to give the desired drawing order.

As you can see, the two pfDispList have the same contents. They give a
perfect result if they are drawn separately, hence the "cull data transfe=
r"
from the cullChannels should work. We tried both, forbidding the
pfDispList->draw() call for one of the drawChannels (no matter which one)=
 or
forcing them to be drawn sequentially. The latter of course doubles the
drawing time =3D:(((((.

Any ideas? Is there perhaps a non-documented initialization we should do =
in
order to make the pfDispLists work? Can we access the original
pfChannel.pfDispLists ?

Thanks for your help!

Andi


-- =

Andreas L=F6sch		GSF - Forschungszentrum f=FCr Umwelt und Gesundheit
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Ingolst=E4dter Landstr. 1			FAX     : (+49 89) 3187 4243 o. 3326
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Mon, 17 Mar 1997 05:00:47 -0600
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Hello,

	I have a serious problem in my program. I use pfBillboard node to add
trees to my scenery. After adding pfBillboard nodes (about 1000 pbBillboard
nodes in all), my refresh rate was greatly reduced.  In addition, problems were
encountered including console lockup where we were unable to kill the
responsible Perfomer process or get back into the system aside from telnet. Has
anyone encountered similar problems or know of any possible solutions ?

Thanks,



-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
     (_Y_.)'  ._   )  `._ `. ``-..-'  Phone(O) :(409) 845-0729      
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Sathyamoorthi wrote:

> I am new to IRIS-Performer .
> 
> Kindly send me all the guide lines you can think of that any Performer
> -programmer must have in mind.


A good start is to surf http://www.sgi.com/Technology/Performer/. Pay
attention to the FAQ and the mailing list archive.

Don't forget to read the Performer Programming Guide available in
Postscript and HTML format http://www.sgi.com/Technology/TechPubs/ and also
available from Insight if you've installed performer_dev.books.Perf_PG

Finally, try various sample programs found in /usr/share/Performer/src.


Welcome aboard Sathya.


-- 
Bernard Leclerc, Technical Leader, 3-D Graphics Applications
CAE Electronics Ltd. (http://www.cae.ca)
8585 Cote De Liesse, Saint-Laurent, Quebec, Canada, H4L-4X4
tel: +1 514 341 2000 extension 2275, fax: +1 514 340 5496
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Hi Performers,

I'm trying to run a 7 channel Vega/Performer application on an one pipe IR with
4 R10000 cpu:s and 2 RM6 boards. Just recently we (SGI France and I) installed
Performer 2.1 and the patch 1696 and then the fog and the time of day is NOT
working correct. Current Vega version is 2.0.3.

The terrain database is rather huge but intelligent designed so that should not
be a problem. I would like to get some hints on how to tune this application
for best performance. I use the APP_CULL_DRAW method and I also lock the
different
processes to specific cpu:s. I have turned off the graphic statistics
collection also.

I also have another problem, the image stops for a very short while (long
enough to see it) approximately once a second. I have heard that this maybe
depend on badly installed software, wrong order for patches or something.

Thanks for any and all help,

Jesper

-- 
 ___ _			Jesper Nystrom	    Phone: +46 31 703 51 07
/  _| |___  __ _ _ ___ 	Software Engineer   Phone: +46 31 703 51 00
| | | |_  \/ _| | | __\	Prosolvia Clarus AB Fax:   +46 31 703 51 20
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\___|_|___|_| \___/___/	S-412 50 GOTEBORG   WWW:   www.clarus.se
SIXTH SENSE TECHNOLOGY  SWEDEN

"Bring your CAD models to life with CAD Real-Time Link"
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To Performer Help Chaps
Regard Peter Smithies (Intersim ltd)


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Hi:

	Sometime back there was a discussion on shared memory, shared
memory not enough while malloc, .. etc. Can someone kindly redirect
those mails to me?

thanks
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kishore@aimnet.com

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Subject: Open Position in the UK Reality Centre for a graphics specialist
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Status: O

A position has arisen at Silicon Graphics for a Technical Support Specialist, working in the
Reality Centre in Reading, Berks in the UK.

The Reality Centre is a leading edge demonstration and development facility for the pinacle
of graphics capabilities with the leading supplier of 3D graphics technology. The open
position is for a specialist in the area of real-time graphics.

Your responsibilities would include:

- Work with customers to help them find solutions to their problems.
- Working with Partners to improve and develop the offerings they have.
- Work on leading edge internal projects that change the way people think about
how they use our products.
- Present and demonstrate the results of these efforts in the Reality Centre to
raise awareness and stimulate interest and excitement in SGI products.
- Present and demonstrate at Exhibitions and Trade Shows.

Person & Technical Spec.

- You should possess good communication and presentation skills.
- Able to work under pressure with the ability to juggle priorities as and when
appropriate.
- Configure graphics hardware that meet a specific requirement.
- Experience of working with Customers and Partners.
- Have good knowledge of some or all of the following:
	Open GL, 
	IRIS Performer, 
	C and C++ and 
	Real Time Graphics.
- Experience with 3D rendering.

You should be able to:

- Make peoples graphics code run better and faster
- Add effects and features that have not been created or thought of before.
- Inspire and incent our customers and partners to new heights of achievement.
- Maintain the Reality Centre's leading edge reputation in the field of
graphics excellence.

This is a challenging, but highly stimulating role, working with the top equipment and
peripherals as well as working with the leading software development partners and suppliers
in the world of 3D graphics.

This is a rare and unique position.

For applications, please apply via email either to myself:

	David Hughes - Reality Centre Manager         
          
	email: davidh@reading.sgi.com      

Or 
	Debbie Potter in Human Resources

	email: debbie@reading.sgi.com    

Or write to myself or Debbie at:

	Silicon Graphics
	1530 Arlington Business Park
	Theale, Reading
	Berks, RG7 4SB

Further details on the Reality Centre and Silicon Graphics can be found on
                                             
      http://www.sgi.com/International/UK/centre
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Subject: cfe error when compiling Performer src
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Status: O

Hi,

I would like to compile /p/usr/share/Performer/src/pguide/libpf/C (I
installed Performer in /p) but when I run (I am root):

make PFROOT=/p

I get the compiler error:

making OpenGL DSO version of alignDCS.ogldso
        /usr/bin/cc      -I/p/usr/include   -nostdinc -I/usr/include
-mips2 -o32 -O -Olimit 2000  -MDupdate Makedepend -woff
1685,515,608,658,799,803,852,1048,1233,1499 -c ../alignDCS.c
cfe: error Makedepend: (null)

and the linker error:

ld: FATAL: Makedepend: (null)
*** Error code 1

In /p/usr/share/Performer/src/pguide/libpf/C/OPT.O32.OPENGL, my
Makedepend contains:

alignDCS.o: /usr/include/svr4_math.h /usr/include/sys/unistd.h
/usr/include/stddef.h /p/usr/include/Performer/prmath.h
/usr/include/sys/bsd_types.h /usr/include/sys/select.h
/usr/include/sys/errno.h /usr/include/sys/utime.h
/usr/include/X11/extensions/XSGIvc.h
/usr/include/X11/extensions/XSGIvcstr.h /usr/include/sys/types.h
/usr/include/stdio.h /usr/include/sys/prctl.h /usr/include/sys/uio.h
/usr/include/ctype.h /usr/include/utime.h /usr/include/errno.h
/usr/include/standards.h /usr/include/sgidefs.h /usr/include/unistd.h
/usr/include/re_comp.h /usr/include/wctype.h
/p/usr/include/Performer/prstats.h /usr/include/task.h
/usr/include/X11/Xutil.h /usr/include/X11/Xlib.h /usr/include/GL/gl.h
/usr/include/GL/glu.h /p/usr/include/Performer/pfs.h
/usr/include/ulocks.h /usr/include/getopt.h /usr/include/stdlib.h
/usr/include/GL/glx.h /usr/include/X11/Xmd.h
/usr/include/X11/Xfuncproto.h /p/usr/include/Performer/pfstats.h
/usr/include/string.h /p/usr/include/Performer/pf.h
/p/usr/include/Performer/opengl.h /usr/include/GL/glxtokens.h
/usr/include/time.h /usr/include/wchar.h /usr/include/math.h
/p/usr/include/Performer/pr.h /usr/include/X11/Xosdefs.h
/usr/include/limits.h /usr/include/X11/X.h #:cfe
alignDCS.dsocmd: /p/usr/lib/libpfdu_ogl.so /p/usr/lib/libpfui.so
/usr/lib/libfpe.so alignDCS.o /usr/lib/libc.so /usr/lib/libGLU.so
/usr/lib/libXsgivc.a /usr/lib/libXt.so /p/usr/lib/libpfs.so
/usr/lib/libXm.so /usr/lib/libGLw.a /usr/lib/libXext.so /usr/lib/crtn.o
/usr/lib/libmpc.a /usr/lib/libGL.so /usr/lib/libC.so
/p/usr/lib/libpfutil_ogl.so /usr/lib/crt1.o /usr/lib/libXmu.so
/usr/lib/libmalloc.so /usr/lib/libimage.a /p/usr/lib/libpf_ogl.so
/usr/lib/libX11.so /usr/lib/libm.so #:ld

Any idea ???

Thanks a lot,

Lionel Maiaux

------------------------------------------------------------------------
                       Lionel Maiaux
                       l.maiaux@corys.fr
------------------------------------------------------------------------
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From: "Dewey Anderson" <dewey@evt.com>
Message-Id: <9703171247.ZM5214@snowmass.evt.com>
Date: Mon, 17 Mar 1997 12:47:44 -0800
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Perf eoe 2.0.3 vs Perf 2.0" (Mar 15,  4:06am)
References: <9703141411.ZM2001@snowmass.evt.com> 
	<9703150406.ZM6606@bitch.reading.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Subject: Re: Perf eoe 2.0.3 vs Perf 2.0
Cc: info-performer@sgi.com
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Status: O

Thanks for the reply, Angus.

My object positioning is pretty trivial.  The scene graph looks like this:

   Scene
    |
   pfDCS
    |
   pfSCS
    |
   pfGeoset

As it happens in my example, the pfSCS is identity (and pfFlattened anyway).
The pfDCS has the type set with:

    dcs.setMatType( PFMAT_TRANS | PFMAT_ROT | PFMAT_NONORTHO );

In my example, the DCS matrix is set with:

    pfMatrix mat;
    mat.makeTrans( x+rcx, y+rcy, z+rcz );     //  M = Cinv * L
    mat.preRot( ry, 0., 1., 0., mat );        // M = Ry * M
    mat.preRot( rx, 1., 0., 0., mat );        // M = Rx * M
    mat.preRot( rz, 0., 0., 1., mat );        // M = Rz * M
    mat.preScale( size*sx, size*sy, size*sz, mat );    // M = S * M
    mat.preTrans( -rcx, -rcy, -rcz, mat );    // M = C * M

where the rotations are 0, the scales are 1, the rcx/y/z are 0, z is 0 and only
the x value changes.  Pretty simple stuff.

The other matrix fiddling I do is with the view matrix where I set the z
distance based on the FOV and the window height so that the z=0 plane maps to
the window with one unit = one pixel:

   chan->setFOV(0.0f, fov);   // specify VERTICAL FOV

   pfCoord view;
   view.hpr.set(0.0f, -90.0f, 0.0f);
   float z_distance = win_height/2 / tanf( fov * (3.1415926/180.) / 2. );
   view.xyz.set(0.0f, 0.0f, z_distance  );
   chan->setView(view.xyz, view.hpr);

Like I said, this all works fine with Performer 2.0 eoe.  Changing to the 2.0.3
eoe messes it up.  The only thing I can think of is that there is some problem
in dealing with the window itself.  I give Performer the window at
initialization:

   pw = new pfPipeWindow(p);
   pw->setWSWindow(dpy,xwin);
   pw->setGLCxt(cx);
   pw->setWSDrawable( dpy, dwbl );


On Mar 15,  4:06am, Angus Dorbie wrote:
> Subject: Re: Perf eoe 2.0.3 vs Perf 2.0
> Do you have some exotic matrix operations to position the objects.
>
> Perhaps the problem lies with some performer assumptions about the
> contents of your transformations for optimization purposes.
>
> Investigate using pfDCS::setMatType
>
> Cheers,Angus.
>
> On Mar 14,  2:11pm, Dewey Anderson wrote:
> > Subject: Perf eoe 2.0.3 vs Perf 2.0
> >
> > We developed our product with Performer 2.0 and run it on Indy, Impact and
> Onyx
> > using IRIX 5.3 with no problem.  But we've noticed a problem when running
it
> on
> > the O2 that we've tracked down to being a difference between Performer eoe
> > versions.  It appears that the O2 ships with Performer 2.0.3 and if we
> replace
> > that with 2.0 the problem goes away.
> >
> > Is anybody aware of some important difference between the two?  Is there
some
> > patch we need to have?  Or are we going to have to recompile with Performer
> > 2.0.3 to run on systems with that eoe?
> >
> > DETAILS OF THE PROBLEM:
> >
> > It LOOKS like a perspective error in the X direction only.  We draw 2D
shapes
> > in our window using OpenGL.  Then we texture map that drawing onto a
> rectangle
> > in Performer and then draw it with Performer.  We size the rectangle and
> > calculate the FOV and viewMatrix in such a way as to keep the Performer
> drawing
> > the same size as its OpenGL counterpart when the rectangle is place at Z=0.
> >  (We use a coordinate system where the screen is the XY plane.)  The result
> is
> > that you can't tell the difference between the OpenGL drawing and the
> Performer
> > version.
> >
> > I have a lot of faith in these calculations because we've been using them
for
> > so long on the Indy, Impact & Onyx.
> >
> > When run on the O2, the textured rectangle appears too wide, scaled out
from
> > the center of the screen.  A small rectangle to the left appears too far
> left.
> >  A small rectangle to the right appears too far right.  A rectangle
> straddling
> > the middle of the screen appears too wide.  It's almost as if the
perspective
> > calculation is making the rectangle appear TOO CLOSE in Performer.  But
this
> > only happens in the X direction.  If it were really a distance error, I'd
> > expect the rectangle to be displaced vertically as well.
> >
> > The O2 details are:
> >
> > IRIX 6.3 for O2 including R10000, version 12161207.
> >
> > CRM graphics revision C.
> >
> >
> >
> > Dewey Anderson
> > dewey@evt.com
> > Evolving Video Technologies
> >
> >
> >
> >
> >
> > =======================================================================
> > 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 Dewey Anderson
>
>-- End of excerpt from Angus Dorbie


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From guest  Mon Mar 17 22:06:15 1997
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703180040.ZM11181@bitch.reading.sgi.com>
Date: Tue, 18 Mar 1997 00:40:02 +0000
In-Reply-To: David Hughes <davidh@reading.sgi.com>
        "Open Position in the UK Reality Centre for a graphics specialist" (Mar 17,  5:39pm)
References: <332D81C3.FF6@reading.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: David Hughes <davidh@reading.sgi.com>, info-performer@sgi.com
Subject: Re: Open Position in the UK Reality Centre for a graphics specialist
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Performers,

One thing Dave doesn't mention is that the Reality Centre is
equipped with the entire SGI product line including it's very own
4 pipe Infinite Reality Onyx2 Dual Rack with 12 R10000 4MbSC CPUs
and a 3 channel ~7.5m wide PRODAS display from SES with 150degree
combined Horizontal FOV.

This might be considered important by some applicants :-)

Cheers,
Angus.


On Mar 17,  5:39pm, David Hughes wrote:
> Subject: Open Position in the UK Reality Centre for a graphics specialist
> A position has arisen at Silicon Graphics for a Technical Support Specialist,
working in the
> Reality Centre in Reading, Berks in the UK.
>
> The Reality Centre is a leading edge demonstration and development facility
for the pinacle
> of graphics capabilities with the leading supplier of 3D graphics technology.
The open
> position is for a specialist in the area of real-time graphics.
>
> Your responsibilities would include:
>
> - Work with customers to help them find solutions to their problems.
> - Working with Partners to improve and develop the offerings they have.
> - Work on leading edge internal projects that change the way people think
about
> how they use our products.
> - Present and demonstrate the results of these efforts in the Reality Centre
to
> raise awareness and stimulate interest and excitement in SGI products.
> - Present and demonstrate at Exhibitions and Trade Shows.
>
> Person & Technical Spec.
>
> - You should possess good communication and presentation skills.
> - Able to work under pressure with the ability to juggle priorities as and
when
> appropriate.
> - Configure graphics hardware that meet a specific requirement.
> - Experience of working with Customers and Partners.
> - Have good knowledge of some or all of the following:
> 	Open GL,
> 	IRIS Performer,
> 	C and C++ and
> 	Real Time Graphics.
> - Experience with 3D rendering.
>
> You should be able to:
>
> - Make peoples graphics code run better and faster
> - Add effects and features that have not been created or thought of before.
> - Inspire and incent our customers and partners to new heights of
achievement.
> - Maintain the Reality Centre's leading edge reputation in the field of
> graphics excellence.
>
> This is a challenging, but highly stimulating role, working with the top
equipment and
> peripherals as well as working with the leading software development partners
and suppliers
> in the world of 3D graphics.
>
> This is a rare and unique position.
>
> For applications, please apply via email either to myself:
>
> 	David Hughes - Reality Centre Manager
>
> 	email: davidh@reading.sgi.com
>
> Or
> 	Debbie Potter in Human Resources
>
> 	email: debbie@reading.sgi.com
>
> Or write to myself or Debbie at:
>
> 	Silicon Graphics
> 	1530 Arlington Business Park
> 	Theale, Reading
> 	Berks, RG7 4SB
>
> Further details on the Reality Centre and Silicon Graphics can be found on
>
>       http://www.sgi.com/International/UK/centre
> =======================================================================
> 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 Hughes


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Date: Mon, 17 Mar 1997 17:23:46 -0800 (PST)
From: Eric Tran <etran@cgsd.com>
To: Ren-Jye Yu <renjye@python.tamu.edu>
cc: info-performer@sgi.com
Subject: Re: Why couldn't kill my process??
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Hi Yu,

Try using "freeproc" ?

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

On Mon, 17 Mar 1997, Ren-Jye Yu wrote:

> Hello,
> 
> 	I have a serious problem in my program. I use pfBillboard node to add
> trees to my scenery. After adding pfBillboard nodes (about 1000 pbBillboard
> nodes in all), my refresh rate was greatly reduced.  In addition, problems were
> encountered including console lockup where we were unable to kill the
> responsible Perfomer process or get back into the system aside from telnet. Has
> anyone encountered similar problems or know of any possible solutions ?
> 
> 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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To: info-performer@sgi.com
From: arata@ssten01.tis.co.jp (arata)
X-Sender: arata@133.157.18.170
Subject: How do I achieve some multipass renderings (motion blur, depth of
 field effect) on Performer1.2 or 2.0 ?
Cc: arata@ssten01.tis.co.jp (arata)
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How do I achieve some multipass rendering tecxhniques 
(motion blur, depth of field effect) on Performer 1.2 or 2.0?




------------------------------------------------------
Arata Watanabe
 Toyo Information Systems Co.,Ltd.
  Tel : +81-6-821-1412 Fax : +81-6-821-1575
  e-mail : arata@ssten01.tis.co.jp
$B!!!!(B
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To: info-performer@sgi.com
Subject: VMIN and VTIME
Status: O


Hi:

	In my performer application, I interface with the RE2 5.3, serial
port to read data coming from an external serial device. The port is
opened with the default blocking mode. I set the termio.c_cc[VMIN] and
termio.c_cc[VTIME] to 15 and 4 respectively. According to the man pages
this means that 'read' will wait to read atleast 15 bytes from the port,
and will time out after 4 units of time in any case and return. What is not
clear is that: in such a setting, does blocking mode override the termio
controls or does the 'read' always return after 4 units of time?
I was not doing anything to the O_NONBLOCK flag so far and sometimes,
'read' would wait and wait for ever at the port probably 'coz there was no
data available for it to read. Shouldn't the termio control override what
ever the setting was, once it has been set? I do set the termio controls after
'open' and before any 'read' begins.

Even when I did set the O_NONBLOCK flag, sometimes I can see the same
thing happening to 'read'. Can someone please explain who overrides whome?

thanks
-anita

kishore@aimnet.com
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        brian@sgi.com, info-performer@sgi.com
Subject: how to achieve spotlight on iR with IRIX 6.2 & Performer 2.1 ?
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Status: O

Hello friends,

I'v read your messages about "Shadow and projected texture" on
performer mail list. But I'm new to IRIX & Performer programming.
Would you please tell me how can I achieve spotlight on iR with
IRIX 6.2 & Performer 2.1 in details? Is it possible only use
Performer to get things done? 

Scott wrote :
>The two spotlight projected texture demo (uncompiled) can be found at:
>   ftp://ftp.ht.com/outgoing/two_spots.tar.gz
I tryed to get it but failed.

Thanks ahead.


Cao Zhigang

flysiml@public.bta.net.cn
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From: fred@llogic.com (Frederic Francis)
Message-Id: <199703180942.BAA02662@llogic.com>
Subject: pfGeoSet::getPrimLengths problem on Onyx2
To: info-performer@sgi.com
Date: Tue, 18 Mar 1997 01:42:24 -0800 (PST)
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Status: O


Hi,
        I've just begun porting some code from an Onyx iR (6.2) to an Onyx2 iR (6.4)
and pfGeoSet::getPrimLengths() seems to be misbehaving ?!  It seems to always
return a NULL pointer on the Onyx2.

        The following piece of code works fine on 6.2 systems (including
Indigo2Impact) but fails on the Onyx2.

///////// START OF CODE /////////////////
#include <Performer/pf.h>
#include <Performer/pr/pfGeoSet.h>

void main (void) {

  pfInit();
  pfMultiprocess(0);
  pfConfig();

        pfGeoSet *gset = new pfGeoSet;
        int *primLength = (int *) new(sizeof(int)) pfMemory;
        primLength[0] = 4;

        cerr << " INITIAL primLength pointer:  " << primLength << endl;

        gset->setPrimLengths(primLength);

        cerr << " RETRIEVED primLength pointer:  " << gset->getPrimLengths() << endl;

  pfExit();
}
/////////END OF CODE /////////////////

6.2 Output:
 INITIAL primLength pointer:  0x18040a50
 RETRIEVED primLength pointer:  0x18040a50

6.4 Output:
 INITIAL primLength pointer:  0x500409d0
 RETRIEVED primLength pointer:  0x0


        Unfortunately, I don't have cvd running on the Onyx2 yet to see if the
problem is the setPrimLengths or in the getPrimLengths.  I am confused (even more
than usual).  Any thoughts ?
                                                Thanks in advance,
                                                                  Fred.

Frederic Francis
Lateral Logic
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In-Reply-To: "Brad Colbert" <bcolbert@coralsea.ait.nrl.navy.mil>
        "pfPick again..." (Mar 13, 15:58)
References: <9703131558.ZM24956@seahorse>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Brad Colbert" <bcolbert@coralsea.ait.nrl.navy.mil>
Subject: Re: pfPick again...
Cc: info-vega@sgi.com, info-performer@sgi.com
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Status: O

Hi Brad,

>    Sometime back I asked about how to use pfPick, which allows you to
>    use the mouse to "Pick" polygons.  Well, I got one reply that, although
>    I appreciate, did not match my problem.
>
>    If there is anyone out there who has successfully used pfPick, please
>    let me in on your secret.  SG, in classic form, has no documentation
>    on this.  The man page actually tells the user to refer to the
>    include file.

We choosed a fully other way because we are Vega users. To pick something we
used a line-of-sight-Isector. The origin was copied from observer. The
direction is set using the coordinates of mouse pointer transformed into real
world coords. We - my girlfriend and me - needed from Sunday evening until
Monday morning to implement this. It works nice. (Our greatest problem was to
change our motion model to free the left button for picking. ;-)) If you can't
solve your problem not at all you could think about such or similar solution
like our.
I guess pfPick is a similar solution for convinience, isn't it?

Best regards,
Dirk.

-- 
----------------------------------------------------
Dipl.-Inf. Dirk Scheffter       scheff@iff.fhg.de
Fraunhofer IFF
Steinfeldstr. 3                 fon: +49-39203/81591
D-39179 Barleben                fax: +49-39203/81619
Germany
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Tue, 18 Mar 1997 12:08:00 +0000
In-Reply-To: Cao Zhigang <flysiml@public.bta.net.cn>
        "how to achieve spotlight on iR with IRIX 6.2 & Performer 2.1 ?" (Mar 19, 12:53pm)
References: <332F715C.393C@public.bta.net.cn>
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To: czg@iname.com, perel@cluny.ensam.fr, scott@ht.com, brian@sgi.com,
        info-performer@sgi.com
Subject: Re: how to achieve spotlight on iR with IRIX 6.2 & Performer 2.1 ?
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Status: O

A pfLightSource should be enough.

Read the manual page on this and in particular look for:
setMode or pfLSourceMode with the PFLS_PROJTEX_ENABLE
token.


Cheers,Angus.


On Mar 19, 12:53pm, Cao Zhigang wrote:
> Subject: how to achieve spotlight on iR with IRIX 6.2 & Performer 2.1 ?
> Hello friends,
>
> I'v read your messages about "Shadow and projected texture" on
> performer mail list. But I'm new to IRIX & Performer programming.
> Would you please tell me how can I achieve spotlight on iR with
> IRIX 6.2 & Performer 2.1 in details? Is it possible only use
> Performer to get things done?
>
> Scott wrote :
> >The two spotlight projected texture demo (uncompiled) can be found at:
> >   ftp://ftp.ht.com/outgoing/two_spots.tar.gz
> I tryed to get it but failed.
>
> Thanks ahead.
>
>
> Cao Zhigang
>
> flysiml@public.bta.net.cn
> =======================================================================
> 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 Cao Zhigang


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Date: Tue, 18 Mar 1997 15:01:08 +0200 (EET)
From: Jukka Vaisanen <vaizki@merlin.iscape.fi>
Reply-To: Jukka.Vaisanen@iscape.fi
To: info-performer@sgi.com
Subject: Lights under DCSs?
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I'm VERY new to Performer, so bear with me...

I can move pfLightSources with ->setPos ok, but if I place them as
children of a pfDCS and move the DCS, the light doesn't move.

Am I missing something fundamental?


Jukka Vaisanen 	 	
Executive Manager	

Iscape Software		vaizki@iscape.fi	
Tel: +358-9-648686	GSM: +358-40-5007978  

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From: David Plew <kishore@aimnet.com>
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To: brian@sgi.com, czg@iname.com, dorbie@bitch.reading.sgi.com,
        info-performer@sgi.com, perel@cluny.ensam.fr, scott@ht.com
Subject: Re: how to achieve spotlight on iR with IRIX 6.2 & Performer 2.1 ?
Status: O

You can take a look at the sample program "shadows.c" that is distributed with
Performer.

-anita
kishore@aimnet.com
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From: mishina@ddd.co.jp (T.Mishina)
To: <info-performer@sgi.com>
Subject: pfPipeWindow::setFBConfig
Date: Tue, 18 Mar 1997 23:09:07 -0000
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Status: O

Hi,

Does anyone have an experience to make stereo FB 
configuration using pfPipeWindow::setFBConfig?
In my application, I wrote the window-open callback 
as follows:

static int FBAttrs[] = {
    PFFB_RGBA,
    PFFB_DOUBLEBUFFER,
    PFFB_STEREO,
    PFFB_DEPTH_SIZE, 23,
    PFFB_RED_SIZE, 1,
    NULL,
};

static void
OpenPipeWin(pfPipeWindow *pw)
{
    pw->setFBConfig(FBAttrs);
    pw->open();
}

But, my FBAttrs was ignored and the window seemed 
to be opened in default FB setting.
 
My H/W is ONYX IR, OS is IRIX6.2 and the version of 
Performer is 2.1.

Any ideas?

 Tsuyoshi Mishina (3D Inc.)
 E-mail: mishina@ddd.co.jp
 Tel   : +81-45-314-8334
 Fax   : +81-45-314-8335
 http://www.ddd.co.jp
 Mitsuishi-Yokohama-building 1-39-3 Hiranuma
 Nishi-ku Yokohama 220 Japan
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Date: Tue, 18 Mar 1997 10:52:44 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9703181052.ZM3909@hotsauce.clubfed.sgi.com>
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: 16-bit vs. 24-bit texels for pfTex->setImage()" (Mar 17,  5:21am)
References: <332C7EFE.3F54@isrc.sandia.gov> 
	<9703170521.ZM9689@bitch.reading.sgi.com>
Reply-To: brian@sgi.com
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To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>,
        "Daniel E. Small" <desmall@isrc.sandia.gov>, info-performer@sgi.com
Subject: Re: 16-bit vs. 24-bit texels for pfTex->setImage()
Mime-Version: 1.0
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Status: O

Angus,

You can use the OpenGL token names such as GL_UNSIGNED_SHORT_5_5_5_1_EXT for
image formats to a pfTexture node it is just not guarunteed to work in future
releases of Performer.

Brian

On Mar 17,  5:21am, Angus Dorbie wrote:
> Subject: Re: 16-bit vs. 24-bit texels for pfTex->setImage()
> There's a big difference between the internal format and the data you need
> to supply the gl. Generally the gl does all the conversion for you so yes
> you pick an internal format but you also need to create an appropriate
> array of information to match the data format the gl expects.
>
> PFTEX_EXTERNAL_FORMAT, PFTEX_PACK_8
>
> is what is supported by default and you certainly won't need more for
> what you are doing, just supply an array of 8 bit packed data in the image
> array and let the graphic system do the work. This api smacks of IrisGL
> with it's use of the external format token.
>
> There days OpenGL on the Infinite Reality supports packed external
> image data like GL_UNSIGNED_SHORT_5_5_5_1_EXT, but I don't know if
> these tokens would work through Performer, it'd be worth a try if
> you _really_ want to keep your 5 bpc host copy, but it's much simpler
> to send the 8 bit per component image and let the machine do the
> conversion work for you.
>
> Cheers,Angus.
>
>
> On Mar 16,  3:15pm, Daniel E. Small wrote:
> > Subject: 16-bit vs. 24-bit texels for pfTex->setImage()
> > Hello Performers,
> >
> > Newbie questions continued.
> >
> > I a bunch of texture data from video that I need to map.  I would like
> > to conserver memory, so I want to take the 24 bit data and reduce it to
> > 16, and scale the image down by 1/2, ending up with a 320x240 16bit
> > image.  (I know they are not powers of 2 but I have some complex video
> > calibration issues that I have to deal with before attempting that piece
> > of optimization).
> >
> >
> > I convert each texel component to 5 bits and shift them in the following
> > manner:
> >
> > r,g&b are ushort arrays.
> >
> > unsigned short tr;
> > unsigned short tg;
> > unsigned short tb;
> > unsigned short dest;
> >
> >          tr = ((r[i]&0x00f8)>>3);
> >          tg = ((g[i]&0x00f8)<<2);
> >          tb = ((b[i]&0x00f8)<<7);
> >
> > 	 dest = tr | tg | tb;
> >
> > I am 'assuming' that the bit ordering is (from lowest to highest) 5 bits
> > red, 5 bits green, 5 bits blue, and 1 bit alpha.  Please enlighten me if
> > I am in error.
> >
> > I know the data is good because I am able to use this method to create a
> > texture of 32 bits in the same method; by shifting green by 8 and blue
> > by 24 and or'ing the 3 components.  I am scaling down hthe 24 bit image
> > and it looks fine.
> >
> >
> > Using the above method, I step thru the original image data and create a
> > new image of 16bit texels.
> >
> > I then use setImage in the following way:
> >
> >                      tex = new(arena) pfTexture;
> >
> >                      tex->setFormat(PFTEX_INTERNAL_FORMAT,PFTEX_RGB_5);
> >
> > where imgPtr is the 16bit data.
> >
> >                      tex->setImage((uint *)imgPtr,2,320,240,1);
> >
> >                      tex->setRepeat(PFTEX_WRAP,PFTEX_CLAMP);
> >
> > The texture does appear when it is downloaded, but it has no red or
> > green components, just blue.
> >
> > I am wondering if there is another mode I need to set that I am missing,
> > or if I have made some newbie mistake.
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Angus Dorbie



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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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From guest  Tue Mar 18 12:02:18 1997
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Date: Tue, 18 Mar 1997 11:29:32 -0500 (EST)
From: Remotely Piloted Vehicle <rpv@sim6.dciem.dnd.ca>
To: info-performer@sgi.com
Subject: Do Performer math routines only use floats?
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Hi,

	I was just wondering whether there is any way to use pfVec3, 
pfMatrix, pfCoord, etc. as arrays of doubles rather than floats.  For 
most applications, floats are sufficient.  But for describing objects in 
actual geographic coordinates, you get into some big numbers and rounding 
off errors.

Thanks in advance,

	Eran Guendelman.

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From guest  Wed Mar 19 01:27:59 1997
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From: mishina@ddd.co.jp (T.Mishina)
To: <info-performer@sgi.com>
Subject: RE: pfPipeWindow::setFBConfig
Date: Wed, 19 Mar 1997 13:19:16 -0000
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X-Priority: 3
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Status: O

Thanks for your reply.

> 
> According to T.Mishina:
> >
> >Hi,
> >
> >Does anyone have an experience to make stereo FB 
> >configuration using pfPipeWindow::setFBConfig?
> >In my application, I wrote the window-open callback 
> >as follows:
> >
> >static int FBAttrs[] = {
> >    PFFB_RGBA,
> >    PFFB_DOUBLEBUFFER,
> >    PFFB_STEREO,
> >    PFFB_DEPTH_SIZE, 23,
> >    PFFB_RED_SIZE, 1,
> >    NULL,
> >};
> >
> >static void
> >OpenPipeWin(pfPipeWindow *pw)
> >{
> >    pw->setFBConfig(FBAttrs);
> 
> This should be pw->setFBConfigAttrs(FBAttrs);

Sorry, this is just a miss-type. Actually, I wrote it 
as pw->setFBConfigAttrs(FBAttrs) in my program.

Any ideas?

 Tsuyoshi Mishina (3D Inc.)
 E-mail: mishina@ddd.co.jp
 Tel   : +81-45-314-8334
 Fax   : +81-45-314-8335
 http://www.ddd.co.jp
 Mitsuishi-Yokohama-building 1-39-3 Hiranuma
 Nishi-ku Yokohama 220 Japan
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Status: O

Dear Performers,

on an Onyx (2GB Main Mem, 5Gb HD left, Irix 6.2, Performer 2.1) I am
trying to load quit a lot of VRML files. Loding a few works fine, but
trying to load them all fails with the following message:

rld_sbrk: Can't map /dev/zero -- probably not enough virtual memory

There is still a lot of free memory left during load time and PFTMPDIR
points to a loacation on a hard disk with enough capacity. Swap space is
ca. 800 MB. 

Any ideas?

Frank

-- 
Frank Purschke	--------- Virtual Reality Lab 
Volkswagen AG	--------- Phone: +49 5361 922176
Postbox 1777/3	--------- Fax:   +49 5361 924263
38436 Wolfsburg	--------- 
Germany		--------- Email: frank.purschke@volkswagen.de
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From guest  Wed Mar 19 06:25:51 1997
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Date: Wed, 19 Mar 1997 10:09:28 +0000 (WET)
From: Nikolaus Hanekamp <klaus@trixi.atlas.de>
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Reply-To: Nikolaus Hanekamp <klaus@trixi.atlas.de>
To: info-performer@sgi.com
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Status: O


STN ATLAS has open positions for software engineers, to extend its Image
Generator Software Group:

1. Design and development of visual simulation software for various
   applications.

2. Design and development of database generation software in conjunction
   with STN ATLAS own roadtool (START) and other modelling tools, like
   MultiGen or DWB.
  
Qualified candidates should have a MS degree or Diplom in Computer Science
or related fields, a strong programming background in C++/Unix and 2 years
experience in:

- Object-oriented design and development of large software systems
- SGI Performer and OpenGl
- 3D Modelling ( OpenFlight, MultiGen, DWB or Medit )
- Real-time visual systems
- Unix ( preferable IRIX)

The Simulation Division ( 500 employees) of STN ATLAS ( 4500 employees) is
located in Bremen, northern Germany.

The main activities are:

- driving simulators
- ship handling simulators
- power plant simulators
- tank simulators
- combat trainers
- computer based training systems
- etc.


For more details please email or fax to the address below.


______________________________________________________________________________
|                     STN ATLAS Elektronik GmbH  D-28305 Bremen               |
| Nikolaus Hanekamp   Simulation Division  ETZ2  Sebaldsbruecker Heerstr. 235 |
|                                                +49/421/457-2906   -4120 fax |
|___________          hanekamp@atlas.de      _________________________________|





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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199703191540.HAA25624@remi.asd.sgi.com>
Subject: Re: how to achieve spotlight on iR with IRIX 6.2 & Performer 2.1 ?
To: czg@iname.com
Date: Wed, 19 Mar 1997 07:40:07 -0800 (PST)
Cc: perel@cluny.ensam.fr, scott@ht.com, dorbie@bitch.reading.sgi.com,
        brian@sgi.com, info-performer@sgi.com
In-Reply-To: <332F715C.393C@public.bta.net.cn> from "Cao Zhigang" at Mar 19, 97 12:53:48 pm
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Cao Zhigang wrote:
> 
> Hello friends,
> 
> I'v read your messages about "Shadow and projected texture" on
> performer mail list. But I'm new to IRIX & Performer programming.
> Would you please tell me how can I achieve spotlight on iR with
> IRIX 6.2 & Performer 2.1 in details? Is it possible only use
> Performer to get things done? 
> 
> Scott wrote :
> >The two spotlight projected texture demo (uncompiled) can be found at:
> >   ftp://ftp.ht.com/outgoing/two_spots.tar.gz
> I tryed to get it but failed.
> 

   Spot lights and shadow textures are not implemented in Performer
   for OpenGL, therefore they are not available for 2.1

   You'll have to wait for the coming 2.2, or use the OpenGL directly
   as the functions are there (since patch 1355 for Onyx)



    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: "DONKERS H.C." <donh7@fel.tno.nl>
Organization: TNO-FEL
To: info-performer@sgi.com
Date: Wed, 19 Mar 1997 16:36:04 GMT+1
Subject: Intersection problem
X-mailer: Pegasus Mail for Windows (v2.42a)
Message-ID: <810B235DA9@fel3.fel.tno.nl>
Status: O

I have the following problem using the isect commando for pfNodes:

I want to know what the pfGeode is which I intersect. So, I 
constrcuct a pfSegSet with the mode set to PFTRAV_IS_GEODE.
Then I call root->isect.
When a intersection is detected I do:

    pfGeode   geode;
   geode = new pfGeode();

   hit->query(PFQHIT_NODE, geode);

But nothing happens, The masks of all the geometry is set to the same 
value, but the resulting geode is empty. 
hit->query(PFQHIT_POINT, vec) in the contrary works perfect, but I 
want the Geode of the intersection point.

Who can help me.



===============================[INTER]================================
Jos D. van Loo                  TNO Physics and Electronics Laboratory
email: vanloo@fel.tno.nl                               Dep: Simulation
phone: +31 70 374 0269                                  P.O. box 96864
fax  : +31 70 328 0961                                2509 JG Den Haag      
home : +31 70 361 7573                                 the Netherlands
www  : http://vtd.fel.tno.nl/~floo                  
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Date: Wed, 19 Mar 97 08:20:04 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9703191320.AA15913@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: RE: pfPipeWindow::setFBConfig
Status: O

> >Does anyone have an experience to make stereo FB 
> >configuration using pfPipeWindow::setFBConfig?
> >In my application, I wrote the window-open callback 
> >as follows:
> >
> >static int FBAttrs[] = {
> >    PFFB_RGBA,
> >    PFFB_DOUBLEBUFFER,
> >    PFFB_STEREO,
> >    PFFB_DEPTH_SIZE, 23,
> >    PFFB_RED_SIZE, 1,
> >    NULL,
> >};
> >
> >static void
> >OpenPipeWin(pfPipeWindow *pw)
> >{
> >    pw->setFBConfig(FBAttrs);
> 

I recollect that someone at SGI (I think it was Sharon Clay) told me that if
you set any of the FBConfig attributes, you must set them ALL. I don't see this
mentioned in the manual anywhere - but I have had a similar experience of
trying to set up some (but not all) of the attributes and discovering that I
was being ignored.

Can someone at SGI confirm my recollection?


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: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9703191438.AA16359@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: GL_QUADS and PFGS_QUADS
Status: O


I noticed a strange thing today, looking at the output of ogldebug,
it looks like the Performer Tmesher take pairs of triangles that share
an edge and turns them into PFGS_QUADS geosets - even if the original
triangles were not mutually planar. This results in a lot of non-planar
PFGS_QUADS geosets.

This would be a bad error were it not for the fact that Performer
doesn't appear to render PFGS_QUADS as GL_QUADS...which is also
a suprising thing.

Is the choice not to render GL_QUADS a performance issue - or is
it for some other reason?

Is it intended that PFGS_QUADS are *allowed* to be non-planar and
consistently split along the 'correct' edge? (This is not mentioned
in the manual anywhere) - or are we merely seeing two bugs that
cancel each other out?

My mother always taught me the "Two wrongs don't make a right" - she
obviously never got into programming!


Steve Baker                     817-619-1361 (Vox-Lab)
Hughes Training Inc.            817-619-8776 (Vox-Office/Vox-Mail)
2200 Arlington Downs Road       817-619-4028 (Fax)
Arlington, Texas. TX 76005-6171 Steve@MrEd.bgm.link.com (eMail)
http://www.hti.com (external)   http://MrEd.bgm.link.com/staff/steve (intranet)
                                http://web2.airmail.net/sjbaker1     (external)

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

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From: anton@sara.nl (Anton Koning)
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Subject: Texture loading problem
To: info-performer@sgi.com
Date: Wed, 19 Mar 1997 13:48:05 +0100 (MET)
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Hi,

When I use perfly (Performer 2.1) on our Onyx2 and O2 machines to display
.lsb files containing textures (.rgb files) with an odd width, the textures
are mangled. My guess is that this happens during the scaling to a power of 2,
as the textures already appear mangled during the 'preview' when they are
loaded.  However, when we use the same textures in a vrml dataset they are
loaded (scaled?) correctly. I find this strange, because I assume that the
texture loader is independent of the data loaders. Is this a known bug, and
if so, is there a fix (other than resizing the textures)?

 ------------------------------------------------------------------------------
| Anton H.J. Koning, Ph.D. | Consultant, Academic Computing Services Amsterdam |
| e-mail: anton@sara.nl    | s-mail: P.O. Box 94613, NL-1090 GP Amsterdam      |
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Message-ID: <333041DD.4487@infinity-technologies.com>
Date: Wed, 19 Mar 1997 11:43:25 -0800
From: Bing Zeng <bz@infinity-technologies.com>
Organization: Infinity Technologies
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Hi,

I remember a while ago, someone posted a question about loading
Lightscape file (".ls") to Performer. I don't seem to recall any
feedback on that. 

We also need to use some Lightscape models in our Performer/Vega apps.
The files given to us are in ".ls" format. But It seems the available
Performer Loaders only deal with ".lsa" or ".lsb". 

Does anyone know how to get ".lsb" from ".ls"? 
-- 

Regards,
Bing

***********************************
Bing Zeng
Infinity Technologies
P.O.Box 991013, Boston, MA 02199
Voice: 617-262-8273
Fax:   617-262-3718
Email: bz@infinity-technologies.com
************************************
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From: "Eric Snowberg" <esnowber@hisd.harris.com>
Message-Id: <9703191137.ZM17209@tahoe.hisd.harris.com>
Date: Wed, 19 Mar 1997 11:37:17 -0500
In-Reply-To: Remotely Piloted Vehicle <rpv@sim6.dciem.dnd.ca>
        "Do Performer math routines only use floats?" (Mar 18, 11:29am)
References: <Pine.SGI.3.91.970318112600.23A-100000@sim6.dciem.dnd.ca>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Do Performer math routines only use floats?
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Status: O

We have experienced the same problem with round off errors when using
geocentric coordinates.  We would also be interested in a way to represent a
pfCoord/pfMatrix using double precision floats.  Are there any other solutions
to this problem?

Thanks,
Eric

On Mar 18, 11:29am, Remotely Piloted Vehicle wrote:
> Subject: Do Performer math routines only use floats?
> Hi,
>
> 	I was just wondering whether there is any way to use pfVec3,
> pfMatrix, pfCoord, etc. as arrays of doubles rather than floats.  For
> most applications, floats are sufficient.  But for describing objects in
> actual geographic coordinates, you get into some big numbers and rounding
> off errors.
>
> Thanks in advance,
>
> 	Eran Guendelman.
>
> =======================================================================
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>-- End of excerpt from Remotely Piloted Vehicle


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Date: 19 Mar 97 12:46:44 EST
From: Jean BENOIT <101372.3460@CompuServe.COM>
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Subject: noborder fonction on performer
Message-ID: <970319174644_101372.3460_JHP111-1@CompuServe.COM>
Status: O

I'd like to open a window with performer application running with Gl & OPENGL
version, with "noborder option" . how can I do ??

Yo

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From guest  Wed Mar 19 19:06:22 1997
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From: "Thomas M. Miller" <miller@acusoft.com>
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To: info-performer@sgi.com
Subject: pfMultithread -- PFPROC_CULL
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>From man page:

"When multithreading the CULL, care must be taken to avoid data collisions
in user callback functions. In particular, pfChannel and pfNode CULL
callbacks (pfChanTravFunc, pfNodeTravFuncs) may be invoked in parallel."

I have a scene in which all of the geosets have indexed geostates if I change
the geostate table for each channel would it adversely affect the scene 
when multithreading? 

Is each cull thread capable of holding its own geostate table?

Thanks.

--TMIV

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From: "peter" <peter@magic.orlando.sgi.com>
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Date: Wed, 19 Mar 1997 15:58:32 -0500
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Subject: Fonts Question
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Hello,

Does anyone have any experience with different fonts in Performer ? We are
looking for an LCD/LED looking font that we can use in our Performer 2.x
application, but have been unable to convert a particular Adobe font for use.

Thank you,
Peter Drewes
System Engineer
Silicon Graphics
Orlando, Florida
peter@orlando.sgi.com


-- 
peter
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From: "Pari Natarajan" <>
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Date: Wed, 19 Mar 1997 18:21:21 +0000
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Subject: Announcement: March Silicon Valley ACM SIGGraph Chapter Meeting
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Status: O

Hi Guys,
  I was not sure whether we can post announcements in 
the mailing list, anyway I have posted it this time. If 
its not permitted, please let me know.
      Sillicon Valley ACM SIGGraph Chapter is looking for 
volunteers to help in organizing monthly meetings. If anyone
is interested, please contact me. Look at
 http://www.best.com/~siggraph/ for more information.

Thanks
pari

ANNOUNCEMENT
March : Silicon Valley ACM SIGGraph Chapter Meeting

Date: Monday March 24, 1997
Time: 7:30pm
Place: Apple R&D 4 Auditorium
           Apple Headquarters, Cupertino
Entry: Free
Topic: MMX technology

Speaker: Sam Wilkie, program manager in Intel's Desktop Products
Group.

-----
Directions to the Apple Auditorium

>From Highway 101, take Highway 85 towards Cupertino. Take the 280
South exit onto 280 South.

>From Highway 280, take the Saratoga Sunnyvale exit, heading towards
Saratoga. The first light after the freeway is Mariani. Turn left on
Mariani towards the main Apple campus. Turn left again at the end of
Mariani onto Infinite Loop, the street surrounding the Apple complex.
Drive around Infinite loop until you reach building #4, and park in
the lot nearby. The auditorium is just inside the entrance to
building #4.


Hope is a good thing, may be the best thing and
good things never fail.
--------
Pari Natarajan
Software Engineer - Caligari Corp.
http://www.iastate.edu/~pari
(415) 390-9600 ext:117
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From: "Svetlana Savic" <svetlana@sydney.sgi.com>
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Date: Thu, 20 Mar 1997 14:19:09 -0500
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Subject: driving simulator demo!
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Status: O

Hi Performers,



I am after a driving simulation demo.   I know of Inmartec and that was
certainly one but would appreciate any other suggestions.  Also I do have
Multigen which I will be installing on an Octane just for demoing purposes but
the customer would be looking at purchasing an ONYX naturally.

Thanks for your help.
Svetlana


-- 

							  
------------------------------------------------------------------       
Svetlana Savic (Systems Engineer) 
Silicon Graphics  
446 Victoria Rd Gladesville NSW  2558  Australia              
Tel : 61-2-9879 9500  	Voice Mail : 58749   
Email : svetlana@sydney.sgi.com		     
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               ****Check out  http://www.sgi.com.au****
           			        

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Hello,

It says in the Performer programmer's guide:

Keep the maximum texture coordinate range under (1 << (13-log2(TexCSize)))
where TexCSize is the size of the texture in the dimension of the component (u or v)

For instance, if the image is 1024 x 1024 pixels, the texture coordinates should
not exceed 8.

Is it still true for the new machines (Onyx2 IR) ?



  - chris
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9703200239.ZM10153@rose.asd.sgi.com>
Date: Thu, 20 Mar 1997 02:39:58 -0800
In-Reply-To: dflorek@nvl.army.mil (David Florek)
        "Re: _pfDirtCheck - dbx catch - DRAW process" (Mar 14,  1:02pm)
References: <m0w5bJY-0001QoC@nvl.army.mil>
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To: dflorek@nvl.army.mil (David Florek),
        MICHAEL.BOCCARA@siege.aerospatiale.fr (BOCCARA Michael)
Subject: Re: _pfDirtCheck - dbx catch - DRAW process
Cc: info-performer@sgi.com
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+>---- On Mar 14,  1:02pm, David Florek wrote:
> Subject: Re: _pfDirtCheck - dbx catch - DRAW process
->

->I also have submitted a report regarding pfApplyFog() generating the
->following apparent bug (message approximated):
->
->PF Warning/Internal:             _pfDirtCheck: attempt to reallocate 0 bytes
->                                 from/for a NULL pointer
->
->with about the same level of response.  About all I've heard is that this
->sporadically shows up as a result of various apply() calls (i.e., in C++
->internally, fog->apply()).  

I have not heard this!
I looked for your hot-line call and could not find it - by any chance
did you file a test case and can you send me the call number?


->It would seem to me that any attempt to
->reallocate 0 bytes for a NULL pointer is indeed a bug and should be
->handled before any call to pfRealloc or whatever _pfDirtCheck() is calling.
->I suspect that the system is attempting to copy the structure internally,
->and isn't correctly checking for NULL pointers, but since Performer has
->been so kind as to encapsulate its structure definitions, I can't do much
->in the way of tracking the actual cause of the bug.
->
->Does anyone on the Performer team wish to address the recurring
->_pfDirtCheck() issues?

_pfDirtCheck is really a simple end-of-food-chain routine and the most likely
problem (unless you are hitting the N32 bug that was in Performer2.0)
is that _pfDirtCheck is a victim of some other earlier memory corruption 
which caused malloc to return NULL inside _pfDirtCheck.  
In later versions of Performer,
including Performer 2.0.2 where we fixed the N32 problem, we check 
for a null return from the realloc routine.
For general memory corruption, the dmalloc libarary from our web page
can help find these things, otherwise, a test case will be necessary (and 
welcome!) for us to help  more.  I know that can be hard in things like
this, but I really can't make any further helpful guesses at this point.

src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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Date: Thu, 20 Mar 1997 02:23:07 -0800
In-Reply-To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
        "_pfDirtCheck - dbx catch - DRAW process" (Mar 13,  7:04pm)
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+>---- On Mar 13,  7:04pm, BOCCARA Michael wrote:
> Subject: _pfDirtCheck - dbx catch - DRAW process
->
->[ plain text
->  Encoded with "quoted-printable" ] :
Hi Performers,
->
->It's been a vlong time I get a pfdirtcheck error infinite loop in my program.
->Such an error occurs when I use PFMP_APPCULL_DRAW mode, and disapears in
->PFMP_APPCULLDRAW mode.
->
->I asked this bug on the pfmailinglist several weeks ago.
->Since I felt it was linked with the use of the libpfpfb library, Sharon Rose
->Clay and Rob Mace (the libpfpfb master) told me to load the patch for
->Performer 2.0.2.

Actually, the reason we asked you to load the 2.0.2 patch is that this 
sounds _exactly_ like the only bug we have ever known with pfDirtCheck
which was an N32 compiler bug that cause an end-condition on a loop
in that routine to not pass and we could inf loop through memory, as
shown below.  It only happened after a large number of deleted objects
to cause us to get into that section of code.
Anyway, we put a work-around for this bug N32 into the 2.0.2 patch in libpf.

->I did it, with no success.
->I am working on an Onyx RE2, 1 RM4, 2 R4400 CPU's, IRIX 5.3, and now
->Performer 2.0.2

Well, if you are 5.3 then you aren't running N32.  
In which case _pfDirtCheck could potentially be a victim of memory
corruption elsewhere.  By any chance have you tried our debugging
malloc library that can catch some cases of memory corruption and
is available from the ftp area on our web page.

Barring that, by any chance does perfly show this problem if you
load your database into it?  Can you make a test case that you
can file with the hotline? (and send me the case number which makes
it easier to find the call).

	

->Question 1 : does any of you have an experience of this bug ?
->
->PF Notice/Usage:               pfMemory::unref() Attempt to unreference
->memory with 0 reference count.
->PF Print:                      He He !!!
->PF Notice:                     Using 60Hz video rate.
->PF Notice/Usage:               pfMemory::unref() Attempt to unreference
->memory with 0 reference count.
->PF Print:                      He He !!!
->PF Notice/Usage:               pfMemory::unref() Attempt to unreference
->memory with 0 reference count.
->PF Print:                      He He !!!
->
->....
->
->PF Warning/Internal:           _pfDirtCheck: bad pfObject index 420546736
->PF Print:                      Ha Ha !!!
->PF Warning/Internal:           _pfDirtCheck: bad pfObject index 420546736
->PF Print:                      Ha Ha !!!
->PF Warning/Internal:           _pfDirtCheck: bad pfObject index 420546736
->PF Print:                      Ha Ha !!!
->PF Warning/Internal:           _pfDirtCheck: bad pfObject index 420546736
->PF Print:                      Ha Ha !!!
->
->and so on ...
->
->A you see this is not a fatal error, but an infinite loop that occurs in the
->DRAW process. In some of the first frame loops I also get this
->"pfMemory::unref" error.
-
-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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From: Gordon <gordon@apollo13.demon.co.uk>
To: Anton Koning <anton@sara.nl>
Cc: info-performer@sgi.com
Subject: Re: Texture loading problem
Date: Thu, 20 Mar 1997 09:52:51 GMT
Reply-To: gordon@apollo13.demon.co.uk
Message-ID: <33310868.1916414@post.demon.co.uk>
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On Wed, 19 Mar 1997 13:48:05 +0100 (MET), you wrote:

>
>Hi,
>
>When I use perfly (Performer 2.1) on our Onyx2 and O2 machines to =
display
>.lsb files containing textures (.rgb files) with an odd width, the =
textures
>are mangled. My guess is that this happens during the scaling to a power=
 of 2,
>as the textures already appear mangled during the 'preview' when they =
are
>loaded.  However, when we use the same textures in a vrml dataset they =
are
>loaded (scaled?) correctly. I find this strange, because I assume that =
the
>texture loader is independent of the data loaders. Is this a known bug, =
and
>if so, is there a fix (other than resizing the textures)?

Performer requires that ALL textures be a power of 2 in u and v,=20
use imginfo on the file(s) to get the size and resize them to powers
of 2 if you can. ( it is not a bug but makes for more efficient use of
texture memory)=20




Gordon Tomlinson   =20

***************************************************************
Email: 	gordon@apollo13.demon.co.uk
WWW:	http://www.apollo13.demon.co.uk
***************************************************************
The Truth is out there ...........                 =20
Smoke me a Kipper I'll be back for Breakfast ..... =20
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Date: Thu, 20 Mar 1997 08:44:36 -0500
From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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To: Jean BENOIT <101372.3460@CompuServe.COM>
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Jean BENOIT wrote:
> 
> I'd like to open a window with performer application running with Gl & OPENGL
> version, with "noborder option" . how can I do ??

I recently asked how to do this as well as how to get a fullscreen
window. I got lots of helpful replies (mainly regarding the
PFWIN_NOBORDER option with the setMode member function). Unfortunately,
nothing worked. I just found out why yesterday. There is apparently a
bug in the 64 bit version of the Performer 2.1 opengl library. It works
fine if I build either the 32 or N32 versions. This is manifested even
in the sample code provided in the distribution. 

--

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: "Yann Andenmatten" <andenmat@imtsg11.epfl.ch>
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Hi,

I'm trying to have an shiny textured object. I have set a pfMaterial with
specular light to (1.0,1.0,1.0) and shininess to 16.0. It's working, but the
spot on the object isn't white (the color of the spot is defined by the
texture). The light has also a specular light to (1.0,1.0,1.0).

How can I get a very saturated spot ?
Any idea ?

Thanks for help.

			Yann Andenmatten

-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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  []      []   [] []      []      >  Swiss Federal Institute of Technology
 [][]    [][][]  [][]    []       > 
[]      []      []      []        >  Yann Andenmatten, +41.22 693.58.50
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        "driving simulator demo!" (Mar 20, 14:19)
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X-Face: +.n!QKG7O5w\:2hJh%S}+iu)$t[N^n/eh9w-}^>U?i6]!O|,ubP5E$:C05Wot=|3?_N&bjk 4w%$@iFnNm&KCFms>NC]uX!T)xVcoM32jd`qO\VWkG6zc(!H)d`?1>CNrT:HOyT2mtxJ$(*M,QBe4d LYJVuvh!kn}3M}wqP6}cd(b0%+q9$.{+kIFC3ECFnZ3/ok|NqVgtG0^/{+9-6i52'n,H::f|!_du_e Gd*A~4xUbln#@
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Subject: Re: driving simulator demo!
Cc: info-performer@sgi.com
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Status: O

Hi Svetlana!

We have a company called AITEC here in Germany that is specialised in
building Driving Simulators. They have a demo application called MiniDrive
where you may navigate a truck through various parts of a database. It
shows different driving situations and all vehicles have correct
physical/dynamic behavior. It runs at 60Hz @ 1280x1024 on 4CPU/IR/2RM and
is on the IR Demo CD.

Feel free to contact me

Axel



 On Mar 20, 14:19, Svetlana Savic wrote:
> Subject: driving simulator demo!
> Hi Performers,
>
> I am after a driving simulation demo.   I know of Inmartec and that was
> certainly one but would appreciate any other suggestions.  Also I do have
> Multigen which I will be installing on an Octane just for demoing
purposes but
> the customer would be looking at purchasing an ONYX naturally.
>
> Thanks for your help.
> Svetlana
>
> --
>
>
> ------------------------------------------------------------------
> Svetlana Savic (Systems Engineer)
> Silicon Graphics
> 446 Victoria Rd Gladesville NSW  2558  Australia
> Tel : 61-2-9879 9500  	Voice Mail : 58749
> Email : svetlana@sydney.sgi.com
> Mail Stop : IAU-3450
> -------------------------------------------------------------------
>                ****Check out  http://www.sgi.com.au****
>
>
> =======================================================================
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>-- End of excerpt from Svetlana Savic



-- 

_____________________________________________________________________

Axel Sammet
Visual Simulation, Digital Media, CAD/CAM

Silicon Graphics GmbH         | Tel:    +49 511 9017229 (HNV Office)
Ahrensburger Strasse 3        | Tel:    +49 40 6028282 (Home Office)
30659 Hannover                | Fax:    +49 511 6138115
Germany                       | E-Mail: axel@hannover.sgi.com
_____________________________________________________________________
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Subject: pfLayer + pfChanPick
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Hey,
I'm using Performer2.1 and a model based on a pfLayer structure.
Creating new childs of this structure and manipulation of states
works fine.

But I got two problems:

1) When I try to catch a layer-child by using pfChanPick, this works
only for the older childs but not for the last created one, although
it has been rendered. But when I create another child, which becomes
now the last created one, all of the other child can be detected.

2) Detecting of a child by moving the cursor to this layer and intersect
the surface seems to work only in some parts of the layer, although it
is a region without holes.

All intersections with other objects (created on the fly) works directly
at creation time without any regions of missdetections.

Does anybody know, if this a special problems of pfLayer ?

Thanks Peter
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Date: Thu, 20 Mar 1997 10:10:09 -0500
From: Bernard Leclerc <bleclerc@poster.cae.ca>
Organization: CAE Electronics Ltd.
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To: "Thomas M. Miller" <miller@acusoft.com>
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Subject: Re: pfMultithread -- PFPROC_CULL
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Thomas M. Miller wrote:

> >From man page:
> 
> "When multithreading the CULL, care must be taken to avoid data collisions
> in user callback functions. In particular, pfChannel and pfNode CULL
> callbacks (pfChanTravFunc, pfNodeTravFuncs) may be invoked in parallel."
> 
> I have a scene in which all of the geosets have indexed geostates if I change
> the geostate table for each channel would it adversely affect the scene
> when multithreading?
> 
> Is each cull thread capable of holding its own geostate table?


Thomas,

The geostate table set through pfChannel::setGStateTable() is private to the
channel and will be handled properly by the CULL stage even when multithreading.
What the man page is telling you is to pay attention to data shared by callbacks -
especially if those callbacks are setting node attributes. For instance if the CULL
callback associated with a light source calls pfLightSource::on() or ::off(), this
will certainly affect the other channel being culled in parallel.


-- 
Bernard Leclerc, Technical Leader, 3-D Graphics Applications
CAE Electronics Ltd. (http://www.cae.ca)
8585 Cote De Liesse, Saint-Laurent, Quebec, Canada, H4L-4X4
tel: +1 514 341 2000 extension 2275, fax: +1 514 340 5496
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From: "Thomas M. Miller" <miller@acusoft.com>
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To: Bernard Leclerc <bleclerc@poster.cae.ca>
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On Thu, 20 Mar 1997, Bernard Leclerc wrote:

> Thomas,
> 
> The geostate table set through pfChannel::setGStateTable() is private to the
> channel and will be handled properly by the CULL stage even when
> multithreading. What the man page is telling you is to pay attention to data 
> shared by callbacks especially if those callbacks are setting node attributes.
> For instance if the CULL callback associated with a light source calls
> pfLightSource::on() or ::off(), this will certainly affect the other channel
> being culled in parallel.

I was unaware of pfChannel::setGStateTable() I was using 
pfGeoState::applyTable( GeoStateTable ); in the CULL callback
which dosen't seem to be private.

Thank you 

	Thomas Miller.
			--TMIV
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We have a situation, where we need to support potentially thousands of dynamic
objects which will come and go from our scene.  We wanted to subclass various
pfNode types to represent our dynamic objects.  The question is, since pfNodes
need to have seperate memory copies maintained, would there be alot of overhead
when using a huge number pfNode types which are created and deleted fairly
often?.  What if they weren't in the scene graph but the geometry was culled
and drawn by a different method, but the pfNodes are used to create the gsets
in seperate cull and draw processing?  Should we abandon the pf class objects
altogether for representing our dynamic objects in favor of pr defined objects?


Thanks in advanced,

Jason Williams.

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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
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        info-performer@sgi.com (info-performer)
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Organization: Lockheed Martin Engineering & Sciences
Date: Thu, 20 Mar 1997 09:34:24 -0600
Subject: Re: Do Performer math routines only use
Status: O


We had to solve the problem by doing geodetic transforms to a "local" 
coordinate system.  We have the difficulty that we have multiple inputs from 
various coordinate entries, so we had the math already done.  Once we 
discovered the problems with geocentric XYZ, we converted the database to a 
local tangent to the ellipsoid and plot everything in the local frame of 
reference.  We had to still build a flat LOD for the lowest LOD because high 
altitude operations still affect the appearance....

Jeffry J. Brickley
NewTec
New Mexico Technology Group, Ltd.
White Sands Missile Range

 ----------
From: Eric Snowberg
To: info-performer
Cc: src
Subject: Re: Do Performer math routines only use
Date: Wednesday, March 19, 1997 6:28PM

We have experienced the same problem with round off errors when using
geocentric coordinates.  We would also be interested in a way to represent a
pfCoord/pfMatrix using double precision floats.  Are there any other 
solutions
to this problem?

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From guest  Thu Mar 20 10:06:55 1997
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Date: Thu, 20 Mar 1997 14:51:31 +0200 (EET)
From: Jukka Vaisanen <vaizki@merlin.iscape.fi>
Reply-To: Jukka.Vaisanen@iscape.fi
To: info-performer@sgi.com
Subject: Clipping with arbitary planes
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I am creating a model viewer with Performer which will be used by artists
creating content for mostly entertainment applications. It is part of a
toolset for a cross-platform 3D engine used by major game developers.

What I would like to do is create a cross-section of the model, a bit like
if I set the near clipping plane too far. But I would like to clip the
model with arbitarily placed planes (or even better, cubes). The solidview
demo does this. I'm kinda lost on where to start with Performer.



Jukka Vaisanen 	 	

Iscape Software		vaizki@iscape.fi	
Tel: +358-9-648686	GSM: +358-40-5007978  

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Date: Fri, 21 Mar 1997 01:53:06 +0800 (HKT)
From: David Chan <tfchan@cse.cuhk.edu.hk>
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Subject: dataglove and perfly
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HI,
	How can I use dataglove as input device in perfly?
	Any suggestion are welcome.

		Bye!

		David


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Status: O

Dear Sir , Madam

since we are using Performer for developing Virtual Reality.
To Do Live-Video to Texture there is actually a Sourcecode available
ported by SGI which needs Performer Version 2.2.

Is it possible to send us a Performer CD whith the new Release 2.2
and if not how can I get this new Version.

thank you in advance

   ruediger polster

                                                        ez2..................
                                                                      |
............................ez3  e c h t z e i t  -  the virtual company
                           |                                          |
...........................|...........................................ez1
......ez5....................................................................
       |                                                |
.......|.............ez4                                |
                                       ez6..............|.......................

ruediger polster                        echtzeit the virtual company
					gesellschaft fuer mediales gestalten
mbh
rpolster@mail3.echtzeit.de              mediapark 5
                                        50670 koeln

Tel.: +49-(0)221-4543600
Fax.: +49-(0)221-4543609                             www:
http://www.echtzeit.de
................................................................................


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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9703201148.ZM12312@rose.asd.sgi.com>
Date: Thu, 20 Mar 1997 11:48:11 -0800
In-Reply-To: Christopher R Volpe <volpe@ash.crd.ge.com>
        "Re: noborder fonction on performer" (Mar 20,  8:44am)
References: <970319174644_101372.3460_JHP111-1@CompuServe.COM> 
	<33313F44.6D7@ash.crd.ge.com>
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To: Christopher R Volpe <volpe@ash.crd.ge.com>,
        Jean BENOIT <101372.3460@CompuServe.COM>
Subject: Re: noborder fonction on performer
Cc: info_performer <info-performer@sgi.com>
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Status: O

+>---- On Mar 20,  8:44am, Christopher R Volpe wrote:
> Subject: Re: noborder fonction on performer
->From guest@holodeck.csd.sgi.com  Thu Mar 20 11:43:52 1997
->Sender: volpe@ash.crd.ge.com
->Date: Thu, 20 Mar 1997 08:44:36 -0500
->From: Christopher R Volpe <volpe@ash.crd.ge.com>
->Organization: GE Corporate Research & Development, Schenectady, NY
->X-Mailer: Mozilla 3.0Gold (X11; I; SunOS 5.5.1 sun4m)
->To: Jean BENOIT <101372.3460@CompuServe.COM>
->Cc: info_performer <info-performer@sgi.com>
->Subject: Re: noborder fonction on performer
->
->Jean BENOIT wrote:
->> 
->> I'd like to open a window with performer application running with Gl & OPENGL
->> version, with "noborder option" . how can I do ??
->
->I recently asked how to do this as well as how to get a fullscreen
->window. I got lots of helpful replies (mainly regarding the
->PFWIN_NOBORDER option with the setMode member function). Unfortunately,
->nothing worked. I just found out why yesterday. There is apparently a
->bug in the 64 bit version of the Performer 2.1 opengl library. It works
->fine if I build either the 32 or N32 versions. This is manifested even
->in the sample code provided in the distribution. 

Actually, the bug was in X - this one is in the release notes (just FYI :-)).


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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To: info-performer@sgi.com
Subject: Caligraphics board
Status: O



 hi,

 I heard that there was a caligraphics board for sgi's on the market.
Anyone know who makes it ? Any experience with it ? Is there an
interface in performer to it ?

 thanks,

 dp.

====================================================
|David Pugmire      dpugmire@facility.cs.utah.edu  |
|                                                  |
|Unbreakable toys can be used to break other toys. |
====================================================
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Date: Thu, 20 Mar 1997 15:42:52 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9703201542.ZM13569@hotsauce.clubfed.sgi.com>
In-Reply-To: "Yann Andenmatten" <andenmat@imtsg11.epfl.ch>
        "White spot" (Mar 20,  3:30pm)
References: <9703201530.ZM17874@imtsg11.epfl.ch>
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To: "Yann Andenmatten" <andenmat@imtsg11.epfl.ch>, info-performer@sgi.com
Subject: Re: White spot
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You highlight is being blend with the textured color because textures are
applied after lighting. To get the effect you desire you need some kind of
texturing that emualates lighting, hence you need Projected Texture mapping and
it is already available in hardware on the RE2 and IR. The way you do this is
to create an intensity map of your light source, look at
/usr/demos/data/textures/spotlight.rgb to get an idea. Then in IRISGL we used
to set the repeat pfTexture::setRepeat(PFTEX_WRAP, TX_SELECT) was the key with
OpenGL however you need to set to ???? PFTEX_CLAMP maybe or
GL_CLAMP_TO_EDGE_SGIS , although clamping in IRISGL meant that the last row of
pixels in the texture map was smeared acrossed the remainder (U or V value > 1
) of the polygon, not what you want here. I'll have to ask around for the
answer in OpenGL or maybe someone else can help me out here.

Brian

On Mar 20,  3:30pm, Yann Andenmatten wrote:
> Subject: White spot
> Hi,
>
> I'm trying to have an shiny textured object. I have set a pfMaterial with
> specular light to (1.0,1.0,1.0) and shininess to 16.0. It's working, but the
> spot on the object isn't white (the color of the spot is defined by the
> texture). The light has also a specular light to (1.0,1.0,1.0).
>
> How can I get a very saturated spot ?
> Any idea ?
>
> Thanks for help.
>
> 			Yann Andenmatten
>
> --
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
>    [][][]  [][]    [][][]  []     >  Ecole Polytechnique Federale de Lausanne
>   []      []   [] []      []      >  Swiss Federal Institute of Technology
>  [][]    [][][]  [][]    []       >
> []      []      []      []        >  Yann Andenmatten, +41.22 693.58.50
> [][][]  []      []      [][][]    >  yandenmat@di.epfl.ch
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Yann Andenmatten



-- 
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Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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Date: Thu, 20 Mar 1997 21:07:52 +0000
In-Reply-To: "Yann Andenmatten" <andenmat@imtsg11.epfl.ch>
        "White spot" (Mar 20,  3:30pm)
References: <9703201530.ZM17874@imtsg11.epfl.ch>
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To: "Yann Andenmatten" <andenmat@imtsg11.epfl.ch>, info-performer@sgi.com
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On Mar 20,  3:30pm, Yann Andenmatten wrote:
> Subject: White spot
> Hi,
>
> I'm trying to have an shiny textured object. I have set a pfMaterial with
> specular light to (1.0,1.0,1.0) and shininess to 16.0. It's working, but the
> spot on the object isn't white (the color of the spot is defined by the
> texture). The light has also a specular light to (1.0,1.0,1.0).
>
> How can I get a very saturated spot ?
> Any idea ?


It's the GL which is the problem here.

To add the specular highlight after texture modulation you must
render a second untextured pass with a black material and
a (one, one) blendfunction, and polygon offset to avoid zfighting.

As you can surmise, this type of approach can be expensive.
The OpenGL ARB is currently exploring extensions to the API
which may improve this situation on future implementations.

I've been working on multipass shaders in Performer recently so
if you want performer draw callbacks for the above email me and
I can supply some code.

Cheers,Angus.
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Date: 20 Mar 1997 16:42:46 U
From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: Gouraud Shading w/ pfMateri
To: info-performer@sgi.com
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Status: O

                      Subject:                              Time:  4:24 PM
  OFFICE MEMO         Gouraud Shading w/ pfMaterial         Date:  3/20/97

Dear Performers:

Is it possible to use Gouraud shading on a pfGeoSet, say a quad, when using a
pfMaterial that is associated with it's pfGeostate?  Right now I am doing
Gouraud shading and assigning a color to each vertex, but I would like to use
transparency which requires a pfMaterial.

Any help would be much appreciated.

Thank you, Scott O'Friel


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703210120.ZM16816@bitch.reading.sgi.com>
Date: Fri, 21 Mar 1997 01:20:21 +0000
In-Reply-To: Jukka Vaisanen <vaizki@merlin.iscape.fi>
        "Clipping with arbitary planes" (Mar 20,  2:51pm)
References: <Pine.LNX.3.95.970320144656.16784A-100000@merlin.iscape.fi>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Jukka.Vaisanen@iscape.fi, info-performer@sgi.com
Subject: Re: Clipping with arbitary planes
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You can call glClipPlane and glEnable from within a performer draw
callback.

This will allow you to create an arbitrary clip plane which slices
through the scene.

The other problem is then, how do you cap the end of the clipped
geometry so that it looks like you've sliced through an object.

This is a little trickier but the sort of thing you can easily implement
is disabling backface culling, ie pfCullFace(PFCF_OFF) and have a back
facing material which is black with a two sided lighting model applied.

This should give you a slice through the database.

There are a number tricks involving stencil plane operations and
multiple/separate passes on the back & front facing geometry to draw
a capping surface with texrure & lighting which you may want to
consider once you have implemented the simple clipping outlined
above.

Cheers,Angus.


On Mar 20,  2:51pm, Jukka Vaisanen wrote:
> Subject: Clipping with arbitary planes
>
>
> I am creating a model viewer with Performer which will be used by artists
> creating content for mostly entertainment applications. It is part of a
> toolset for a cross-platform 3D engine used by major game developers.
>
> What I would like to do is create a cross-section of the model, a bit like
> if I set the near clipping plane too far. But I would like to clip the
> model with arbitarily placed planes (or even better, cubes). The solidview
> demo does this. I'm kinda lost on where to start with Performer.
>
>
>
> Jukka Vaisanen
>
> Iscape Software		vaizki@iscape.fi
> Tel: +358-9-648686	GSM: +358-40-5007978
>
> =======================================================================
> 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 Jukka Vaisanen


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703210505.ZM17087@bitch.reading.sgi.com>
Date: Fri, 21 Mar 1997 05:05:09 +0000
In-Reply-To: brian@sgi.com (Brian Furtaw)
        "Re: White spot" (Mar 20,  3:42pm)
References: <9703201530.ZM17874@imtsg11.epfl.ch> 
	<9703201542.ZM13569@hotsauce.clubfed.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: brian@sgi.com, "Yann Andenmatten" <andenmat@imtsg11.epfl.ch>,
        info-performer@sgi.com
Subject: Re: White spot
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Sorry Brian, but I don't understand what you are trying to describe here.

The spotlight demo while producing a per pixel shading effect does not
produce a highlight after texturing, and doesn't really resemble what
one would do to acieve this effect other than the fact that it draws the
database twice.

One might use a _spheremap_ texgen with a second textured pass to approximate
phong shading for the specular term using a (one, one) blendfunction , but
this is optional and would involve the regeneration of the environment map
each frame for reasonable results, the important factor is still the
application of a specular term using an additive blendfunction during a
second rendering pass.

Cheers,Angus.

On Mar 20,  3:42pm, Brian Furtaw wrote:
> Subject: Re: White spot
> You highlight is being blend with the textured color because textures are
> applied after lighting. To get the effect you desire you need some kind of
> texturing that emualates lighting, hence you need Projected Texture mapping
and
> it is already available in hardware on the RE2 and IR. The way you do this is
> to create an intensity map of your light source, look at
> /usr/demos/data/textures/spotlight.rgb to get an idea. Then in IRISGL we used
> to set the repeat pfTexture::setRepeat(PFTEX_WRAP, TX_SELECT) was the key
with
> OpenGL however you need to set to ???? PFTEX_CLAMP maybe or
> GL_CLAMP_TO_EDGE_SGIS , although clamping in IRISGL meant that the last row
of
> pixels in the texture map was smeared acrossed the remainder (U or V value >
1
> ) of the polygon, not what you want here. I'll have to ask around for the
> answer in OpenGL or maybe someone else can help me out here.
>
> Brian
>
> On Mar 20,  3:30pm, Yann Andenmatten wrote:
> > Subject: White spot
> > Hi,
> >
> > I'm trying to have an shiny textured object. I have set a pfMaterial with
> > specular light to (1.0,1.0,1.0) and shininess to 16.0. It's working, but
the
> > spot on the object isn't white (the color of the spot is defined by the
> > texture). The light has also a specular light to (1.0,1.0,1.0).
> >
> > How can I get a very saturated spot ?
> > Any idea ?
> >
> > Thanks for help.
> >
> > 			Yann Andenmatten
> >
> > --
> >
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> >    [][][]  [][]    [][][]  []     >  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
> =======================================================================
> 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 Brian Furtaw


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Date: Thu, 20 Mar 1997 20:53:41 -0600 (CST)
From: Andy Johnson <ajohnson@eecs.uic.edu>
To: info-performer@sgi.com
Subject: Performer -> Pixmap
Message-ID: <Pine.SUN.3.95.970320203114.29133A-100000@bert.eecs.uic.edu>
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Status: O


hi-ho

I'm trying to convince Performer 2.0/2.01 (C++, IRIX 6.2, on a variety of
SGI hardware - Indy, Impact, Onyx) to render into a pixmap instead of a
window, so the program will dump an image to a file at regular intervals
without having to open a window . I can dump the graphics using OpenGL, or
pfuSaveImage in a post-draw but then I need to have an unobscured window -
which I can't guarentee, so using a Pixmap seemed to be the solution ... 
if it worked, that is :) 

So the simple question is, can anyone supply some code and/or hints on how
to do this?

I have tried modifying simpleC.C but haven't had much luck with the code
below:

    Pixmap saveScrnPixmap;
    pfWSConnection dsp;
    pfGLContext context;
    XVisualInfo * visual;

    int attribList[64] =    {	GLX_DOUBLEBUFFER,
				GLX_RGBA,
				GLX_RED_SIZE, 1,
				GLX_GREEN_SIZE, 1,
				GLX_BLUE_SIZE, 1,
				GLX_DEPTH_SIZE, 1,
				None };

    // Configure and open GL window
    pfPipe *p = pfGetPipe(0);
    pfPipeWindow *pwin = new pfPipeWindow(p);

    dsp = pfOpenWSConnection(":0.0", True);

    saveScrnPixmap = XCreatePixmap(dsp, DefaultRootWindow(dsp),
		     300, 300, 24); // using 8 gives the same result

    visual = glXChooseVisual( dsp, DefaultScreen( dsp ), attribList);
    context = glXCreateContext(dsp, visual, 0, GL_TRUE);

    pwin->setWinType(PFPWIN_TYPE_X);
    pwin->setName("IRIS Performer");
    pwin->setOriginSize(0,0,300,300);

    pwin->setGLCxt(context);
    pwin->setWSDrawable(dsp, (pfWSDrawable) saveScrnPixmap);
    pwin->setFBConfig(visual);

//    pwin->open(); X is very unhappy if I try an do this
//                  I can either have the setWSDrawable() or open()
//                  but not both ...

    .
    .
    .

    pfFrame();

    .
    .
    .

    if (saveScrnPixmap != NULL)
	{
	XpmAttributes saveAttributes;
	XpmWriteFileFromPixmap(dsp, "out.xpm", saveScrnPixmap, NULL,
                               &saveAttributes);
	}
    else
	printf("saveScrnPixmap is NULL!\n");

this code has a lot of fun creating what appears to be an infinitely big
out.xpm file on disc, or at least bigger than 60 meg. 

I also tried letting performer open the window and then change the
WSdrawable to my pixmap, but X got upset about that as well.


thanks in advance for any help ...


=====================================================================
Andy Johnson
Electronic Visualization Lab (M/C 154)    EVL phone (312) 996-3002
University of Illinois at Chicago         EVL FAX   (312) 413-7585
851 S. Morgan St. Room 1120 SEO           ajohnson@eecs.uic.edu
Chicago, IL 60607-7053                    www.eecs.uic.edu/~ajohnson

            "If it ain't real cute, it ain't real science"

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703210510.ZM17098@bitch.reading.sgi.com>
Date: Fri, 21 Mar 1997 05:10:33 +0000
In-Reply-To: "Angus Dorbie" <dorbie>
        "Re: White spot" (Mar 20,  9:07pm)
References: <9703201530.ZM17874@imtsg11.epfl.ch> 
	<9703202107.ZM16531@bitch.reading.sgi.com>
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To: "Yann Andenmatten" <andenmat@imtsg11.epfl.ch>, info-performer@sgi.com
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On Mar 20,  9:07pm, Angus Dorbie wrote:
> Subject: Re: White spot
> On Mar 20,  3:30pm, Yann Andenmatten wrote:
> > Subject: White spot
> > Hi,
> >
> > I'm trying to have an shiny textured object. I have set a pfMaterial with
> > specular light to (1.0,1.0,1.0) and shininess to 16.0. It's working, but
the
> > spot on the object isn't white (the color of the spot is defined by the
> > texture). The light has also a specular light to (1.0,1.0,1.0).
> >
> > How can I get a very saturated spot ?
> > Any idea ?
>
>
> It's the GL which is the problem here.
>
> To add the specular highlight after texture modulation you must
> render a second untextured pass with a black material and
> a (one, one) blendfunction, and polygon offset to avoid zfighting.

I should have mentioned here that the black material used on the second
pass should contain the shininess and specular material properties of
the material on the object. All other terms should be black unless you
have other aspects of the material which you don't want modulated by
texture, eg EMISSIVE. To be really accurate you should remove the terms
in this material from the material used in the first pass, ie blacken
them.

>
> As you can surmise, this type of approach can be expensive.
> The OpenGL ARB is currently exploring extensions to the API
> which may improve this situation on future implementations.
>
> I've been working on multipass shaders in Performer recently so
> if you want performer draw callbacks for the above email me and
> I can supply some code.
>
> Cheers,Angus.
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Angus Dorbie


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703210451.ZM17062@bitch.reading.sgi.com>
Date: Fri, 21 Mar 1997 04:51:39 +0000
In-Reply-To: dpugmire@facility.cs.utah.edu
        "Caligraphics board" (Mar 20,  1:20pm)
References: <199703202020.NAA24310@gemini.cs.utah.edu>
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To: dpugmire@facility.cs.utah.edu, info-performer@sgi.com
Subject: Re: Caligraphics board
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On Mar 20,  1:20pm, dpugmire@facility.cs.utah.edu wrote:
> Subject: Caligraphics board
>
>  hi,
>
>  I heard that there was a caligraphics board for sgi's on the market.
> Anyone know who makes it ? Any experience with it ? Is there an
> interface in performer to it ?
>

EIS make a calligraphic light board for the Infinite Reality,
I'm not sure what the current status of manufacture & shipment is,
it is at least in beta test at some sites.

The iR supports calligraphic lights which are subpixel zbuffer occluded
with the scene using information sent to the LPB from the rastermanagers
using the calligraphic connectors.

In addition to the subpixel light point information from the Raster
Managers the calligraphic board is sent colour, luminance and other
information like defocus from the host using the VME interface.
This is a CPU intensive task and should be performed on a dedicated
processor.

Future releases of Performer will support the EIS board with an
additional light point process calculating the light point information
like the colour, fog attenuation, defocus, sorting, and controlling the
calligraphic board. This should allow the performer users to easily render
a scene containing calligraphic lights.

The light point information output by the board is kept separate from
the video and sent to the projector using a fiber optic connection, the
video format from the iR display generator is programmed to contain
additional blanking information to allow time for the calligraphic
lights to be projected.

I believe Remi Arnaud is the engineer closest to this.

Cheers,Angus.
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From: a00chc00@nchc.gov.tw (Charlie H. Chang)
Message-Id: <9703210833.AA24443@ceres.nchc.gov.tw>
Subject: Collision detection
To: info-performer@sgi.com
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Status: O


Hi, 

I am loading a terrain file as a SCS object and a car model
 as a DCS object. And then update the car coordinate from 
network (sending only x,y coord info from other machine). 
The problem is that the car won't follow the terrain (it
goes under or above the terrain), and I wonder if I can 
use collision detection function in performer to do the trick.
Is there any example to follow?  (The "driving.c" from the
tutorial source shows the collision detection between 
viewer and the scene which I can't apply to my case.)

Thank you in advance!

---------------------------------------------------------------
 Charlie H. Chang    (ext 209)    E-mail: a00chc00@nchc.gov.tw
 National Center for High-performance Computing (NCHC)
 Scientific Visualization and Interactive Media Lab (SVIML)
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Date: Fri, 21 Mar 1997 14:14:00 -0530 (IST)
From: Binoy Marvar <binoy@teil.soft.net>
Subject: VRML loader for performer
To: info-performer@sgi.com
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 If anybody knows about a VRML 2.0 loader for Performer
 
 please let me know about it.

Thanks

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From: "Axel Sammet" <axel@elwood.hannover.sgi.com>
Message-Id: <9703210756.ZM25023@elwood.hannover.sgi.com>
Date: Fri, 21 Mar 1997 07:56:15 +0000
In-Reply-To: dpugmire@facility.cs.utah.edu
        "Caligraphics board" (Mar 20, 13:20)
References: <199703202020.NAA24310@gemini.cs.utah.edu>
X-Face: +.n!QKG7O5w\:2hJh%S}+iu)$t[N^n/eh9w-}^>U?i6]!O|,ubP5E$:C05Wot=|3?_N&bjk 4w%$@iFnNm&KCFms>NC]uX!T)xVcoM32jd`qO\VWkG6zc(!H)d`?1>CNrT:HOyT2mtxJ$(*M,QBe4d LYJVuvh!kn}3M}wqP6}cd(b0%+q9$.{+kIFC3ECFnZ3/ok|NqVgtG0^/{+9-6i52'n,H::f|!_du_e Gd*A~4xUbln#@
Organization: Silicon Graphics GmbH
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To: dpugmire@facility.cs.utah.edu, info-performer@sgi.com
Subject: Re: Caligraphics board
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi David,

There is such a company named Electronic Image Systems, Inc. (EIS) in
Xenia, Ohio

EIS has developed a calligraphic light point circuit card, called the Light
Point Board (LPB), to enable Onyx InfiniteReality to display realistic
airport runway lights, city lights, or stars for use in pilot training
simulators, planetariums and location-based entertainment centers.


The EIS LPB directly and digitally interfaces with all EIS
raster/calligraphic projectors and monitors. It also provides a more
commonly-used analog calligraphic interface for use with other
raster/calligraphic displays. Generating all of the required signals to
support three display channels at up to 8000 calligraphic light points per
channel, the LPB exceeds the latest military requirements of 6,000 light
points per channel.

The IRIS PerformerTM makes the capability of the EIS LPB accessible to end
users.


Remi Arnaud (remi@asd.sgi.com) is the person to contact.

Rgds
Axel


On Mar 20, 13:20, dpugmire@facility.cs.utah.edu wrote:
> Subject: Caligraphics board
>
>  hi,
>
>  I heard that there was a caligraphics board for sgi's on the market.
> Anyone know who makes it ? Any experience with it ? Is there an
> interface in performer to it ?
>
>  thanks,
>
>  dp.
>
> ====================================================
> |David Pugmire      dpugmire@facility.cs.utah.edu  |
> |                                                  |
> |Unbreakable toys can be used to break other toys. |
> ====================================================
> =======================================================================
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>-- End of excerpt from dpugmire@facility.cs.utah.edu



-- 

_____________________________________________________________________

Axel Sammet
Visual Simulation/VR

Silicon Graphics GmbH         | Tel:    +49 511 9017229 (HNV Office)
Ahrensburger Strasse 3        | Tel:    +49 40 6028282 (Home Office)
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From guest  Fri Mar 21 10:42:22 1997
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Date: Fri, 21 Mar 1997 20:15:07 +0800 (HKT)
From: David Chan <tfchan@cse.cuhk.edu.hk>
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To: info-performer <info-performer@sgi.com>
Subject: virtualhand lib and perfly
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HI,
	Does any successfully using Virtual Technologies's CyberGlove, 
the virtualhand toolkit as input device in perfly? If so, can you mail me 
how to do it?

		Bye!

		David


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From: scott@ht.com (Scott McMillan)
Message-Id: <199703211531.KAA14123@hf.ht.com>
Subject: Where's Angus Dorbie
To: info-performer@sgi.com
Date: Fri, 21 Mar 1997 10:31:23 -0500 (EST)
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I just sent email to Angus in the UK and got a message back saying he
is moving to Mountain View and would be able to receive the email.
Does anyone know how to contact him (are you listening Angus?).

Regards,
scott

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

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From guest  Fri Mar 21 15:39:42 1997
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9703211225.ZM13241@vaisyas.engr.multigen.com>
Date: Fri, 21 Mar 1997 12:25:14 -0800
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: Caligraphics board
Mime-Version: 1.0
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Status: O

On Mar 21,  4:51am, Angus Dorbie wrote:
>
> Future releases of Performer will support the EIS board with an
> additional light point process calculating the light point information
> like the colour, fog attenuation, defocus, sorting, and controlling the
> calligraphic board. This should allow the performer users to easily render
> a scene containing calligraphic lights.

In conjunction with The Performer Team, MultiGen has been developing modeling
tools to allow easy creation of light points and strings with all the
attributes that Angus mentions.

The modeling tools are in MultiGen Series II v1.4 (currently in alpha test).
The associated OpenFlight Performer loader, revision R15.3, fully supports
these new light points (currently part of Performer 2.2alpha)

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: Fri, 21 Mar 1997 09:06:26 -0800 (PST)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: dataglove and perfly
To: David Chan <tfchan@cse.cuhk.edu.hk>
cc: info-performer <info-performer@sgi.com>
In-Reply-To: <Pine.SGI.3.91.970321015027.24868A-100000@sgi2>
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Status: O


Our VR device API XvsLink allows the use of the dataglove as input in
any performer application.

Thanks,

paul

On Fri, 21 Mar 1997, David Chan wrote:

> HI,
> 	How can I use dataglove as input device in perfly?
> 	Any suggestion are welcome.
> 
> 		Bye!
> 
> 		David
> 
> 
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9703211224.ZM13238@vaisyas.engr.multigen.com>
Date: Fri, 21 Mar 1997 12:24:26 -0800
In-Reply-To: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
        "Gouraud Shading w/ pfMateri" (Mar 20,  4:42pm)
References: <n1353246427.3599@qmsmtpgw.mugu.navy.mil>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Gouraud Shading w/ pfMaterial
Mime-Version: 1.0
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On Mar 20,  4:42pm, SCOTT OFRIEL wrote:
>
> Is it possible to use Gouraud shading on a pfGeoSet, say a quad, when using a
> pfMaterial that is associated with it's pfGeostate?

Yes. The material generally gets pfMtlColorMode(
PFMTL_CMODE_AMBIENT_AND_DIFFUSE ). The geostate has lighting enabled and the
geoset has a primitive type that is not FLAT (to insire shademodel( GOURAUD )).
The geoset also has normals and per vertex colors.

> Right now I am doing Gouraud shading and assigning a color to each vertex,
but
> I would like to use transparency which requires a pfMaterial.

Transparency does not require a material. The geoset colors are RGBA colors and
the alpha component is usable; see pfMaterial(3) note:

""
For non-homogeneous transparency, use a color mode other than PFMTL_CMODE_OFF
and transparency will be taken from geometry colors.
""

The geostate must have PFSTATE_TRANSPARENCY enabled in any case.

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: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9703211400.ZM9192@christine.cae.ca>
Date: Fri, 21 Mar 1997 14:00:26 -0500
In-Reply-To: a00chc00@nchc.gov.tw (Charlie H. Chang)
        "Collision detection" (Mar 21,  4:33pm)
References: <9703210833.AA24443@ceres.nchc.gov.tw>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: a00chc00@nchc.gov.tw
Subject: Re: Collision detection
Cc: info-performer@sgi.com
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On Mar 21,  4:33pm, Charlie H. Chang wrote:
> Subject: Collision detection
>
> The problem is that the car won't follow the terrain (it
> goes under or above the terrain), and I wonder if I can
> use collision detection function in performer to do the trick.
>
>-- End of excerpt from Charlie H. Chang

Take a look at pfuCollideGrnd. It's probably what you are looking for
and it's also very easy to use.


-- 
Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer 		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
nicolas@cae.ca			fax: +1 514 340 5496
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9703211209.ZM13192@vaisyas.engr.multigen.com>
Date: Fri, 21 Mar 1997 12:09:06 -0800
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Caligraphics board" (Mar 21,  4:51am)
References: <199703202020.NAA24310@gemini.cs.utah.edu> 
	<9703210451.ZM17062@bitch.reading.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Caligraphics board
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Mar 21,  4:51am, Angus Dorbie wrote:
>
> Future releases of Performer will support the EIS board with an
> additional light point process calculating the light point information
> like the colour, fog attenuation, defocus, sorting, and controlling the
> calligraphic board. This should allow the performer users to easily render
> a scene containing calligraphic lights.

In conjunction with The Performer Team, MultiGen has been developing modeling
tools to allow easy creation of light points and strings with all the
attributes that Angus mentions.

The modeling tools are in MultiGen Series II v1.4 (currently in alpha test).
The associated OpenFlight Performer loader, revision R15.3, fully supports
these new light points (currently part of Performer 2.2alpha)

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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Message-Id: <199703212028.VAA14617@s00sn1.fel.tno.nl>
Subject: Re: Collision detection
To: a00chc00@nchc.gov.tw (Charlie H. Chang)
Date: Fri, 21 Mar 1997 21:28:40 +0100 (MET)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <9703210833.AA24443@ceres.nchc.gov.tw> from "Charlie H. Chang" at Mar 21, 97 04:33:28 pm
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> I am loading a terrain file as a SCS object and a car model
>  as a DCS object. And then update the car coordinate from 
> network (sending only x,y coord info from other machine). 
> The problem is that the car won't follow the terrain (it
> goes under or above the terrain), and I wonder if I can 
> use collision detection function in performer to do the trick.
> Is there any example to follow?  (The "driving.c" from the
> tutorial source shows the collision detection between 
> viewer and the scene which I can't apply to my case.)

You can use the pfNodeIsectSegs function to determine the
height of the terrain at a certain (x,y) position.
Look at the itersection traversal chapter in the Programmers manual.

Mario
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From: John Granieri <john@transom.com>
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Fellow Performers,
Please feel free to forward this note to interested parties.
Thanks,

-John
John Granieri, Transom Technologies, Inc.

----------------------------------------------------------------------
Transom Technologies, Inc.
--------------------------
 
We are a new software company, but we start with a wealth of 
experience, opportunities and momentum. Our first product is based on 
the Jack software developed at the Center for Human Modeling and 
Simulation at the University of Pennsylvania.  
 
Our challenge is to build a high-performance, open system for 
interactive and real-time simulation of virtual human figures.  We are 
endowing these human figures with the attributes and behaviors 
they need to function as digital surrogates for the real thing, for a 
variety of visualization and analysis tools for product design 
environments. 
 
For a quick view on our company background, please point  
your web browser to http://www.transom.com  
  
The Opportunities  
----------------- 
  
We are seeking talented and creative software development individuals 
to join our Philadelphia, PA based Advanced Development Group. We are 
responsible for producing the building-block tools and components 
which application-domain experts use to build 3D worlds and populate 
them with simulated human figures. 
  
Software development opportunites exist in the following areas:  
 
 * 3D world database features & functionality 
 * Real-time simulation software infrastructure 
 * 3D Human body modeling and behavioral simulation 
 * Animation and motion control algorithms 
 * 2D & 3D User interface components for interactive visualization 
 
Technical expertise is desired in the following domains (one or more): 
  
2D & 3D direct-manipulation user-interface components, 
articulated figure simulation, human figure modeling, 
3D animation and motion control algorithms (from key-framing to  
physically-based),  behavioral animation,  
2D and 3D visualization techniques, 
geometric modeling (parametric and boundary-rep surfaces),  
real-time scheduling, 3D scene-description languages,  
language-based interfaces to interactive systems (MUDs & MOOs), 
operating systems and coarse-grain parallel algorithms. 
 
Software development expertise in any of the following areas:  
 
SGI's Performer, OpenGL, C++, STL, Tcl/Tk, Lisp,  
VRML 2.0, Silicon Graphics Irix environment  
 
For software development opportunities, please email to   
jobs@transom.com.
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Date: Sat, 22 Mar 1997 01:58:47 +0200 (EET)
From: Jukka Vaisanen <vaizki@merlin.iscape.fi>
Reply-To: Jukka.Vaisanen@iscape.fi
To: Angus Dorbie <dorbie@bitch.reading.sgi.com>
cc: info-performer@sgi.com
Subject: Re: Clipping with arbitary planes
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On Fri, 21 Mar 1997, Angus Dorbie wrote:

> You can call glClipPlane and glEnable from within a performer draw
> callback.
> 
> This will allow you to create an arbitrary clip plane which slices
> through the scene.

I got the attached code to work if I set the funcs to the scene, but not
if I set the funcs to the site_objs pfGroup. Can't I have these callbacks
in pfGroups? I don't want to clip the entire scene, just some objects if
possible.


int klipPre(pfTraverser *_trav, void *_userData)  
{
  GLdouble plane[4] = { 0.0, 1.0, 1.0, 0.0 }; 

  glClipPlane(GL_CLIP_PLANE1,plane); 
  glEnable(GL_CLIP_PLANE1); 
  return 0;  
}

int klipPost(pfTraverser *_trav, void *_userData)  
{
  glDisable(GL_CLIP_PLANE1); 
  return 0;  
}

and in my scene setup:

	...
  SimState->scene->addChild(SimState->site_objs = new pfGroup); 
  SimState->site_objs->setName("SiteObjs"); 
  SimState->site_objs->setTravFuncs(PFTRAV_DRAW, klipPre, klipPost);
	...

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Date: Fri, 21 Mar 1997 17:51:26 -0800
From: chris@scotch.physics.ucla.edu (chris)
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To: info-performer@sgi.com
Subject: cvd bugs?
Status: O


Hi Performers.

	Have a multiprocessed performer app that uses named pipes 
for IPC.  Program runs fine, but crashes when executed with cvd.
cvd seems to have problems writing to pipes, and seems to be
forking too many processes.  Has anyone had this problem with 
cvd?  Indigo2 Max Impact, IRIX 6.2, Performer 2.1.

Thanks for any wisdom.

Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris
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Date: Fri, 21 Mar 1997 20:13:45 -0800
To: David Plew <kishore@aimnet.com>, info-performer@sgi.com
From: Avi Bar-Zeev <avi@oz.net>
Subject: Re: VMIN and VTIME
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Status: O


I'm not sure about those mode bits in any event. The built-in serial
boards on the old Onyx are notoriously bad (I'm guessing that's what
you're using). Non-blocking isn't really non-blocking, as you've seem to 
have discovered. But you still need to set O_NONBLOCK.

The trick that seemed to work for me was for a polhemus driver
that required reading from 2 or 3 serial ports simultaneously for a
real-time (30HZ) motion-capture application. 

The trick is to do a read(0) for each port, then go do something else, 
and then come back and read the real data, for as much as you want. 
The read(0) seemed to prime the queue, so to speak. I had to really
tweak the timing on this so be prepared to search for the magic combo.
For example, when I dropped down to 1 polhemus, I got chugs from the
new timing.

Oddly, there also seemed to be a hit from reading the entire queue, 
as if leaving a couple of characters in the queue for next frame helped
prevent stalls. I never figured that out.

If you can afford it, get a serial-port board such as the CDSIO or 
ASO boards.

Avi

At 07:13 PM 3/17/97 -0800, David Plew wrote:
>
>Hi:
>
>	In my performer application, I interface with the RE2 5.3, serial
>port to read data coming from an external serial device. The port is
>opened with the default blocking mode. I set the termio.c_cc[VMIN] and
>termio.c_cc[VTIME] to 15 and 4 respectively. According to the man pages
>this means that 'read' will wait to read atleast 15 bytes from the port,
>and will time out after 4 units of time in any case and return. What is not
>clear is that: in such a setting, does blocking mode override the termio
>controls or does the 'read' always return after 4 units of time?
>I was not doing anything to the O_NONBLOCK flag so far and sometimes,
>'read' would wait and wait for ever at the port probably 'coz there was no
>data available for it to read. Shouldn't the termio control override what
>ever the setting was, once it has been set? I do set the termio controls
after
>'open' and before any 'read' begins.
>
>Even when I did set the O_NONBLOCK flag, sometimes I can see the same
>thing happening to 'read'. Can someone please explain who overrides whome?
>
>thanks
>-anita
>
>kishore@aimnet.com
>=======================================================================
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>

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Date: Sat, 22 Mar 1997 11:13:14 -0800 (PST)
From: Chris Mitchell <chris@scotch.physics.ucla.edu>
To: info-performer@sgi.com
Subject: Re: cvd bugs?
In-Reply-To: <199703220151.RAA27969@scotch.physics.ucla.edu>
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Status: O

> Hi Performers.
> 
> 	Have a multiprocessed performer app that uses named pipes 
> for IPC.  Program runs fine, but crashes when executed with cvd.
> cvd seems to have problems writing to pipes, and seems to be
> forking too many processes.  Has anyone had this problem with 
> cvd?  Indigo2 Max Impact, IRIX 6.2, Performer 2.1.

Forgot to mention that cvd can run code just fine if
"Attach to forked processes" is not selected in the
Multiprocess View/Preferences box.

> 
> Thanks for any wisdom.
> 


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: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9703221916.ZM18748@bitch.reading.sgi.com>
Date: Sat, 22 Mar 1997 19:16:35 +0000
In-Reply-To: Jukka Vaisanen <vaizki@merlin.iscape.fi>
        "Re: Clipping with arbitary planes" (Mar 22,  1:58am)
References: <Pine.LNX.3.95.970322013243.16784C-100000@merlin.iscape.fi>
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To: Jukka.Vaisanen@iscape.fi
Subject: Re: Clipping with arbitary planes
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Status: O

I think this *may* be due to the orientation of the clip plane through
the model transformation matrix.

Try glClipPlane before the pfDraw call in the channel draw callback,
then use glEnable in the object draw callbacks.

Cheers,Angus.

On Mar 22,  1:58am, Jukka Vaisanen wrote:
> Subject: Re: Clipping with arbitary planes
> On Fri, 21 Mar 1997, Angus Dorbie wrote:
>
> > You can call glClipPlane and glEnable from within a performer draw
> > callback.
> >
> > This will allow you to create an arbitrary clip plane which slices
> > through the scene.
>
> I got the attached code to work if I set the funcs to the scene, but not
> if I set the funcs to the site_objs pfGroup. Can't I have these callbacks
> in pfGroups? I don't want to clip the entire scene, just some objects if
> possible.
>
>
> int klipPre(pfTraverser *_trav, void *_userData)
> {
>   GLdouble plane[4] = { 0.0, 1.0, 1.0, 0.0 };
>
>   glClipPlane(GL_CLIP_PLANE1,plane);
>   glEnable(GL_CLIP_PLANE1);
>   return 0;
> }
>
> int klipPost(pfTraverser *_trav, void *_userData)
> {
>   glDisable(GL_CLIP_PLANE1);
>   return 0;
> }
>
> and in my scene setup:
>
> 	...
>   SimState->scene->addChild(SimState->site_objs = new pfGroup);
>   SimState->site_objs->setName("SiteObjs");
>   SimState->site_objs->setTravFuncs(PFTRAV_DRAW, klipPre, klipPost);
> 	...
>-- End of excerpt from Jukka Vaisanen


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Status: O

He had indeed finished working here at the Reality Center (as of
Friday), and he doesn't start in Mountain View for a few weeks yet. I
guess, therefore, that he'll be off line for a while.

Max.

PS. I'm helping out here while they find his replacement. I come from a
long background with Silicon Graphics hardware and have worked on SGI
kit at Westland Helicopters and Thomson in simulation applications, as
well as having experience of a variety of SGI products over about 7
years. My graphics knowledge is need of a bit of an update, and has been
gained predominantly in 2D IrisGL programming on SGI's lower end
machines, so please don't expect Angus type guru-ness. I will be
attemplting to learn Performer etc while I'm here and so may fire
questions at you lot from time to time, if thats OK.

Scott McMillan wrote:
> 
> I just sent email to Angus in the UK and got a message back saying he
> is moving to Mountain View and would be able to receive the email.
> Does anyone know how to contact him (are you listening Angus?).
> 
> Regards,
> 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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-- 
Max Waterman         
John 3:16 Limited,   
19, Marlborough Road,
Yeovil,
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From guest  Sun Mar 23 23:19:34 1997
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To: info-performer@sgi.com
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Status: O

Hi,

Now I,m trying to add motion blur effect and depth of field effect to VR
simulator
on Performer. Please let me know how I can achieve some multipass rendering 
techniques (ex. motion blur, depth of field effect) on Performer 1.2 or 2.0?  
Would you please send me a sample source if you have ? 
Any suggestions are welcome.

Thanks.

Arata.



------------------------------------------------------
Arata Watanabe
 Toyo Information Systems Co.,Ltd.
  Tel : +81-6-821-1412      Fax : +81-6-821-1575
  e-mail : arata@ssten01.tis.co.jp
------------------------------------------------------

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Status: O

I am currently working in a project that requires rendering of 3d
textures in performer, but I am still new to performer, can anyone
please tell me how can i go about doing it in performer?

Specifically, I would like to know the use of pfTexGen in performer to
do texture rendering.  Furthermore, I would like to do some pixel color
mapping, sre there any functions that can enable me to do so like
glpixelmap in open gl?  or is pfcolortable able to manipulate pixel
color?

Thanks everyone who read this mail and more so to those who reply.  Help
greatly appreciated.

richard
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From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9703250311.AA00884@systech.hinet.net>
To: info-performer@sgi.com
Subject: Railroad driving simulation
Status: O


Hi, Performers;

    I am looking for a demo about driving simulation with tracks.

    Anyone knows about any availability of such demos or company
    that I can talk to. 

    Thanks!


     
                           
                                              -= Terence Ke =-

                                            Systems & Technology
                                            Taipei, Taiwan
                                TEL   : +886-2-698-1599
                                FAX   : +886-2-698-1211
                                e-mail: terence@systech.hinet.net



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From guest  Mon Mar 24 13:15:39 1997
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Date: Mon, 24 Mar 1997 08:21:04 -0800 (PST)
From: Chris Mitchell <chris@scotch.physics.ucla.edu>
To: Bob Cowling <cowling@torus.autometric.com>
cc: info-performer@sgi.com
Subject: Re: cvd bugs?
In-Reply-To: <9703241026.ZM11958@torus.autometric.com>
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> cvd does in fact have problems with exec(), at least from what I've seen.
>  Specifically, you must remove all calls to popen(), system(), etc. and replace
> them with equivalent kernal calls (or test stubs).  I believe the problem has
> more to do with shells (I use csh) than with exec itself, but I haven't
> investigated it further.

Thanks for responding, Bob.  Glad to know it isn't just me.  The
solution you suggest (just avoid these calls) seems somewhat
unsatisfying, though.  SGI?  Hello? Help?

> Bob
> 
> -- 
> --------------------------------------------------------------------
> Robert Cowling                                cowling@autometric.com
> Director, Product Engineering                         (703) 658-4035
> 


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 guest  Mon Mar 24 13:35:27 1997
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Organization: GE Corporate Research & Development, Schenectady, NY
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Status: O

Hi-
  I get lots of link warnings when building a performer executable, and
I was wondering how benign they are and whether they indicate I am doing
something wrong or if I should just add a few -woff flags. The warnings
are mostly about definitions preempting other definitions, or weak
definitions. If anyone has any advice, I'd greatly appreciate it. I'll
attach an example at the end of this message.

thanks,
Chris

ld: WARNING 134: weak definition of getData__8pfMemoryCFv in
/usr/lib/Performer/Debug/libpf_ogl.so preempts that weak definition in
/usr/lib/Performer/Debug/libpfui.so.
ld: WARNING 134: weak definition of isOfType__8pfMemoryFP6pfType in
/usr/lib/Performer/Debug/libpf_ogl.so preempts that weak definition in
/usr/lib/Performer/Debug/libpfui.so.
ld: WARNING 134: weak definition of isExactType__8pfMemoryFP6pfType in
/usr/lib/Performer/Debug/libpf_ogl.so preempts that weak definition in
/usr/lib/Performer/Debug/libpfui.so.
ld: WARNING 85: definition of _malloc in /lib/libmalloc.so preempts that
definition in /usr/lib/libc.so.
ld: WARNING 85: definition of _realloc in /lib/libmalloc.so preempts
that definition in /usr/lib/libc.so.

--

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: "Tracy Hunt" <hunt@gts07.elan.af.mil>
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Does anyone have example code on how to use pfMakePolarSeg?


Tracy Hunt
hunt@gts.elan.af.mil
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From: "William J Brown" <brownw@redwood.rt.cs.boeing.com>
Message-Id: <9703240958.ZM19074@golem>
Date: Mon, 24 Mar 1997 09:58:49 -0800
In-Reply-To: Avi Bar-Zeev <avi@oz.net>
        "Re: VMIN and VTIME" (Mar 21,  8:13pm)
References: <3.0.1.32.19970321201345.006fc3cc@oz.net>
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To: Avi Bar-Zeev <avi@oz.net>, David Plew <kishore@aimnet.com>,
        info-performer@sgi.com
Subject: Re: Serial Communication  (was VMIN and VTIME)
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Status: O


What are the pros and cons of CDSIO vs ASO?

What about IEEE-488 (GPIB)? Is SCSI a possibility? What are
SGI's plans regarding Fire Wire (IEEE P1394)? Is it significant
that SGI's Q&A section has no heading for Serial Ports?

How are we supposed to hook up magnetic trackers to these
beasts?

Bill



On Mar 21,  8:13pm, Avi Bar-Zeev wrote:
> Subject: Re: VMIN and VTIME
>
...
>
> If you can afford it, get a serial-port board such as the CDSIO or
> ASO boards.
>
> Avi
>
> At 07:13 PM 3/17/97 -0800, David Plew wrote:
> >
> >Hi:
> >
> >	In my performer application, I interface with the RE2 5.3, serial
> >port to read data coming from an external serial device.
> >
...
> >
> >thanks
> >-anita
> >
> >kishore@aimnet.com
> >=======================================================================
> >List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
> >            Submissions:  info-performer@sgi.com
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> >
> >
>
> =======================================================================
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>-- End of excerpt from Avi Bar-Zeev


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Date: Mon, 24 Mar 1997 20:32:12 -0500
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        "Re: Serial Communication  (was VMIN and VTIME)" (Mar 24,  9:58am)
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	<9703240958.ZM19074@golem>
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        info-performer@sgi.com
Subject: Re: Serial Communication  (was VMIN and VTIME)
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On Mar 24,  9:58am, William J Brown wrote:
> Subject: Re: Serial Communication  (was VMIN and VTIME)
>
> What are the pros and cons of CDSIO vs ASO?

   CDSIO is a 6U VME bus board w/ 6 serial ports. ASO
is an HIO bus card that has sound as well as 6 serial ports.
The ASO uses 68332 to buffer up the data. I belive you can
get some long latency (~20 chars or so if I remeber)
because of the way the ASO firmware buffers up the data.
The CDSIO goes back aways, I had one but I don't
remeber any serious problems. I do not know what the
plans are to supoort it in 6.4.

>
> What about IEEE-488 (GPIB)?

   I think there are 3rd party cards, don't know about drivers.

>Is SCSI a possibility?
   Yes you can write a user level scsi driver, see the
device driver programming guide in insight (it is not
installed by default)


> What are
> SGI's plans regarding Fire Wire (IEEE P1394)?

   Don't know.

Is it significant
> that SGI's Q&A section has no heading for Serial Ports?

   No.


>
> How are we supposed to hook up magnetic trackers to these
> beasts?

   Most people use the serial ports. Take a look at
man termio. Open the device, set it up with ioctl

   struct termios tty_ctrl;

   status = ioctl( tty_fd, TCSETAF, &tty_ctrl);   /* assign termios values */
   if( status == ERROR )
   {
      (void)fprintf(stderr, "Error set termios struct: %s\n",
                    strerror(errno));
      exit(ERROR);
   }


   then use read an write. you probably want to
sproc a process to do this.
			Have fun

			Andy


>
> Bill
>

>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from William J Brown



-- 
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To: info-performer@sgi.com
Cc: kamizi@hp99.tis.co.jp
Subject: Accumlation Buffer 
From: kamizi noboru <kamizi@hp99.tis.co.jp>
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Dear Performers,

I'm using Performer1.2 and Performer2.0 and creating VR simulator system.
I am trying to add motion blur effect to my simulator.

I know how to get motion blur effect with Accumlation Buffer on GL(IRISGL and OpenGL) .
But, I don't know how to use Accumlation Buffer on Performer.

Please tell me follows.

(1)How to setup Accumlation Buffer ?

(2)Where can I call acbuf(IRISGL) or glAccum(OpenGL) function ?

(3)Is there any sample source code ?


Thanks very much.

-------------------------------------------------------
Noboru Kamizi
CG and VR Group.
Toyo Information Systems.Co.,Ltd.
e-mail:kamizi@hp99.tis.co.jp
Tel: +81-6-821-1452  Fax: +81-6-821-1989
-------------------------------------------------------


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Date: Tue, 25 Mar 1997 17:00:50 +0200 (EET)
From: Jukka Vaisanen <vaizki@merlin.iscape.fi>
Reply-To: Jukka.Vaisanen@iscape.fi
To: info-performer@sgi.com
Subject: Need to run 6.3 compiled app on 6.2
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We have the following problem:

The development environment is on a O2 with IRIX 6.3 and Performer 2.1
The running environment is a Crimson RE with IRIX 6.2 and Performer 2.1

When running on the Crimson, it complains about the DSO versions. It wants
the 3.0 versions and finds only the 2.1 ones. The 3.0 versions if copied
to the Crimson don't work.

How can I link with the 2.1 versions of the DSOs? I have them on the O2 as
well, I just need to figure out how to use them...


Jukka Vaisanen 	 	

Iscape Software		vaizki@iscape.fi	
Tel: +358-9-648686	GSM: +358-40-5007978  

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We have a situation, where we need to support potentially thousands of dynamic
objects which will come and go from our scene.  We wanted to subclass various
pfNode types to represent our dynamic objects.  The question is, since pfNodes
need to have seperate memory copies maintained, would there be alot of overhead
when using a huge number pfNode types which are created and deleted fairly
often?.  What if they weren't in the scene graph but the geometry was culled
and drawn by a different method, but the pfNodes are used to create the gsets
in seperate cull and draw processing?  Should we abandon the pf class objects
altogether for representing our dynamic objects in favor of pr defined objects?


Thanks in advanced,

Jason Williams.

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From: rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!cavalier!gan (Gan Wang)
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Date: Tue, 25 Mar 1997 10:15:23 -0500
In-Reply-To: "Tracy Hunt" <uunet!gts07.elan.af.mil!hunt>
        "pfMakePolarSeg ??" (Mar 24,  9:24am)
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On Mar 24,  9:24am, Tracy Hunt wrote:
> Subject: pfMakePolarSeg ??
> Does anyone have example code on how to use pfMakePolarSeg?
>

Here is one...

#define SEG_LENGTH	10000.0

/* initialize only once */
pfSegSet   segset;

segset.mode = PFTRAV_IS_PRIM|PFTRAV_IS_NORM|PFTRAV_IS_CULL_BACK;
  segset.activeMask = 1;
segset.isectMask = 0x1;
segset.bound = NULL;
segset.discFunc = NULL;
...

/* in the run time loop */
pfHit	**hits[32];

pfGetChanView(chan, pos, dir);
pfMakePolarSeg(
    &segset.segs[0],
    pos,
    dir[PF_H],
    dir[PF_P],
    SEG_LENGTH);

/* you may have to do this or isect may not work - this could be a pfbug... */
pfGSetIsectMask(gset, 0x1, PFTRAV_SELF, PF_SET);

isect = pfGSetIsectSegs(gset, &segset, hits);
if (isect)
{
   pfVec3	tpoint, vpoint;
   pfMatrix	mat;

   pfQueryHit(*hits[0], PFQHIT_POINT, &tpoint);
   pfQueryHit(*hits[0], PFQHIT_XFORM, mat);
   pfXformPt3(vpoint, tpoint, mat);
   or whatever you want to do with the isect result...
}

Hope it helps.

Cheers,
Gan

>
> Tracy Hunt
> hunt@gts.elan.af.mil
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Tracy Hunt



-- 

Gan Wang

Cambridge Research Associates            Voice:  703-790-0505 ext.7210
1430 Spring Hill Road, Suite 200         Fax:    703-790-0370
McLean, VA 22102                         E-mail: gan@cambridge.com              
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To: kamizi noboru <kamizi@hp99.tis.co.jp>
Cc: info-performer@sgi.com
Subject: Re: Accumlation Buffer 
References: <9703250749.AA28792@hp99.tis.co.jp>
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Status: O

Kamizi Noboru wrote:

> I'm using Performer1.2 and Performer2.0 and creating VR simulator
> system. I am trying to add motion blur effect to my simulator.
> 
> I know how to get motion blur effect with Accumlation Buffer on
> GL(IRISGL and OpenGL). But, I don't know how to use Accumlation
> Buffer on Performer.
>
> Please tell me follows.
> 
> (1)How to setup Accumlation Buffer ?
> 
> (2)Where can I call acbuf(IRISGL) or glAccum(OpenGL) function ?
> 
> (3)Is there any sample source code ?



Here are a few simple modifications to the C++ version of simple.C to
help you understand how to use the Accumulation buffer with Performer
and IrisGL.



Have fun...




//	PipeConfigFunc() -- To configure the Frame Buffer
static void
PipeConfigFunc(pfPipeWindow *pw)
{
  pw->open();
  acsize(16);
  gconfig();
  acbuf(AC_CLEAR,0.0f);
}


//	DrawFunc() -- Channel DRAW process callback
static void
drawFunc(pfChannel *chan, void *)
{
  chan->clear();
  chan->drawStats();

  pfDraw();

  acbuf(AC_MULT, scale);
  acbuf(AC_ACCUMULATE, 1.0f - scale);
  acbuf(AC_RETURN, 1.0f);
}


//	Main() -- Main program
int
main (int argc, char *argv[])
{
  ...
  // Configure and open a GL window
  pfPipe *p = pfGetPipe(0);
  pfPipeWindow *pw = new pfPipeWindow(p);
  pw->setName("IRIS Performer");
  pw->setOriginSize(0,0,640,480);
  pw->setConfigFunc(PipeConfigFunc);
  pw->config();
    
  // Create and configure a pfChannel.
  pfChannel *chan = new pfChannel(p);
  chan->setScene(scene);
  chan->setFOV(45.0f, 0.0f);
  chan->setTravFunc(PFTRAV_DRAW,drawFunc);
  ...
}  

-- 
Bernard Leclerc, Technical Leader, 3-D Graphics Applications
CAE Electronics Ltd. (http://www.cae.ca)
8585 Cote De Liesse, Saint-Laurent, Quebec, Canada, H4L-4X4
tel: +1 514 341 2000 extension 2275, fax: +1 514 340 5496
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From: Julia Ellery <modellers@intersim.co.uk>
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Subject: Database Tearing/Channel Clear Problem
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Status: O

To anyone,

We have come across a problem with multichannel use that we think may be
due to the EarthSky model.

When we have a large roll, the off centre channels do not appear to
clear properly and a staggered layering effect is seen.

If we remove our call to pfChanESky then all seems ok.

We have 3 channels with the side channels offset by +/- 45 degrees.

Does anyone know what is going on and if so, what we can do to get round
it? We need the EarthSky model for fog effects and also for real-time
sky colour changes.

Thanks,

-- 

Regards,

Julia Ellery,
Senior Visual Software Engineer,
Intersim Limited, Units 7-8, Thorgate Road, Littlehampton. Sussex. UK
Tel: +44 (0)1903 733428	Fax: +44 (0)1903 730246
email: modellers@intersim.co.uk Internet: http://www.intersim.co.uk

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From: "Didier Guzzoni" <guzzoni@imtsg11.epfl.ch>
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Date: Tue, 25 Mar 1997 18:27:19 +0100
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Subject: O2 Problem
Mime-Version: 1.0
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Status: O

Hi Performers,

We are currently evaluating an O2 (running IRIX 6.3) with our
Performer based application. We can compile it with Performer Ver 2.2 (beta),
run it and, at the execution time we get a the following message :

15924:./example: rld: Fatal Error: attempted access to unresolvable symbol in
./example: XSGIvcQueryChannelInfo

The same code works on a MAX Impact running IRIX 6.2 with Performer 2.2 beta
and an Extreme running IRIX 5.3 with Performer 2.0.

Has someone ever met this message ?

Thanks in advance,


  Didier

-- 
Didier Guzzoni 
Swiss Federal Institute of Technology
Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch         
Fax   : ++41 21 693 5859 
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9703251229.ZM8548@vaisyas.engr.multigen.com>
Date: Tue, 25 Mar 1997 12:29:18 -0800
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Clipping with arbitary planes" (Mar 22,  7:16pm)
References: <Pine.LNX.3.95.970322013243.16784C-100000@merlin.iscape.fi> 
	<9703221916.ZM18748@bitch.reading.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Clipping with arbitary planes
Mime-Version: 1.0
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Status: O

On Mar 22,  7:16pm, Angus Dorbie wrote:
> On Mar 22,  1:58am, Jukka Vaisanen wrote:
> >
> > I got the attached code to work if I set the funcs to the scene, but not
> > if I set the funcs to the site_objs pfGroup. Can't I have these callbacks
> > in pfGroups? I don't want to clip the entire scene, just some objects if
> > possible.
>
> I think this *may* be due to the orientation of the clip plane through
> the model transformation matrix.
>
> Try glClipPlane before the pfDraw call in the channel draw callback,
> then use glEnable in the object draw callbacks.

Yes. Beware of pfFlatten(3) too. If you intended for the plane the be defined
in the object space of the group, it won't work if the group has been flattened
into world space.

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: How could I use 24-bit texels texture?
Cc: PERE@cluny.ensam.fr
Mime-Version: 1.0
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Status: O

	Hello,

	I have a problem with pfTexFormat. I would like to use 24-bit texture
in a special application. In pfTexture reference pages, I saw that the default
4 component internal format is 16-bit texels (PFTEX_RGB_5), I tried
PFTEX_RGBA_8 to set the format to 32-bit texels. This works well but because it
seems too simple, my texture is 2048x2048.

 Image size (SxTxR)  = 2048x2048x1
PF                                 Download size       = 22369626 bytes
PF                                 Download time       =3759.588 ms
PF                                 Download rate       =   5.674 MB/sec
PF                                 Total texture use   =  21.333 MB
PF                                 This texture uses   = 533.333% of 4MB memory
PF                                 Total texture use   = 533.333% of 4MB memory


 The hardware texture memory is saturated. But Performer swaps with the main
memory and the image is here at slowly rate but I don't need real time for this
application ( In fact, I want to render 2Dimensional frames faster than
 with Wavefront software). Well, it seems good except that the mapping texture
is not at the right size (2048x2048),it is pixelated. Does it mean that
Performer uses a low level of mipmap texture because the hardware texture
memory is out?

	Thanks to you for your diagnostic!

					Christian

PS: My last mail have a bad Email address: the right one is pere@cluny.ensam.fr

--

-- 


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Subject: How could I use 24-bit texels texture?
Cc: PERE@cluny.ensam.fr
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

	Hello,

	I have a problem with pfTexFormat. I would like to use 24-bit texture
in a special application. In pfTexture reference pages, I saw that the default
4 component internal format is 16-bit texels (PFTEX_RGB_5), I tried
PFTEX_RGBA_8 to set the format to 32-bit texels. This works well but because it
seems too simple, my texture is 2048x2048.

 Image size (SxTxR)  = 2048x2048x1
PF                                 Download size       = 22369626 bytes
PF                                 Download time       =3759.588 ms
PF                                 Download rate       =   5.674 MB/sec
PF                                 Total texture use   =  21.333 MB
PF                                 This texture uses   = 533.333% of 4MB memory
PF                                 Total texture use   = 533.333% of 4MB memory


 The hardware texture memory is saturated. But Performer swaps with the main
memory and the image is here at slowly rate but I don't need real time for this
application ( In fact, I want to render 2Dimensional frames faster than
 with Wavefront software). Well, it seems good except that the mapping texture
is not at the right size (2048x2048),it is pixelated. Does it mean that
Performer uses a low level of mipmap texture because the hardware texture
memory is out?

	Thanks to you for your diagnostic!

					Christian

-- 


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Date: Wed, 26 Mar 1997 10:02:44 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9703261002.ZM27893@hotsauce.clubfed.sgi.com>
In-Reply-To: "Didier Guzzoni" <guzzoni@imtsg11.epfl.ch>
        "O2 Problem" (Mar 25,  6:27pm)
References: <9703251827.ZM12216@imtsg11.epfl.ch>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Didier Guzzoni" <guzzoni@imtsg11.epfl.ch>, info-performer@sgi.com
Subject: Re: O2 Problem
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I am running Perf-2.2 beta version on an O2 and I haven't seen that problem. Do
you have /usr/lib/libXsgivc.a on your system it is contained in x_dev.sw.dev ?

Brian




On Mar 25,  6:27pm, Didier Guzzoni wrote:
> Subject: O2 Problem
> Hi Performers,
>
> We are currently evaluating an O2 (running IRIX 6.3) with our
> Performer based application. We can compile it with Performer Ver 2.2 (beta),
> run it and, at the execution time we get a the following message :
>
> 15924:./example: rld: Fatal Error: attempted access to unresolvable symbol in
> ./example: XSGIvcQueryChannelInfo
>
> The same code works on a MAX Impact running IRIX 6.2 with Performer 2.2 beta
> and an Extreme running IRIX 5.3 with Performer 2.0.
>
> Has someone ever met this message ?
>
> Thanks in advance,
>
>
>   Didier
>
> --
> Didier Guzzoni
> Swiss Federal Institute of Technology
> Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch
> Fax   : ++41 21 693 5859
> =======================================================================
> 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 Didier Guzzoni



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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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Date: Wed, 26 Mar 1997 09:55:12 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9703260955.ZM27872@hotsauce.clubfed.sgi.com>
In-Reply-To: Julia Ellery <modellers@intersim.co.uk>
        "Database Tearing/Channel Clear Problem" (Mar 25,  4:21pm)
References: <3337FB91.41C6@intersim.co.uk>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Julia Ellery <modellers@intersim.co.uk>,
        Performer help group <info-performer@sgi.com>
Subject: Re: Database Tearing/Channel Clear Problem
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I think what you are describing is a problem with the Esky mode you are using.
In some modes the screen is not actually cleared but instead colored polygons
are drawn just short of the far clipping planes. If you specify PFES_SKY it
will only draw in the upper portion of the screen assuming that you are going
to repaint the bottom yourself. Here's an excerpt from pfEarthSky man page,

               PFES_SKY
                    Causes a sky and horizon backdrop to be drawn.  These are
                    drawn using large polygons that are recalculated each
                    frame, using information about the clipping planes, field
                    of view, and eyepoint vertical position for the selected
                    channel.  They are drawn instead of a screen clear,
                    forcing the Z buffer to a known state.  If the viewpoint
                    goes below the ground plane, the area below the horizon
                    will not be cleared.  In the case of PFES_SKY, the screen
                    is never cleared below the lower edge of the horizon.

Is this what you are seeing can you provide a simple test case which
demonstrates your problem? You could modify
/usr/share/Performer/src/pguide/libpf/C++/earthsky.C to add the channel offsets
and make use of some of the databases in /usr/share/Performer/data .

Brian


On Mar 25,  4:21pm, Julia Ellery wrote:
> Subject: Database Tearing/Channel Clear Problem
> To anyone,
>
> We have come across a problem with multichannel use that we think may be
> due to the EarthSky model.
>
> When we have a large roll, the off centre channels do not appear to
> clear properly and a staggered layering effect is seen.
>
> If we remove our call to pfChanESky then all seems ok.
>
> We have 3 channels with the side channels offset by +/- 45 degrees.
>
> Does anyone know what is going on and if so, what we can do to get round
> it? We need the EarthSky model for fog effects and also for real-time
> sky colour changes.
>
> Thanks,
>
> --
>
> Regards,
>
> Julia Ellery,
> Senior Visual Software Engineer,
> Intersim Limited, Units 7-8, Thorgate Road, Littlehampton. Sussex. UK
> Tel: +44 (0)1903 733428	Fax: +44 (0)1903 730246
> email: modellers@intersim.co.uk Internet: http://www.intersim.co.uk
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Julia Ellery



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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: jason@cerebus.cambridge.com (Jason Williams)
Message-Id: <9703260950.ZM16892@cerebus>
Date: Wed, 26 Mar 1997 09:50:26 -0500
In-Reply-To: "Elizabeth Smith" <uunet!daisy.paradigmsim.com!eliza>
        "Re: Dynamic Object paging" (Mar 25,  4:17pm)
References: <9703142100.ZM9087@cerebus> 
	<9703251617.ZM2303@daisy.paradigmsim.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
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Subject: Re: Dynamic Object paging
Mime-Version: 1.0
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Status: O

On Mar 25,  4:17pm, Elizabeth Smith wrote:
> Subject: Re: Dynamic Object paging
> On Mar 14,  9:00pm, Jason Williams wrote:
> > Subject: Dynamic Object paging
> >
> >
> > We have a situation, where we need to support potentially thousands of
> dynamic
> > objects which will come and go from our scene.  We wanted to subclass
various
> > pfNode types to represent our dynamic objects.  The question is, since
> pfNodes
> > need to have seperate memory copies maintained, would there be alot of
> overhead
> > when using a huge number pfNode types which are created and deleted fairly
> > often?.  What if they weren't in the scene graph but the geometry was
culled
> > and drawn by a different method, but the pfNodes are used to create the
gsets
> > in seperate cull and draw processing?  Should we abandon the pf class
objects
> > altogether for representing our dynamic objects in favor of pr defined
> objects?
> >
> >
> > Thanks in advanced,
> >
> > Jason Williams.
> >
> >
>
> Hi,
>
> Has anyone told you about Paradigm's Performer-based product
> Vega?   Vega can handle the sort of problem you describe.  Although I don't
> know your specific application, it may be that the Vega modules
> Vega DIS and Vega LADBM (large area database management)
> are relevant.  Or just the basic Vega package may give
> you what you need.
>
> Have a look at our web pages:  http://www.paradigmsim.com
> in particular the page
>
>    http://www.paradigmsim.com:80/vega.html
>
>
> Vega users can still drop down to Performer level
> programming as well as OpenGL/IRISGL if necessary.
>
> If you think you might be interested or have specific questions,
> please get back in touch with me.
>
>
> --Elizabeth Smith
>   Vega Engineering Manager
>


Thanks Elizibeth,

	I have used Vega quite extensivly, however Vega uses Performer node
types directly to accomplish the dynamic motion of objects.  We would then have
the same problem with Vega, as with performer.  I have extensive experience
with Performer as well.  We intend on creating our own capability based on top
of Performer, such that we can tune it ourselves.  It is not a question of what
API to use, Performer is the API we are using.  It is a question whether the pf
library class types are efficient when there are potentially 10,000 objects,
because pf objects need to copy themselves between app, cull, and frame, or
whether we need to use are own pr class objects.


Jason Williams.
Cambridge Research.


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From: eric@mred.bgm.link.com (Eric Hirschorn)
Message-Id: <9703261627.AA19621@mred.bgm.link.com>
Subject: Performer 2.2a125 problems on O2 with IRIX6.3
To: info-performer@sgi.com
Date: Wed, 26 Mar 1997 11:26:45 -0500 (CDT)
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Yesterday a post described problems with Perf2.2 on O2 with IRIX6.3.
I've also got some problems getting Perf2.2a125 to work properly on O2
running IRIX6.3.  Since I haven't received any response from
performer-beta, I'll try posting a problem description here...

I've put one of the offending pf commands (pfIsTexFormatted) into
perfly (perfly.c) as a simple test case.

The routine I modified in perfly.c is "loadDetailTextures", and I've
put the comment /* Test */ next to the 2 lines I added.  The O2
does not produce a core file when I run this perfly and dies on the
pfIsTexFormatted.  If I run this modified version of
perfly on the machine it was compiled on (an IR with IRIX6.2) it works
fine.  I haven't got a compiler on the O2 yet, so I haven't been able
to run a modified version of perfly compiled on it.

I get similar behavior if "pfFormatTex" is used.  On the other hand,
if I use "pfApplyTex" I get a core file, but unfortunately I don't yet
have a dbx to apply to it yet (i.e. a Dev Option for IRIX6.3). 

Eric

___
Eric S. Hirschorn                eric@mred.bgm.link.com       
Hughes Training, Inc.            (817) 323-1361 (lab)         
M/S 402, P.O. Box 6171           (817) 695-8715 (voice mail)  
Arlington, Texas 76005-6171      (817) 695-4028 (fax)

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

void	
loadDetailTextures(pfList *list, detailInfo *di, int ndi)
{
    pfTexture *dtex;
    int num, i, n;
    void *arena = pfGetSharedArena();
    int comp, sx, sy, sz;
    uint *image;
    
    if (!list || !(num = pfGetNum(list)))
	return;

    for (i=0; i < num; i++)
    {
        int test ;  /* Test */
	const char *name;
	pfTexture *tex=0;

	tex = (pfTexture *)pfGet(list, i);
	pfGetTexImage(tex, &image, &comp, &sx, &sy, &sz);
	name = pfGetTexName(tex);
	if (name == NULL)
	    continue;

	if (pfGetTexDetailTex(tex) || 
		(pfGetTexFilter(tex, PFTEX_MAGFILTER) == PFTEX_SHARPEN))
		continue;

	for (n=0; n < ndi; n++) {
	    if (strcmp(name, di[n].texname)) continue;
	    
	    /* load it if it's not already loaded */
	    if (!di[n].detailtex) {
		dtex = di[n].detailtex = pfNewTex(arena);
		if (pfLoadTexFile(dtex, di[n].detailname) <= 0) {
		    pfDelete(dtex);
		    di[n].detailtex = 0;
		    break;
		} else {
		    pfGetTexImage(dtex, &image, &comp, &sx, &sy, &sz);
		    switch (comp) {
		      case 1:
			pfTexFormat(dtex, PFTEX_INTERNAL_FORMAT,
				    PFTEX_I_8);
			break;
		      case 2:
			pfTexFormat(dtex, PFTEX_INTERNAL_FORMAT,
				    PFTEX_IA_8);
			break;
		      case 3:
			pfTexFormat(dtex, PFTEX_INTERNAL_FORMAT,
				    PFTEX_RGB_5);
			break;
		    }
		    pfInsert(list, 0, dtex);
		}
	    }
	    pfTexDetail(tex, di[n].level, di[n].detailtex);
	    pfTexFilter(tex, PFTEX_MAGFILTER_COLOR, PFTEX_ADD_DETAIL);
	    pfTexSpline(tex, PFTEX_DETAIL_SPLINE, di[n].spline, 1.0);
	    break;
	}

        /* Test */
        test = pfIsTexFormatted ( tex ) ;
    }
}



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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199703261945.LAA18641@remi.asd.sgi.com>
Subject: Re: How could I use 24-bit texels texture?
To: pere1@cluny.ensam.fr
Date: Wed, 26 Mar 1997 11:45:20 -0800 (PST)
Cc: info-performer@sgi.com, PERE@cluny.ensam.fr
In-Reply-To: <9703261207.ZM10060@unknown.zmail.host> from "pere1@cluny.ensam.fr" at Mar 26, 97 12:07:06 pm
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pere1@cluny.ensam.fr wrote:
> 
> 	Hello,
> 
> 	I have a problem with pfTexFormat. I would like to use 24-bit texture
> in a special application. In pfTexture reference pages, I saw that the default
> 4 component internal format is 16-bit texels (PFTEX_RGB_5), I tried
> PFTEX_RGBA_8 to set the format to 32-bit texels. This works well but because it
> seems too simple, my texture is 2048x2048.
> 
>  Image size (SxTxR)  = 2048x2048x1
> PF                                 Download size       = 22369626 bytes
> PF                                 Download time       =3759.588 ms
> PF                                 Download rate       =   5.674 MB/sec
> PF                                 Total texture use   =  21.333 MB
> PF                                 This texture uses   = 533.333% of 4MB memory
> PF                                 Total texture use   = 533.333% of 4MB memory
> 
> 
>  The hardware texture memory is saturated. But Performer swaps with the main
> memory and the image is here at slowly rate but I don't need real time for this
> application ( In fact, I want to render 2Dimensional frames faster than
>  with Wavefront software). Well, it seems good except that the mapping texture
> is not at the right size (2048x2048),it is pixelated. Does it mean that
> Performer uses a low level of mipmap texture because the hardware texture
> memory is out?

 No, performer do not make any difference if you use less or more than 100%
 of the texture memory, only the frame rate will be (a lot) different.

 If the problem is mipmapping, the the image should be fuzzy, not pixelated.
 Anyway, do you need mipmapping in your application ? 

 Try with a 6x smaller pixture by taking part of your image, not filtering
 it, and see if you have the same problem.

 J'espere vous avoir aide, bon courage.

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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To: jason@cerebus.cambridge.com
CC: info-performer@sgi.com
In-reply-to: Jason Williams's message of Wed, 26 Mar 1997 09:50:26 -0500 <9703260950.ZM16892@cerebus>
Subject: Re: Dynamic Object paging
Status: O

   From: jason@cerebus.cambridge.com (Jason Williams)
   Date: Wed, 26 Mar 1997 09:50:26 -0500

   > > We have a situation, where we need to support potentially thousands of
   > dynamic
   > > objects which will come and go from our scene.  We wanted to subclass
   various
   > > pfNode types to represent our dynamic objects.  The question is, since
   > pfNodes
   > > need to have seperate memory copies maintained, would there be alot of
   > overhead
   > > when using a huge number pfNode types which are created and deleted fairly
   > > often?.  What if they weren't in the scene graph but the geometry was
   culled
   > > and drawn by a different method, but the pfNodes are used to create the
   gsets
   > > in seperate cull and draw processing?  Should we abandon the pf class
   objects
   > > altogether for representing our dynamic objects in favor of pr defined
   > objects?
   > >
   > >

Most overhead will come from object update (including
creation and deletion).  If you're updating every object (with
articulated parts) every frame then you've got a problem.  You may
find it advantageous to do some range-based culling of your own
in addition to Performer's: remove objects that are out of range from
the scene graph and don't update their DCSs or geometry.

It should be straightforward to write a benchmark that tests the
overhead of dealing with thousands of objects.

I'd make sure that standard Performer techniques plus the above don't
work before doing your own pr-based objects; that sounds like a big
pain in the butt.

Tim
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What support does Performer have for using live video as a texture
on Onyx2 (using DIVO), OCTANE, and O2?  What version of Performer
is required?  Are there example programs?

-Chris

--
Chris Malley
Evolving Video Technologies          voice: 303-456-1450
7850 Vance Drive, Suite 210            fax: 303-456-1434
Arvada, CO 80003                     email: cmalley@evt.com
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Which version of Performer is shipping with which platform?  
I've seen: 

  O2 with 2.0.3,
  Octane with 2.0.4, 
  Onyx2 with 2.0.3, 2.0.4, and 2.2 

Can someone summarize where we're at with versions of Performer, 
and which version should be used on which platform?

-Chris

--
Chris Malley
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7850 Vance Drive, Suite 210            fax: 303-456-1434
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Date: Wed, 26 Mar 1997 15:54:16 -0600
To: info-performer@sgi.com
From: ken sartor <sartor@bur.visidyne.com>
Subject: capturing images
Status: O


Hi -

In my Performer(/Vega) application, when i go to capture
an image using the capture utility, portions of the captured
image have blue lines through it... 

Is this due to redrawing taking place during the capture?
Is there some way to stop this from happening?  (If i try
long enough, i get a captured image that does not have this
artifact in it.).

I am running on a single RM RE2, under Performer 2.0.2 and Irix
6.2.

Thanks in advance!

ken

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From: scott@ht.com (Scott McMillan)
Message-Id: <199703262154.QAA01519@hf.ht.com>
Subject: pfConfused about environments - HELP!
To: info-performer@sgi.com
Date: Wed, 26 Mar 1997 16:54:17 -0500 (EST)
X-Mailer: ELM [version 2.4 PL22]
Content-Type: text
Status: O

I am encountering a really unusual (worrisome) behaviour....

I have written a Performer App that visualizes a dynamic simulation of a
chain works fine from within my login environment, but goes unstable when a
coworker runs the exact same code in the exact same location from within his
environment.  

Here's the real kicker: if he sets his HOME environment variable to my
directory everything runs fine.

I have nothing in my home directory like libraries or a bin/, lib/,
Performer/, or tmp/ directory that could have any affect on runtime
behaviour THAT I KNOW OF.

The facts:
R4400/High Impact/Irix 6.2/IDO 7.1/patches out the wazoo
Performer 2.0.2
N32 executable
tcsh

Anyone have a clue why it would do this???

Thanks in advance,
scott

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

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Date: Thu, 27 Mar 1997 09:56:48 +1111 (EST)
From: Troy Stephen <troys@wormald.com.au>
X-Sender: troys@murad
To: Julia Ellery <modellers@intersim.co.uk>
Cc: Performer help group <info-performer@sgi.com>
Subject: Re: Database Tearing/Channel Clear Problem
In-Reply-To: <3337FB91.41C6@intersim.co.uk>
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Status: O



Julia,

We had the same problem with our application using a similar configuration
and FOV as you.  My guess is that the polygons which performer renders to
emulate the sky and horizon are getting clipped by the far clipping plane
and what you are seeing is uncleared pixels in the frame buffer.

To solve this problem in our application I disregarded pfESky and
implemented our own Earth-Sky model by creating a tent which is positioned
such that it's peak is above the eyepoint and always follows the eye
around the database.  The size of the tent must be carefully calculated
so that it is never clipped (even when the eyepoint rolls).

The roof of the tent forms the sky and it's sides are used to simulate
the horizon.  With a bit of work you can even simulate directional horizon
glow which will look neat at dawn and dusk.

Each frame, the first thing you should do is a TAG CLEAR of the frame
buffer, then draw your tent, then draw everything else in the scene. 

Sorry, I couldn't give you a quick-and-dirty solution, but if you decide
to head down this path, in the long run you will end up with a really nice
atmospheric model.

Good Luck,
Troy Stephen





On Tue, 25 Mar 1997, Julia Ellery wrote:

> To anyone,
> 
> We have come across a problem with multichannel use that we think may be
> due to the EarthSky model.
> 
> When we have a large roll, the off centre channels do not appear to
> clear properly and a staggered layering effect is seen.
> 
> If we remove our call to pfChanESky then all seems ok.
> 
> We have 3 channels with the side channels offset by +/- 45 degrees.
> 
> Does anyone know what is going on and if so, what we can do to get round
> it? We need the EarthSky model for fog effects and also for real-time
> sky colour changes.
> 
> Thanks,
> 
> -- 
> 
> Regards,
> 
> Julia Ellery,
> Senior Visual Software Engineer,
> Intersim Limited, Units 7-8, Thorgate Road, Littlehampton. Sussex. UK
> Tel: +44 (0)1903 733428	Fax: +44 (0)1903 730246
> email: modellers@intersim.co.uk Internet: http://www.intersim.co.uk
> 
> =======================================================================
> 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, 26 Mar 1997 17:24:30 -0800
From: allan (Allan Schaffer)
Message-Id: <9703261724.ZM27240@holodeck.csd.sgi.com>
In-Reply-To: Chris Malley <cmalley@evt.com>
        "shipping versions" (Mar 26,  1:36pm)
References: <333996EA.446B@evt.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
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On Mar 26,  1:36pm, Chris Malley wrote:
> Which version of Performer is shipping with which platform?  
> I've seen: 
> 
>   O2 with 2.0.3,
>   Octane with 2.0.4, 
>   Onyx2 with 2.0.3, 2.0.4, and 2.2 
> 
> Can someone summarize where we're at with versions of Performer, 
> and which version should be used on which platform?

Perfect timing.  I've just updated the FAQ, I'll append the relevant
parts below.

The FAQ only references what is currently released -- there are some
things coming that have been mentioned a few times here (a new patch,
and a new release) which I'll include when they're released.

Allan
---------------


Subject: ! -9- What version of IRIS Performer should I use?
Date: 17 Mar 97 00:00:01 EST

  IRIX             performer_eoe  performer_dev   +Patches
  --------------------------------------------------------
  6.4                 2.0.4            2.0         1392
  6.3                 2.0.3            2.0         1392

  6.2 (IR only*)      2.1              2.1         n/a
  6.2 (non-IR*)       2.0.1            2.0         1347, 1392

  5.3                 2.0              2.0         1414

  (*) Onyx InfiniteReality systems running 6.2 should use IRIS
  Performer 2.1 (eoe and dev).  Note that Performer 2.1 is -only-
  officially supported on Onyx InfiniteReality systems running IRIX
  6.2.  Other systems running 6.2 should use 2.0.1 eoe and 2.0 dev,
  as indicated above.

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

Subject: + -10- What are all of the released versions of IRIS Performer?
Date: 17 Mar 97 00:00:01 EST

  Performer 2.0.4:  performer_eoe updated for compat. with IRIX 6.4
  Performer 2.0.3:  performer_eoe updated for compat. with IRIX 6.3

  Performer 2.1.2:  nickname of the 2.1 compatability libs in 2.0.4
  Performer 2.1.1:  nickname of the 2.1 compatability libs in 2.0.3
  Performer 2.1:    Onyx InfiniteReality systems only (eoe and dev)

  Performer 2.0.2:  nickname of patches 1347+1392 for Performer 2.0.1/2.0
  Performer 2.0.1:  2.0 EOE update only, for systems running 6.2 (non-IR)
  Performer 2.0:    For IRIX 5.3, 6.1, or (dev only) 6.2

  IRIS Performer 1.2/IRIX5:  (obsolete) For IRIX 5.2, 5.3, 6.0.1, 6.1
  IRIS Performer 1.2/IRIX4:  (obsolete) For IRIX 4.0.5(A-J) only
  IRIS Performer 1.1:        (obsolete) For IRIX 5.x only
  IRIS Performer 1.0:        (obsolete) For IRIX 4.x only

  Patch 1414:  performer 2.0 patch for IRIX 5.3 only
  Patch 1392:  performer_dev 2.0 patch for IRIX 6.2, 6.3, 6.4.
  Patch 1347:  performer_eoe 2.0.1 patch for IRIX 6.2 only

  Historical/Background information:

  Note that the above list is included only for completeness' sake.
  You probably do not need the "highest numbered" version of
  Performer.  For example, Performer 2.1 was released -before-
  Performer 2.0.4.

  Except for InfiniteReality, systems running 6.2 should load
  performer_eoe 2.0.1 from the IRIX cd, and performer_dev 2.0 from
  the Performer 2.0 CD.  Then load the patches as described below.

  Performer 2.1 is only officially supported on Onyx InfiniteReality
  systems running IRIX 6.2.  It may work on other platforms, but is
  only fully tested on Onyx IR.  Also note that 2.0.4, 2.0.3, or
  2.0.1+patch1347 are all more recent than 2.1.

  The N32 and N64 libraries in Performer 2.0 are not intended for
  systems running IRIX 6.1.  If you require N32 or N64 functionality,
  you need to upgrade to 6.2 (or above) and use 2.0.1 (or above).

  Performer 2.0 was originally shipped for 5.3.  In 6.2, the
  performer_eoe portion was updated to version 2.0.1; in 6.3, to
  2.0.3; and in 6.4, to 2.0.4.  performer_dev 2.0 is to be used with
  each.

  Performer 1.2 was shipped for both 4.0.5 and 5.2 systems.  If you
  are using IRIS Performer 1.2, only install that version that is
  appropriate for your machine.  The IRIS Performer version is
  indicated by the "IRIX4" or "IRIX5" string in each product name.
  IRIX4 products should only be installed on 4.0.5 systems.   IRIX5
  products can be installed on 5.2, 5.3, 6.0.1, and 6.1 systems.

  When a choice is possible between using Performer 1.2 with IRIX 5.x
  or IRIX 4.0.5, IRIX 5.x is highly preferable.  IRIX 5.3 is the
  current operating system release and contains many bug fixes and
  enhancements utilized by IRIS Performer.   IRIS Performer 1.2/IRIX4
  was intended only for users who are unable to upgrade to IRIX 5.x.

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

Subject: + -11- What patches should be used with IRIS Performer?
Date: 14 Oct 96 00:00:01 EST

  Performer 2.0 & 2.0.1 have a set of patches nicknamed "Performer
  2.0.2" which bring them all up to a common rev-level similar to
  2.1.  They are:

  For 6.2:      Patch 1347 - updates Performer 2.0.1 EOE -> 2.0.2 EOE
  For 6.2-6.4:  Patch 1392 - updates Performer 2.0 DEV   -> 2.0.2 DEV
  For 5.3:  Patch 1414 - updates both Performer 2.0 eoe & dev -> 2.0.2.

  The three patches all fix the same bugs in IRIS Performer.

  All of the patches require the base subsystems to be loaded first.
  Customers with SupportFolio online access can download patches from:

    http://www.sgi.com/Support/patch_intro.html



-- 
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9703262141.ZM5643@quid.csd.sgi.com>
Date: Wed, 26 Mar 1997 21:41:56 -0800
In-Reply-To: scott@ht.com (Scott McMillan)
        "pfConfused about environments - HELP!" (Mar 26,  4:54pm)
References: <199703262154.QAA01519@hf.ht.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: scott@ht.com (Scott McMillan), info-performer@sgi.com
Subject: Re: pfConfused about environments - HELP!
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Yikes :-)

You might try running the app with par from the 'good' and 'bad' environments
respectively, direct output to files and diff them - something must be
different. Does 'limit' show anything different between the twp $HOMEs ?

What is the problem you see BTW ?

Cheers
Rob

On Mar 26,  4:54pm, Scott McMillan wrote:
> Subject: pfConfused about environments - HELP!
> I am encountering a really unusual (worrisome) behaviour....
>
> I have written a Performer App that visualizes a dynamic simulation of a
> chain works fine from within my login environment, but goes unstable when a
> coworker runs the exact same code in the exact same location from within his
> environment.
>
> Here's the real kicker: if he sets his HOME environment variable to my
> directory everything runs fine.
>
> I have nothing in my home directory like libraries or a bin/, lib/,
> Performer/, or tmp/ directory that could have any affect on runtime
> behaviour THAT I KNOW OF.
>
> The facts:
> R4400/High Impact/Irix 6.2/IDO 7.1/patches out the wazoo
> Performer 2.0.2
> N32 executable
> tcsh
>
> Anyone have a clue why it would do this???
>
> Thanks in advance,
> scott
>
> --
>   Scott McMillan  |       HT Medical, Inc.      | Developing virtual environ-
>    scott@ht.com   |      http://www.ht.com      | ment medical and surgical
>  Ph: 301-984-3706 | 6001 Montrose Rd., Ste. 902 | simulations and surgery
> Fax: 301-984-2104 |     Rockville, MD 20852     | simulation creation tools.
>
> =======================================================================
> 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 Scott McMillan



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Thu, 27 Mar 1997 15:40:04 +1112 (EST)
From: Simon Bennett <simonb@wormald.com.au>
X-Sender: simonb@murad
To: Scott McMillan <scott@ht.com>
Cc: info-performer@sgi.com
Subject: Re: pfConfused about environments - HELP!
In-Reply-To: <199703262154.QAA01519@hf.ht.com>
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On Wed, 26 Mar 1997, Scott McMillan wrote:

> I am encountering a really unusual (worrisome) behaviour....
> I have written a Performer App that visualizes a dynamic simulation of a
> chain works fine from within my login environment, but goes unstable when a
> coworker runs the exact same code in the exact same location from within his
> environment.  
> Here's the real kicker: if he sets his HOME environment variable to my
> directory everything runs fine.

Can you define "unstable" further?

Are both home directories on the same disk - same sort of filesystem?  (XFS,
EFS etc..)

How is the script set up?

If you don't specify -f for [t]csh - then it'll load your $HOME/.[t]cshrc before
it starts the script....

If it's not already there try adding 

#!/usr/bin/tcsh -f

to the the top of your script.

+----------------------------------------------------------------------------+
  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: "G.W. Estep II" <gw@rivatech.com>
Organization: RIVA Technologies, Inc.
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Subject: [Fwd: O2 Problem]
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I have seen this also on the following:

R4K Indigo2 Max Impact, IRIX 6.2 Performer 2.1

R4K Indigo Elan, IRIX 6.2 Performer 2.1

R4K Onyx, IRIX 6.2, Performer 2.1

I've gone back to Performer 2.0.2 on all of these

to continue working until 2.2 comes out.

Didier Guzzoni wrote:

  Hi Performers,

  We are currently evaluating an O2 (running IRIX 6.3) with our
  Performer based application. We can compile it with Performer Ver
  2.2 (beta),
  run it and, at the execution time we get a the following message :

  15924:./example: rld: Fatal Error: attempted access to unresolvable
  symbol in
  ./example: XSGIvcQueryChannelInfo

  The same code works on a MAX Impact running IRIX 6.2 with Performer
  2.2 beta
  and an Extreme running IRIX 5.3 with Performer 2.0.

  Has someone ever met this message ?

  Thanks in advance,

    Didier

  --
  Didier Guzzoni
  Swiss Federal Institute of Technology
  Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch
  Fax   : ++41 21 693 5859
  =======================================================================

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

  --  ########################## # G.W. Estep II          # # RIVA
Technologies, Inc.# # email: gw@rivatech.com # # phone: 817.496-8833
# # fax  : 817.496-3336    # ########################## 

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From: "Didier Guzzoni" <guzzoni@imtsg11.epfl.ch>
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Date: Tue, 25 Mar 1997 18:27:19 +0100
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Subject: O2 Problem
Mime-Version: 1.0
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Hi Performers,

We are currently evaluating an O2 (running IRIX 6.3) with our
Performer based application. We can compile it with Performer Ver 2.2 (beta),
run it and, at the execution time we get a the following message :

15924:./example: rld: Fatal Error: attempted access to unresolvable symbol in
./example: XSGIvcQueryChannelInfo

The same code works on a MAX Impact running IRIX 6.2 with Performer 2.2 beta
and an Extreme running IRIX 5.3 with Performer 2.0.

Has someone ever met this message ?

Thanks in advance,


  Didier

-- 
Didier Guzzoni 
Swiss Federal Institute of Technology
Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch         
Fax   : ++41 21 693 5859 
=======================================================================
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Date: Thu, 27 Mar 1997 08:11:16 -0600
From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  valid numbers
Status: O

Performers:

This is not performer question explicitly but since it is relates to my 
performer app. and you guys/gals may have come across this before....

I need to verify whether or not position and orientation data is valid;
valid in the sense of being a valid number. Sometimes I receive data
(via ethernet packets) that is NaN, "not a numer"  and I need to make sure
that it IS a valid floating point number before using it. Are there any
routines already available that check for valid floating point
representation?

Thanks much.

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

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Date: Thu, 27 Mar 1997 10:45:09 -0500
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9703271045.ZM965@hotsauce.clubfed.sgi.com>
In-Reply-To: "G.W. Estep II" <gw@rivatech.com>
        "[Fwd: O2 Problem]" (Mar 26, 11:43pm)
References: <333A091A.41C6@rivatech.com>
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To: "G.W. Estep II" <gw@rivatech.com>, info-performer@sgi.com
Subject: Re: [Fwd: O2 Problem]
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Status: O

One way you could solve this problem is to do an `elfdump -Dl
"name-of-program-here"' this will give you a list of libraries. From that list
take the name of the libraries and put them through nm looking for the
undefined symbol or routine. Read the nm man page to see how to tell whether a
symbol is defined or not. Here is an example of what I am talking about....


% elfdump -Dl berfly

berfly:

                   **** MIPS LIBLIST INFORMATION ****
.liblist :
[INDEX] Timestamp               Checksum        Flags   Name            Version
[1]     Oct 18 21:56:48 1996    0x2917af11      -----   libpf_ogl.so    sgi3.1
[2]     Oct 11 04:53:38 1996    0x523f9640      -----   libpfdu_ogl.so  sgi3.1
[3]     Oct 11 04:52:23 1996    0x34bab62e      -----   libpfutil_ogl.so
       sgi3.1
[4]     Oct 18 19:56:18 1996    0xf42cb6        -----   libpfui.so      sgi3.1
[5]     Mar  3 14:48:07 1997    0xa13b5dc       -----   libfm.so        sgi1.0
[6]     Mar  3 14:48:07 1997    0x462cd8d7      -----   libGLU.so       sgi1.0
[7]     Mar  3 14:48:07 1997    0x9f43c055      -----   libGL.so        sgi1.0
[8]     Mar  3 14:48:07 1997    0xcbe81fff      -----   libXext.so      sgi1.0
[9]     Mar  3 14:48:07 1997    0x414eece6      -----   libXmu.so       sgi1.0
[10]    Mar  3 14:48:07 1997    0x6a395112      -----   libX11.so.1     sgi1.0
[11]    Mar  3 14:48:07 1997    0x3797a4fe      -----   libfpe.so       sgi1.0
[12]    Mar  3 14:48:07 1997    0xbada345c      -----   libm.so sgi1.0
[13]    Mar  3 14:48:07 1997    0x9240563d      -----   libmalloc.so    sgi1.0
[14]    Mar  3 14:48:07 1997    0x3f3f0103      -----   libC.so sgi1.0
[15]    Aug 28 19:10:11 1996    0x178bd498      -----   libc.so.1       sgi1.0

% cd /usr/lib
% nm libpf_ogl.so | grep XSGIvcQueryChannelInfo
[19396] |  1438732248|            |Proc    |end=36 int        |Text     |
XSGIvcQueryChannelInfo
[19397] |        1540|            |End     |ref=19396         |Text     |
XSGIvcQueryChannelInfo
[25998] |  1438732248|            |Proc    |ref=19396         |Text     |
XSGIvcQueryChannelInfo

% elfdump -Dl libpf_ogl.so

libpf_ogl.so:

                   **** MIPS LIBLIST INFORMATION ****
.liblist :
[INDEX] Timestamp               Checksum        Flags   Name            Version
[1]     Mar  3 14:48:07 1997    0x414eece6      -----   libXmu.so       sgi1.0
[2]     Mar  3 14:48:07 1997    0x462cd8d7      -----   libGLU.so       sgi1.0
[3]     Mar  3 14:48:07 1997    0x9f43c055      -----   libGL.so        sgi1.0
[4]     Mar  3 14:48:07 1997    0xcbe81fff      -----   libXext.so      sgi1.0
[5]     Mar  3 14:48:07 1997    0x3f3f0103      -----   libC.so sgi1.0

% alias findX 'nm \!* | grep XSGIvcQueryChannelInfo'
% findX libGL.so
[1258]  |   228491864|            |Proc    |end=36 int        |Text     |
XSGIvcQueryChannelInfo
[1259]  |        1540|            |End     |ref=1258          |Text     |
XSGIvcQueryChannelInfo
[1418]  |   228491864|            |Proc    |ref=1258          |Text     |
XSGIvcQueryChannelInfo

% elfdump -Dl libGL.so

libGL.so:

                   **** MIPS LIBLIST INFORMATION ****
.liblist :
[INDEX] Timestamp               Checksum        Flags   Name            Version
[1]     Mar  3 14:48:07 1997    0x184ec618      -E---   libGLcore.so    sgi1.0
[2]     Mar  3 14:48:07 1997    0xcbe81fff      -----   libXext.so      sgi1.0
[3]     Mar  3 14:48:07 1997    0x6a395112      -----   libX11.so.1     sgi1.0
[4]     Aug 28 19:10:11 1996    0x178bd498      -----   libc.so.1       sgi1.0

Could not find it in any of these libraries so check to see if
XSGIvcQueryChannelInfo is defined in libGL.so .


Brian




On Mar 26, 11:43pm, G.W. Estep II wrote:
> Subject: [Fwd: O2 Problem]
>
> I have seen this also on the following:
>
> R4K Indigo2 Max Impact, IRIX 6.2 Performer 2.1
>
> R4K Indigo Elan, IRIX 6.2 Performer 2.1
>
> R4K Onyx, IRIX 6.2, Performer 2.1
>
> I've gone back to Performer 2.0.2 on all of these
>
> to continue working until 2.2 comes out.
>
> Didier Guzzoni wrote:
>
>   Hi Performers,
>
>   We are currently evaluating an O2 (running IRIX 6.3) with our
>   Performer based application. We can compile it with Performer Ver
>   2.2 (beta),
>   run it and, at the execution time we get a the following message :
>
>   15924:./example: rld: Fatal Error: attempted access to unresolvable
>   symbol in
>   ./example: XSGIvcQueryChannelInfo
>
>   The same code works on a MAX Impact running IRIX 6.2 with Performer
>   2.2 beta
>   and an Extreme running IRIX 5.3 with Performer 2.0.
>
>   Has someone ever met this message ?
>
>   Thanks in advance,
>
>     Didier
>
>   --
>   Didier Guzzoni
>   Swiss Federal Institute of Technology
>   Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch
>   Fax   : ++41 21 693 5859
>   =======================================================================
>
>   List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>               Submissions:  info-performer@sgi.com
>           Admin. requests:  info-performer-request@sgi.com
>
>   --  ########################## # G.W. Estep II          # # RIVA
> Technologies, Inc.# # email: gw@rivatech.com # # phone: 817.496-8833
> # # fax  : 817.496-3336    # ########################## 
>
> [ message/rfc822 ] :
>
> Received: from rivafw.rivatech.com (rivafw.rivatech.com [192.168.1.2]) by
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1997 09:32:54 -0800
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(940816.SGI.8.6.9/8.6.12) id SAA12218 for info-performer@sgi.com; Tue, 25 Mar
1997 18:27:19 +0100
> From: "Didier Guzzoni" <guzzoni@imtsg11.epfl.ch>
> Message-Id: <9703251827.ZM12216@imtsg11.epfl.ch>
> Date: Tue, 25 Mar 1997 18:27:19 +0100
> X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
> To: info-performer@sgi.com
> Subject: O2 Problem
> Mime-Version: 1.0
> Content-Type: text/plain; charset=us-ascii
>
> Hi Performers,
>
> We are currently evaluating an O2 (running IRIX 6.3) with our
> Performer based application. We can compile it with Performer Ver 2.2 (beta),
> run it and, at the execution time we get a the following message :
>
> 15924:./example: rld: Fatal Error: attempted access to unresolvable symbol in
> ./example: XSGIvcQueryChannelInfo
>
> The same code works on a MAX Impact running IRIX 6.2 with Performer 2.2 beta
> and an Extreme running IRIX 5.3 with Performer 2.0.
>
> Has someone ever met this message ?
>
> Thanks in advance,
>
>
>   Didier
>
> --
> Didier Guzzoni
> Swiss Federal Institute of Technology
> Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch
> Fax   : ++41 21 693 5859
> =======================================================================
> 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 G.W. Estep II



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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: scott@ht.com (Scott McMillan)
Message-Id: <199703271635.LAA02794@hf.ht.com>
Subject: Re: pfConfused about environments - HELP
To: info-performer@sgi.com
Date: Thu, 27 Mar 1997 11:35:25 -0500 (EST)
Cc: simonb@wormald.com.au, robj@csd.sgi.com
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Status: O

Rob Jenkins writes
> 
> Yikes :-)
> 
> You might try running the app with par from the 'good' and 'bad' environments
> respectively, direct output to files and diff them - something must be
> different. Does 'limit' show anything different between the twp $HOMEs ?
> 
> What is the problem you see BTW ?
> 
> Cheers
> Rob

Simon Bennett writes:
> 
> Can you define "unstable" further?
> 
> Are both home directories on the same disk - same sort of filesystem?  (XFS,
> EFS etc..)
> 
> How is the script set up?
> 
> If you don't specify -f for [t]csh - then it'll load your $HOME/.[t]cshrc
> before it starts the script....
> 
> If it's not already there try adding 
> 
> #!/usr/bin/tcsh -f
> 
> to the the top of your script.


In detail, this is the problem: I do dynamic simulation...that is I develope
and implement involved algorithms to simulate articulated mechanisms (like
robots).  To do this I have to detect collisions and compute the forces of
interaction between bodies, and then compute the accelerations of each.
Fixed stepsize numerical integration is used to compute the updated positions
and velocities at each time step.  These positions update the DCS nodes in a
scene graph.

By unstable, I mean the animation/simulation is going loopy in the "bad"
environment.  I does not look like an integration stepsize problem but rather
bad data is creeping into the simulation from somewhere.  It appears to be a
numerical difference that diverges (but I haven't been able to track anything
down yet).  I installed all of the C++ patches (except 1787) for the 7.1 IDO,
but, in retrospect, it is a waste of time because it runs fine with HOME set
to my account on the machine in question.

Answers to the suggestions:
 - I haven't tried par yet
 - `limit` shows nothing different
 - both accounts are on (different) XFS disks
 - there is no script - the executable is invoked directly from the command
                        line 

We've also been through environment variables in greate detail....nothing is
obviously wrong though.

I don't think this should be happening....It has me VERY worried because it
means that my executable is not portable.

Yikes is right, or ACK!

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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Hi,

I am new to Performer and would appreciate and tips/pointers for
beginners.
Books/URLs would be appreciated.

Thanks in advance,
-- Arun
________________________________________________________________________
        Arun K. Narayanan
Email   arun@slb.com
Tel     281 290 8180
Mail    8600 Woodway, #315, Houston, TX 77063
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________________________________________________________________________
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Date: Thu, 27 Mar 1997 14:02:05 -0800
From: blythe@banshee.asd.sgi.com (David Blythe)
Message-Id: <199703272202.OAA04978@banshee.asd.sgi.com>
To: info-performer@sgi.com
Subject: Re:  valid numbers
Status: O

| I need to verify whether or not position and orientation data is valid;
| valid in the sense of being a valid number. Sometimes I receive data
| (via ethernet packets) that is NaN, "not a numer"  and I need to make sure
| that it IS a valid floating point number before using it. Are there any
| routines already available that check for valid floating point
| representation?

isnanf() or fpclass() (man isnan for more details).
	-db

| - bryan wasileski
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Thu, 27 Mar 1997 13:28:24 -0800
In-Reply-To: Bryan Wasileski <bwasileski@mdc.com>
        "valid numbers" (Mar 27,  8:11am)
References: <s33a2cb1.029@mdc.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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On Mar 27,  8:11am, Bryan Wasileski wrote:
>
> I need to verify whether or not position and orientation data is valid;
> valid in the sense of being a valid number. Sometimes I receive data
> (via ethernet packets) that is NaN, "not a numer"  and I need to make sure
> that it IS a valid floating point number before using it. Are there any
> routines already available that check for valid floating point
> representation?

You can learn about IEEE 754 Binary Floating-point Arithmetic from the math(3)
manual page. Also on IRIX 6.2 look at man isnan(3).

The tests you can use in your code are:

#include <math.h>
{
   float nan = HUGE_VAL + __infinity; /* like this to be NaN */

   if ( nan != nan ) printf( "found a NaN using !=" );
   if ( isnan( nan ) printf( "found a NaN using isnan()" );
}

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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        "valid numbers" (Mar 27,  8:11am)
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On Mar 27,  8:11am, Bryan Wasileski wrote:
> Subject: valid numbers
> Performers:
>
> that it IS a valid floating point number before using it. Are there any
> routines already available that check for valid floating point
> representation?
>-- End of excerpt from Bryan Wasileski

Yes, you can find them in 'man isnan'



-- 
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: Thu, 27 Mar 1997 16:05:06 -0600 (CST)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Bryan Wasileski <bwasileski@mdc.com>
cc: info-performer@sgi.com
Subject: Re: valid numbers
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Status: O

On Thu, 27 Mar 1997, Bryan Wasileski wrote:

> Performers:
> 
> I need to verify whether or not position and orientation data is valid;
> valid in the sense of being a valid number. Sometimes I receive data
> (via ethernet packets) that is NaN, "not a numer"  and I need to make sure
> that it IS a valid floating point number before using it. Are there any
> routines already available that check for valid floating point
> representation?
> 
> Thanks much.
> 

You could try isnan from <ieeefp.h>. Not portable though, however, that
shouldnt really bother you :-)
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: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  NaN
Status: O

Thanks to all who responded to the NaN question.

I greatly appreciate it. I did not know there was such
a utility available.

Thanks again.

-  bryan

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Subject: Re: pfConfused about environments - HELP
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Status: O

On Thu, 27 Mar 1997, Scott McMillan wrote:

> Rob Jenkins writes
> > Yikes :-)
-- snip --
> 
> In detail, this is the problem: I do dynamic simulation...that is I develope
> and implement involved algorithms to simulate articulated mechanisms (like
-- snip --
> but, in retrospect, it is a waste of time because it runs fine with HOME set
> to my account on the machine in question.
> 
> Answers to the suggestions:
>  - I haven't tried par yet
>  - `limit` shows nothing different
>  - both accounts are on (different) XFS disks
>  - there is no script - the executable is invoked directly from the command
> 
> We've also been through environment variables in greate detail....nothing is
> obviously wrong though.

Except the behaviour is different if $HOME is changed?

Does the executable work for you if you change the setting of $HOME to
somewhere else? 

> I don't think this should be happening....It has me VERY worried because it
> means that my executable is not portable.
> Yikes is right, or ACK!

You're not looking for anything in relation to HOME in the executable
somewhere?

The executable isn't suid <your-id> is it?

+----------------------------------------------------------------------------+
  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: Fri, 28 Mar 1997 12:45:24 +1111 (EST)
From: Simon Bennett <simonb@wormald.com.au>
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To: Bryan Wasileski <bwasileski@mdc.com>
Cc: info-performer@sgi.com
Subject: Re: valid numbers
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On Thu, 27 Mar 1997, Bryan Wasileski wrote:

> Performers:
> This is not performer question explicitly but since it is relates to my 
> performer app. and you guys/gals may have come across this before....

> I need to verify whether or not position and orientation data is valid;
> valid in the sense of being a valid number. Sometimes I receive data
> (via ethernet packets) that is NaN, "not a numer"  and I need to make sure
> that it IS a valid floating point number before using it. Are there any
> routines already available that check for valid floating point
> representation?

isnan() isnanl() isnanf() et al... 

Should do what you want.  They return true if the arguement is NaN.


+----------------------------------------------------------------------------+
  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: Fri, 28 Mar 1997 13:14:09 +0900
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To: info-performer@sgi.com
Subject: Accumlation Buffer (continue)
From: kamizi noboru <kamizi@hp99.tis.co.jp>
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Dear Performers,

I posted about using accumlation buffer in Performer.

I wrote:
> (1)How to setup Accumlation Buffer ?
>
> (2)Where can I call acbuf(IRISGL) or glAccum(OpenGL) function ?
>
> (3)Is there any sample source code ?

And I get good advices.
I understand that I can use Accumlation function in  Channel DRAW process callback.
And sample source from Olivier Schreiber works fine. I get good motion blur effect.
thanks very much !!!

then,I am Interested in follows.

Madhu Sethi wrote:
> Drawfunc(..)
> {
> 	channel->clear();
>       // set matrices
>       pfDraw();
> 	**accumulate via GL/OpenGL**
>
>	etc...
>
>  }
>
>  In here, after calling pfDraw(), you can accumulate. Then you reset your
>  viewing position or scene, call pfDraw() again and accumulate, etc.

Can I call pfDraw() multi times in DrawFunc callback ?
I think If view and object position moved,It need CULL with DRAW.
But, DRAW and CULL is running another process.
When pfCull() call ? 
Does pfDraw() call pfCull() automatically ?
If I can do follows,I can get maltipass effect.(I understand it is slow).

Drawfunc(...)
{
    channel->clear();
    movingViewPosition(0.25);
    movingObject(0.25);
    pfDraw();
    acbuf(AC_ACCUMULATE, 0.25);

    channel->clear();
    movingViewPosition(0.25);
    movingObject(0.25);
    pfDraw();
    acbuf(AC_ACCUMULATE, 0.25);

    channel->clear();
    movingViewPosition(0.25);
    movingObject(0.25);
    pfDraw();
    acbuf(AC_ACCUMULATE, 0.25);

    channel->clear();
    movingViewPosition(0.25);
    movingObject(0.25);
    pfDraw();
    acbuf(AC_ACCUMULATE, 0.25);

    acbuf(AC_RETURN, 1.0);
}

Thanks very much.
-------------------------------------------------------
Noboru Kamizi
CG and VR Group.
Toyo Information Systems.Co.,Ltd.
e-mail:kamizi@hp99.tis.co.jp
Tel: +81-6-821-1452  Fax: +81-6-821-1989
-------------------------------------------------------

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Date: Fri, 28 Mar 1997 15:46:09 -0800
From: lingle@coryphaeus.com (Chuck Lingle)
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To: www-vrml@vag.vrml.org, info-performer@sgi.com
Subject: Employment Opportunities at Coryphaeus Software
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Coryphaeus Software Inc., the leader in real-time 3D visual simulation
solutions, has some new entry-level software engineering employment
opportunities.  Qualifications would include a good background in 3D graphics
software development in C/C++, IrisGL/OpenGL along with UNIX-Comms knowledge
like TCP/IP, UDP, Shared Memory.  Experience with the higher level API's like
Performer, Inspector, Cosmo-3D or any of the various modeling SDK's are a plus.

Coryphaeus is located in beautiful Los Gatos, which nestles in the sunny
foothills of the Santa Cruz mountains of California less than an hour from the
big city lights of San Francisco and less than a half hour from the laid back
beaches of Santa Cruz.

We offer a friendly, casual, and fast-moving environment in a hot industry. If
you are interested, please fax, mail or email your resume to my attention.  And
check out our website if you need more info.

Regards,


-- 
cpl

 =================================================================
|                                                                 |
|     _/_/_/_/   _/_/_/_/   _/_/_/_/    Charles P. Lingle         |
|    _/         _/            _/        Director of Engineering   |
|   _/         _/_/_/_/      _/         Coryphaeus Software, Inc. |
|  _/               _/      _/          985 University Ave. Ste 31|
| _/_/_/_/   _/_/_/_/   _/_/_/_/        Los Gatos, CA  95030      |
|                                       lingle@coryphaeus.com     |
|                                       ph:(408) 395-4537         |
|     http://www.coryphaeus.com         fx:(408) 395-6351         |
|                                                                 |
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From: dflorek@nvl.army.mil (David Florek)
Subject: Atmospheric attenuation works (end of the _pfDirtCheck bug!)
To: lorenzo@nvl.army.mil (Max Lorenzo),
        astouden@nvl.army.mil (Eugene A. Stoudenmire)
Date: Fri, 28 Mar 1997 19:05:30 -0500 (EST)
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Yippee!

We have atmospheric attenuation!  The intensity (in-scattering) may need
to be fiddled with, and should probably be a function of time-of-day.
Also, it doesn't affect the sky, so we may need to put some distant poly-
gon out there, fog-colored at the horizon and black at the top.

For the geeky,
pfApplyFog() needs to be called in the draw process; the _pfDirtCheck
errors went away as soon as I stopped trying to update the fog in the
postApp callback.  Instead, I had to create an "atmosphere" module in
the [Coryphaeus EasyScene] .set file with a preDraw callback to check
whether the fog needs to be adjusted (as a result of the user changing
the %transmission/km).  Also, the pfOverride needs to be turned off
before the fog is re-applied (re-applying fog with pfApplyFog() is
required after adjusting any parameters), and then turned back on
afterwards.

Dave

-----------------------------------------------------------------------------
  David W. Florek    E-OIR Measurements, Inc.  Phone:  703 / 704 - 1767
  Senior Engineer    NVESD Night Vision Lab    Email:  dflorek@nvl.army.mil
  Computer Graphics  Ft. Belvoir, VA  22060
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From: swapnil@teil.soft.net (SWAPNIL H SHAH)
Message-Id: <199703292140.QAA12035@teil.soft.net>
Subject: VRML2.0 parser
To: info-performer@sgi.com
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does anyone has got VRML2.0 Parser FREE for me/everyone?? :)
thanks.
-swapnil


----------
    swapnil@teil.soft.net
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Date: Sat, 29 Mar 1997 14:27:19 +0000 (IST)
From: "Parthiban.S" <parthi@serc.serc.iisc.ernet.in>
To: info-performer@sgi.com
Cc: www-vrml@vag.vrml.org
Subject: Info on Inspector
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Dear Netters:
I would appreciate to receive information/URLs on the 
modeling software "Inspector". Thanks in advance
parthi
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From: swapnil@teil.soft.net (SWAPNIL H SHAH)
Message-Id: <199703292139.QAA12026@teil.soft.net>
Subject: VRML2.0 loader for Iris Performer
To: info-performer@sgi.com
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hi everybody,

does anyone whether loader for VRML2.0 to Iris Performer available or not!
please send me site address, if it's available to download.

thanks,
-swapnil

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From: "kadon" <jim@systech.hinet.net>
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Subject: How to use pfuDrawSmokes in Vega
Date: Sat, 29 Mar 1997 18:44:05 +0800
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Hi:
	I added performer codes to show the special effect in Vega .
Accroding to man page pfuDrawSmokes should be put in draw process.
I don't know what is the exact position I should put pfuDrawSmokes in 
my codes. I just put it in before the whole vgSycnSys() and vgFrame 
while loop. And it lead segmental fault and core file when executed.
	Where should I position pfuDrawSmokes?
Thanks lots.
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199703291950.LAA03811@remi.asd.sgi.com>
Subject: Re: Info on Inspector
To: parthi@serc.serc.iisc.ernet.in (Parthiban.S)
Date: Sat, 29 Mar 1997 11:50:51 -0800 (PST)
Cc: info-performer@sgi.com, www-vrml@vag.vrml.org
In-Reply-To: <Pine.A32.3.91.970329142504.26161A-100000@serc.serc.iisc.ernet.in> from "Parthiban.S" at Mar 29, 97 02:27:19 pm
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Parthiban.S wrote:
> 
> Dear Netters:
> I would appreciate to receive information/URLs on the 
> modeling software "Inspector". Thanks in advance
> parthi

 Inspector was the code name of the product. It is now
 available, and it is named 'OpenGL Optimizer'
 The web page is at www.sgi.com/Technology/openGL/optimizer/index.html


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From: russell@ctasim.com ("Russell Suter" )
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Date: Mon, 31 Mar 1997 07:44:47 -0800
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To: info-performer@sgi.com
Subject: MultiGen DB speed
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Status: O

Hey all,

I've been working on fixing a large MultiGen database using MultiGen
version 14.0.  The database had, among other things, problems with
detail textures.  I went through the entire database and cataloged
all textures used and selected an appropriate detail texture (where
necessary).  Now, when I perfly the database on a RE system using
IRIX 6.2 and performer 2.0.2, and OpenGL my frame rate is about 1/5
of the performance than when no detail textures were used.  I
expected a performance hit but really!  This performance hit is even
in places where I wouldn't expect it -- when the eye point is far
enough away from the terrain so that the detail texture is not seen.
I can't find much useful info in the performer documentation.  Is there
some adjustments I can make somewhere?

Any info is appreciated!


-- 
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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