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Date: Tue, 01 Apr 1997 02:46:15 -0800
From: richard koh <eng40252@nus.sg>
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Subject: PFTEX_SUBLOAD_FORMAT
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hello,

I am doing a project which requires loading of a 3d texture that is too
big for the TRAM at one go.  Can anyone please give advice on this, I
have tried to load the volume in slabs but am wondering if the
pfTexture::setFormat call will do the trick ( by using
PFTEX_SUBLOAD_FORMAT).  Any examples on 3d texture rendering will be
very much appreciated.

Thanks in advance,

richard
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Date: Mon, 31 Mar 1997 23:31:44 -0800
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Subject: re: Price Pfister Sues SGI over Trademark Infringement
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[AP] March 31, 1997 Philadelphia, PA -- Lawyers for Price Pfister,
the well known faucet manufacturer, today announced a multi-million
dollar lawsuit leveled against Silicon Graphics, a San Fransisco based 
computer sales company over what Pfister calls "blatant trademark 
infringement in the pilfering of our good name."

Giacomo Pfinzani, spokeseman for the Philidelphia-based appliance
giant, in an offensive media blitz, claimed that SGI, known in 
the simulation industry for it's very large computers, knowingly
copied Pfister's "Pfaucet with the pFunny name" campaign by applying 
the letters "pf" to a whole host of names in what is known in the
comupter industry as an Application Programmers Interface or API.

The "API" in question is called Performer, which, according to Pfinzani,
is itself "too damn close" to his company's name. But, as he quickly 
points out, SGI's Performer product uses the trademarked "pf" prefix 
throughout the entire API. "They even make a joke of it," he says, 
"calling everything and it's uncle a pfObject! If that's not blatant
pilfering, I don't know what is."

Legal representatives from SGI responded with an usual move. Rather
than fight the accusation in court, the SGI legal team responded with
an offer to buy the company. "That's how we do business," an anonymous
SGI spokesman commented. 

Still, Pfister founder and majority shareholder, Pfredrick Pfister I, was
hesitant to give out. "Something's pfishy about the deal," he said. It 
seems as if the lawsuit will, indeed, go ahead as planned. 

No representatives of Silicon Graphic's Performer development team were 
officially available for comment. But one developer was overhead to say, 
"pF**k 'em!"



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Date: Tue, 01 Apr 1997 08:45:18 +0100
From: Mike Krus <Michael.Krus@der.edfgdf.fr>
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Subject: Re: VRML2.0 parser
References: <199703292140.QAA12035@teil.soft.net>
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--------------15FB59E21CFB
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SWAPNIL H SHAH wrote:
> does anyone has got VRML2.0 Parser FREE for me/everyone?? :)
> thanks.
http://www.bekkoame.or.jp/~skonno/vrml/eindex.html
has a free VRML parser for PC C++.

Also attached below is a VRML parser written in java by
Glynn Clements <glynn@sensei.co.uk> who send it to the
VRML mailing list :

> Attached is the Java(tm) source code for a VRML parser that I
> wrote. It doesn't build a scene graph, it justs parses the VRML into
> java objects representing grammatical entities, then calls toString()
> on the result to turn it back to VRML which it prints out.
> 
> If it finds something which it thinks is invalid VRML, it throws an
> exception. It doesn't make any attempt to fix the error.
> 
> Usage:
> 
> java Parser <VRML file> [<debug level>]
> 
> The file 'proto.wrl' must be in the current directory.


Don't know of any VRML loader for performer though... which is a
pain 'cause it makes it eaven more difficult to build custom
3D programs based on VRML without using the available browsers...

Mike

-- 
   __     __             Mike Krus     email: Michael.Krus@der.edfgdf.fr
  /     //  _    __  ___ EdF/DER/IMA/TIEM/CAO     Tel: +33 1 47 65 42 73
 /-  --//- / |  /   /  / 1, av du Gle de Gaule    Fax: +33 1 47 65 34 24
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From: Wilfred Janssen <wilfred@sara.nl>
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Status: O

Hi there, 
Is there anybody who knows a=of a DFAD/DTED loader for Performer. It is
a format for terrain data of the US Army (I believe).

regards,

Wilfred
-- 
===================================================================
| Wilfred Janssen                         SARA                    |
|                                         P.O. Box 94613          |
| Consultant Scientific Computing         1090 GP Amsterdam       |
| Academic Computing Services Amsterdam   The Netherlands         |
|                                                                 |
| Phone: +31 (0) 20 592 3000              e-mail: wilfred@sara.nl |
| Fax:   +31 (0) 20 668 3167              URL: http://www.sara.nl |
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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
To: info-performer@sgi.com (info-performer), wilfred@sara.nl (Wilfred Janssen)
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Organization: Lockheed Martin Engineering & Sciences
Date: Tue, 01 Apr 1997 10:50:05 -0600
Subject: RE: DFAD/DTED-loader
Status: O


We use Coryphaeus' EasyT to build models from DFAD and DTED data, I believe 
that there are several other vendors who support the DTED format and create 
a loadable model for Performer each has there pros and cons, but I don't 
believe that there is anything freely available (but I may be wrong)....

Jeffry J. Brickley
3D Systems Programmer
White Sands Missile Range, NM

 ----------
From: Wilfred Janssen
To: info-performer
Subject: DFAD/DTED-loader
Date: Tuesday, April 01, 1997 9:08AM

Hi there,
Is there anybody who knows a=of a DFAD/DTED loader for Performer. It is
a format for terrain data of the US Army (I believe).

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From: Gordon <gordon@apollo13.demon.co.uk>
To: Avi Bar-Zeev <avi@oz.net>
Cc: info-performer@sgi.com
Subject: Re: Price Pfister Sues SGI over Trademark Infringement
Date: Tue, 01 Apr 1997 14:38:54 GMT
Reply-To: gordon@apollo13.demon.co.uk
Message-ID: <33421de7.8574686@post.demon.co.uk>
References: <3.0.1.32.19970331233144.006e9008@oz.net>
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Status: O

ddddeeeeeeeeer whats the date then ???????????

>
>[AP] March 31, 1997 Philadelphia, PA -- Lawyers for Price Pfister,
>the well known faucet manufacturer, today announced a multi-million
>dollar lawsuit leveled against Silicon Graphics, a San Fransisco based=20
>computer sales company over what Pfister calls "blatant trademark=20
>infringement in the pilfering of our good name."
>
>Giacomo Pfinzani, spokeseman for the Philidelphia-based appliance
>giant, in an offensive media blitz, claimed that SGI, known in=20
>the simulation industry for it's very large computers, knowingly
>copied Pfister's "Pfaucet with the pFunny name" campaign by applying=20
>the letters "pf" to a whole host of names in what is known in the
>comupter industry as an Application Programmers Interface or API.
>
>The "API" in question is called Performer, which, according to Pfinzani,
>is itself "too damn close" to his company's name. But, as he quickly=20
>points out, SGI's Performer product uses the trademarked "pf" prefix=20
>throughout the entire API. "They even make a joke of it," he says,=20
>"calling everything and it's uncle a pfObject! If that's not blatant
>pilfering, I don't know what is."
>
>Legal representatives from SGI responded with an usual move. Rather
>than fight the accusation in court, the SGI legal team responded with
>an offer to buy the company. "That's how we do business," an anonymous
>SGI spokesman commented.=20
>
>Still, Pfister founder and majority shareholder, Pfredrick Pfister I, =
was
>hesitant to give out. "Something's pfishy about the deal," he said. It=20
>seems as if the lawsuit will, indeed, go ahead as planned.=20
>
>No representatives of Silicon Graphic's Performer development team were=20
>officially available for comment. But one developer was overhead to say,=
=20
>"pF**k 'em!"
>
>
>
>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>            Submissions:  info-performer@sgi.com
>        Admin. requests:  info-performer-request@sgi.com

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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From guest  Tue Apr  1 11:51:12 1997
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Subject: Searching archives
To: info-performer@sgi.com (Performer Mailing List)
Date: Tue, 1 Apr 1997 10:00:45 -0500 (EST)
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Status: O

Hi,

   This isn't exactly a performer question, but it does deal with
searching the performer mailing list archive. Does anyone know how to
get infosearch to search the mail archives? Seems like it should be 
pretty easy if one understood how infosearch worked :)

Thanks.
Eric
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From: russell@ctasim.com ("Russell Suter" )
Message-Id: <9704010745.ZM6632@random.ctasim.com>
Date: Tue, 1 Apr 1997 07:45:14 -0800
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re:  MultiGen DB speed" (Apr  1,  6:45am)
References: <9704011145.AA09086@mred.bgm.link.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker)
Subject: Re: MultiGen DB speed
Cc: info-performer@sgi.com
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On Apr 1,  6:45am, Steve Baker wrote:
> Subject: Re:  MultiGen DB speed
> > From: russell@ctasim.com ("Russell Suter" )
> > Subject: MultiGen DB speed
> >
> > 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!
>
> It sounds like you are running out of texture memory.
>
> Usually detail texture comes at no extra cost (or at least negligable
> extra cost) - so if the only change you made was to the textures,
> that must be the cause.
>
> When you run out of texture, GL starts paging it into and out of the hardware
> and the frame rate takes a nose dive.
>
> If you turn on the Performer GFX stats, it will tell you how many texture
> transfers are happening. If the answer is anything other than zero then wave
> goodbye to your frame rate.
>

Thanks Steve!  That's the conclusion that I reached as well.  I was looking
for paging in perfly stats and didn't see any.  By a stroke of luck, I was
able to talk with a former employee here who now works for SGI.  He said
that since I was running on an old IR with performer 2.0.2, performer
stats might not be complete.  He said that just because I wasn't seeing any
texture paging in the stats, didn't mean that it wasn't happening.  The
good news is that the target system is an IR.  I look forward to verifying
this.

Thanks once again.


> I hope this helps...
>
>
> Steve Baker                     817-619-1361 (Vox-Lab)
> Hughes Training Inc.            817-619-8776 (Vox-Office/Vox-Mail)
> 2200 Arlington Downs Road       817-619-4028 (Fax)
> Arlington, Texas. TX 76005-6171 Steve@MrEd.bgm.link.com (eMail)
> http://www.hti.com (external)   http://MrEd.bgm.link.com/staff/steve
(intranet)
>                                 http://web2.airmail.net/sjbaker1
    (external)
>
> "You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.
>
>-- End of excerpt from Steve Baker



-- 
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: "Jenny Zhao" <zhz@dandan.asd.sgi.com>
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Date: Tue, 1 Apr 1997 08:46:00 -0800
In-Reply-To: Wilfred Janssen <wilfred@sara.nl>
        "DFAD/DTED-loader" (Apr  1, 11:27am)
References: <3340D50B.398@sara.nl>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Wilfred Janssen <wilfred@sara.nl>, info-performer@sgi.com
Subject: Re: DFAD/DTED-loader
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On Apr 1, 11:27am, Wilfred Janssen wrote:
> Subject: DFAD/DTED-loader
> Hi there,
> Is there anybody who knows a=of a DFAD/DTED loader for Performer. It is
> a format for terrain data of the US Army (I believe).
>
in the 2.2 that is going to be released in
the near future, we have a dted loader that builds the raw data into
pfTerrain data structures. pfTerrain is the new
dynamic morphing geometry feature in performer2.1 and the coming
2.2. It handles the dynamic switching and morphing
of multiple LODs in real-time.
pfASD is the node type that manages pfTerrain.

although we don't have a dted loader that converts things
directly into a static geoset, i hope what is there
can help you start on your way, if you choose not to use pfTerrain.

if you need it now, i can send the beta version of the loader to you.



> regards,
>
> Wilfred
> --
> ===================================================================
> | Wilfred Janssen                         SARA                    |
> |                                         P.O. Box 94613          |
> | Consultant Scientific Computing         1090 GP Amsterdam       |
> | Academic Computing Services Amsterdam   The Netherlands         |
> |                                                                 |
> | Phone: +31 (0) 20 592 3000              e-mail: wilfred@sara.nl |
> | Fax:   +31 (0) 20 668 3167              URL: http://www.sara.nl |
> ===================================================================
> =======================================================================
> 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 Wilfred Janssen



-- 


Jenny Zhao                                   
zhz@asd.sgi.com                    
415 933-5091 (Voice)           
415 965-2658 (Fax)         
Silicon Graphics - IRIS Performer      
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Date: Tue, 01 Apr 1997 10:04:04 -0600
From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  Multigen Loader
Status: O

Performers (Multigen)
  I have some errors/warnings being generated from some new flt file
models. They were generated from Multigen EaS from E&S gdf files.
The warnings are:

convTree() - unsupported node 113
convPoly() - unsupported node 61
convPoly() - unsupported node 62
polygon # has detail texture index but is using base texture without
    detail filter. 
Attempting new detail texture on base, ignored.

Can anyone give me a little insight as to the extent of the problem...
Thanks.

- Bryan Wasileski
  

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From: richard@gossamar.paradigmsim.com (Richard McDonald)
Message-Id: <9704011051.ZM11383@gossamar.paradigmsim.com>
Date: Tue, 1 Apr 1997 10:51:00 -0600
In-Reply-To: Wilfred Janssen <wilfred@sara.nl>
        "DFAD/DTED-loader" (Apr  1, 11:27am)
References: <3340D50B.398@sara.nl>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Wilfred Janssen <wilfred@sara.nl>
Subject: Re: DFAD/DTED-loader
Cc: info-performer@sgi.com
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On Apr 1, 11:27am, Wilfred Janssen wrote:
> Subject: DFAD/DTED-loader
> Hi there,
> Is there anybody who knows a=of a DFAD/DTED loader for Performer. It is
> a format for terrain data of the US Army (I believe).

It is a format for terrain data sponsored by the US Department of Defense.
DTED is essentially terrain height above MSL, while DFAD is a line, polygon
representation of ground features. Modelling packages, such as MultiGen,
use data in this format to construct realistic terrain models.
DTED/DFAD has a LOT of problems wrt real-time rendering. Because of
the processing required, this is usually done off-line, and the results
are interpreted by a common loader.

> regards,
>
> Wilfred
> --
> ===================================================================
> | Wilfred Janssen                         SARA                    |
> |                                         P.O. Box 94613          |
> | Consultant Scientific Computing         1090 GP Amsterdam       |
> | Academic Computing Services Amsterdam   The Netherlands         |
> |                                                                 |
> | Phone: +31 (0) 20 592 3000              e-mail: wilfred@sara.nl |
> | Fax:   +31 (0) 20 668 3167              URL: http://www.sara.nl |
> ===================================================================
> =======================================================================
> 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 Wilfred Janssen



-- 
--

   Richard McDonald
___________________________________________________________

   richard@paradigmsim.com   Paradigm Simulation, Inc.
   voice: (972) 960-2301     14900 Landmark Blvd Ste 400
   fax:   (972) 960-2303     Dallas, TX 75240-6725
___________________________________________________________
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From: Gerard Tyra - SA Technology <gtyra@cts.com>
To: Wilfred Janssen <wilfred@sara.nl>
cc: info-performer@sgi.com
Subject: Re: DFAD/DTED-loader
In-Reply-To: <3340D50B.398@sara.nl>
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Status: O

Wilfred,

A little background information. 

DTED is made up of 1 degree by 1 degree cells, 1 cell per file.  The 
terrain elevation within the cell is sampled at 3 arc second intervals in 
latitude and longitude (at higher latitudes the sampling rate in longitude 
drops off) for an effective resolution of approximately 100 meters.  The 
absolute resolution in position is listed as 30 meters.

This, by the way, is for class 1C data.  Higher resolution data exists,
but it is very difficult to get even with an applicable contract with the US
Department of Defense.

DFAD is a vector definition of terrain features, both natural and
cultural.  It was originally developed for radar applications.  As such,
combining it with DTED can cause some very strange artifacts, like rivers
on the sides of hills. Some of the more interesting features, such as
urban areas, are just listed as an enclosed area, not very useful for a
visualization.

Since both of these formats are based on sampled data, there is a fairly
extensive conversion to viewable data.  For most applications, a complete
coversion will generate enough geometry to overload any current
machine.  Therefore, a runtime loader is not appropriate.  If you want
to use the data, I suggest looking at a modeler such as Multigen or 
Designer's Work Bench.

Gerry
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Date: 1 Apr 1997 14:06:34 U
From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: Performer and IRIX 5.3
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                      Subject:                              Time:  1:57 PM
  OFFICE MEMO         Performer and IRIX 5.3                Date:  4/1/97

Dear Performer:

Are there going to be anymore updates to Performer 2.0 for IRIX 5.3.

Thank you,

Scott O'


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Has anyone had any luck running a Purify'd performer application?
Whenever I try, the app locks up. If I interrupt it with ^C, Purify
reports the following call stack:

            _nanosleep     [nanosleep.s:10]
            _r4kmp_setlock [r4k.s:582]
            _amalloc       [amalloc.c:75]
            _usmalloc      [usmalloc.c:38]
            _snewlock      [ulocks.c:95]
            _acreate       [amalloc.c:210]
            _pfNewSharedArena [mem.C:422]
            pfInitArenas   [mem.C:341]
            main           [main.C:153]

Any ideas?

thanks,
Chris

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Date: Tue, 1 Apr 1997 23:06:44 -0500
In-Reply-To: Gerard Tyra - SA Technology <gtyra@cts.com>
        "Re: DFAD/DTED-loader" (Apr  1, 10:20am)
References: <Pine.SCO.3.91.970401100026.367B-100000@sd.cts.com>
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On Apr 1, 10:20am, Gerard Tyra - SA Technology wrote:
> Subject: Re: DFAD/DTED-loader
> Wilfred,
>
> A little background information.
> ...
> Since both of these formats are based on sampled data, there is a fairly
> extensive conversion to viewable data.  For most applications, a complete
> coversion will generate enough geometry to overload any current
> machine.  Therefore, a runtime loader is not appropriate.  If you want
> to use the data, I suggest looking at a modeler such as Multigen or
> Designer's Work Bench.
>
> Gerry

 <begin commercial>
Or you could use Autometric's Edge Product Family to view this and other types
of large image and terrain data which does the conversion on the fly.
Check out http://www.sgi.com/Products/hardware/Onyx/Solutions/defense.html
and http://www.autometric.com
 <end commercial>

Bob


-- 
--------------------------------------------------------------------
Robert Cowling                                cowling@autometric.com
Director, Product Engineering                         (703) 658-4035
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From: Holger Krumm <hok@hni.uni-paderborn.de>
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Bryan Wasileski wrote:
> 
> Performers (Multigen)
>   I have some errors/warnings being generated from some new flt file
> models. They were generated from Multigen EaS from E&S gdf files.
> The warnings are:
> 
> convTree() - unsupported node 113
> convPoly() - unsupported node 61
> convPoly() - unsupported node 62
> polygon # has detail texture index but is using base texture without
>     detail filter.
> Attempting new detail texture on base, ignored.
> 
> Can anyone give me a little insight as to the extent of the problem...
> Thanks.
> 
> - Bryan Wasileski

Hello Bryan,

I think the problem is that you use the MultiGen R14.2 loader in your
Performer application. The files created with MultiGen II V1.2 are
default version 15.2.
You have two options: 

1. Install a new MultiGen loader (recommended!).
   Look at ftp://ftp.multigen.com/pub for the 15.2 loader.

2. Save your flt files as version 14.2 (in MultiGen II V1.2 with
   the "Save as" dialog).

B.t.w., your geometry should have been black, because of the version
differences.

Hope this helps,

	Holger

-- 

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

  *     *      *    
  **   **     **    Holger Krumm
  *** ***   ****    Student of Computer Science
  *******  *****    EMail: hok@hni.uni-paderborn.de
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Hi all,

I am somwhat new to Performer programming and wanted to ask if someone
had done the following task before (i.e. NO need to reinvent the wheel).

I want to switch between a Performer-controlled 3D environment and still
frames as well as animations which are generated either through library
calls or the call to an external programs like 'movieplayer'. What do I
have to do before and after, say, system calls to ensure proper graphics
state restoration? Does someone have some sample code (C) that I could
have a look at? I would also like to place a still frame in the
background of some 3D drawings - any ideas for that one?

Thanks for all you help in advance

Regards
  Andreas Schiffler
  ZKM, Karlsruhe, Germany
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In-Reply-To: ken sartor <sartor@bur.visidyne.com>
        "capturing images" (Mar 26, 15:54)
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Hi Ken,

> 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...

Yea, I know this because I made same experience. It seems that image refresh of
channels is faster than capturing of image.
I am allways successful using snapshot instead of capture.
Another possibility is to extend Vega with an own class for capturing. (We did
this.) The general procedure was explained in earlier mails (ca. a half year
ago) in this mailing list. (If necessary I can look for more precise
information.) There was used just another tool (cannot remember the name).
Using this we made a Vega class to grab single images and sequences for short
movies.

> I am running on a single RM RE2, under Performer 2.0.2 and Irix
> 6.2.

Best regards,
Dirk.

-- 
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Fraunhofer IFF
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Date: Wed, 2 Apr 1997 01:14:47 -0800
From: allan (Allan Schaffer)
Message-Id: <9704020114.ZM9770@holodeck.csd.sgi.com>
In-Reply-To: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
        "Performer and IRIX 5.3" (Apr  1,  2:06pm)
References: <n1352218494.73179@qmsmtpgw.mugu.navy.mil>
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To: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>, info-performer@sgi.com
Subject: Re: Performer and IRIX 5.3
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On Apr 1,  2:06pm, SCOTT OFRIEL wrote:
> Dear Performer:
> Are there going to be anymore updates to Performer 2.0 for IRIX 5.3.

Don't think so.  Performer 2.2 will be for 6.2 and above, and the 
latest patches (1696 et al) apply to 2.0.1 and beyond.

2.0 (plus patch 1414) is likely the last release of Performer for 5.3.

Allan

-- 
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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Subject: Semi Transparency in Overlay Planes
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Hello

Can anyone tell me how to make an image I am drawing in the overlay
planes semi-transparent so that I can still see the underlying database
through it?

The image in question is an array of colour index pixels in the range
1 to 7. I use a call to pfuMapWinColors to setup the colour map starting
at index 1. My image has specially been "fixed" just to have 7 colours
in but this could be reduced to 5 if necessary. I am using the
glDrawPixels call to draw the image. I am currently doing this
in the perfly code, file perfly.c, routine drawOverlayName. The image
is currently being drawn ok but I want it transparent rather than solid.

Can anyone help?

Thanks to those who replied to my question about EarthSky and database
tearing. I actually wrote on behalf of a colleague who is abroad. I have
not forgotten - just been sidetracked for a while.

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

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From guest  Wed Apr  2 11:46:41 1997
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Message-ID: <33426C2E.3808@tasc.com>
Date: Wed, 02 Apr 1997 09:24:46 -0500
From: Thom DeCarlo <trdecarlo@tasc.com>
Reply-To: trdecarlo@tasc.com
Organization: TASC, Inc.
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To: Jenny Zhao <zhz@dandan.asd.sgi.com>
CC: info-performer <info-performer@sgi.com>,
        Greg Turner <gturner@std.saic.com>
Subject: Re: DFAD/DTED-loader
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Jenny,
I would also like to have an early release of the DTED loader. This is
my current environment (will it work for me?)
Onyx RE2, 4xR4400, 1GB RAM, 4xRM5 (16MB TRAM)
Irix 6.2, Performer 2.1, Vega 3.0
IDO C, C++ translator

We are working with multiple resolution datasets (DTED I (100m) through
DTED V (1m)) and similar resolution texture images. Can the loader be
tweaked to support these different formats?

TIA,
Thom

Jenny Zhao wrote:
> 
> On Apr 1, 11:27am, Wilfred Janssen wrote:
> > Subject: DFAD/DTED-loader
> > Hi there,
> > Is there anybody who knows a=of a DFAD/DTED loader for Performer. It is
> > a format for terrain data of the US Army (I believe).
> >
> in the 2.2 that is going to be released in
> the near future, we have a dted loader that builds the raw data into
> pfTerrain data structures. pfTerrain is the new
> dynamic morphing geometry feature in performer2.1 and the coming
> 2.2. It handles the dynamic switching and morphing
> of multiple LODs in real-time.
> pfASD is the node type that manages pfTerrain.
> 
> although we don't have a dted loader that converts things
> directly into a static geoset, i hope what is there
> can help you start on your way, if you choose not to use pfTerrain.
> 
> if you need it now, i can send the beta version of the loader to you.
> 
> > regards,
> >
> > Wilfred
> > --
> > ===================================================================
> > | Wilfred Janssen                         SARA                    |
> > |                                         P.O. Box 94613          |
> > | Consultant Scientific Computing         1090 GP Amsterdam       |
> > | Academic Computing Services Amsterdam   The Netherlands         |
> > |                                                                 |
> > | Phone: +31 (0) 20 592 3000              e-mail: wilfred@sara.nl |
> > | Fax:   +31 (0) 20 668 3167              URL: http://www.sara.nl |
> > ===================================================================
> > =======================================================================
> > 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 Wilfred Janssen
> 
> --
> 
> Jenny Zhao
> zhz@asd.sgi.com
> 415 933-5091 (Voice)
> 415 965-2658 (Fax)
> Silicon Graphics - IRIS Performer
> =======================================================================
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-- 
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
 Thom DeCarlo                *  Off-site contact info
 TASC                        *  JPSD/IEC, US Army TEC
 12100 Sunset Hills Rd.      *  7701 Telegraph Rd., Bldg 2592
 Reston, VA 22090            *  Alexandria, VA 22315
 phone: 703/834-5000         *  phone: 703/428-7034 or 9001
 fax:   703/318-7900         *  fax:   703/428-7054
 mailto:trdecarlo@tasc.com   *  mailto:tdecarlo@rayva.org
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
  Level-Of-Detail switching example
          (__)
          (oo)                    U
   /-------\/                 /---V
  / |     ||                 * |--|                     .
 *  ||----||
    ^^    ^^
 Cow at 1 meter.       Cow at 100 meters.       Cow at 10,000 meters. 
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
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From guest  Wed Apr  2 13:58:58 1997
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          by relay-11.mail.demon.net  id aa1114420; 2 Apr 97 17:12 BST
From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: pfFont help needed. 
Date: Wed, 02 Apr 1997 16:12:58 GMT
Organization: Pera
Message-ID: <33427fef.1380654@post.demon.co.uk>
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Hi Performers,

I've decided that I need to use pfFont, pfText and pfString for the
first time. Having read the man pages, searched the archives etc I
have come to the conclusion that I need fonts as .mf (and possibly
.of) files.

I gather that fonttools from the developers toolbox CD will let me
convert adobe type 1 fonts into these formats. My problem is we don't
have the developers toolbox CD (Looks like I need to try to buy it,
anybody know how much it is?).

In the mean time, I specifically need the Avant Garde font, as
available in showcase, as a Performer font. Has anyone got this
already/know of somewhere to get it/be kind enough to generate the .mf
& .of files for it?

Are there any other font loaders available?

Thanks in advance for any help.

Regards.

Mark.
--=20
Mark Baranowski at work (baranowski@marklynn.demon.co.uk)
Pera, VR Division. Melton Mowbray, Leics. LE13 0PB. UK.
Tel: +44 (0)1664 501501, Fax: +44 (0)1664 501553
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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From: stephens@zeus.wes.army.mil (Mike Stephens)
Message-Id: <199704021833.MAA05260@zeus.wes.army.mil>
Subject: Fonts
To: info-performer@sgi.com
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Status: O


was just wondering if the font list was going to be expanded in the
future from just the two possibilies : Mistr and Times-Elfin ?

mike
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From guest  Wed Apr  2 17:18:38 1997
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Date: 2 Apr 1997 16:24:09 -0500
From: "Katyl, Donald" <katyl@C80.NPT.nuwc.navy.mil>
Subject: sproc with NOLIBC
To: "Performer" <info-performer@sgi.com>
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Hello,

    I am writing a program which sproc's a child process for network and
file i/o.  The child seems to run faster when I use the PR_NOLIBC flag
(a factor of 5 on our old Power Series machines).  The performance =
decrease
seems to be due to semaphore locking and unlocking.  Does using this flag
have any bad effects other than making errno unreliable?  I'm using =
Performer
1.2, IRIX 5.3 on a variety of platforms.

Don Katyl
Naval Undersea Warfare Center
Newport, RI
katyl @ c80.npt.nuwc.navy.mil
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From guest  Wed Apr  2 17:33:38 1997
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From: Jan Barglowski <jan@euryale.chinalake.navy.mil>
Posted-Date: Wed, 2 Apr 1997 21:16:27 GMT
Message-Id: <199704022116.VAA11048@cyclops>
Subject: Re: Semi Transparency in Overlay Planes
To: modellers@intersim.co.uk (Julia Ellery)
Date: Wed, 2 Apr 1997 13:16:26 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <33426E9C.41C6@intersim.co.uk> from "Julia Ellery" at Apr 2, 97 02:35:08 pm
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Julia Ellery wrote:
> Can anyone tell me how to make an image I am drawing in the overlay
> planes semi-transparent so that I can still see the underlying database
> through it?
> 
> The image in question is an array of colour index pixels in the range
> 1 to 7. I use a call to pfuMapWinColors to setup the colour map starting
> at index 1. My image has specially been "fixed" just to have 7 colours
> in but this could be reduced to 5 if necessary. I am using the
> glDrawPixels call to draw the image. I am currently doing this
> in the perfly code, file perfly.c, routine drawOverlayName. The image
> is currently being drawn ok but I want it transparent rather than solid.

I have done this with another channel being drawn transparently over my
main channel, rather than an image.  But the technique should also 
work for any OGL call, since I'm using OGL to make it go transparent 
to begin with.  Here's my code:

---
// Set the transparency.  Clear the depth so we don't use underlaying channel
// depth settings.
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
glSampleMaskSGIS(0.8, 0);
glEnable (GL_SAMPLE_MASK_SGIS);

// Clear and draw the channel manually.
chan->clear();
pfDraw();

// Undo the transparency.
glDisable(GL_SAMPLE_MASK_SGIS);
---

NOTE:  I'm using an iR, so this trick with the sampling may only work
on an iR!  I may be able to find another technique given to me by 
the Performer list a few months ago for non-iR (or was it GL-based)
machines, if needed.

Just knock out the channel drawing code and insert your glDrawPixels
code...

-- 
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: <9704021125.ZM56@vaisyas.engr.multigen.com>
Date: Wed, 2 Apr 1997 11:25:38 -0800
In-Reply-To: Holger Krumm <hok@hni.uni-paderborn.de>
        "Re: Multigen Loader" (Apr  2,  7:05am)
References: <s340deb0.004@mdc.com>  <3341E932.41C6@hni.uni-paderborn.de>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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On Apr 2,  7:05am, Holger Krumm wrote:
> Bryan Wasileski wrote:
> >
> > I have some errors/warnings being generated from some new flt file
> > models. They were generated from Multigen EaS from E&S gdf files.
> > The warnings are:
> >
> > convTree() - unsupported node 113

This is a OpenFlight V15.1+ material record.

> > convPoly() - unsupported node 61
> > convPoly() - unsupported node 62

The loader encountered a face that was instanced (probably a BSP face), which
the loaders do not support.

> > polygon # has detail texture index but is using base texture without
> >     detail filter.
> > Attempting new detail texture on base, ignored.

The attributes of the texture that the polygon (face) is referencing does not
include detail mag. filters. The face has a detail texture index that implies
this requirement. Either remove the face's detail texture index or change the
mag. filter on the base texture.

> I think the problem is that you use the MultiGen R14.2 loader in your
> Performer application. The files created with MultiGen II V1.2 are
> default version 15.2.

Actually, MultiGen EaS exports to OpenFlight V15.1 not V15.2. Even so, these
files cannot be loaded by the R14.2 loaders.

> You have two options:
>
> 1. Install a new MultiGen loader (recommended!).
>    Look at ftp://ftp.multigen.com/pub for the 15.2 loader.

It may be easier to download the R15.2d loader from our web page.
The URL is: http://www.multigen.com/FAQ/faq.htm

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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Date: Thu, 3 Apr 1997 11:48:40 +0900 (KST)
From: Jaehong Ahn <totoro@chopin.kist.re.kr>
To: info-performer@sgi.com
Subject: Morphing
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Hello, performers.

I am developing virtual environments for a virtual studio. I wanna use 
morphing techniques to switch between one scene and another. But I don't 
know how to use pfMorph node efficiently. 
When using pfMorph node to switch between two objects, should numbers of 
vertices be same? Can I specify the path to each vertex? 
And I wonder if pfMorph[A can be applied to 'scene'(not an object). 

Does anybody have useful codes? (except the sample code, morph.c) 

Thank you for reading.

Sincerely,

Jaehong Ahn
1997-Apr-03

CAD/CAM Lab.
KIST (Korea Institute of Science and Technology)
Seoul, Korea
E-mail : totoro@chopin.kist.re.kr

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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199704030921.LAA15855@s00sn1.fel.tno.nl>
Subject: Re: Semi Transparency in Overlay Planes
To: jan@euryale.chinalake.navy.mil (Jan Barglowski)
Date: Thu, 3 Apr 1997 11:21:40 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <199704022116.VAA11048@cyclops> from "Jan Barglowski" at Apr 2, 97 01:16:26 pm
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> 
> Julia Ellery wrote:
> > Can anyone tell me how to make an image I am drawing in the overlay
> > planes semi-transparent so that I can still see the underlying database
> > through it?
> > 
> > The image in question is an array of colour index pixels in the range
> > 1 to 7. I use a call to pfuMapWinColors to setup the colour map starting
> > at index 1. My image has specially been "fixed" just to have 7 colours
> > in but this could be reduced to 5 if necessary. I am using the
> > glDrawPixels call to draw the image. I am currently doing this
> > in the perfly code, file perfly.c, routine drawOverlayName. The image
> > is currently being drawn ok but I want it transparent rather than solid.
> 
> I have done this with another channel being drawn transparently over my
> main channel, rather than an image.  But the technique should also 
> work for any OGL call, since I'm using OGL to make it go transparent 
> to begin with.  Here's my code:
> 
> ---
> // Set the transparency.  Clear the depth so we don't use underlaying channel
> // depth settings.
> glClearDepth(1.0);
> glClear(GL_DEPTH_BUFFER_BIT);
> glSampleMaskSGIS(0.8, 0);
> glEnable (GL_SAMPLE_MASK_SGIS);
> 
> // Clear and draw the channel manually.
> chan->clear();
> pfDraw();
> 
> // Undo the transparency.
> glDisable(GL_SAMPLE_MASK_SGIS);
> ---

Or you can use the glBlendFunc(). I don't know if it also works with
glDrawPixels(). If not you can draw a rectangle with a texture that
matches the image you want to draw on the screen. In the OpenGL
Programming Guide page 196 you can find info about how to use it.

Mario
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From: riggs@cornelius.tec.army.mil (Bill Riggs)
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To: richard@gossamar.paradigmsim.com, wilfred@sara.nl
Subject: Re: DFAD/DTED-loader
Cc: bill@lnk.com, info-performer@sgi.com
Status: O

Although there are a number of systems, such as Power Scene and the TEC
Drawland package that render DTED directly on the fly, DFAD is not 
well designed to support 3D visualization, and really is better regarded
as a source data format than a runtime format. NIMA is currently  pushing
its "vector product format", but here again, I am not aware of any VPF
tools which would allow you to go beyond 2.5D visualization (i.e. a 
feature drape over a terrain skin). Both Coryphaeus and Multigen  have
more or less standard feature libraries to represent DFAD data (including
3D model representations where appropriate). I would suggest contacting
them directly to get any information you need on their projects and plans to
support 3D feature processing "on the fly" and/or VPF.

Bill Riggs
LNK Corporation, Inc.
(301) 927-3223 
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: Morphing
To: totoro@chopin.kist.re.kr (Jaehong Ahn)
Date: Thu, 3 Apr 1997 10:55:25 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <Pine.SGI.3.91.970403105327.25582A-100000@chopin.kist.re.kr> from "Jaehong Ahn" at Apr 3, 97 11:48:40 am
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Status: O

Jaehong Ahn wrote:
> 
> Hello, performers.
> 
> I am developing virtual environments for a virtual studio. I wanna use 
> morphing techniques to switch between one scene and another. But I don't 
> know how to use pfMorph node efficiently. 
> When using pfMorph node to switch between two objects, should numbers of 
> vertices be same? Can I specify the path to each vertex? 
> And I wonder if pfMorph[A can be applied to 'scene'(not an object). 

 You have to consider a pfMorph as a extended pfLOD feature. Instead of
 blending between two objects, you can morph the vertices of one
 object so it change shape. 
 the general idea is to switch from one object with less polygon
 to an object with more polygons that describe the exact same objet.
 Then you move each vertice so the shape of the object morph to the
 exact shape of the next LOD. 

 The path of each vertex is an interpolation, but you can use a pfCycleBuffer
 and do whatever transformation to any vertex you want and do your 
 own morphing if you'd like to.

 There is no scene morphing capability at all. In fact pfMorph is not
 a morphing between two object at all, it is a way to move
 automatically the vertices of one object from one position to another
 pre-determined position.

> 
> Does anybody have useful codes? (except the sample code, morph.c) 

  the morph.c code shows how to use pfMorph and pfCycleBuffers, it
  should be a good starting point. What do you think is missing
  from that code ?

  Best Regards

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Fri, 4 Apr 1997 03:39:09 -0600
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Subject: three channels --> 3 x pfDraw --> 3 x pfCull !!!
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Hello,

	I am using Performer 2.0. to create three channels and a lot of pfSCS
nodes being used. Since I have three channels, culling process have to do three
times. Matrix operation of the nodes and culling process drastically slow down
the refresh rate. I would like to maintain at least 30Hz refresh rate.

	To improve the refresh rate, I need to do some prefilter to advoid the
unnecessary nodes being rendered. I think this will reduce the burden of
culling process. Can you tell me what is the most efficiency way to do
prefilter? Where can I find the sample code?

	Is it possible to force the culling process cull the tree once only? I
still need three channels(left and right channels have 45degree offset). If it
is possible, how to do it?

	I will appreciate for your help. Have a nice day.





-- 

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Hi all,

I used pfuAddfile and pfuFollowPath to animate the moving of object. I 
found a problem when I loaded a file like this:

speed 5 5
line 4 10 2 4 24 2 
fillet 1
line 4 24 2 4 34 2
close

That is, I added a fillet between two straight lines, and my program stop 
moving at the end of the first line. My program can run without any 
problem if the loaded file doesn't contain lines like above. Anyone met 
the same case before? Is it a bug of path.c? Thanks for yor attentation.

Regards,
Fred Chan



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From: "Robert Doyle" <doyle@coralsea.ait.nrl.navy.mil>
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Date: Fri, 4 Apr 1997 15:07:51 -0500
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To: info-performer@sgi.com
Subject: Depth-map textures on IR
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Status: O


I posted the below in the Open_GL newsgroup. I received commiseration from
people with the identical problem but no solution. The Open_GL calls are made
in a Performer draw callback so perhaps some Performers are aware of the
problem and the solution:

The use of:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_SGIX, GL_TRUE)
on our Onyx1 Infinite Reality (patch 1699) causes a screen freeze followed by a
system crash. The machine supports GL_SGIX_shadow_ambient, GL_SGIX_shadow, and
GL_SGIX_depth_texture. Is anyone aware of a patch or a workaround to avoid the
problem?

The problem can be duplicated with shadowmap.c found at:
http://www.sgi.com/Technology/openGL/advanced/programs.html. The typo on line
363 (strstr(extensions, "GL_SGIS_depth_texture"))) must be corrected, however.

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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I posted the following question to the Open_GL newsgroup and received several
commiserations from people who suffered the same problem but no solutions. The
OpenGL calls are made in a Performer draw callback so perhaps some Performers
have experience with the problem:

The use of:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_SGIX, GL_TRUE) on our Onyx1
Infinite Reality (patch 1699) causes a screen freeze followed by a system
crash. The machine supports GL_SGIX_shadow_ambient, GL_SGIX_shadow, and
GL_SGIX_depth_texture. Is anyone aware of a patch or a workaround to avoid the
problem?

The problem can be duplicated with shadowmap.c found at
http://www.sgi.com/Technology/openGL/advanced/programs.html. The typo in line
363: strstr(extensions, "GL_SGIS_depth_texture")) needs to corrected, however.

Thanks,
Bob Doyle


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From: rfox@coryphaeus.com (Randy Fox)
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Subject: 16 bit per comp IA texture
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I am having problems getting a 16 bit per comp, IA texture to display on an
iR.  Has anyone succeded in doing this?  Has anyone succeded using
PFTEX_PACK_16?  When I use Pack 16 the results are either compeltely opaque or
completely transparent, fully saturated or the opposite.  The difference seems
to be when I try setting various Internal or Image formats.

pfTexture man pages sez for Image format to use one of the OpenGL packed
pixels, but these seem to be all for RGB texels, not IA.

If I use Pack 8 I get half the texture, which is what I expect, so as far as
I can tell Pack 16 is broke.

Any help is greatly appreciated.

Thanks,

Randy

-- 
Randy Fox                               Coryphaeus Software, Inc.
Sr. Software Engineer			985 University Ave. Suite 31
rfox@coryphaeus.com                     Los Gatos CA, 95030
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Help Wanted: 	Computer Scientists/Software Engineers

E-OIR Measurements, Inc. has immediate openings for motivated BS/MSCS 
or BS/MS Engineering/Physics to work exciting state-of-the-art computer
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From: Kian <nkb@pacific.net.sg>
Subject: How to Capture in real time
Status: O

Hello.
How do I capture simulation from my IR screen and output it directly
onto a VCR? I need to show some visitors my work. But I cannot find
any commands to output my screen in real time directly onto a VCR.
I'm using IR with 2 processors and IRIX 6.2. On the RE, I know I 
could use vout which worked very well. But now, with this IR,
it just cannot work! There is no vout command.

Could someone help pls!

Many thanx!
Kian
nkb@pacific.net.sg

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From: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
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Date: Sun, 6 Apr 1997 17:44:15 +0200
In-Reply-To: Kian <nkb@pacific.net.sg>
        "How to Capture in real time" (Apr  6,  3:56pm)
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To: Kian <nkb@pacific.net.sg>
Subject: Re: How to Capture in real time
Cc: info-performer@sgi.com
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Status: O

Hi Kian.

This is not all to difficult.

Look in the /usr/gfx directory for the ircombine program. You can use this
to configure an iR pipe to use the second channel to send video out via the
s-video or composite connectors on your frontpanel.

Just remember that it's not broadcast quality, and that if you dump fullscreen
to video you're doing a conversion which looses a bit a quality. The best is
to run your simulation in a window having the exact pixel size as the video
format you're using (either PAL or NTSC).

Also remember to configure your source channel to have a frequency (50hz) which
is a multiple of your video frequency. Otherwise you'll get a funny result.

Channel 0 configured to e.g. 1280x1024_50
Channel 1 to NTSC using Channel 0 as source channel

Unfortunately I cannot remember the details. We just sold our 'old' demo iR and
are waiting for the Onyx2 to arrive.

-- 

Regards Svend


*************************************************************************
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: Kian <nkb@pacific.net.sg>, info-performer@sgi.com
Subject: Re: How to Capture in real time
Date: Sun, 06 Apr 1997 17:33:23 GMT
Organization: Home
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Status: O

On Sun, 6 Apr 1997 15:56:17 +0800 (SGT), you wrote:

>Hello.
>How do I capture simulation from my IR screen and output it directly
>onto a VCR? I need to show some visitors my work. But I cannot find
>any commands to output my screen in real time directly onto a VCR.
>I'm using IR with 2 processors and IRIX 6.2. On the RE, I know I=20
>could use vout which worked very well. But now, with this IR,
>it just cannot work! There is no vout command.
>
>Could someone help pls!

You need to use /usr/gfx/ircombine. See the man pages or the online
insight book.

Basically you need to set up the encoder channel to output either a
NTSC or PAL signal. You can set the area which it encodes as well, so
you can output for example a full screen 1280x1024 image to your VCR.

Hope this helps.

Mark
--=20
Mark Baranowski at home (baranowski@marklynn.demon.co.uk)
Nottingham. England. UK.
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From: Keerthan <kpv8370@usl.edu>
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Status: O

Please excuse me if this question is too trivial!! I think that the
origin in a Performer window is at the center and the view point lies
there. If this is correct, then the object in the simple.C
(pguide/libpf/C++)program should lie at the center once loaded.In order
to view the object, I use

	pfCoord view;
	view.xyz.set(0.0f,0.0f,15.0f);
	view.hpr.set(0.0f,-90.0f,0.0f);
	chan->setView(view.hpr,view.xyz);
	
I am setting my camera 15 units along z-axis and rotating the pitch 90
degrees in clockwise direction so that the camera will look downwards.Is
my assumption right?If so why am I not able to see the object?Has it got
anything to do with the bsphere.radius stuff.If so why?

Also ,could someone explain what the following segment does, especially
how the new position is computed?

while (t < 20.0f)
    {
        pfCoord    view;
        float      s, c;

        // Go to sleep until next frame time.
        pfSync();

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

        // Compute new view position.
        pfSinCos(45.0f*t, &s, &c);
        view.xyz.set(2.0f*bsphere.radius*s,
                     -2.0f* bsphere.radius*c ,
                     0.5f *bsphere.radius);
        view.hpr.set(45.0f*t, -10.0f, 0.0f);
        chan->setView(view.xyz, view.hpr);



        pfFrame();
  //  }


I dont know if performer has got any coordinate system like openGL(where
you set using glOrtho)


Thanks,
Kiran
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9704061918.ZM23804@sixty.asd.sgi.com>
Date: Sun, 6 Apr 1997 19:18:20 -0700
In-Reply-To: Kian <nkb@pacific.net.sg>
        "How to Capture in real time" (Apr  6,  3:56pm)
References: <199704060756.PAA05039@simon.pacific.net.sg>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Kian <nkb@pacific.net.sg>, info-performer@sgi.com
Subject: Re: How to Capture in real time
Mime-Version: 1.0
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Status: O

Use the command /usr/gfx/ircombine (as root). With his user interface you will
be able to define the area of scan conversion to NTSC/PAL. The device in charge
is named as "encoder". You can either select either subset of the frame buffer,
one one of the high resolution channels for video output.

While using the encoder you will be unable to use the second high resolution
channel since they share the same XMAP chip. You can grab the area (grab with
the mouse the blue border) slightly bigger that video resolution in the
vertical axe in order to achieve a very nice flicker free signal.

If the map is 1:1 lines you might suffer flicker, this is not a bug, it is
life. Any horizontal line on interlaced video creates a flicker of 30hz/25hz
that can be prevented by using a scanning down.

Also keep in mind that there is difference between 60hz and NTSC/PAL ,
therefore to obtain better results you might genlock the high resolution pipe
with an NTSC/PAL signal (also to sync the VTR) but this is fine tunning that
some times is unneed.

ircombine has a very complete insight manual.

-Javier


On Apr 6,  3:56pm, Kian wrote:
> Subject: How to Capture in real time
> Hello.
> How do I capture simulation from my IR screen and output it directly
> onto a VCR? I need to show some visitors my work. But I cannot find
> any commands to output my screen in real time directly onto a VCR.
> I'm using IR with 2 processors and IRIX 6.2. On the RE, I know I
> could use vout which worked very well. But now, with this IR,
> it just cannot work! There is no vout command.
>
> Could someone help pls!
>
> Many thanx!
> Kian
> nkb@pacific.net.sg
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Kian



-- 
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* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
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Content-Transfer-Encoding: 7bit

Dear performers,

I have a problem with the determination of parameters for my viewing
frustum.
What I want to do is the following:
At position w is a rectangle-shaped polygon, at position p the 
viewpoint.


                    ---------------   t = polygon with height h 
                    \              \      and width w
                      \             |
                        \           \
                          \          |
                            \        \
                              \       |
                                \     \
                                  \    |
                                    \  \
                                      \|
                                      (+) p = viewing position 


I want to modify parameters of the viewing frustum (left, right, bottom, 
top, fov) so that the polygon is entirely shown in my window. So I want
a function with which I can determine the frustum parameters with
knowledge
of 2D screen coordinates and 3D object coordinates.

If this is a simple question I am sorry to have bothered you but I
browsed
through the manuals and haven't found the right answer.

Thanks for any pointer,

	Holger


PS: Attached is a small pdf-file showing the upper figure in a 
    better way ;-)
-- 

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

  *     *      *    
  **   **     **    Holger Krumm
  *** ***   ****    Student of Computer Science
  *******  *****    EMail: hok@hni.uni-paderborn.de
  *** ***   ****    
  **   **     **    "Very funny, Scotty! And now my clothes..."
  *     *      *

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--------------15FB59E21CFB--

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From guest  Mon Apr  7 10:02:21 1997
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	for <info-performer@sgi.com> id KAA08060; Mon, 7 Apr 1997 10:23:23 -0400
Date: Mon, 7 Apr 1997 10:23:12 -0400 (EDT)
From: Ralph Seguin <seguin@vr3.engin.umich.edu>
Reply-To: Ralph Seguin <seguin@vr3.engin.umich.edu>
To: info-performer@sgi.com
Subject: Driving MCO & DG4-8, DG5-8
Message-ID: <Pine.SGI.3.95.970407100808.7483B-100000@vr3.engin.umich.edu>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

Hi.  

I need to redo a bunch of our code ASAP to support both the MCO and the
DG4-8 (DG5-8??).

What I'd like to be able to drive (under Performer 2.1):

  Onyx/RE2, 2xRM4, MCO

  Onyx2/IR, 2xRM7, DG4-8

How do I associate a pfChannel with a channel on the DG4-8?  Or, is it
automagic?

Anybody got sample code to handle multiple different configurations like
this?

Thanks.
-Ralph



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	 id KAA08283; Mon, 7 Apr 1997 10:15:09 -0400
From: "Andy Shein" <ashein@orac.boston.sgi.com>
Message-Id: <9704071015.ZM8281@orac.boston.sgi.com>
Date: Mon, 7 Apr 1997 10:15:09 -0400
In-Reply-To: Keerthan <kpv8370@usl.edu>
        "Help for a beginner!!" (Apr  6,  6:00pm)
References: <33482B1D.446B@usl.edu>
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To: Keerthan <kpv8370@usl.edu>
Subject: Re: Help for a beginner!!
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

Hello Keethan

On Apr 6,  6:00pm, Keerthan wrote:
> Subject: Help for a beginner!!
> Please excuse me if this question is too trivial!! I think that the
> origin in a Performer window is at the center and the view point lies
> there. If this is correct, then the object in the simple.C
> (pguide/libpf/C++)program should lie at the center once loaded.In order
> to view the object, I use
>
> 	pfCoord view;
> 	view.xyz.set(0.0f,0.0f,15.0f);
> 	view.hpr.set(0.0f,-90.0f,0.0f);
> 	chan->setView(view.hpr,view.xyz);
>
> I am setting my camera 15 units along z-axis and rotating the pitch 90
> degrees in clockwise direction so that the camera will look downwards.Is
> my assumption right?If so why am I not able to see the object?Has it got
> anything to do with the bsphere.radius stuff.If so why?

   It also depends on what your viewing volume is set to.
What are the Channel near/far values. What you have looks correct
are you sure the model loaded ? Try doing a
pfPrint on the scene.

   The base performer coordinates are  y into the screen, x to the right
and z up. This is different from OpenGL


>
> Also ,could someone explain what the following segment does, especially
> how the new position is computed?
>
> while (t < 20.0f)
>     {
>         pfCoord    view;
>         float      s, c;
>
>         // Go to sleep until next frame time.
>         pfSync();
>
>         // Initiate cull/draw for this frame.
>         pfFrame();
>         t=pfGetTime();

   The makes the eyepoint rotate about the origin
The SinCos computes the eye position (orbit) and
>
>         // Compute new view position.
>         pfSinCos(45.0f*t, &s, &c);
>         view.xyz.set(2.0f*bsphere.radius*s,
>                      -2.0f* bsphere.radius*c ,
>                      0.5f *bsphere.radius);
>         view.hpr.set(45.0f*t, -10.0f, 0.0f);
                       ^^^^^^^
This makes the eyepoint look at the center. It rotates
at the same speed as the position so it
is always looking at the origin. Kinda' like the moon
always faces the earth.

>         chan->setView(view.xyz, view.hpr);
>
>
>
>         pfFrame();
>   //  }
>
>
> I dont know if performer has got any coordinate system like openGL(where
> you set using glOrtho)


   You can always draw stuff in OpenGL in your
node callbacks or the channel draw callback.
Take a look at text.C in the /usr/share/Performer examples
section.

>
>
> Thanks,
> Kiran
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Keerthan



-- 
Andrew Shein   SE Stout               email: ashein@boston.sgi.com
Silicon Graphics Inc.                 phone: (508) 562 - 4800
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From: Jan Barglowski <jan@euryale.chinalake.navy.mil>
Posted-Date: Mon, 7 Apr 1997 16:46:49 GMT
Message-Id: <199704071646.QAA19500@cyclops>
Subject: Re: Help for a beginner!!
To: kpv8370@usl.edu (Keerthan)
Date: Mon, 7 Apr 1997 09:46:49 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <33482B1D.446B@usl.edu> from "Keerthan" at Apr 6, 97 06:00:45 pm
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Keerthan wrote:
> Please excuse me if this question is too trivial!! I think that the
> origin in a Performer window is at the center and the view point lies
> there. If this is correct, then the object in the simple.C
> (pguide/libpf/C++)program should lie at the center once loaded.In order
> to view the object, I use
> 
> 	pfCoord view;
> 	view.xyz.set(0.0f,0.0f,15.0f);
> 	view.hpr.set(0.0f,-90.0f,0.0f);
> 	chan->setView(view.hpr,view.xyz);
> 	
> I am setting my camera 15 units along z-axis and rotating the pitch 90
> degrees in clockwise direction so that the camera will look downwards.Is
> my assumption right?If so why am I not able to see the object?Has it got
> anything to do with the bsphere.radius stuff.If so why?

A few things to consider:
- That is assuming that the model you are using is "centered" at 0,0,0.
  If the model's is lying a few units along an axis in it's local 
  coordinate system, it will appear a few units along that same axis
  (unless you rotate it) in the Performer coordinate system.  In other
  words, the model's local origin is loaded to the Performer origin.

- Your assumption on the view position/orientation is correct.

- I've modified simple.C a *lot*, and one of the things I had to do
  was modify the Near/Far clipping planes.  Extend your Far clip
  to 1000 or so, and you may just see the object!

> Also ,could someone explain what the following segment does, especially
> how the new position is computed?
[...code removed...]

The code rotates the view position on the XY plane in a circle of radius
2*bsphere.radius.  The view angle (heading) is adjusted to look 
towards the origin at the same time.  The net effect is the model
loaded in by simple.c looks like it's rotating, but really the 
viewpoint is travelling around the model!

> I dont know if performer has got any coordinate system like openGL(where
> you set using glOrtho)

The Performer coordinate system is shown on page 96 of the Performer
Programming Guide.

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: "frank phillips" <fap@viper.sandiego.sgi.com>
Message-Id: <9704071132.ZM8835@viper.sandiego.sgi.com>
Date: Mon, 7 Apr 1997 11:32:47 -0700
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Subject: fast fonts
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Status: O

I'm trying to find ways to speed up fonts in a customer app.
Their customer doesn't like the look of Performer fonts.
Their code ran acceptably fast with rasterfonts in IrisGL,
but takes 300% more of their frame time with OpenGL fonts,
busting their frame time, and breaking the app.

Any pointers?

thanks!
frank phillips
fap@sandiego.sgi.com

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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199704071847.LAA10932@remi.asd.sgi.com>
Subject: Re: Driving MCO & DG4-8, DG5-8
To: seguin@vr3.engin.umich.edu
Date: Mon, 7 Apr 1997 11:47:42 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <Pine.SGI.3.95.970407100808.7483B-100000@vr3.engin.umich.edu> from "Ralph Seguin" at Apr 7, 97 10:23:12 am
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Ralph Seguin wrote:
> 
> Hi.  
> 
> I need to redo a bunch of our code ASAP to support both the MCO and the
> DG4-8 (DG5-8??).
> 
> What I'd like to be able to drive (under Performer 2.1):
> 
>   Onyx/RE2, 2xRM4, MCO
> 
>   Onyx2/IR, 2xRM7, DG4-8
> 
> How do I associate a pfChannel with a channel on the DG4-8?  Or, is it
> automagic?
> 
> Anybody got sample code to handle multiple different configurations like
> this?
> 
 Look at the man pages of pfPipeVideoChannel. 

  Best Regards

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: jaydee@ATSaerospace.com (Jean Daigle)
Date: Mon, 7 Apr 1997 15:29:25 -0400
In-Reply-To: Ralph Seguin <seguin@vr3.engin.umich.edu>
       "Driving MCO & DG4-8, DG5-8" (Apr  7, 10:23am)
X-Mailer: Mail User's Shell (7.2.5 10/14/92)
To: Ralph Seguin <seguin@vr3.engin.umich.edu>, info-performer@sgi.com
Subject: Re: Driving MCO & DG4-8, DG5-8
Status: O

Hi!

On Apr 7, 10:23am, Ralph Seguin wrote:
...
} I need to redo a bunch of our code ASAP to support both the MCO and the
} DG4-8 (DG5-8??).
} 
} What I'd like to be able to drive (under Performer 2.1):
}
}   Onyx/RE2, 2xRM4, MCO
} 
}   Onyx2/IR, 2xRM7, DG4-8
} 

Note that Performer 2.1 is officially supported _only_ on Onyx iR.
Technically, it is _not_ supported on either of the machines described
above.  YMMV.  See the Performer FAQ referenced below.

} How do I associate a pfChannel with a channel on the DG4-8?  Or, is it
} automagic?
} 
} Anybody got sample code to handle multiple different configurations like
} this?

...
} =======================================================================
} 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 Ralph Seguin

DG4-8 and MCO work analogously.  All the phyisical channels (video
outputs) on a hardware graphics pipe reside on the same X display 
and screen (e.g., you can drag xterms between them; mouse tracks 
transparently, etc.).  The physical channels can be pictured as 
rectangular cutouts on a big managed display area (in fact, 
/usr/gfx/gfxinfo reports the pixel dimensions of this managed area).

A pfPipeWindow is mapped to a window on the X display surface, and
is described by pixel boundaries within the managed area for the
display.  pfChannels have fractional limits within the viewport.  
>From the /usr/share/Performer/src/pguide/libpf/C/multichan.c example:

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

    for (loop=0; loop < 4; loop++)
    {
        chan[loop] = pfNewChan(p);      
	...
    }

    pfChanViewport (chan[0], 0.0, 0.5, 0.0, 0.5);
    pfChanViewport (chan[1], 0.5, 1.0, 0.0, 0.5);
    pfChanViewport (chan[2], 0.5, 1.0, 0.5, 1.0);
    pfChanViewport (chan[3], 0.0, 0.5, 0.5, 1.0);


With MCO on RE^2, one must cunningly select the channel viewports
to match the limits of the fixed physical channels output by the 
MCO mode in effect.  The four channels above would map nicely onto
the four physical channels output by the 4@960x620_60 MCO mode
on RE^2.  The sample library source code in  /usr/share/Performer
/src/lib/libpfutil/mco.c has some further examples, but is not 
exhaustive (it hard codes a few well known MCO modes and guesses 
which is active).

With iR, the ircombine utility can be used to create a custom
tiling of video formats for the physical channel outputs, and
then download this information to the pipe.

If you are really pressed for time, I would recommend creating 
an iR .cmb video combination file with the same layout (not 
necessarily same resolutions) as the RE^2 mode you intend to use.  
Then, hard-code fractional channel viewports as above to match 
the setup on both machines.

There are two alternate, more general approaches.  Firstly, 
one can parse the output of /usr/gfx/gfxinfo to infer the 
managed display area, and positions of active channels.  This 
is vulnerable to changes in the implementation of the utility 
(it broke for the first release of Onyx iR, for example).

More generally, if the SGI-VIDEO-CONTROL X extension (libXsgivc) 
is present (as of IRIX 6.2, I believe), a programmatic API can 
be used to glean the same information (see, for example, the
man page for glXChannelRectSGIX).

Good luck!  Hope this helps.


Regards,
Jean Daigle.

 --------------------------------------------------------------------
 | Jean Daigle                            ATS Aerospace Inc.        |
 | Manager,                               1250 Boul Marie-Victorin  |
 | Real Time Graphics & Entertainment     St. Bruno, QC     J3V 6B8 |
 |                                        Tel: (514) 441-9000       |
 | Jean.Daigle@ATSaerospace.com           Fax: (514) 441-6789       |
 --------------------------------------------------------------------
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To: info-performer@sgi.com
Subject: Bombs in single-prpocess mode
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Status: O

Hi,

When remote-logged onto a RE2 Onyx from an Indy with a 24-bit
graphics board, our Performer application bombs (kicking the 
developer off and resetting back to the login display). The
same application doesn't bomb when running in default, multi-
process mode.

Can anyone suggest what might be wrong or where we can look?

Thanks.

Dave
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From: spelk@bert.arc.nasa.gov (Steve Elkins)
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To: info-performer@sgi.com
Subject: Problem compiling IRIS GL Performer 2.1
Status: O

Greetings, 

I'm having trouble compiling on a ONYX iR.  I'm trying to port from
Performer 1.2 to Performer 2.1.  I want to run under IRIS GL since 
the old code has GL calls and I don't want to change to OPEN GL yet.

As a test I have tried to complile the demo "perfly" for IRIS GL and it won't run due
to unresolved symbols.  When I removed the "-ignore_unresolved" command I get:

ld: WARNING 85: definition of getData__8pfMemoryCFv in /usr/lib/libpf_igl.so preempts that definition in /usr/lib/libpfui.so.
ld: WARNING 85: definition of isOfType__8pfMemoryFP6pfType in /usr/lib/libpf_igl.so preempts that definition in /usr/lib/libpfui.so.
ld: WARNING 85: definition of isExactType__8pfMemoryFP6pfType in /usr/lib/libpf_igl.so preempts that definition in /usr/lib/libpfui.so.
ld: WARNING 85: definition of __as__8pfMemoryFPC8pfMemory in /usr/lib/libpf_igl.so preempts that definition in /usr/lib/libpfui.so.
ld: WARNING 85: definition of getRef__8pfMemoryFv in /usr/lib/libpf_igl.so preempts that definition in /usr/lib/libpfui.so.
ld: WARNING 85: definition of getGLHandle__8pfObjectCFv in /usr/lib/libpf_igl.so preempts that definition in /usr/lib/libpfui.so.
ld: WARNING 85: definition of getUserData__8pfObjectFv in /usr/lib/libpf_igl.so preempts that definition in /usr/lib/libpfui.so.
ld: WARNING 85: definition of _calloc in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.ld: WARNING 85: definition of _cfree in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of cfree in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of __checktraps in /usr/lib/libfpe.so preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of __readenv_sigfpe in /usr/lib/libfpe.so preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of _malloc in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.ld: WARNING 85: definition of _realloc in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of _free in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of calloc in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of memalign in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of malloc in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of realloc in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.ld: WARNING 85: definition of free in /usr/lib/libmalloc.so preempts that definition in /usr/lib/libc.so.
ld: ERROR 33: Unresolved text symbol "pfuGetGUIChan" -- 1st referenced by generic.o.
ld: ERROR 33: Unresolved text symbol "pfGetChanOutputOrigin" -- 1st referenced by generic.o.
ld: ERROR 33: Unresolved text symbol "pfGetChanOutputSize" -- 1st referenced by generic.o.
ld: ERROR 33: Unresolved data symbol "GLOBALBorder" -- 1st referenced by keybd.o.
ld: ERROR 33: Unresolved text symbol "pfGetChanPVChan" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfGetPVChanSize" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuTravCreatePackedAttrs" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfPVChanDVRMode" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuCursorType" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfChanProjMode" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfPVChanStressFilter" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfPVChanOutputSize" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfGetPVChanOutputSize" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuTravSetDListMode" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuGetCursorType" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuDrawPWin3DCursor" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuRunDiskProcsOn" -- 1st referenced by main.o.
ld: ERROR 33: Unresolved text symbol "XextCreateExtension" -- 1st referenced by /usr/lib/libXsgivc.a(Xvc.o).ld: ERROR 33: Unresolved text symbol "XextFindDisplay" -- 1st referenced by /usr/lib/libXsgivc.a(Xvc.o).
ld: ERROR 33: Unresolved text symbol "XextAddDisplay" -- 1st referenced by /usr/lib/libXsgivc.a(Xvc.o).
ld: ERROR 33: Unresolved text symbol "XextRemoveDisplay" -- 1st referenced by /usr/lib/libXsgivc.a(Xvc.o).
ld: ERROR 33: Unresolved text symbol "XMissingExtension" -- 1st referenced by /usr/lib/libXsgivc.a(Xvc.o).

If I try to build the debug version there are even more unresolved symbols.
Anybody got any ideas as to what librarys I am missing?

Thanks for any help.

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

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From guest  Tue Apr  8 09:17:41 1997
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From: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
To: "'Info-Performer'" <info-performer@sgi.com>
Subject: Xlib Call from different process.
Date: Tue, 8 Apr 1997 13:00:37 +0200
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Hi Performer,

	In my application I need to change the cursor form (XDefineCursor())
depending on a local defined mode. The function call is done in a
process called input different from the Draw process who open the
window. When I run the program nothing is happen and no error message
are displayed (the same thing will happen when I try to get a Client
Message event using the PFWIN_TYPE_EXIT mechanism) if i make the call
from the Draw process I get the desired effect.

Am I making a mistake?

Nassouh.




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>  The base performer coordinates are  y into the screen, x to the right
> and z up. This is different from OpenGL

Just out of curiosity, why would the Performer designers use a different
coordinate system from that used by OpenGL?


--

Chris Volpe			Phone: (518) 387-7766 
GE Corporate R&D		Fax:   (518) 387-6560
PO Box 8 			Email: volpecr@crd.ge.com
Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
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Date: Tue, 8 Apr 1997 10:13:16 -0400
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        "Re: Help for a beginner!!" (Apr  8,  9:27am)
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On Apr 8,  9:27am, Christopher R Volpe wrote:
> Subject: Re: Help for a beginner!!
> >  The base performer coordinates are  y into the screen, x to the right
> > and z up. This is different from OpenGL
>
> Just out of curiosity, why would the Performer designers use a different
> coordinate system from that used by OpenGL?

   I think it was because that is the coordinate system
used in a lot of graphics books.
    It would have been nice if it was x fwd (into the screen)
y right and z down. This is the coordinate system used in
most books I have seen on vehicle dynamics. This way
positive yaw is to the right like a compass, and
pitch is positive up.
   BTW how many people would like to see this
coordinate system supported in the follow on product
to Perfomer ???

		Andy "too long silent on z-down coordinates" Shein


>
>
> --
>
> 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
>-- End of excerpt from Christopher R Volpe



-- 
Andrew Shein   SE Stout               email: ashein@boston.sgi.com
Silicon Graphics Inc.                 phone: (508) 562 - 4800
1 Cabot Road                            fax: (508) 562 - 4755
Hudson, MA 01749                      vmail: 59688
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From guest  Tue Apr  8 16:57:34 1997
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From: Jan Barglowski <jan@euryale.chinalake.navy.mil>
Posted-Date: Tue, 8 Apr 1997 18:33:33 GMT
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Subject: DVR, help!
To: info-performer@sgi.com
Date: Tue, 8 Apr 1997 11:33:33 -0700 (PDT)
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Status: O

Hello Performers!

I'm trying to simulate a view that is degraded on the outside but
sharper on the inside.  For example:
	------------------------------
        |                            |
        |          low-res           |
        |                            |
        |         ----------         |
        |         |  high  |         |
        |         |  -res  |         |
        |         |        |         |
        |         ----------         |
        |                            |
        |                            |
	------------------------------

I'm trying to do this with DVR on the low-res channel, and then overlaying
another channel in the middle.  The code I'm using is below:

---

//////////////////////////////////////////////////////////////////////
// Left PipeWindow...

// Outside channel...
spare_chan = new otwChannel(pipe);
spare_chan->setFOV(1.0f, 0.0f);
spare_chan->setNearFar(20.0f, 100000.0f);
spare_chan->setViewport(0.0f, 0.0f, 1.0f, 1.0);
spare_chan->setScene(visual_scene->getScene());
spare_chan->setESky(eSky);
left->addChan(spare_chan);

// Alter the channel's resolution with DVR...
int xs, ys;
pfPipeVideoChannel *pvchan = spare_chan->getPVChan();
pvchan->setDVRMode(PFPVC_DVR_MANUAL);
pvchan->setScale(0.5f, 0.5f);

// Inside channel...
spare_chani = new otwChannel(pipe);
spare_chani->setFOV(1.0f, 0.0f);
spare_chani->setNearFar(20.0f, 100000.0f);
spare_chani->setViewport(0.4f, 0.6f, 0.4f, 0.6f);
spare_chani->setScene(visual_scene->getScene());
spare_chani->setESky(eSky);
left->addChan(spare_chani);

---

On my iR, this causes everything, meaning all pfPipes and pfChannels
to display garbage.

My questions are:
1) Can I, in fact, do what I need to do with DVR?  If so, what am I
   doing wrong?  I've already checked perfly.C and vchan.c, but 
   they seem to use pfVChanSetOutputSize() rather than pfPVChanSetScale().
   I've used both and get the same result.

2) Will using DVR influence the pfPipeWindow and it's other children
   pfChannels?  I still want the middle area to be high (non-degraded)
   resolution.  Will DVR influence other pfPipeWindow that I'm using?

3) Is there an easier way to do what I need to do, possible w/o
   DVR?

4) Is there a recommended patch for running DVR on Performer 2.1 on
   the iR that I may be missing?

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: "Philip Nemec" <nemec@precious.asd.sgi.com>
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Date: Tue, 8 Apr 1997 12:30:42 -0700
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Status: O

I have a great idea!  Just like there is a debugging check about genlock - put
in a debugging check for allocating shared memory after pfConfig.  Can you
*please* put in warnings in all the share memory allocation routines that
checks if pfConfig has been called?

Maybe something along the lines of "pf... called after pfConfig - unreliable
effectiveness esp. on later versions of IRIX."
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Date: Tue, 8 Apr 1997 12:43:35 -0800
To: info-performer@sgi.com
From: lrae@indy3.gstone.com (Linda Rae)
Subject: RE: fast fonts
Status: O

Hi all:

I also am experiencing similar problems with Fonts and OpenGL.   In
addition,  I am starting to hear of  similiar performance happening in
Vega/OpenGL apps also.

Currently I am porting an app that uses Performer with some direct IrisGL
calls to OpenGL (a non Vega app).   We used to use the font manager  in
conjunction with the direct IrisGL calls (fminit etc) that  I understand
utilized raster fonts.  With the OpenGL port, I am using now using X to set
the font and print the strings.    The resultant performance hit virtually
kills the app.    I am currently writing some simple code that will test
the use of the Performer fonts (pfFont, pfText, pfString etc) with my app.

My question is:     Has anyone else experienced similiar problems when
porting to OpenGL?   What have you done to get around the subsequent
performance hit?   Any comments, stories, solutions, etc will be welcome.

Thanks in advance.


>From: "frank phillips" <fap@viper.sandiego.sgi.com>
>Date: Mon, 7 Apr 1997 11:32:47 -0700
>To: info-performer@sgi.com
>Subject: fast fonts
>Mime-Version: 1.0
>
>I'm trying to find ways to speed up fonts in a customer app.
>Their customer doesn't like the look of Performer fonts.
>Their code ran acceptably fast with rasterfonts in IrisGL,
>but takes 300% more of their frame time with OpenGL fonts,
>busting their frame time, and breaking the app.
>
>Any pointers?
>
>thanks!
>frank phillips
>fap@sandiego.sgi.com
>
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>


=======================================================
                       Linda Rae - Sr.Software Engineer
                                  lrae@gstone.com

 /\/\/\     GreyStone Technology, Inc.       fax:   (619) 874-7007
/ /\/\ \    4950 Murphy Canyon Road      ph:  (619)874-7000
\ \/\/ /    San Diego, CA 92123-4325        www.gstone.com
 \/\/\/
=======================================================


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Status: O

Is anybody out there using Vision Works still???

I'm having problems with setting up cprops for a sim that has tall
mountains on both sides of a somewhat narrow channel(Vancouver B.C.)
The convergence from channel 0 to chan 1 isnt happening...

especially when painting tall mountains from one chan to another!!

 any info will be much appreciated....


                                   Thanks Joe :-)

e-mail---- msitech@edgenet.net
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From: bwana@mred.bgm.link.com ('Bwana' Bob Buckley)
Message-Id: <9704082044.AA09527@mred.bgm.link.com>
Subject: glxPixmap Rendering via Performer
To: info-performer@sgi.com
Date: Tue, 8 Apr 1997 15:43:06 -0500 (CDT)
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We have an application that is short on hardware draw time and long
on CPU time. Hence, we'd like to render to a glxPixmap, or Performer
equivalent (if it exists). Has anyone been successful in this type
of implementation? Are there any hooks in Performer to help out on
non-hardware rendering? (Man, what a bad thing to say!)

Thanks.

========================================================================
'Bwana' Bob Buckley      |                     |   Hughes Training, Inc.
Visual Engineering       | "Let the good times | P.O. Box 6171, M.S. 402
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Date: Tue, 8 Apr 1997 16:11:41 -0700
From: chris@scotch.physics.ucla.edu (chris)
Message-Id: <199704082311.QAA07906@scotch.physics.ucla.edu>
To: info-performer@sgi.com
Subject: pfDelete problems
Status: O


Hi all.

I'm under the impression that pfDelete will take a node of a
tree (any node) and recursively delete all objects underneath (except
for the the objects mentioned in the man page pfBuffer,pfPipe,etc.).

Is it this simple, or is there more to it?  Does it matter how the 
memory for the tree nodes was allocated?  pfMalloc
vs. new?  I'm wondering why pfDelete is killing my dbase process:

void pageDBase()
{
        static pfBuffer *buf=NULL;
// Get PID of DBase process
        static pid_t DBasePID = getpid();
// Do this one time only
        if(buf==NULL)
        {
                buf = new pfBuffer;
                buf->select();
                cout<<"DBase PID is "<<DBasePID<<endl;
        }

// If Vectors have been requested, invoke VectorFieldHandler
        if(Shared->VecField)
                VectorFieldHandler();
// Otherwise, delete scene
        else
        {
                Shared->scene->bufferRemoveChild(Shared->VecDCS);
                pfDelete(Shared->VecDCS);
        }

        Shared->time = (Shared->time < END_TIME)? Shared->time+TIME_INC:START_TIME;
        pfBuffer::merge();
        pfDBase();
}

The call to pfDelete() causes the following dump:

   0	pfGroup::checkDelete(<stripped>) ["pfGroup.C":84, 0x5fe15a38]
   1	pfBuffer::pf_deleteMem(<stripped>) ["pfBuffer.C":1316, 0x5fdfabf0]
   2	pfBuffer::checkDelete(<stripped>) ["pfBuffer.C":1345, 0x5fdf7ab0]
   3	pageDBase() ["Dbase.C":226, 0x0042437c]
   4	mpDBase() ["pfProcess.C":3157, 0x5fe8b6c0]
   5	pfConfig(<stripped>) ["pfProcess.C":1708, 0x5fe88124]
   6	main(argc = 3, argv = 0x7fff2f24) ["Main.C":311, 0x004213a8]
   7	__istart(<stripped>) ["crt1tinit.s":13, 0x004202d0]

If pfDelete() is replaced with pfAsyncDelete() then the pfDBase() call dumps 
the following

   0	pfMemory::isOfType(<stripped>) ["pfMemory.h":103, 0x5fdf5038]
   1	pfBuffer::pf_destroyMem(<stripped>) ["pfBuffer.C":1402, 0x5fdfacc0]
   2	pfDBase(<stripped>) ["pfProcess.C":3058, 0x5fe8b304]
   3	pageDBase() ["Dbase.C":231, 0x004243f4]
   4	mpDBase() ["pfProcess.C":3157, 0x5fe8b6c0]
   5	pfConfig(<stripped>) ["pfProcess.C":1708, 0x5fe88124]
   6	main(argc = 3, argv = 0x7fff2f24) ["Main.C":311, 0x004213a8]
   7	__istart(<stripped>) ["crt1tinit.s":13, 0x004202d0]

Any help here would be GREATLY appreciated.



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: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199704090237.TAA15061@remi.asd.sgi.com>
Subject: Re: Help for a beginner!!
To: volpe@ash.crd.ge.com (Christopher R Volpe)
Date: Tue, 8 Apr 1997 19:37:05 -0700 (PDT)
Cc: ashein@orac.boston.sgi.com, info-performer@sgi.com
In-Reply-To: <334A47AD.3725@ash.crd.ge.com> from "Christopher R Volpe" at Apr 8, 97 09:27:09 am
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Christopher R Volpe wrote:
> 
> >  The base performer coordinates are  y into the screen, x to the right
> > and z up. This is different from OpenGL
> 
> Just out of curiosity, why would the Performer designers use a different
> coordinate system from that used by OpenGL?
> 

 Just because in general in VisSim Z is used for the altitude, then
 it makes sense for X to be the horizontal axis, and then Y is given 
 by the other two.

 Best Regards

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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199704090227.TAA14616@remi.asd.sgi.com>
Subject: Re: DVR, help!
To: jan@euryale.chinalake.navy.mil (Jan Barglowski)
Date: Tue, 8 Apr 1997 19:27:26 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <199704081833.SAA27128@cyclops> from "Jan Barglowski" at Apr 8, 97 11:33:33 am
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Jan Barglowski wrote:
> 
> Hello Performers!
> 
> I'm trying to simulate a view that is degraded on the outside but
> sharper on the inside.  For example:
> 	------------------------------
>         |                            |
>         |          low-res           |
>         |                            |
>         |         ----------         |
>         |         |  high  |         |
>         |         |  -res  |         |
>         |         |        |         |
>         |         ----------         |
>         |                            |
>         |                            |
> 	------------------------------
> 
> I'm trying to do this with DVR on the low-res channel, and then overlaying
> another channel in the middle.  The code I'm using is below:
> 

 Dynamic Video Resolution is a mechanism that let you change the size
 of the computed images, without changing the resolution of the video
 output using a bilinear on-the-fly interpolation.
 It therefore affect the whole video. 

 To do what you want, you need 2 separate projectors, using 2 different
 video output on the IR at different resolutions. This is often refered
 as Area of Interest in the Vis Sim vocabulary.

 If you want to do that on the same video, with one projector, you 
 could use the texture readback extension.

 You render that low-res channel at for example 256x256 resolution.
 then you copy this image in a texture, and display that texture a
 on a flat polygon that is screen size. 

 Then you render the center channel at higher resolution. You can use
 the low-res texture/polygon to do the clear of the channel.

 The copy of the image to the frame buffer is far to be free, so you
 may end up by spending more time than having everything at the 
 same reolution, depending of the relative sizes of the high res
 and the low res views.


 Best Regards

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From: "R. Krijnen  0278, 3J03, 2-4" <rkrj5@fel.tno.nl>
Organization: TNO-FEL
To: info-performer@sgi.com
Date: Wed, 9 Apr 1997 14:53:53 GMT+1
Subject: Using pfChannel as a base-class
Reply-to: krijnen@fel.tno.nl
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Message-ID: <169CB937E81@fel3.fel.tno.nl>
Status: O


Can anyone help me out with the following problem.

In my Performer application I have the need for a visChannal class
which is derived from the pfChannel class. This worked fine on our SGI
systems running Performer 2.01 and CC 4.0 compiler. Now I'm trying to
port the application to our new Onyx2 iR which has Performer 2.1
installed. Besides the new warnings generated by the new compiler (CC 
v7.1) I get a linker error telling me I have got an unresolved on the
protected pfChannel method pf_copyToDraw??! The code below gives you a
example of how did it.


visChannel : public pfChannel {
public:
 visChannel (pfPipe* pipe) : pfChannel (pipe)
 { }

 bool configure();
};

_.
VisChannel* ch =new TvisChannel (pipe);
_.
ch->configure();
_
ch->setViewpoint (xyz, hpr);
_


My link line looks like:
CC -g  -32 complex.C  -L/usr/lib  -L/lib -lm  -all -lpfdu_ogl -lpfui
-lpfutil_ogl -lpf_ogl -none -limage  -lfm -lGLU -lGL -lXext -lXsgivc 
-lXmu  -lX11  -lfpe  -lm  -lC  -lpfflt_ogl -o complex

ld: ERROR 33: Unresolved text symbol "pfChannel::pf_copyToDraw(const
pfUpdatable *)" -- 1st referenced by complex.o


Development environment:
Onyx2 iR (running Irix 6.4)
Performer 2.1 
Irix CC 7.1 compiler
Using old 32 bit style because of third party lib's

Any suggestions?! 
I really don't want to rewrite my application.

+========================================================+
|Robbert Krijnen                                         |
|e-mail: krijnen@fel.tno.nl                              |
|             TNO - Physics and Electronics Laboratory   |
|http://www.tno.nl/instit/fel      Oude waaldorperweg 63 |
|Tel. +31 (0)70 374 02 78                  Postbus 96864 |
|Fax  +31 (0)70 32 80 961          2509 JG 's-Gravenhage |
+========================================================+
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199704090852.KAA04757@s00sn1.fel.tno.nl>
Subject: Re: fast fonts
To: lrae@indy3.gstone.com (Linda Rae)
Date: Wed, 9 Apr 1997 10:52:56 +0200 (MET DST)
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In-Reply-To: <v01530539af705b0c3989@[199.35.226.146]> from "Linda Rae" at Apr 8, 97 12:43:35 pm
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Status: O

> utilized raster fonts.  With the OpenGL port, I am using now using X to set
> the font and print the strings.    The resultant performance hit virtually
> kills the app.    I am currently writing some simple code that will test
> the use of the Performer fonts (pfFont, pfText, pfString etc) with my app.
> 
> My question is:     Has anyone else experienced similiar problems when
> porting to OpenGL?   What have you done to get around the subsequent
> performance hit?   Any comments, stories, solutions, etc will be welcome.

I use only text in a HUD, and for this I use the method used in the
font.c OpenGL example program. It uses displaylists to draw bitmaps of
the characters.

Mario
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199704090324.UAA16600@remi.asd.sgi.com>
Subject: Re: Depth-map textures on IR
To: doyle@coralsea.ait.nrl.navy.mil (Robert Doyle)
Date: Tue, 8 Apr 1997 20:24:11 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <9704041331.ZM3402@stiletto.ait.nrl.navy.mil> from "Robert Doyle" at Apr 4, 97 01:31:50 pm
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Robert Doyle wrote:
> 
> 
> I posted the following question to the Open_GL newsgroup and received several
> commiserations from people who suffered the same problem but no solutions. The
> OpenGL calls are made in a Performer draw callback so perhaps some Performers
> have experience with the problem:
> 
> The use of:
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_SGIX, GL_TRUE) on our Onyx1
> Infinite Reality (patch 1699) causes a screen freeze followed by a system
> crash. The machine supports GL_SGIX_shadow_ambient, GL_SGIX_shadow, and
> GL_SGIX_depth_texture. Is anyone aware of a patch or a workaround to avoid the
> problem?
> 
> The problem can be duplicated with shadowmap.c found at
> http://www.sgi.com/Technology/openGL/advanced/programs.html. The typo in line
> 363: strstr(extensions, "GL_SGIS_depth_texture")) needs to corrected, however.
> 

 No, I have no problem with that extension. Inside performer I use:

 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_OPERATOR_SGIX, GL_TEXTURE_LEQUAL_R_SGIX);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_SGIX, GL_TRUE);

 And it works with 1355 or 1699

  I'll have to try directly the programm shadowmap.c to see what is the problem.
 
  Best Regards

  PS: Did shadowmap.c work with 1355 for you, is it a 1699 problem ?

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From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  screen clear
Status: O

performer:
 Recently, I ran numerous performance tests on an Onyx2 IR. One of the
things I tested, which is cause for great concern, was how fast I could
clear the screen as a function of the number of channels. From the
results, it appears that I can clear up to 22 channels at 60Hz and beyond
that it drops to 30Hz. This test was performed with a 2cpu R10k, 1 RM-7.

The the only thing the test app did was clear channels. Nothing else was
being done, drawn, culled, etc.....

Can someone confirm or dispute these results. Where's the
over? Thanks.

- Bryan Wasileski
  McDonnell Douglas Training Systems
  St. Louis, MO
  (314) 232-8496
  bwasileski@mdc.com

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From: Andreas Schiffler <schiffler@zkm.de>
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Status: O

Hi all,

in my Performer program that loads 20 softimage .obj objects - all with
different textures - the textures are sometimes bad. Depending on where
the viewing position is, all objects seem to flip to the same texture.
Also the images seems to have some flickering polygons and the colors do
not look right (i.e. comparing textures to the plain .rgb file with
ipaste). What could cause this? (I am using Perf 2.0 under 6.2 on an
Indigo2 Impact R10K and started from the sample pipewin.c program.)

Thanks for your help

Andreas Schiffler
ZKM, Karlsruhe, Germany
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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
To: info-performer@sgi.com (info-performer),
        remi@remi.asd.sgi.com (R\imi Arnaud)
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Subject: Re: DVR, help!
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Status: O



 ----------
From: R=DAmi Arnaud
To: Jan Barglowski
Cc: info-performer
Subject: Re: DVR, help!
Date: Wednesday, April 09, 1997 12:29AM

Jan Barglowski wrote:
>>
>> Hello Performers!
>>
>> I'm trying to simulate a view that is degraded on the outside but
>> sharper on the inside.  For example:
>>   ------------------------------
>>         |                            |
>>         |          low-res           |
>>         |                            |
>>         |         ----------         |
>>         |         |  high  |         |
>>         |         |  -res  |         |
>>         |         |        |         |
>>         |         ----------         |
>>         |                            |
>>         |                            |
>>   ------------------------------
>>
>> I'm trying to do this with DVR on the low-res channel, and then =

overlaying
>> another channel in the middle.  The code I'm using is below:
>>
>
> To do what you want, you need 2 separate projectors, using 2 different
> video output on the IR at different resolutions. This is often refered
> as Area of Interest in the Vis Sim vocabulary.

Would this save any work from the Raster Managers:  render 2 landscape =

models, one on each size of a clipping plane so that you cannot see the =

other.  One Model has a texture of only 256x256, the other maximum textur=
e =

resolution or clip-mapped, then render the smaller texture scene full =

screen, render a portion of the other (high-res), from the same point of =

view (offset to the other landscape) in a small window?

It's kind-of bulky on the polygon count, but would that type of rendering=
 =

save any work from the raster-managers?  I'm lucky, I haven't had to worr=
y =

about overworking RMs, but this question started me thinking about it....=


Jeffry Brickley
Lockheed Martin
White Sands Missile Range

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From: Tanner Lovelace <LOVELACE@dcscorp.com>
To: spelk@bert.arc.nasa.gov, info-performer@sgi.com
Subject: Problem compiling IRIS GL Performer 2.1 -Reply
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Status: O

I don't know about on the Onyx iR, but the version of
Performer 2.1 that shipped with the two O2's we recently bought
did not include IRIS GL libraries.  (Yes, I know that 2.1 is
supposed to only be supported on the IR, but if that's so,
why is SGI shipping it on O2s?)

Tanner Lovelace
DCS Corporation
Alexandria, VA

>>> Steve Elkins <spelk@bert.arc.nasa.gov> 04/07/97 05:42pm >>>
Greetings, 

I'm having trouble compiling on a ONYX iR.  I'm trying to port from
Performer 1.2 to Performer 2.1.  I want to run under IRIS GL since 
the old code has GL calls and I don't want to change to OPEN GL yet.


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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199704091909.MAA08816@remi.asd.sgi.com>
Subject: Re: DVR, help!
To: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
Date: Wed, 9 Apr 1997 12:09:05 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <1997Apr09.075400.1074.24581@MKTPO.mkt.lesc.lockheed.com> from "Jeff Brickley" at Apr 9, 97 09:01:27 am
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Jeff Brickley wrote:
> 
> 
> Would this save any work from the Raster Managers:  render 2 landscape =
> 
> models, one on each size of a clipping plane so that you cannot see the =
> 
> other.  One Model has a texture of only 256x256, the other maximum textur=
> e =
> 
> resolution or clip-mapped, then render the smaller texture scene full =
> 
> screen, render a portion of the other (high-res), from the same point of =
> 
> view (offset to the other landscape) in a small window?

 So you expect to save RMs by not using clip mapping on part of the screen.
 The only time you can same is the time ollocated to download the clip
 map to the RM at each Frame, but you wont save anything ele as the
 polygon count and the depth complexity is the same.
 A simpler way to do that is to use a smaller area for the clipmap, so
 you will get automatic low resolution texture for the low res window,
 and high resolution for the AOI.

> 
> It's kind-of bulky on the polygon count, but would that type of rendering=
>  =
> 
> save any work from the raster-managers?  I'm lucky, I haven't had to worr=
> y =
> 
> about overworking RMs, but this question started me thinking about it....=
> 

 What you could do, is using a low LOD for the database, reducing the # of
 polygons and also somewhat the pixel load, and use a normal LOD for
 the AOI. 

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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9704091211.ZM17212@vaisyas.engr.multigen.com>
Date: Wed, 9 Apr 1997 12:11:04 -0700
In-Reply-To: chris@scotch.physics.ucla.edu (chris)
        "pfDelete problems" (Apr  8,  4:11pm)
References: <199704082311.QAA07906@scotch.physics.ucla.edu>
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: pfDelete problems
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On Apr 8,  4:11pm, chris wrote:
>
> I'm under the impression that pfDelete will take a node of a
> tree (any node) and recursively delete all objects underneath (except
> for the the objects mentioned in the man page pfBuffer,pfPipe,etc.).

It will safely delete only pfMemory objects or objects derived from pfMemory.
It will stop following a chain as soon as it hits an object in that chain whose
reference count is greater than zero.

> Is it this simple, or is there more to it?

Yes. There's a fair amount of machinery going on underneath. Performer memory
management relies on the classes; pfMemory, an internal pfStruct (a lighter
weight pfMemory surrogate), pfBuffer, pfObject and pfUpdatable define the
fundamental mechanisms.

> Does it matter how the memory for the tree nodes was allocated? pfMalloc
> vs. new?

It's best not to use raw memory allocated by ::new, use pfMemory::new instead.

> I'm wondering why pfDelete is killing my dbase process:

[munch traceback]

You can receive more traceback information if you use the Performer debugging
DSO's. Set you library path before running your application:

setenv LD_LIBRARY_PATH /usr/lib/Performer/Debug

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: <9704091052.ZM1354@christine.cae.ca>
Date: Wed, 9 Apr 1997 10:52:45 -0400
In-Reply-To: lrae@indy3.gstone.com (Linda Rae)
        "RE: fast fonts" (Apr  8, 12:43pm)
References: <v01530539af705b0c3989@[199.35.226.146]>
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To: lrae@indy3.gstone.com
Subject: Re: fast fonts
Cc: info-performer@sgi.com
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Status: O

On Apr 8, 12:43pm, Linda Rae wrote:
> Subject: RE: fast fonts
>
> utilized raster fonts.  With the OpenGL port, I am using now using X to set
> the font and print the strings.    The resultant performance hit virtually
> kills the app.
>
>-- End of excerpt from Linda Rae

Have you tried the method described in the OpenGL Porting Guide from insight?

Basically you use glxUseXFont() at startup to create OpenGL display lists for
the raster fonts you need and then you can draw strings by calling those
display lists without any more round trip to the X server. I haven't tried it
myself
but I don't see any reason why this method would be slower than the irisgl
fonts. There is a code example in the insight book.

Or you may want to create your own 2D vector fonts into display list containing
OpenGL lines instead of bitmaps which may be more efficient and look better
when scaled up.

-- 
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: "Rob Jenkins" <robj@quid>
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Date: Tue, 8 Apr 1997 22:05:58 -0700
In-Reply-To: bwana@mred.bgm.link.com ('Bwana' Bob Buckley)
        "glxPixmap Rendering via Performer" (Apr  8,  3:43pm)
References: <9704082044.AA09527@mred.bgm.link.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: bwana@mred.bgm.link.com ('Bwana' Bob Buckley), info-performer@sgi.com
Subject: Re: glxPixmap Rendering via Performer
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Bob

There was a bug with rendering to GLXpixmaps on iR ( and I think RE2 ), it's
fixed in the next OS release but that doesn't help you right now. If you think
it's something you'd really like to use then we could see about trying to get
the fix into a patch before that ( I don't know a date for the next release ).
The pbuffer spec says that 'GLX pixel buffers must work with both direct and
indirect rendering contexts' so it may be that you could use a pbuffer for
offscreen rendering but ask for an indirect context - no matter how much it
goes against the grain :-) I guess one advantage would be that if you can later
free up some HW draw time you could just change the code to ask for a direct
context. Two things I'm not clear on though:

1) The bug I mentioned may be with indirect contexts in general so may bite
indirect pbuffers ( as well as pixmaps ).

2) Exactly how much overhead would be involved in having an indirect context, I
can imagine it may still cost you some HW draw time, even if it's just having
the pipe waiting for the results of your offscreen render.

It may be more worthwhile to try and tune the HW draw you have if at all
possible and just implement any offscreen rendering with direct pbuffers.

Cheers
Rob

On Apr 8,  3:43pm, 'Bwana' Bob Buckley wrote:
> Subject: glxPixmap Rendering via Performer
>
> We have an application that is short on hardware draw time and long
> on CPU time. Hence, we'd like to render to a glxPixmap, or Performer
> equivalent (if it exists). Has anyone been successful in this type
> of implementation? Are there any hooks in Performer to help out on
> non-hardware rendering? (Man, what a bad thing to say!)
>
> Thanks.
>
> ========================================================================
> 'Bwana' Bob Buckley      |                     |   Hughes Training, Inc.
> Visual Engineering       | "Let the good times | P.O. Box 6171, M.S. 402
> (817) 619-8727           |     'Snap' Roll"    |    Arlington, TX  76005
> bwana@MrEd.bgm.link.com  |                     |          (817) 619-2000
> ========================================================================
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from 'Bwana' Bob Buckley



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
To: "'Info-Performer'" <info-performer@sgi.com>
Subject: Xlib Call form different process
Date: Wed, 9 Apr 1997 12:54:29 +0200
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Hi Performers,

	In my application I need to change the cursor form (XDefineCursor())
depending on a local defined mode. The function call is done in a
process called input different from the Draw process who open the
window. When I run the program nothing is happen and no error message
are displayed (the same thing will happen when I try to get a Client
Message event using the PFWIN_TYPE_EXIT mechanism) if i make the call
from the Draw process I get the desired effect.

Am I making a mistake?

Nassouh.

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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9704091115.ZM1625@christine.cae.ca>
Date: Wed, 9 Apr 1997 11:15:59 -0400
In-Reply-To: lrae@indy3.gstone.com (Linda Rae)
        "RE: fast fonts" (Apr  8, 12:43pm)
References: <v01530539af705b0c3989@[199.35.226.146]>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: lrae@indy3.gstone.com
Subject: Re: fast fonts
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

I forgot to mention that the GLUT library from Mark J. Kilgard (mjk@sgi.com)
also  offers fonts functions built on top of OpenGL such as glutBitmapCharacter
and glutStrokeCharacter.

GLUT is available at http://reality.sgi.com/mjk_asd/glut3/glut3.html

-- 
Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer 		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
nicolas@cae.ca			fax: +1 514 340 5496
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From guest  Wed Apr  9 14:36:50 1997
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Date: Wed, 9 Apr 1997 16:44:03 +1000 (KDT)
From: Jaehong Ahn <totoro@chopin.kist.re.kr>
To: info-performer@sgi.com
Subject: Morphing...again
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Hi, Performers.

Thanks for reply to my last question on morphing.
Here's my another question.

Now I want to apply morphing technique to two objects.
Shapes and colors of the objects are different. Numbers of vertices may be 
different, too. (Objects are not modeled yet. So, if necessary, 
objects can be modeled so that numbers of vertices be same.)
Designers will make objects with MultiGen or other modeler.

In this case, what is the efficient way to "morph"?
Will MultiGen be helpful to make pfMorph node?
If numbers of vertices are different, is there any way to make 
'dummy' vertices automatically?

Thank you for reading.
Bye. :)

Sincerely,

Jaehong Ahn

**********************************************************************
*
*  CAD/CAM Lab.                                                         
*  KIST (Korea Institute of Science and Technology)
*  Seoul, Korea
*  E-mail : totoro@chopin.kist.re.kr
*                                                            /|_/|
*                                                          \/. . |
*                                           My Neighbor    -____  \
*                                                TOTORO    /^ ^ \  |
*                                                          ^ ^ ^ | W 
*                                                         _\_____//_
*   
*                                           ... my favorite animation
*
**********************************************************************
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The man page for pfEarthSky says it doesn't work with off-axis viewing
frusta, but that is what I need. Can someone tell me what the nature of
the problem is and if there is a workaround?

thanks,
Chris
--

Chris Volpe			Phone: (518) 387-7766 
GE Corporate R&D		Fax:   (518) 387-6560
PO Box 8 			Email: volpecr@crd.ge.com
Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
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From: Bernard Leclerc <bleclerc@poster.cae.ca>
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> Is anybody out there using Vision Works still???
> 
> I'm having problems with setting up cprops for a sim that has tall
> mountains on both sides of a somewhat narrow channel(Vancouver B.C.)
> The convergence from channel 0 to chan 1 isnt happening...
> 
> especially when painting tall mountains from one chan to another!!
> 
>  any info will be much appreciated....
> 
>                                    Thanks Joe :-)
> 
> e-mail---- msitech@edgenet.net


Try contacting Paradigm Simulation - who produced VisionWorks 4 years
ago - by sending e-mail to info-vega@paradigmsim.com.

More on Paradigm is available at http://www.paradigmsim.com

BTW, I've used VisionWorks at the end of 93 and beginning of 94. At that
time, I had no convergence problem with a 3-channel application. I had
to do nothing to make sure the edges were matching properly. It simply
worked.

Is the aspect ratio properly set? Is it the same on both channels? These
are questions you could ask yourself.

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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Date: Wed, 9 Apr 1997 09:16:55 -0500
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        "Vision Works" (Apr  8,  5:36pm)
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Status: O

It's no use asking about VisionWorks on info-performer, they copied all the
best bits of VisionWorks to make Performer all those years ago. There was such
a fuss SGI had to give Craig Phillips to Paradigm as a human sacrifice.

I found an old VisionWorks Manual on a dusty shelf here at Paradigm.

Are you using commands like 'chanskew' & 'chanpersp' to set up the channels ?

Have you put any non zero arguments into chanskew except 'hskew' ?

It sounds like you have mis-matched either your aspect ratios, field-of-views
or viewing direction between the two channels.

Are you using a asymmetric perspective 'chanapersp' or 'chanfpersp' ?

ANgus


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Date: Wed, 9 Apr 1997 16:00:25 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Jan Barglowski <jan@euryale.chinalake.navy.mil>
cc: info-performer@sgi.com
Subject: Re: DVR, help!
In-Reply-To: <199704081833.SAA27128@cyclops>
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> I'm trying to simulate a view that is degraded on the outside but
> sharper on the inside.

For an alternative method to the DVR approach, you may like to take a look
at some of the work that the guys at Georgia Tech GVU Centre did. They
implemented a system to evaluate the effect of a degraded periphery in
head-mounted displays. 

Their technique was basically to use two rectangular polygons: one for the
periphery (covering the entire screen), and one for the high-detail inset
(covering a smaller region in the centre of the screen). The high-detail
inset was blended into the periphery using alpha blending to smooth over
the boundary. The scene was then rendered into a texture map and that
texture applied to the appropriate polygon. (They used IrisGL and a local
graphics library called SVE.)

This would probably be interesting work for you to refer to anyway by the
sounds of it (if you have not already done so). The appropriate reference
is:

Watson B., Walker N. and Hodges L. F. (1995).  "A User Study Evaluating
   Level of Detail Degradation in the Periphery of Head-Mounted Displays"
   Framework for Interactive Virtual Environments (FIVE'95) Conference,
   London, December 18-19. 
 
You can download a copy of the paper from the project page at:

      http://www.cc.gatech.edu/gvu/virtual/Detail_Inset/

Cheers,

Martin.
	

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

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Is anybody out there using Vision Works still???

I'm having problems with setting up cprops for a sim that has tall
mountains on both sides of a somewhat narrow channel(Vancouver B.C.)
The convergence from channel 0 to chan 1 isnt happening...

especially when painting tall mountains from one chan to another!!

 any info will be much appreciated....


                                   Thanks Joe :-)

e-mail---- msitech@edgenet.net
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Date: Wed, 09 Apr 1997 14:20:01 -0400
From: Christopher R Volpe <volpe@ash.crd.ge.com>
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Hi Performers-

  The man page for pfLightSource gives the following piece of sample
code:

          /* Time of day is high noon */
          sun->setPos(0.0f, 1.0f, 0.0f, 0.0f);

Since the up direction is +Z (according to the Programmer's Guide page
95), shouldn't this code be as follows:

          /* Time of day is high noon */
          sun->setPos(0.0f, 0.0f, 1.0f, 0.0f);

Is this a documentation error or am I misinterpreting something?

thanks,
Chris

--

Chris Volpe			Phone: (518) 387-7766 
GE Corporate R&D		Fax:   (518) 387-6560
PO Box 8 			Email: volpecr@crd.ge.com
Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
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From: "Rob Jenkins" <robj@quid>
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Date: Wed, 9 Apr 1997 15:07:26 -0700
In-Reply-To: Bryan Wasileski <bwasileski@mdc.com>
        "screen clear" (Apr  9,  7:00am)
References: <s34b3f90.076@mdc.com>
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Bryan

In a double buffered application swapbuffers can only occur at a vertical
retrace. If you monitor is running at 60 hz then as long as you finish your
draw ( including clears ) in 1/60 seconds ( so approx 16mS ) then you'll
achieve 60 hz. If you then add something so that your draw takes 17mS, you have
to wait for every other retrace and your frame rate will drop to 30 hz. To
truly measure the time taken to do N clears, run single buffer. The time taken
should be sort of linear against the numbers of windows but there may also be a
point were at some number of windows the time taken go dramatically up. This is
because somewhere the contexts are kept in some table that has a finite length
( N windows ) and if you try to shuffle through more than that you get into
heavy gfx context switching. N would be different on different platforms I
think. I think the thing you're seeing is the double buffer thing I mentioned
forst though.

You could experiment with running the monitor at 72 hz, then you only get 1/72
secs to draw but at least if you miss that time you can still achieve 36hz if
you can draw in 1/36 secs ( rather than 30hz and then sit spinning for the next
retrace maybe )

Cheers
Rob

On Apr 9,  7:00am, Bryan Wasileski wrote:
> Subject: screen clear
> performer:
>  Recently, I ran numerous performance tests on an Onyx2 IR. One of the
> things I tested, which is cause for great concern, was how fast I could
> clear the screen as a function of the number of channels. From the
> results, it appears that I can clear up to 22 channels at 60Hz and beyond
> that it drops to 30Hz. This test was performed with a 2cpu R10k, 1 RM-7.
>
> The the only thing the test app did was clear channels. Nothing else was
> being done, drawn, culled, etc.....
>
> Can someone confirm or dispute these results. Where's the
> over? Thanks.
>
> - Bryan Wasileski
>   McDonnell Douglas Training Systems
>   St. Louis, MO
>   (314) 232-8496
>   bwasileski@mdc.com
>
> =======================================================================
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>-- End of excerpt from Bryan Wasileski



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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In-Reply-To: Andreas Schiffler <schiffler@zkm.de>
        "Textures flicker" (Apr  9, 10:46am)
References: <334BABBE.52E32244@zkm.de>
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Check that you have the latest Impact gfx patch ( 1447 ) and also pf patches:
Patch 1392 : Performer 2.0.2 DEV bug fix
Patch 1696: Performer 2.0.4 EOE bug fixes for Performer 2.0 on IRIX 6.X

Do you do any texture loading yourself or is it all done by the loader/models ?
Can you load the database into perfly ( or simple.c ) ? Does ot look OK ?

Cheers
Rob

On Apr 9, 10:46am, Andreas Schiffler wrote:
> Subject: Textures flicker
> Hi all,
>
> in my Performer program that loads 20 softimage .obj objects - all with
> different textures - the textures are sometimes bad. Depending on where
> the viewing position is, all objects seem to flip to the same texture.
> Also the images seems to have some flickering polygons and the colors do
> not look right (i.e. comparing textures to the plain .rgb file with
> ipaste). What could cause this? (I am using Perf 2.0 under 6.2 on an
> Indigo2 Impact R10K and started from the sample pipewin.c program.)
>
> Thanks for your help
>
> Andreas Schiffler
> ZKM, Karlsruhe, Germany
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Andreas Schiffler



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Wed, 9 Apr 1997 16:16:20 -0700 (PDT)
From: Chris Mitchell <chris@scotch.physics.ucla.edu>
To: Marcus Barnes <marcus@multigen.com>
cc: info-performer@sgi.com
Subject: Re: pfDelete problems
In-Reply-To: <9704091211.ZM17212@vaisyas.engr.multigen.com>
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Hi Marcus.  Thanks for responding.

> It will safely delete only pfMemory objects or objects derived from pfMemory.
> It will stop following a chain as soon as it hits an object in that chain whose
> reference count is greater than zero.

So it seems you would have to write your own tree traversal to >really<
delete subgraphs, since the recursive deletion behavior of pfDelete mentioned in
the man pages will not work unless all nodes have refcount 0.

Wouldn't it be nice if you had some function in performer that deleted
everything in the scene graph below a node (like pfFree) but without
causing the "mysterious memory corruption" threatened on pfFree's man page? 

Is there such a function?

Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris
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        "shared memory bug" (Apr  8, 12:30pm)
References: <9704081230.ZM21197@precious.asd.sgi.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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On Apr 8, 12:30pm, Philip Nemec wrote:
> Subject: shared memory bug
> I have a great idea!  Just like there is a debugging check about genlock - put
> in a debugging check for allocating shared memory after pfConfig.  Can you
> *please* put in warnings in all the share memory allocation routines that
> checks if pfConfig has been called?
> 
> Maybe something along the lines of "pf... called after pfConfig - unreliable
> effectiveness esp. on later versions of IRIX."

I must be missing something here (maybe the thread that
led up to this?)

You seem to be implying that calling
	pfMalloc(n, pfGetSharedArena())
should cause a warning if called after pfConfig???
This is certainly not true.  E.g. in perfly, the scene graph
is created (loaded) after pfConfig().

And what do you mean by "especially on later versions of IRIX"?

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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Help Wanted:    Computer Scientists/Software Engineers

E-OIR Measurements, Inc. has immediate openings for motivated BS/MSCS
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Direct resumes/inquiries/salary requirements to russ@eoir.com.

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From: Sathyamoorthi Krishnamurthy <ksathya@cec.wustl.edu>
To: info-performer@sgi.com
Subject: Question on Vega
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Hi Performers,

I have been playing with Vega and Lynx system which are built over
Performer. If anyone else is also working on it then I have a question for
you. Kindly respond.

"Based on the evaluation I did I found Vega and Lynx system work fine with
Multigen FLT file formats. But they dont perform so good with other file
formats and even in certain 3ds files I built they produced wrong shapes." 

Anybody has any evaluation on Vega and Lynx system. Kindly share it with
me. I am in a midst of deciding certain projects, so your feedback will be
of great help to me.

Thanks

Sathya

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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199704100011.RAA09886@remi.asd.sgi.com>
Subject: Re: screen clear
To: bwasileski@mdc.com (Bryan Wasileski)
Date: Wed, 9 Apr 1997 17:11:10 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <s34b3f90.076@mdc.com> from "Bryan Wasileski" at Apr 9, 97 07:00:01 am
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Bryan Wasileski wrote:
> 
> performer:
>  Recently, I ran numerous performance tests on an Onyx2 IR. One of the
> things I tested, which is cause for great concern, was how fast I could
> clear the screen as a function of the number of channels. From the
> results, it appears that I can clear up to 22 channels at 60Hz and beyond
> that it drops to 30Hz. This test was performed with a 2cpu R10k, 1 RM-7.
> 
> The the only thing the test app did was clear channels. Nothing else was
> being done, drawn, culled, etc.....
> 
> Can someone confirm or dispute these results. Where's the
> over? Thanks.
> 
  If you have more than one channel on one pipe, you can clear all
  channel at the same time by clearing the area covered by all
  the channel at the same time. This is a lot faster


    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9704091736.ZM17848@vaisyas.engr.multigen.com>
Date: Wed, 9 Apr 1997 17:36:49 -0700
In-Reply-To: Chris Mitchell <chris@scotch.physics.ucla.edu>
        "Re: pfDelete problems" (Apr  9,  4:16pm)
References: <Pine.SGI.3.91.970409160700.9667A-100000@scotch.physics.ucla.edu>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Apr 9,  4:16pm, Chris Mitchell wrote:
> Marcus Barnes wrote:
> > It will safely delete only pfMemory objects or objects derived from
> > pfMemory. It will stop following a chain as soon as it hits an object in
> > that chain whose reference count is greater than zero.
>
> So it seems you would have to write your own tree traversal to >really<
> delete subgraphs, since the recursive deletion behavior of pfDelete mentioned
> in the man pages will not work unless all nodes have refcount 0.

No not at all!

pfDelete will delete an entire graph of pfNode's given the root node. pfNode
handle their own reference counting and forward the delete request to their
children. pfNode's also delete their pfUserData if it is a pfMemory or derived
object (pfObject for example). pfNode's do _not_ delete their pfNodeTravData
however.

> Wouldn't it be nice if you had some function in performer that deleted
> everything in the scene graph below a node (like pfFree) but without
> causing the "mysterious memory corruption" threatened on pfFree's man page?

pfFree is not mysterious. It unconditionally and immediately frees memory. This
is generally a bad thing to do in Performer's multiprocessing environment. If
you have a choice, use pfDelete instead.

> Is there such a function?

Yes. It's called pfDelete.

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: rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!cavalier!gan (Gan Wang)
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Date: Tue, 8 Apr 1997 19:43:58 -0700
In-Reply-To: "Andy Shein" <uunet!orac.boston.sgi.com!ashein>
        "Re: Help for a beginner!!" (Apr  8, 10:13am)
References: <33482B1D.446B@usl.edu>  <9704071015.ZM8281@orac.boston.sgi.com> 
	<334A47AD.3725@ash.crd.ge.com> 
	<9704081013.ZM9784@orac.boston.sgi.com>
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To: "Andy Shein" <uunet.uu.net!uunet!orac.boston.sgi.com!ashein>,
        Christopher R Volpe <uunet.uu.net!uunet!ash.crd.ge.com!volpe>
Subject: Re: Help for a beginner!!
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On Apr 8, 10:13am, Andy Shein wrote:
> Subject: Re: Help for a beginner!!
> On Apr 8,  9:27am, Christopher R Volpe wrote:
> > Subject: Re: Help for a beginner!!
> > >  The base performer coordinates are  y into the screen, x to the right
> > > and z up. This is different from OpenGL
> >
> > Just out of curiosity, why would the Performer designers use a different
> > coordinate system from that used by OpenGL?
>
>    I think it was because that is the coordinate system
> used in a lot of graphics books.
>     It would have been nice if it was x fwd (into the screen)
> y right and z down. This is the coordinate system used in
> most books I have seen on vehicle dynamics. This way
> positive yaw is to the right like a compass, and
> pitch is positive up.
>    BTW how many people would like to see this
> coordinate system supported in the follow on product
> to Perfomer ???
>

In modeling of aircraft/vehicle motion, the coordinates as you mentioned makes
more sense.  The convention is positive Gz (z component of G force) points
downward (conveniently to the earth so you don't float to the space under
gravity or high G pulls your blood downward), positive Gx forward and Gy the
side force.  Performer must have its reasons for its coordinate system
convention.

Gan


> 		Andy "too long silent on z-down coordinates" Shein
>
>
> >
> >
> > --
> >
> > 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
> >-- End of excerpt from Christopher R Volpe
>
>
>
> --
> Andrew Shein   SE Stout               email: ashein@boston.sgi.com
> Silicon Graphics Inc.                 phone: (508) 562 - 4800
> 1 Cabot Road                            fax: (508) 562 - 4755
> Hudson, MA 01749                      vmail: 59688
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>-- End of excerpt from Andy Shein



-- 

Gan Wang

Cambridge Research Associates            Voice:  703-790-0505 ext.7210
1430 Spring Hill Road, Suite 200         Fax:    703-790-0370
McLean, VA 22102                         E-mail: gan@cambridge.com              
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Date: Thu, 10 Apr 1997 13:16:01 +1000 (KDT)
From: Jaehong Ahn <totoro@chopin.kist.re.kr>
To: info-performer@sgi.com
Subject: Morphing...again
Message-ID: <Pine.SGI.3.91.970410131346.8055F-100000@chopin.kist.re.kr>
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Hi, Performers.

Thanks for reply to my last question on morphing.
Here's my another question.

Now I want to apply morphing technique to two objects.
Shapes and colors of the objects are different. Numbers of vertices may be 
different, too. (Objects are not modeled yet. So, if necessary, 
objects can be modeled so that numbers of vertices be same.)
Designers will make objects with MultiGen or other modeler.

In this case, what is the efficient way to "morph"?
Will MultiGen be helpful to make pfMorph node?
If numbers of vertices are different, is there any way to make 
'dummy' vertices automatically?

Thank you for reading.
Bye. :)

Sincerely,

Jaehong Ahn

**********************************************************************
*
*  CAD/CAM Lab.                                                         
*  KIST (Korea Institute of Science and Technology)
*  Seoul, Korea
*  E-mail : totoro@chopin.kist.re.kr
*                                                            /|_/|
*                                                          \/. . |
*                                           My Neighbor    -____  \
*                                                TOTORO    /^ ^ \  |
*                                                          ^ ^ ^ | W 
*                                                         _\_____//_
*   
*                                           ... my favorite animation
*
**********************************************************************

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Organization: UCLA Computer Science
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Subject: What is "Cannot create objects in this buffer"?
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Hi there,

Can someone please tell me what this means?  This is an emergency!!


PF Warning/Usage:              Cannot create objects in this buffer.


I get this error on a 4CPU Onyx running (APPCULLDRAW | DBASE) during a
load operation.  The same program runs without error on Impacts and O2's

Can someone explain what's going on?  I normally, I would imagine that
this is some kind of multiprocessing problem.  This is why I am using
APPCULLDRAW for the moment - to avoid just that issue.  Apparently
something else is different between my MP machine and the others.

Insights appreciated,
Scott
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	 id QAA10185; Thu, 10 Apr 1997 16:21:27 +1000
Date: Thu, 10 Apr 1997 16:21:11 +1000 (KDT)
From: Jaehong Ahn <totoro@chopin.kist.re.kr>
To: Christopher R Volpe <volpe@ash.crd.ge.com>
cc: info-performer@sgi.com
Subject: Re: coordinate system confusion
In-Reply-To: <334BDDD1.359F@ash.crd.ge.com>
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On Wed, 9 Apr 1997, Christopher R Volpe wrote:

> Hi Performers-
> 
>   The man page for pfLightSource gives the following piece of sample
> code:
> 
>           /* Time of day is high noon */
>           sun->setPos(0.0f, 1.0f, 0.0f, 0.0f);
> 
> Since the up direction is +Z (according to the Programmer's Guide page
> 95), shouldn't this code be as follows:
> 
>           /* Time of day is high noon */
>           sun->setPos(0.0f, 0.0f, 1.0f, 0.0f);
> 
> Is this a documentation error or am I misinterpreting something?
> 
> thanks,
> Chris
> 
> --
> 
> Chris Volpe			Phone: (518) 387-7766 
> GE Corporate R&D		Fax:   (518) 387-6560
> PO Box 8 			Email: volpecr@crd.ge.com
> Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 

Hi, Chris.

I think that is a documentation error.

I have document files for Performer programming which is developed by 
Silicon Graphics. In the document, there's a example code for adding 
lighting (Page 6-30). It is as follows.

         /* high noon */
         pfLightPos(sun, 0.0f, 0.0f, 1.0f, 0.0f);


Now ...                    \|/
                          --O--    Sun
                           /|\
  


                            o
                           /T\     Me
                            H


Sincerely,

Jaehong Ahn

*********************************************************************

  CAD/CAM Lab.
  KIST (Korea Institute of Science and Technology)
  Seoul, Korea
  E-mail : totoro@chopin.kist.re.kr
                                                             /|_/|
                                                           \/. . |
                                            My Neighbor    -____  \
                                                 TOTORO    /^ ^ \  |
                                                           ^ ^ ^ | W 
                                                          _\_____//_

                                            ... my favorite animation

*********************************************************************
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From: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
To: "'Info-Performer'" <info-performer@sgi.com>,
        "Chehayeb, Nassouh"
	 <nchehayeb@ceit.es>
Subject: Xlib call from different processes
Date: Thu, 10 Apr 1997 09:04:19 +0200
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Status: O

Hi Performers,

 In my application I need to change the cursor form (XDefineCursor())
depending on a local defined mode. The function call is done in a
process called input different from the Draw process who open the
window. When I run the program nothing is happen and no error message
are displayed (the same thing will happen when I try to get a Client
Message event using the PFWIN_TYPE_EXIT mechanism) if i make the call
from the Draw process I get the desired effect.

Am I making a mistake?

Nassouh.


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          by relay-6.mail.demon.net  id aa0615119; 10 Apr 97 8:15 BST
From: Gordon <gordon@apollo13.demon.co.uk>
To: Sathyamoorthi Krishnamurthy <ksathya@cec.wustl.edu>
Cc: info-performer@sgi.com
Subject: Re: Question on Vega
Date: Thu, 10 Apr 1997 07:13:51 GMT
Reply-To: gordon@apollo13.demon.co.uk
Message-ID: <334d90b0.66892569@post.demon.co.uk>
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Status: O

On Wed, 9 Apr 1997 18:39:21 -0500 (CDT), you wrote:

>
>
>Hi Performers,
>
>I have been playing with Vega and Lynx system which are built over
>Performer. If anyone else is also working on it then I have a question =
for
>you. Kindly respond.
>
>"Based on the evaluation I did I found Vega and Lynx system work fine =
with
>Multigen FLT file formats. But they dont perform so good with other file
>formats and even in certain 3ds files I built they produced wrong =
shapes."=20
>
>Anybody has any evaluation on Vega and Lynx system. Kindly share it with
>me. I am in a midst of deciding certain projects, so your feedback will =
be
>of great help to me.

We have used Vega for over 2 years now and find the product most
excellent, can get in the way when you want to do something exotic
with low level stuff. but I would highly recommend it.

As to VEGA/ LynX, well Lynx is just a nice GUI front end for setting
up your world/environment etc and produce a config file for your Vega
app.=20

As to using Model formats Vega  I believe use dymanic link's to the
Model loader in your system provide by SGI and others, this is true
for FLT now as well,  we have no problems using FLT, Medit, Alias Wave
front files seperately or mixed using VEGA, the only thing you need to
watch is that you have the latest loaders.. Some of your problems may
be from the 3DS model as these are notoriuos ( I have found any way )
for have Quads and badly formed poly's, 3DS is NOT the best Format to
use..

You may have tools on your systems to export the 3ds files to another
format say FLT, if you have MultiGen then you shoud have a 'a3ds2flt'
converter from which you can convert , then tweek any errors or silly
polygons.


As I say we find VEGA a good product and takes away a lot of pain and
messing around.


TTFN


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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	 id FAA14747; Thu, 10 Apr 1997 05:05:43 -0400
Date: Thu, 10 Apr 1997 05:05:05 -0400 (EDT)
From: Ralph Seguin <seguin@vr3.engin.umich.edu>
Reply-To: Ralph Seguin <seguin@vr3.engin.umich.edu>
To: remi@remi.asd.sgi.com
cc: info-performer@sgi.com
Subject: Re: IR demos for FakeSpace BOOM 3C?  (fwd)
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Status: O

For some reason, the code snippet below insists on creating 
the pfPipeWindow on the HDTV monitor (DG4-8 channel 0),
rather than creating them inside the field sequential
channels (2 and 3) I have set up.


Onyx2 / IR / 2x RM7 / DG4-8

aegaeon% /usr/gfx/gfxinfo
Graphics board 0 is "KONAL" graphics.
        Managed (":0.0") 1920x1200 
        Display has 8 channels
        4 GEs (of 4), occmask = 0x0f
        4MB external BEF ram, 32bit path
        2 RM7 boards (of 2) 1/1/0/0
        Texture Memory: 64MB/64MB/-/-
        Medium pixel depth
        32K cmap, 64K external gamma
        Channel 0:
         Origin = (0,0)
         Video Output: 1920 pixels, 1200 lines, 60.00Hz (1920x1200_60.vfo)
        Channel 2:
         Origin = (0,0)
         Video Output: 640 pixels, 480 lines, 60.00Hz (640x480_180q.vfo)
        Channel 3:
         Origin = (0,0)
         Video Output: 640 pixels, 480 lines, 60.00Hz (640x480_180q.vfo)



Any ideas?



// Create a pfPipeWindow for rendering onto the boom.
theGlobalData->boomPipeWindow = new pfPipeWindow(pfGetPipe(0));
theGlobalData->boomPipeWindow->setWinType(PFPWIN_TYPE_X);
theGlobalData->boomPipeWindow->setName("Boom Render");


// [... snip]
// Attributes we are looking for.
static int fbAttrs[] =
        {
	PFFB_RGBA,
	PFFB_DOUBLEBUFFER,
	PFFB_STEREO,
	PFFB_DEPTH_SIZE, 1,
	PFFB_RED_SIZE, 1,
	PFFB_GREEN_SIZE, 1,
	PFFB_BLUE_SIZE, 1,
	None
        };

// Search for the right attributes.
theGlobalData->boomPipeWindow->setFBConfigAttrs(fbAttrs);
theGlobalData->boomPipeWindow->setOriginSize(0, 0, 640, 480);

theGlobalData->boomPipeWindow->setConfigFunc(OpenPipeWin);
theGlobalData->boomPipeWindow->config();	// Open the window.

// [... snip]




According to:
   http://www.sgi.com/Products/hardware/Onyx/Tech/sfsc.html

I should be selecting a visual that corresponds to the FS channels that I
have set up with ircombine.
The web page above only seems to deal with a DG4-2 output.
I'd like to have the following:

   chan0/HDTV monitor:    control panel / small window
   chan2/BOOM left eye:   left eye channel of BOOM3C
   chan3/BOOM right eye:  right eye channel of BOOM3C

How do I go about selecting layers/buffers for such a situation?

I've looked at the man page for pfPipeVideoChannel, but I see no methods
to attach it to a particular DG4-8 channel.

Thanks.
-Ralph
seguin@umich.edu




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From: Timothy Moore <moore@WOLFENET.com>
To: robj@quid
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In-reply-to: <9704091507.ZM11068@quid.csd.sgi.com> (robj@quid.csd.sgi.com)
Subject: Re: screen clear
Status: O

   From: "Rob Jenkins" <robj@quid.csd.sgi.com>
   Date: Wed, 9 Apr 1997 15:07:26 -0700

   Bryan

   truly measure the time taken to do N clears, run single buffer. The time taken
   should be sort of linear against the numbers of windows but there may also be a
   point were at some number of windows the time taken go dramatically up. This is
   because somewhere the contexts are kept in some table that has a finite length
   ( N windows ) and if you try to shuffle through more than that you get into
   heavy gfx context switching. N would be different on different platforms I
   think. I think the thing you're seeing is the double buffer thing I mentioned
   forst though.

pfChannels in the same pfPipeWindow all share a graphics context.
There shouldn't be any graphics context switching between them.

Tim
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Subject: Re: Textures flicker
Status: O

   From: "Rob Jenkins" <robj@quid.csd.sgi.com>
   Date: Wed, 9 Apr 1997 15:11:26 -0700

   Check that you have the latest Impact gfx patch ( 1447 ) and also pf patches:
   Patch 1392 : Performer 2.0.2 DEV bug fix
   Patch 1696: Performer 2.0.4 EOE bug fixes for Performer 2.0 on IRIX 6.X

By the way, the release notes for 1696 claim that you should only
install the patch if you are running 6.3 or later.  Is that really
true?

Tim

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Date: Thu, 10 Apr 1997 09:18:44 -0400
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9704100918.ZM347@hotsauce.clubfed.sgi.com>
In-Reply-To: Bryan Wasileski <bwasileski@mdc.com>
        "screen clear" (Apr  9,  7:00am)
References: <s34b3f90.076@mdc.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Bryan Wasileski <bwasileski@mdc.com>, info-performer@sgi.com
Subject: Re: screen clear
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Status: O

I don't completely understand your question how many channels did you expect
the IR to be able to render @60Hz? Could you pass along the test code and the
resolution of each of the channels?

Brian

On Apr 9,  7:00am, Bryan Wasileski wrote:
> Subject: screen clear
> performer:
>  Recently, I ran numerous performance tests on an Onyx2 IR. One of the
> things I tested, which is cause for great concern, was how fast I could
> clear the screen as a function of the number of channels. From the
> results, it appears that I can clear up to 22 channels at 60Hz and beyond
> that it drops to 30Hz. This test was performed with a 2cpu R10k, 1 RM-7.
>
> The the only thing the test app did was clear channels. Nothing else was
> being done, drawn, culled, etc.....
>
> Can someone confirm or dispute these results. Where's the
> over? Thanks.
>
> - Bryan Wasileski
>   McDonnell Douglas Training Systems
>   St. Louis, MO
>   (314) 232-8496
>   bwasileski@mdc.com
>
> =======================================================================
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>-- End of excerpt from Bryan Wasileski



-- 
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Date: Thu, 10 Apr 1997 09:23:33 -0500
To: info-performer@sgi.com
From: ken sartor <sartor@bur.visidyne.com>
Subject: 3d textures in performer
Status: O


Hi -

I have been trying to get 3d texuring to work in the Performer
environment.  However, i cannot get the PF_R coordinate to
do anything.  Below is a code fragment that works when i use
PF_S and PF_T (it just puts a checkerboard texture on the geometry).  
BUT when i try to set maxz (the coordinate that is used by PF_R) 
to some number (say 4) no texturing takes place...

Am i doing something wrong?  Or does Performer 2.0.2 not allow
me to use the PF_R coordinate?  Is using 3d textures possible in
Performer?

BTW - i am running IRIX 6.2 on a 1 RM4 RE2 w/ Performer 2.0.2.

Thanks for any help you can provide!

ken


Code fragment for 3d texturing...
-------------------------------------------------------------------------
//  texture experiment...
    int maxx=4, maxy=4, maxz=1, kjs;
    //  Make a checkerboard texture.
    for (int iz=0; iz<maxz; iz++) {
    for (int iy=0; iy<maxy; iy++) {
    for (int ix=0; ix<maxx; ix++) {
          kjs = iz*maxx*maxy + iy*maxx + ix;
          // printf(" kjs = %d ix = %d  iy = %d  iz = %d \n", kjs, ix, iy, iz);
          // rbga colors are loaded here.
          if ( iz%2 == 0)
          {
            if ( iy%2 == 0)
            {
              if ( kjs%2 == 0 )
                tex_image[kjs] = 0x0000ffff;
              else
                tex_image[kjs] = 0x000000ff;
            }
            else
            {
              if ( kjs%2 == 0 )
                tex_image[kjs] = 0x000000ff;
              else
                tex_image[kjs] = 0x0000ffff;
            }
          }
          else
          {
            if ( iy%2 == 0)
            {
              if ( kjs%2 != 0 )
                tex_image[kjs] = 0x0000ffff;
              else
                tex_image[kjs] = 0x000000ff;
            }
            else
            {
              if ( kjs%2 != 0 )
                tex_image[kjs] = 0x000000ff;
              else
                tex_image[kjs] = 0x0000ffff;
            }
          }
    }
    }
    }

        // Set up the texturing stuff...
        pfGStateMode(gstate2, PFSTATE_ENTEXTURE,    PF_ON);
        pfGStateAttr(gstate2, PFSTATE_TEXTURE, tex );
        pfGStateAttr(gstate2, PFSTATE_TEXENV,  tev);
        pfGStateMode(gstate2, PFSTATE_ENTEXGEN,    PF_ON);
        pfGStateAttr(gstate2, PFSTATE_TEXGEN,  tgen );

        pfTEnvMode(tev, PFTE_DECAL);

        pfTGenPlane(tgen, PF_S, 1.0e-2,  0.0,     0.0,     0.0);
        pfTGenPlane(tgen, PF_T, 0.0,     0.0,     1.0e-2,  0.0);
        pfTGenPlane(tgen, PF_R, 0.0,     1.0e-2,  0.0,     0.0);
        pfTGenMode(tgen,  PF_S, PFTG_OBJECT_LINEAR);
        pfTGenMode(tgen,  PF_T, PFTG_OBJECT_LINEAR);
        pfTGenMode(tgen,  PF_R, PFTG_OBJECT_LINEAR);
        pfTexRepeat(tex, PFTEX_WRAP_S, PFTEX_REPEAT);
        pfTexRepeat(tex, PFTEX_WRAP_T, PFTEX_REPEAT);
        pfTexRepeat(tex, PFTEX_WRAP_R, PFTEX_REPEAT);
        pfTexImage(tex, tex_image, 4, maxx, maxy, maxz);

//  End texture experiment...
-------------------------------------------------------------------------

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From: Sharon Lindholm <sharon@paradigmsim.com>
To: "'Sathyamoorthi Krishnamurthy'" <ksathya@cec.wustl.edu>
Cc: "info-performer@sgi.com" <info-performer@sgi.com>
Subject: RE: Question on Vega
Date: Thu, 10 Apr 1997 09:25:51 -0500
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Status: O

Hello

Vega uses the performer loaders when loading objects.  Have you seen =
this same behavior in a perfly app or is it only in vega apps?.

There is an info-vega line you might like to subscribe to.  To sign up =
send an e-mail to info-vega-request@paradigmsim.com, put SUBSCRIBE in =
the subject line and your e-mail address in the body.

Regards
Sharon

----------
From: 	Sathyamoorthi Krishnamurthy[SMTP:ksathya@cec.wustl.edu]
Sent: 	Wednesday, April 09, 1997 1:39 PM
To: 	info-performer@sgi.com
Subject: 	Question on Vega



Hi Performers,

I have been playing with Vega and Lynx system which are built over
Performer. If anyone else is also working on it then I have a question =
for
you. Kindly respond.

"Based on the evaluation I did I found Vega and Lynx system work fine =
with
Multigen FLT file formats. But they dont perform so good with other file
formats and even in certain 3ds files I built they produced wrong =
shapes."=20

Anybody has any evaluation on Vega and Lynx system. Kindly share it with
me. I am in a midst of deciding certain projects, so your feedback will =
be
of great help to me.

Thanks

Sathya

=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
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Date: Thu, 10 Apr 1997 16:47:12 -0400
From: Andreas Schiffler <schiffler@zkm.de>
Organization: ZKM Medienmuseum, Karlsruhe, Germany
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Subject: Texture flickering solved, but ...
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Status: O

Hi all,

thanks to all who helped me with the texture flickering problem. The
solution was to change the "decal"-mode using
	pfDecal(PFDECAL_BASE_HIGH_QUALITY)
and the texture-flickering went away.

I still have a weired problem with textures though. In my scene there
are 21 Softimage .obj files with a DCS and combined as a group. The
scene has a DCS, a polygon with a sequence and a LightSource. Now, the
last object load, but does not get displayed although it show up in the
dump of pfuTravPrintNodes(). The textures that are applied to the
objects depend on the proximity of the viewer to the object (???).
Whichever is the closest object's texture will be applied to ALL
objects. All objects work (checked with 'perfly *.obj'). I've also
applied all relevant patches: 1347, 1392, 1696 and 1447. Any ideas?

Regards
  Andreas Schiffler
  ZKM, KArlsruhe, Germany
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From: Jan Barglowski <jan@euryale.chinalake.navy.mil>
Posted-Date: Thu, 10 Apr 1997 15:51:51 GMT
Message-Id: <199704101551.PAA07239@cyclops>
Subject: Re: Using pfChannel as a base-class
To: krijnen@fel.tno.nl
Date: Thu, 10 Apr 1997 08:51:50 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <169CB937E81@fel3.fel.tno.nl> from "R. Krijnen  0278, 3J03, 2-4" at Apr 9, 97 02:53:53 pm
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Status: O

R. Krijnen  0278, 3J03, 2-4 wrote:
> In my Performer application I have the need for a visChannal class
> which is derived from the pfChannel class. This worked fine on our SGI
> systems running Performer 2.01 and CC 4.0 compiler. Now I'm trying to
> port the application to our new Onyx2 iR which has Performer 2.1
> installed. Besides the new warnings generated by the new compiler (CC 
> v7.1) I get a linker error telling me I have got an unresolved on the
> protected pfChannel method pf_copyToDraw??! The code below gives you a
> example of how did it.
> 
> 
> visChannel : public pfChannel {
> public:
>  visChannel (pfPipe* pipe) : pfChannel (pipe)
>  { }
> 
>  bool configure();
> };
> 
> _.
> VisChannel* ch =new TvisChannel (pipe);
> _.
> ch->configure();
> _
> ch->setViewpoint (xyz, hpr);
> _
> 
> 
> My link line looks like:
> CC -g  -32 complex.C  -L/usr/lib  -L/lib -lm  -all -lpfdu_ogl -lpfui
> -lpfutil_ogl -lpf_ogl -none -limage  -lfm -lGLU -lGL -lXext -lXsgivc 
> -lXmu  -lX11  -lfpe  -lm  -lC  -lpfflt_ogl -o complex
> 
> ld: ERROR 33: Unresolved text symbol "pfChannel::pf_copyToDraw(const
> pfUpdatable *)" -- 1st referenced by complex.o
> 
> 
> Development environment:
> Onyx2 iR (running Irix 6.4)
> Performer 2.1 
> Irix CC 7.1 compiler
> Using old 32 bit style because of third party lib's
> 
> Any suggestions?! 
> I really don't want to rewrite my application.

I subclass pfChannel and it works fine on my iR.  Here's my stuff
for comparison:
---
class otwChannel : public pfChannel {
private:
  int           on;
  Camera        *camera, *alt_cam;
  int           alt_set;

public:
                otwChannel(pfPipe *);
  void          setCamera(pfCoord *, CAM_TYPE, pfCoord *);
  void          setAltCam(pfCoord *, CAM_TYPE, pfCoord *);
  void          update(void);

};
---
-> All pfChannel methods work fine, so I won't bother listing them...
---
Link line:
  CC -O2 -o otw main.o  otw.o  scene.o  part.o  io.o  ump_otw.o  ump_hud.o  ump_nawc.o  ump_alt.o  file.o  camera.o  channel.o  hud.o  rungs.o  filter.o  trail.o -L/usr/lib  -L/usr/lib/Performer/Static  -L/usr/lib/libpfdb  -L/usr/local/MultiGen/Performer_Loader_2.X  -L/lib  -lpf_ogl -lpfdu_ogl -lpfui -lpfutil_ogl -lpfflt_ogl -limage  -lGLU -lGL -lXext  -lfpe  -lXmu  -lX11  -lm  -lbsdump  -lC
---
Development environment:
- IRIX 6.2
- Performer 2.1
- C++ compiler 6.2
- old 32-bit compile for same reason as you :-(
---

There are a few differences, such as the compiler version and some
C++ style diffs.  Since I have no experience with the newer compiler
I don't have anything I can add.  Hope this gives you some more ideas!

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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Date: Thu, 10 Apr 1997 18:37:21 +0200
From: Guy Premont <silicon-worlds@calva.net>
Organization: Silicon Worlds S.A.
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To: info-performer@sgi.com
Subject: Video Texture...
References: <199704060756.PAA05039@simon.pacific.net.sg> <9704061918.ZM23804@sixty.asd.sgi.com>
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Status: O

Hi performers!

I'm using video texture on an Onyx RE2 with Sirius boards and running
IRIX 5.3 and Performer 2.0.1. There seems to be a problem with the
handling of texture memory. If the only texture in the scene is the
video texture, everything runs fine. However, if I put another texture
on the scene, I sometimes see corruption on the video texture ( I can
actually recognise the other texture). It seems to depend on the order
in which the texture are drawn.

My method is simple. I load a scene, then I check the SceneTexList for
any pfTexture named video. If I find one, I remember the pointer and
initialise it with the proper configuration for a Video texture:
    texture->setFormat(PFTEX_SUBLOAD_FORMAT, PF_ON);
    texture->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
    texture->setLoadSize(...someting that depends on the video
format...); 
    texture->setFormat(PFTEX_INTERNAL_FORMAT, glTexFormat);
    texture->setLoadMode(PFTEX_LOAD_SOURCE, PFTEX_SOURCE_VIDEO);    

Then, I search all the GeoStates that use this texture and configure
them:
    geostate->setMode(PFSTATE_CULLFACE, PFCF_OFF);
    geostate->setAttr(PFSTATE_TEXENV, new(arena) pfTexEnv);
	tmat : texture scaling matrix
    geostate->setFuncs(loadTextureMatrixCB, loadIDMatrixCB, tmat);
    geostate->setMode(PFSTATE_ENTEXTURE, PF_ON);

That's all. The transfer is triggered by a 
	vlBeginTransfer(vlServer, vlPath, 0, NULL);


Is there something wrong? Could somebody point me towards a source of
information on this subject?

Thanks


Guy Premont


===========================================
          Silicon Worlds S.A.  
12, rue de Chatillon    75014 Paris  France
       Tel: +33 (01) 53.90.11.11
       Fax: +33 (01) 53.90.11.12
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Date: Thu, 10 Apr 1997 17:03:36 -0400
From: Andreas Schiffler <schiffler@zkm.de>
Organization: ZKM Medienmuseum, Karlsruhe, Germany
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Subject: Perl script to add texture coordinates to .OBJ files
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Status: O

Hi all,

something that might be useful to anyone out there using .obj files in
performer is this little script that adds texture coordinates. Simply
pipe your .obj file through the script:
	objtexture_planar_xy.pl

The change the .mtl file to include  the line describing the texture map
image file:
	map_Kd image.rgb

The code can be changed easily to use cylindrical or spherical mapping
by redefining how the s and t coordinates get calculated. For example:
        $x-=$xa;$y-=$ya;
        $s=0.5*atan2($y,$x)/$pi+0.5;
        $t=($z-$zmin)/($zmax-$zmin);

Bye now
  Andreas

--------------- objtexture_planar_xy.pl ----------------------
#!/usr/bin/perl

$usage="Calculate planar texture coordinates and fill them in";

$i=0;
$xa=$ya=$za=0;
$ymin=$xmin=$zmin=100000;
$ymax=$xmax=$zmax=-100000;
$pi=4*atan2(1,1);
$f=0.5/$pi;

while(<>)
{ if($_=~/^v\s+(\S+\s+\S+\s+\S+)/)
  { ($x,$y,$z)=split(/\s+/,$1);
    $vert[$i++]=join(" ",$x,$y,$z);
    $xa+=$x;$ya+=$y;$za+=$z;
    if($y<$ymin) {
     $ymin=$y;
    }
    if($y>$ymax) {
     $ymax=$y;
    }
    if($x<$xmin) {
     $xmin=$x;
    }
    if($x>$xmax) {
     $xmax=$x;
    }
    if($z<$zmin) {
     $zmin=$z;
    }
    if($z>$zmax) {
     $zmax=$z;
    }
    print $_;
  }
  else
  { if($i>0)
    {
      $i1=1/$i;
      $xa*=$i1; $ya*=$i1; $za*=$i1;
      for($j=0;$j<$i;$j++)
      { ($x,$y,$z)=split(/\s+/,$vert[$j]);
        $s=($x-$xmin)/($xmax-$xmin);
        $t=($y-$ymin)/($ymax-$ymin);
        print "vt $s $t\n";
      }
      $i=0;
    }
    if($_=~/^f /)
    { print "f";
      if($'=~/\\/)
      { $_=<>;@face=split; }
      else
      { @face=split;shift @face; }
      foreach $c ( @face )
      { ($v,$vt,$vn)=split(/\//,$c);
        print " $v/$v/$vn";
      }
      print "\n";
    }
    else
    { print $_; }
  }
}
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Date: Thu, 10 Apr 1997 10:52:16 -0700 (PDT)
From: David Plew <kishore@aimnet.com>
Message-Id: <199704101752.KAA17281@shell1.aimnet.com>
To: friedman@ucla.edu, info-performer@sgi.com
Subject: Re: What is "Cannot create objects in this buffer"?
Status: O

First of all, you are still having a multiprocessed environment, because
you have a separate DBASE process. In such a case, this warning could come
due to the fact that maybe you are trying to access scene graph that was
created in the main (parent) process, in the DBASE process. It is not
permitted to directly access the database created by some other process
in the DBASe process. If you do want to do this, you must use proper
DBASE related buffers (pl. see man page of pfBuffer, pfMergeBuffer, etc.).

Hope this helps
-anita

kishore@aimnet.com
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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Thu, 10 Apr 1997 10:41:29 -0700
In-Reply-To: Ralph Seguin <seguin@vr3.engin.umich.edu>
        "Re: IR demos for FakeSpace BOOM 3C?  (fwd)" (Apr 10,  5:05am)
References: <Pine.SGI.3.95.970410044531.14288C-100000@vr3.engin.umich.edu>
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To: Ralph Seguin <seguin@vr3.engin.umich.edu>, remi@remi.asd.sgi.com
Subject: Re: IR demos for FakeSpace BOOM 3C?  (fwd)
Cc: info-performer@sgi.com
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--
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Content-Type: text/plain; charset=us-ascii

+>---- On Apr 10,  5:05am, Ralph Seguin wrote:
> Subject: Re: IR demos for FakeSpace BOOM 3C?  (fwd)

->For some reason, the code snippet below insists on creating 
->the pfPipeWindow on the HDTV monitor (DG4-8 channel 0),
->rather than creating them inside the field sequential
->channels (2 and 3) I have set up.
->

[ ... ]

->I should be selecting a visual that corresponds to the FS channels that I
->have set up with ircombine.

Visuals are completely indepenent and ignorant of video channels.

->The web page above only seems to deal with a DG4-2 output.
->I'd like to have the following:
->
->   chan0/HDTV monitor:    control panel / small window
->   chan2/BOOM left eye:   left eye channel of BOOM3C
->   chan3/BOOM right eye:  right eye channel of BOOM3C
->
->How do I go about selecting layers/buffers for such a situation?
->
->I've looked at the man page for pfPipeVideoChannel, but I see no methods
->to attach it to a particular DG4-8 channel.

pfGetPWinPVChanId() will let you force in the Id.

You can also use the pfPipeVideoChannel to query things about
the channel (such as its size and origin) 
	pfGetPVChanOrigin() and pfGetPVChanSize()
or get back the X handle and do more sophisticated queries 
	pfGetPVChanInfo()
	and then  perhaps look for the XSGIVC_VFIFieldSequentialColor bit
	    in the handle.vfinfo.fieldInfo->.formatFlags
to drive intelligent Id selection.


Good luck!
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, 10 Apr 1997 05:05:05 -0400 (EDT)
From: Ralph Seguin <seguin@vr3.engin.umich.edu>
Reply-To: Ralph Seguin <seguin@vr3.engin.umich.edu>
To: remi@remi
cc: info-performer@sgi.com
Subject: Re: IR demos for FakeSpace BOOM 3C?  (fwd)
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For some reason, the code snippet below insists on creating 
the pfPipeWindow on the HDTV monitor (DG4-8 channel 0),
rather than creating them inside the field sequential
channels (2 and 3) I have set up.


Onyx2 / IR / 2x RM7 / DG4-8

aegaeon% /usr/gfx/gfxinfo
Graphics board 0 is "KONAL" graphics.
        Managed (":0.0") 1920x1200 
        Display has 8 channels
        4 GEs (of 4), occmask = 0x0f
        4MB external BEF ram, 32bit path
        2 RM7 boards (of 2) 1/1/0/0
        Texture Memory: 64MB/64MB/-/-
        Medium pixel depth
        32K cmap, 64K external gamma
        Channel 0:
         Origin = (0,0)
         Video Output: 1920 pixels, 1200 lines, 60.00Hz (1920x1200_60.vfo)
        Channel 2:
         Origin = (0,0)
         Video Output: 640 pixels, 480 lines, 60.00Hz (640x480_180q.vfo)
        Channel 3:
         Origin = (0,0)
         Video Output: 640 pixels, 480 lines, 60.00Hz (640x480_180q.vfo)



Any ideas?



// Create a pfPipeWindow for rendering onto the boom.
theGlobalData->boomPipeWindow = new pfPipeWindow(pfGetPipe(0));
theGlobalData->boomPipeWindow->setWinType(PFPWIN_TYPE_X);
theGlobalData->boomPipeWindow->setName("Boom Render");


// [... snip]
// Attributes we are looking for.
static int fbAttrs[] =
        {
	PFFB_RGBA,
	PFFB_DOUBLEBUFFER,
	PFFB_STEREO,
	PFFB_DEPTH_SIZE, 1,
	PFFB_RED_SIZE, 1,
	PFFB_GREEN_SIZE, 1,
	PFFB_BLUE_SIZE, 1,
	None
        };

// Search for the right attributes.
theGlobalData->boomPipeWindow->setFBConfigAttrs(fbAttrs);
theGlobalData->boomPipeWindow->setOriginSize(0, 0, 640, 480);

theGlobalData->boomPipeWindow->setConfigFunc(OpenPipeWin);
theGlobalData->boomPipeWindow->config();	// Open the window.

// [... snip]




According to:
   http://www.sgi.com/Products/hardware/Onyx/Tech/sfsc.html

I should be selecting a visual that corresponds to the FS channels that I
have set up with ircombine.
The web page above only seems to deal with a DG4-2 output.
I'd like to have the following:

   chan0/HDTV monitor:    control panel / small window
   chan2/BOOM left eye:   left eye channel of BOOM3C
   chan3/BOOM right eye:  right eye channel of BOOM3C

How do I go about selecting layers/buffers for such a situation?

I've looked at the man page for pfPipeVideoChannel, but I see no methods
to attach it to a particular DG4-8 channel.

Thanks.
-Ralph
seguin@umich.edu




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From: scott@ht.com (Scott McMillan)
Message-Id: <199704101715.NAA04327@hf.ht.com>
Subject: Re: coordinate system confusion
To: volpe@ash.crd.ge.com (Christopher R Volpe)
Date: Thu, 10 Apr 1997 13:15:25 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <334BDDD1.359F@ash.crd.ge.com> from "Christopher R Volpe" at Apr 9, 97 02:20:01 pm
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Status: O

Chris Volpe (volpe@ash.crd.ge.com) wrote:
> Hi Performers-
> 
>   The man page for pfLightSource gives the following piece of sample
> code:
> 
>           /* Time of day is high noon */
>           sun->setPos(0.0f, 1.0f, 0.0f, 0.0f);
> 
> Since the up direction is +Z (according to the Programmer's Guide page
> 95), shouldn't this code be as follows:
> 
>           /* Time of day is high noon */
>           sun->setPos(0.0f, 0.0f, 1.0f, 0.0f);
> 
> Is this a documentation error or am I misinterpreting something?

If this is NOT a documentation error, I am guessing this is because of
another one of those confusing discrepancies between Performer's and OpenGL's
coordinate systems (Y is up in OpenGL).  I have had to struggle with this
before.  Here's the line of reasoning....

pfLightSource borrows a lot from pfLight (says so in the man page)
pfLight man pages refer to Iris GL lmdef or OpenGL glLight.
OpenGL uses a Y up coordinate system.

It had me confused for quite a while until a coworker pointed all this out.

Good luck,
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: jaydee@ATSaerospace.com (Jean Daigle)
Date: Thu, 10 Apr 1997 14:44:29 -0400
In-Reply-To: Timothy Moore <moore@wolfenet.com>
       "Re: Textures flicker" (Apr 10,  6:18am)
X-Mailer: Mail User's Shell (7.2.5 10/14/92)
To: info-performer@sgi.com
Subject: Re: Textures flicker
Status: O

Hi,

On Apr 10,  6:18am, Timothy Moore wrote:
...
}    Patch 1696: Performer 2.0.4 EOE bug fixes for Performer 2.0 on IRIX 6.X
} 
} By the way, the release notes for 1696 claim that you should only
} install the patch if you are running 6.3 or later.  Is that really
} true?
...
}-- End of excerpt from Timothy Moore

(By the)^2 way, where/what _is_ Patch 1696?  It was not on 
Support Folio Online at Silicon Surf today (at least not under 
IRIX 6.4 patches).

Will it be posted there soon?  Any other pointers?


Regards,
Jean Daigle.

 --------------------------------------------------------------------
 | Jean Daigle                            ATS Aerospace Inc.        |
 | Manager,                               1250 Boul Marie-Victorin  |
 | Real Time Graphics & Entertainment     St. Bruno, QC     J3V 6B8 |
 |                                        Tel: (514) 441-9000       |
 | Jean.Daigle@ATSaerospace.com           Fax: (514) 441-6789       |
 --------------------------------------------------------------------
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Andreas Schiffler wrote:
> thanks to all who helped me with the texture flickering problem. The
> solution was to change the "decal"-mode using
>         pfDecal(PFDECAL_BASE_HIGH_QUALITY)
> and the texture-flickering went away.

A related question.  Although the 2.0.2 release notes state that the
default displacepolygon mode is significantly faster than the stencil
buffer.  Is the stencil buffer faster or slower than cutting in the
decal face which might generate several polygons around it?

-- 

Richard M. Spencer           Research Triangle Institute
rspencer@es.rti.org          Center for Digital Systems Engineering
919-541-6733 (voice)         3040 Cornwallis Road, Herbert Bldg, Rm 246
919-541-6515 (fax)           P.O. Box 12194; RTP, NC 27709-2194
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Date: Thu, 10 Apr 1997 14:55:51 -0700 (PDT)
From: David Plew <kishore@aimnet.com>
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To: info-performer@sgi.com
Subject: texture mapping on a sphere
Status: O


Hi:

	I am mapping a texture (having character images) on a sphere.
As expected the texture images get distorted at the top and bottom of the
sphere. I do not yet fully understand the various filters and tex. coordinates
used to perform texture mapping. So, is there any way to correct for this
kind of distortion? I am using performer's default settings for the
mapping. Or, is there any other way to display this type of image on a sphere?

thanks for any help

-anita
kishore@aimnet.com
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From: David Plew <kishore@aimnet.com>
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To: info-performer@sgi.com, silicon-worlds@calva.net
Subject: Re: Video Texture...
Status: O

I used to have similar problem when I was initing video related stuff in 
the APP process. Then I changed it so that all vl calls and texture
configuration happened in the DRAW process once (using pfPWinConfigFunc)
. I am also explicitly downloading the video texture each frame in the
channel's DRAW process. It has been working fine so far. My appl. is
multi-processed though...

-anita
kishore@aimnet.com
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From guest  Thu Apr 10 18:34:31 1997
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Organization: Lockheed Martin Engineering & Sciences
Date: Thu, 10 Apr 1997 17:28:11 -0700
Subject: Clip-Mapping
Status: O


    As I understand it, Clipmapping is/was available with Performer 2.1 on 
the IR level machines.  What is the largest clipmap successfully used with 
geometry (no 2 triangle scenes)?  What was the polygon count?  What was the 
level of machine?  We are finally getting started on clipmaps, but the 
results are not looking good in so far as speed.  Our normal Database 
consists of two databases of 32,000 polygons in the same scene (side by 
side) and our normal imagery was one 2048x2048x1 texture on one DB and one 
4096x4096x1 texture on the other DB and we have always been able to maintain 
20hz.  This is without clipmapping, now clipmapping one DB in a scene (the 
other removed) at 4096x4096x1, we've had to reduce the polygon count to 
support it....  Is this normal for clipmapping?  We are actually trying to 
support the current Beta releases of Performer 2.2, but I have no comparison 
to what has actually been accomplished with Performer 2.1....

Jeffry J. Brickley
Lockheed Martin
White Sands Missile Range

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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9704101756.ZM8205@christine.cae.ca>
Date: Thu, 10 Apr 1997 17:56:49 -0400
In-Reply-To: Sathyamoorthi Krishnamurthy <ksathya@cec.wustl.edu>
        "Question on Vega" (Apr  9,  6:39pm)
References: <Pine.SOL.3.95.970409183434.18297A-100000@centipede.cec.wustl.edu>
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Subject: Re: Question on Vega
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Status: O

Sathyamoorthi Krishnamurthy <ksathya@cec.wustl.edu> wrote
>
>Based on the evaluation I did I found Vega and Lynx system work fine with
>Multigen FLT file formats. But they dont perform so good with other file
>formats and even in certain 3ds files I built they produced wrong shapes."

Vega must be using the 3ds loader that comes with Performer. This loader
is not perfect. The a3ds2flt converter from Multigen is not perfect either.
Its seems that writing a full fledge 3ds loader/converter is not a trivial
task. The best results I got came from using the 3dsToIv converter available at
 http://www.sgi.com/Works/translators.html.




-- 
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, 10 Apr 1997 18:28:03 -0700
To: info-performer@sgi.com
From: Tom Payne <tomp@sense8.com>
Subject: 3D/VR Employment Opportunities
Mime-Version: 1.0
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Status: O

Sense8 has a number of employment opportunities currently open for people
with visual simulation experience. Specifically:

	SGI Graphics hardware
	SGI Audio
	MultiGen (and other modelers)
	OpenGL
	Irix 5.x and 6.x
	cross-platform development issues
	3D peripherals

Specifics for the following openings are detailed on our web page:

	3D Modeller, Multimedia Engineer, Project Manager,
	Software Engineer (WorldToolKit), Software Engineer (World Up),
	3D/VR Interns

	(http://www.sense8.com/company/employment.html)


Resumes can be sent to: resumes@sense8.com

Thanks


=========================================================================
Tom Payne                                                 tomp@sense8.com
Director of Product Marketing                       http://www.sense8.com
Sense8 Corporation                                  415-289-7739 (direct)
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199704110144.SAA14682@remi.asd.sgi.com>
Subject: Re: Texture flickering solved, but ...
To: rspencer@rti.org (Richard M. Spencer)
Date: Thu, 10 Apr 1997 18:44:46 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <334D5194.62B9@rti.org> from "Richard M. Spencer" at Apr 10, 97 04:46:12 pm
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Status: O

Richard M. Spencer wrote:
> 
> Andreas Schiffler wrote:
> > thanks to all who helped me with the texture flickering problem. The
> > solution was to change the "decal"-mode using
> >         pfDecal(PFDECAL_BASE_HIGH_QUALITY)
> > and the texture-flickering went away.
> 
> A related question.  Although the 2.0.2 release notes state that the
> default displacepolygon mode is significantly faster than the stencil
> buffer.  Is the stencil buffer faster or slower than cutting in the
> decal face which might generate several polygons around it?
> 

 It depends. But layering, always cost more that non layer polygons because
  - The graphic pipe has to do some more computation
  - Each pixel under the layer is touched twice (or more)

  So you are really comparing using more fill, or more polygons to
  solve the problem. 

  If your application is fill limited, then it is better to cut and
  add more polygons. 
  If your application is polygon limited, then use layers, but this
  is extremely rare.
  If you are not fill or polygon limiter, why bother :-)

  Best Regards

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From guest  Fri Apr 11 03:35:41 1997
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9704102217.ZM14178@quid.csd.sgi.com>
Date: Thu, 10 Apr 1997 22:17:04 -0700
In-Reply-To: jaydee@ATSaerospace.com (Jean Daigle)
        "Re: Textures flicker" (Apr 10,  2:44pm)
References: <199704101844.OAA10720@thor.ats.qc.ca>
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To: jaydee@ATSaerospace.com (Jean Daigle), info-performer@sgi.com
Subject: Re: Textures flicker
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Status: O

On Apr 10,  2:44pm, Jean Daigle wrote:
> Subject: Re: Textures flicker
> Hi,
>
> On Apr 10,  6:18am, Timothy Moore wrote:
> ...
> }    Patch 1696: Performer 2.0.4 EOE bug fixes for Performer 2.0 on IRIX 6.X
> }
> } By the way, the release notes for 1696 claim that you should only
> } install the patch if you are running 6.3 or later.  Is that really
> } true?
> ...
> }-- End of excerpt from Timothy Moore
>

Timothy, well spotted. Good to know you read the release notes carefully before
installing, but then doesn't everyone ?  :-)

That is a typo, you *can* install 1696 on 6.2 and any subsequent OS, see below
more detailed info on 1696.

> (By the)^2 way, where/what _is_ Patch 1696?  It was not on
> Support Folio Online at Silicon Surf today (at least not under
> IRIX 6.4 patches).
>
> Will it be posted there soon?  Any other pointers?
>

Jean,

1696  can be used to upgrade the eoe portion of Performer 2.0, 2.0.1, 2.0.2, or
2.0.3 to the level of 2.0.4.

This execution environment (eoe) includes upgrade DSOs for Performer 2.0 as
well as a 2.1.2 subsystem to upgrade DSOs for Performer 2.1.

The latest dev environment for those not using pf 2.1 is 2.0.2 which is patch
1392. In brief then you'd want something like:

On iR, pf 2.1 + patch 1696 ( 2.1 dsos )
On non-iR, pf 2.0 + patch 1696 + 1392

It should filter through to the online patches soon, let me know if not. In the
meantime you can log a support call with your local SGI office and they'll
supply it for you.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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To: Nicolas Gauvin <nicolas@cae.ca>
Cc: info-performer@sgi.com
Subject: Re: Question on Vega
References: <Pine.SOL.3.95.970409183434.18297A-100000@centipede.cec.wustl.edu> <9704101756.ZM8205@christine.cae.ca>
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Nicolas Gauvin wrote:

> Vega must be using the 3ds loader that comes with Performer. This loader
> is not perfect. The a3ds2flt converter from Multigen is not perfect either.
> Its seems that writing a full fledge 3ds loader/converter is not a trivial
> task. The best results I got came from using the 3dsToIv converter available at
>  http://www.sgi.com/Works/translators.html.

This 3dsToIv program produces wrong shading on objects with many small
triangles.
I guess they aren't using the smooth groups and the smoothfactor in the
object.

/)avid
-- 
"Women, can't live with 'em, can't get them to dress up in kinky leather 
Nazi uniforms and beat you with a warm squash"
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Date: Fri, 11 Apr 1997 15:37:23 +0200
From: Guy Premont <silicon-worlds@calva.net>
Organization: Silicon Worlds S.A.
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To: David Plew <kishore@aimnet.com>
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Subject: Re: Video Texture...
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David Plew wrote:
> 
> I used to have similar problem when I was initing video related stuff in
> the APP process. Then I changed it so that all vl calls and texture
> configuration happened in the DRAW process once (using pfPWinConfigFunc)
> . I am also explicitly downloading the video texture each frame in the
> channel's DRAW process. It has been working fine so far. My appl. is
> multi-processed though...
> 

I moved all the initialisation to the DRAW process... but it didn't
change anything.  I'm also explicitly downloading the texture each
frame. My test object is a cube where three faces have texture : two are
video texture, the third is a normal texture. One of the video texture
is always correct and the other is corrupted (with garbled parts of the
normal texture) unless I go very near the object. I'm thinking that the
problem depends on the way the texture are stored in texture memory.
What is the correct initialisation of pfTexture? 

Guy

-- 
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          Silicon Worlds S.A.  
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Newsgroups: comp.sys.sgi.misc
Subject: Q: Performer/Library version numbering: -set_version.
Date: Fri, 11 Apr 1997 14:31:17 GMT
Organization: Pera
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Hi,

I asked this question once before as an aside in another posting, but
got no response. So I'm trying again.

Can anyone explain the meaning of the different DSO/library versions
(as used with the -set_version option to ld).

I am specifically interested in how they relate to Performer releases
(i.e. is sgi3.0 Performer 2.1, sgi2.0 Performer 2.0 etc?). Do I need
to use them if I am writing my own libraries? If so what convention
should I follow?

TIA.

Mark.
-- 
Mark Baranowski at work (baranowski@marklynn.demon.co.uk)
Pera, VR Division. Melton Mowbray, Leics. LE13 0PB. UK.
Tel: +44 (0)1664 501501, Fax: +44 (0)1664 501553
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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Date: Fri, 11 Apr 1997 10:44:41 -0400
From: "Rambabu Munjuluri" <ram@ivex3d.com>
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Hi,

I wish to run Clipmapping on a separate processor. I am starting of with
APPCULL_DRAW_LPOINT on three processors and I wish to allocate
clipmapping to run on a 4th processor. 

Has anybody tried this approach with good performance gains ? If so, any
info pointers please ?

Thanks in advance  
-- 
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: Fri, 11 Apr 1997 09:03:00 -0700
From: Gullen Jim <Jim.Gullen@GSC.GTE.Com>
Subject: RE: screen clear
To: Bryan Wasileski <bwasileski@mdc.com>,
        "info-performer@sgi.com" <info-performer@sgi.com>
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Bryan Wasileski writes,

> "... From the
> results, it appears that I can clear up to 22 channels at 60Hz and beyond
> that it drops to 30Hz. This test was performed with a 2cpu R10k, 1 RM-7."

Assuming your 22 channels are same-sized, non-overlapping and cover
an entire 1280x1024 screen,

    1)  The clear time per channel would be

	CT1 = 16.7/ n1;
		 n1= number of times you can clear 1 chan in 16.7 msec

    2)  The overhead per channel would be

	OH1 = CT2 - CT1   or   OH1 = CT22 - CT1
		CT2 = 16.7/n2
		CT22 = 16.7/n22
		n2 = number of times you can clear 2 chans in 16.7 msec
		n22 = number of times you can clear 22 chans in 16.7 msec

I strongly suggest you employ "eyeball" timing instead of the stats
display
for this type of "gross" timing.  Just put the viewpoint into a heading
loop of 5
deg/loop and manually increment the number of clears until ...

Of other interest the clear times on our RE2 run 4-6 msec (normal) down
to
2.1 msec (fast tag) for 1 channel spanning an entire 1280x1024 screen.

Jim Gullen
GTE Government Systems
1805 W. Drake Dr.
Tempe, Az, 85283
voice: 602/777-1724;  email:  jim.gullen@gsc.gte.com
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From: rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!cavalier!gan (Gan Wang)
Message-Id: <9704111106.ZM1713@cavalier.cambridge.com>
Date: Fri, 11 Apr 1997 11:06:57 -0700
In-Reply-To: Christopher R Volpe <uunet!ash.crd.ge.com!volpe>
        "pfEarthSky with off-axis viewing frustra" (Apr  9,  1:14pm)
References: <334BCE6B.39A2@ash.crd.ge.com>
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To: Christopher R Volpe <uunet.uu.net!uunet!ash.crd.ge.com!volpe>,
        uunet.uu.net!uunet!sgi.com!info-performer
Subject: Re: pfEarthSky with off-axis viewing frustra
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On Apr 9,  1:14pm, Christopher R Volpe wrote:
> Subject: pfEarthSky with off-axis viewing frustra
> The man page for pfEarthSky says it doesn't work with off-axis viewing
> frusta, but that is what I need. Can someone tell me what the nature of
> the problem is and if there is a workaround?
>

PfEarthSky only works with "Z-up" coordinates.  So you have make sure that your
rendering coordinates have Z-up.  If you scene graph is built in a non-Z-up
coordinate system, you have to take care of the coordinate transformation
(rotation and maybe translation if the two origin do not coincide) from your
coordinates to the rendering coordinates.  This can be done by adding a DCS on
the top of your scene graph.  Hope this help.

Cheers,
Gan


> thanks,
> Chris
> --
>
> Chris Volpe			Phone: (518) 387-7766
> GE Corporate R&D		Fax:   (518) 387-6560
> PO Box 8 			Email: volpecr@crd.ge.com
> Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Christopher R Volpe



-- 

Gan Wang

Cambridge Research Associates            Voice:  703-790-0505 ext.7210
1430 Spring Hill Road, Suite 200         Fax:    703-790-0370
McLean, VA 22102                         E-mail: gan@cambridge.com              
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From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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Subject: Re: pfEarthSky with off-axis viewing frustra
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Gan Wang wrote:
> 
> On Apr 9,  1:14pm, Christopher R Volpe wrote:
> > Subject: pfEarthSky with off-axis viewing frustra
> > The man page for pfEarthSky says it doesn't work with off-axis viewing
> > frusta, but that is what I need. Can someone tell me what the nature of
> > the problem is and if there is a workaround?
> >
> 
> PfEarthSky only works with "Z-up" coordinates.  So you have make sure that your
> rendering coordinates have Z-up.  If you scene graph is built in a non-Z-up
> coordinate system, you have to take care of the coordinate transformation
> (rotation and maybe translation if the two origin do not coincide) from your
> coordinates to the rendering coordinates.  This can be done by adding a DCS on
> the top of your scene graph.  Hope this help.

The database I'm using has Z being in the up direction. As for
"rendering coordinates" having Z-up, I suspect this means (correct me if
I'm wrong), that the plane of my physical display device must be
vertical, and the view-up within that plane must also be vertical. I.e.,
I can have a screen straight ahead of me, and another one off to the
left or right, angled toward me or not, and I can have a screen above me
that's not angled down towards me, but if I have a screen above me
that's angled down towards me, I'm in trouble because the "up direction"
in viewing coordinates is not parallel to the "up direction" in world
coordinates. In fact, this would cause me trouble even if the frustum
for that screen were completely on-axis (i.e. even if the vector from my
eyepoint to the center of this screen up above me were perpendicular to
the screen). Furthermore, if the display were "rolled" rather than
"pitched", I'd still have a problem because even though the plane of the
display device is vertical, the view up vector is not. So the disclaimer
about off-axis viewing frusta is incorrect and should be a disclaimer
about viewing planes with pitch and roll offsets. 

Is this a correct description of the situation?

thanks,
Chris
--

Chris Volpe			Phone: (518) 387-7766 
GE Corporate R&D		Fax:   (518) 387-6560
PO Box 8 			Email: volpecr@crd.ge.com
Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199704112019.WAA23995@s00sn1.fel.tno.nl>
Subject: Billboard/Sprite and animated geometry
To: info-performer@sgi.com (Performer)
Date: Fri, 11 Apr 1997 22:19:27 +0200 (MET DST)
Cc: rioj7@s00sn1.fel.tno.nl (Mario Veraart)
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Status: O

Hello,

I'm making a special effect with performer primitives.
I began using the pfBillboard, but after carefull reading
I noticed that the planerity of the geometry is not allowed to
change. Then I used a pfSprite in a node Draw callback.
Still no animation. The animation works because if I disable
the pfSprite I can see the animation. 
After disabling the animation in the Y direction, to get 
the wanted planerity, still no animation visible with the
pfSprite enabled. The effects contains two pfGeoSets. One contains
one square that is animated and was always visible. The other contained
a lot of polygons. After playing with the number of primitives in the
second pfGeoSet I found that more than 2 primitives results in
not showing the geoset the right way. What I see are some thin textured lines
that gome and go, not every frame though.

I run on a Maximum Impact with
Irix5.3  Performer 2.0
patches installed:  1332  Impact Graphics bug fixes for 5.3
		    1543  X server fixes for Impact graphics

Does anybody know what could be the cause of this behaviour?

Manual error:
  You are not allowed to call pfSprite::setPosition outside
  the pfSprite::begin  and pfSprite::end pair.
  If gives a Segmentation fault.

Mario Veraart
--
SIGNATURE DESTROYED BY THE BROTHERHOOD OF NOD
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9704111157.ZM22776@vaisyas.engr.multigen.com>
Date: Fri, 11 Apr 1997 11:57:07 -0700
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Q: Performer/Library version numbering: -set_version." (Apr 11,  2:31pm)
References: <334e46b1.24963892@news.demon.co.uk>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Q: Performer/Library version numbering: -set_version.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 11,  2:31pm, Mark Baranowski wrote:
> Subject: Q: Performer/Library version numbering: -set_version.
>
> Can anyone explain the meaning of the different DSO/library versions
> (as used with the -set_version option to ld).

For the most part they represent sets of binary and/or link compatible DSO's.
Performer DSO's with different major versions (ie [234]) will not work
together.

> I am specifically interested in how they relate to Performer releases
> (i.e. is sgi3.0 Performer 2.1, sgi2.0 Performer 2.0 etc?).

Perf.	| DSO IVERSION
=================================
2.0.X	| sgi2.X
2.1.X	| sgi3.X
2.2.X.Y	| sgi4.X.Y*

* "X" denotes maintenance version
* "Y" denotes alpha version

/usr/include/Performer/pr.h defines two or three version symbols. The
maintenance symbol is not defined in 2.0, 2.0.1, 2.0.2.

#define PF_MAJOR_VERSION        2
#define PF_MINOR_VERSION        2
#define PF_MAINT_VERSION        0

> Do I need to use them if I am writing my own libraries?

Yes.

> If so what convention should I follow?

Use the same convention as Performer. Loader's in particular much match the
version string that pfdLoadFile is using.

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, 11 Apr 97 15:00:26 PDT
From: ctam@jupiter.risc.rockwell.com (Clement Tam)
Message-Id: <9704112200.AA06865@risc.rockwell.com>
To: ctam@risc.rockwell.com, info-performer@sgi.com
Status: O

Subject:   Performer Stereo Code

I have problem using the stereobuffer on an Onyx wih Infinite Reality.

I downloaded the demo programs stereo.c and stereotb.c from the
SGI web site:    http://www.sgi.com/Technology/Performer/goodies.html

I used the same Makefile from /usr/share/Performer/src/pguide/libpf/C,
adding stereo and stereotb to the make targets.  By default, I made
the executables using Iris GL libraries.

After using ircombine to load channel 0 with 640x480_120s.vfo, I then
ran stereo.  The Stereographics CrystalEyes emitter did show a red
LED light, but I did not see any stereo images through my stereo
glasses.

The program did complain with the following messages:

----- Begin Message ---------------------------------------------------

stereo /usr/share/Performer/data/enterprise.flt
PF Warning/Resource:           unable to determine graphics type 0.  Default: RealityEngine using gfx type mode.

========================================================================
                MultiGen Inc. OpenFlight (r) loader R14.2a
             for IRIS Performer 2.0 $Date: 1996/01/27 07:56:36 $
========================================================================
The OpenFlight (r) Loader software contained in this program is the
confidential property of MultiGen Inc.. Copyright 1995 MultiGen Inc..
All rights reserved. For further information about OpenFlight (r) Scene
Description Database, contact: MultiGen Inc., 550 South Winchester Blvd,
STE 500, San Jose CA 95128.  Phone: 1-408-556-2600, Fax: 1-408-261-4102
========================================================================

PF Notice:                     Using IrisGL to swap buffers
PF Warning/Resource:           unable to determine graphics type 0.  Default: RealityEngine using gfx type mode.
PF Notice:                     Using 60Hz video rate.

----- End Message -----------------------------------------------------

Could the warning about "unable to determine graphics type 0" be a
problem?

I have a dual monitor system.
Running gfxinfo gives the following config:

/usr/gfx 4%gfxinfo
Graphics board 0 is "KONAS" graphics.
        Managed (":0.0") 2560x1024 
        Display has 8 channels
        4 GEs (of 4), occmask = 0x0f
        4MB external BEF ram, 32bit path
        1 RM6 board (of 1) 1/0/0/0
        Texture Memory: 64MB/-/-/-
        Small pixel depth
        32K cmap, 64K external gamma
        Channel 0:
         Origin = (0,544)
         Video Output: 640 pixels, 480 lines, 60.00Hz (640x480_120s.vfo)
        Channel 2:
         Origin = (1280,0)
         Video Output: 1280 pixels, 1024 lines, 60.00Hz (1280x1024_60.vfo)

I also tried using 640x512_120s.vfo, but it made no difference.

Am I missing something, or should I use some other vfo file?
Any comment or suggestion would be much appreciated.

-----------------------------------------------------------------------------
Clement K. Tam                     |Research Scientist    
Science Center                     |Information Technology
Rockwell International Corporation |Human Computer Interface
Mail Stop A7A                      |
1049 Camino Dos Rios               |Voice: (805)373-4858
PO Box 1085                        |Email: ctam@risc.rockwell.com
Thousand Oaks, CA 91358            |
-----------------------------------------------------------------------------
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From guest  Sat Apr 12 08:40:23 1997
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From: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
To: "'Info-Performer'" <info-performer@sgi.com>
Subject: RE: Xlib call from different processes
Date: Sat, 12 Apr 1997 12:26:52 +0200
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Hi Performers,

In my application I need to change the cursor form (XDefineCursor())
 depending on a local defined mode. The function call is done in a
 process called input different from the Draw process who open the
 window. When I run the program nothing is happen and no error message
 are displayed (the same thing will happen when I try to get a Client
 Message event using the PFWIN_TYPE_EXIT mechanism) if i make the call
 from the Draw process I get the desired effect.


This is a prototype of what I'm doing:

     APP:

     vrPipeWindow *pwin = new vrPipeWindow(pipe);
     pwin->setType(PFWIN_TYPE_X);
     pwin->setMode(PFWIN_EXIT,  1);
     dsp = pfGetCurWSConnection();
     wm_protocols = XInternAtom(dsp, "WM_PROTOCOLS", 1);
     wm_delete_window = XInternAtom(dsp,  "WM_DELETE_WINDOW", 1);
     ...
     pwin->open()
    ............


    INPUT: (forked from the app)
    
    pfWSWindow *xWin = pwin->getWSWindow();
    dsp = pfGetCurWSConnection();
    curs = XCreateCursorFont(dsp, XC_hand1);
    XDefineCursor(dsp, xWin, curs);
   XFlush(dsp);

   // the cursor dosn't change to hand1
   ...

   // on the other side if I want to handle events here
   {
    XEvent event;
    XNextEvent(dsp, &event);
    // Switch on event type
    case ClientMessage:
          if ((event.xclient.message_type == wm_protocols) &&
             (event.xclient.data.l[0] == wm_delete_window)) {
               pwin->close(); // for example
             }
           break;

     // This event never arrives.

Thanks,

Nassouh Adel Chehayeb
C.E.I.T.
(Centro de Estudios e Investigaciones Tecnicas de Guipuzkoa)
Applied Mechanics Department
Paseo de Manuel Lardizabal - 15
20009. San Sebastian (SPAIN)
e-mail: nchehayeb@ceit.es
Phone: ++34-43-21.28.00
Fax   : ++34-43-21.30.76

   

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From guest  Mon Apr 14 14:57:42 1997
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Date: Mon, 14 Apr 1997 10:04:41 -0400
From: brian@sgi.com (Brian Furtaw)
Message-Id: <9704141004.ZM7221@hotsauce.clubfed.sgi.com>
In-Reply-To: ctam@jupiter.risc.rockwell.com (Clement Tam)
        "" (Apr 11,  3:00pm)
References: <9704112200.AA06865@risc.rockwell.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: ctam@jupiter.risc.rockwell.com (Clement Tam), ctam@risc.rockwell.com,
        info-performer@sgi.com
Subject: Frame buffer config failing
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

For some reason Clement the Onyx is failing to find a visual with the attrs in
the stereo.c program,

"static int FBAttrs[] = {
    PFFB_RGBA,
    PFFB_DOUBLEBUFFER,
    PFFB_STEREO,
    PFFB_DEPTH_SIZE, 23,
    PFFB_RED_SIZE, 1,
    PFFB_STENCIL_SIZE, 1,
    None,
};"

Try doing a `make ogldso' to build the OpenGL version and see if the problem is
fixed. Else you are going to have to debug the frame buffer config. For some
reason the IrisGL libraries you are linking with are failing when they try to
configure the frame buffer as specified above. What version of Performer is
this? The libraries also don't seem to recognize the IR graphics hence
defaulting to RealityEngine graphics. To debug the frame buffer config try
removing "PFFB_STEREO" and changing "PFFB_DEPTH_SIZE, 23" to "PFFB_DEPTH_SIZE,
1," of course even if this works you won't have stereo. So add stereo back in
and try it again. I think you have old versions of the Performer IrisGL
libraries, please send an `elfdump -Dl' of the stereo executable, that could
explain the problem right away.


Brian




On Apr 11,  3:00pm, Clement Tam wrote:
> Subject:
> Subject:   Performer Stereo Code
>
> I have problem using the stereobuffer on an Onyx wih Infinite Reality.
>
> I downloaded the demo programs stereo.c and stereotb.c from the
> SGI web site:    http://www.sgi.com/Technology/Performer/goodies.html
>
> I used the same Makefile from /usr/share/Performer/src/pguide/libpf/C,
> adding stereo and stereotb to the make targets.  By default, I made
> the executables using Iris GL libraries.
>
> After using ircombine to load channel 0 with 640x480_120s.vfo, I then
> ran stereo.  The Stereographics CrystalEyes emitter did show a red
> LED light, but I did not see any stereo images through my stereo
> glasses.
>
> The program did complain with the following messages:
>
> ----- Begin Message ---------------------------------------------------
>
> stereo /usr/share/Performer/data/enterprise.flt
> PF Warning/Resource:           unable to determine graphics type 0.  Default:
RealityEngine using gfx type mode.
>
> ========================================================================
>                 MultiGen Inc. OpenFlight (r) loader R14.2a
>              for IRIS Performer 2.0 $Date: 1996/01/27 07:56:36 $
> ========================================================================
> The OpenFlight (r) Loader software contained in this program is the
> confidential property of MultiGen Inc.. Copyright 1995 MultiGen Inc..
> All rights reserved. For further information about OpenFlight (r) Scene
> Description Database, contact: MultiGen Inc., 550 South Winchester Blvd,
> STE 500, San Jose CA 95128.  Phone: 1-408-556-2600, Fax: 1-408-261-4102
> ========================================================================
>
> PF Notice:                     Using IrisGL to swap buffers
> PF Warning/Resource:           unable to determine graphics type 0.  Default:
RealityEngine using gfx type mode.
> PF Notice:                     Using 60Hz video rate.
>
> ----- End Message -----------------------------------------------------
>
> Could the warning about "unable to determine graphics type 0" be a
> problem?
>
> I have a dual monitor system.
> Running gfxinfo gives the following config:
>
> /usr/gfx 4%gfxinfo
> Graphics board 0 is "KONAS" graphics.
>         Managed (":0.0") 2560x1024
>         Display has 8 channels
>         4 GEs (of 4), occmask = 0x0f
>         4MB external BEF ram, 32bit path
>         1 RM6 board (of 1) 1/0/0/0
>         Texture Memory: 64MB/-/-/-
>         Small pixel depth
>         32K cmap, 64K external gamma
>         Channel 0:
>          Origin = (0,544)
>          Video Output: 640 pixels, 480 lines, 60.00Hz (640x480_120s.vfo)
>         Channel 2:
>          Origin = (1280,0)
>          Video Output: 1280 pixels, 1024 lines, 60.00Hz (1280x1024_60.vfo)
>
> I also tried using 640x512_120s.vfo, but it made no difference.
>
> Am I missing something, or should I use some other vfo file?
> Any comment or suggestion would be much appreciated.
>
> -----------------------------------------------------------------------------
> Clement K. Tam                     |Research Scientist
> Science Center                     |Information Technology
> Rockwell International Corporation |Human Computer Interface
> Mail Stop A7A                      |
> 1049 Camino Dos Rios               |Voice: (805)373-4858
> PO Box 1085                        |Email: ctam@risc.rockwell.com
> Thousand Oaks, CA 91358            |
> -----------------------------------------------------------------------------
> =======================================================================
> 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 Clement Tam



-- 
o-o-o-o-o-o-o-o-o-o-o-o-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: Mon, 14 Apr 1997 14:54:12 -0400
From: Christopher R Volpe <volpe@ash.crd.ge.com>
Organization: GE Corporate Research & Development, Schenectady, NY
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Mime-Version: 1.0
To: Gan Wang <uunet.uu.net!ds9!cavalier!gan>
Cc: Christopher R Volpe <uunet.uu.net!uunet!ash.crd.ge.com!volpe>,
        Gan Wang <uunet.uu.net!uunet!ds9!cavalier!gan>,
        uunet.uu.net!uunet!sgi.com!info-performer
Subject: Re: pfEarthSky with off-axis viewing frustra
References: <334BCE6B.39A2@ash.crd.ge.com> <9704111106.ZM1713@cavalier.cambridge.com> <334E5F9D.60C1@ash.crd.ge.com> <9704141251.ZM4551@cavalier.cambridge.com>
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Status: O

Gan Wang wrote:
> 
> 
> By rendering coordinates, I mean the coordinates in which the channel eyepoints
> are calculated and the database is loaded.  pfEarthSky is rendered in this
> coordinate and is always render with its horizon line perpendicular to the z
> axis.  However, the geometry in the database can be computed in another
> coordinate system (i.e., geocentric) and that's when the coordinate
> transformation is needed so that its horizon will be parallel to that of esky.
>  I don't think (I could be wrong) that a channel offset (it sounds like what
> you do) will affect anything because that is only a view offset and doesn't
> change the coordinates.
> 
> PfEarthSky would still not work well if your eye point is high up in the sky,
> then you would need a true geocentric earth sky, something you have to do
> yourself.

I can see geocentric scene graphs causing a problem with pfEarthSky, but
I don't see how this has anything to do with the manual's warning
against (specifically) off-axis viewing frusta. This sounds like a
completely separate and unrelated problem. If I have a flat-earth z-up
terrain database, why, and under what circumstances, would an off-axis
viewing frusta cause a problem? This still is not clear. 

thanks,
Chris
--

Chris Volpe			Phone: (518) 387-7766 
GE Corporate R&D		Fax:   (518) 387-6560
PO Box 8 			Email: volpecr@crd.ge.com
Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
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From: "Rob Jenkins" <robj@quid>
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Date: Mon, 14 Apr 1997 14:18:26 -0700
In-Reply-To: Randy Sims <randal.sims@srs.gov>
        "Re: Textures flicker" (Apr 14,  4:09pm)
References: <199704101844.OAA10720@thor.ats.qc.ca> 
	<9704102217.ZM14178@quid.csd.sgi.com> 
	<199704142009.AA14546@gateway1.srs.gov>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Randy Sims <randal.sims@srs.gov>
Subject: Re: Textures flicker [ actually re: downloading online patches]
Cc: info-performer@sgi.com
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Status: O

please delete this if you're not interested in downloading online patches:

-------------------------------------------------------------------------
Randy

The SupportfolioOnline Question and Answer file:
http://www.sgi.com/Support/patch_faq.html may help you out, I don't use that as
we get patches internally, in fact we still have to register with SurfZone to
get them the same way as you tried but if none of this covers your problem it
should at least give you contact details for reporting the problem you had. It
also answers the questions about how long patches take to get to the online
site after release.

Cheers
Rob

On Apr 14,  4:09pm, Randy Sims wrote:
> Subject: Re: Textures flicker
> Rob Jenkins <robj@quid.csd.sgi.com> writes:
>
> > On Apr 10,  2:44pm, Jean Daigle wrote:
> > > Subject: Re: Textures flicker
> > > Hi,
> > >
> > > On Apr 10,  6:18am, Timothy Moore wrote:
> > > ...
> > > }    Patch 1696: Performer 2.0.4 EOE bug fixes for Performer 2.0 on IRIX
6.X
> > > }
> > > } By the way, the release notes for 1696 claim that you should only
> > > } install the patch if you are running 6.3 or later.  Is that really
> > > } true?
> > > ...
> > > }-- End of excerpt from Timothy Moore
> > >
> >
> > Timothy, well spotted. Good to know you read the release notes carefully
before
> > installing, but then doesn't everyone ?  :-)
> >
> > That is a typo, you *can* install 1696 on 6.2 and any subsequent OS, see
below
> > more detailed info on 1696.
> >
> > > (By the)^2 way, where/what _is_ Patch 1696?  It was not on
> > > Support Folio Online at Silicon Surf today (at least not under
> > > IRIX 6.4 patches).
> > >
> > > Will it be posted there soon?  Any other pointers?
> > >
> >
> > Jean,
> >
> > 1696  can be used to upgrade the eoe portion of Performer 2.0, 2.0.1,
2.0.2, or
> > 2.0.3 to the level of 2.0.4.
> >
> > This execution environment (eoe) includes upgrade DSOs for Performer 2.0 as
> > well as a 2.1.2 subsystem to upgrade DSOs for Performer 2.1.
> >
> > The latest dev environment for those not using pf 2.1 is 2.0.2 which is
patch
> > 1392. In brief then you'd want something like:
> >
> > On iR, pf 2.1 + patch 1696 ( 2.1 dsos )
> > On non-iR, pf 2.0 + patch 1696 + 1392
> >
> > It should filter through to the online patches soon, let me know if not. In
the
> > meantime you can log a support call with your local SGI office and they'll
> > supply it for you.
>
> Yes, 1696 is in the online patches, but appears to be corrupt when I
> try to fetch it.
>
> >
> > Cheers
> > Rob
> >
> > --
> > ________________________________________________________________
> > Rob Jenkins mailto:robj@csd.sgi.com
> > Silicon Graphics, Mtn View, California, USA
> > =======================================================================
> > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
> >             Submissions:  info-performer@sgi.com
> >         Admin. requests:  info-performer-request@sgi.com
>
>
> --
> Randal N. Sims (Randy)           |  Tel:   (803)725-8347
> Westinghouse Savannah River Co.  |  Fax:   (803)725-8829
> SRS, 773-42A, 129                |  Email: randal.sims@srs.gov
> Aiken, SC 29808-0001 USA         |  URL:   "under construction"
>
> DISCLAIMER: The opinions expressed are mine and do not necessarily
> 	    represent Westinghouse Savannah River Co. or the
> 	    United States Department of Energy.
>
>-- End of excerpt from Randy Sims



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
=======================================================================
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Date: Mon, 14 Apr 1997 16:09:02 -0400
From: Randy Sims <randal.sims@srs.gov>
Subject: Re: Textures flicker
In-Reply-To: Rob Jenkins's message of Thu, 10 Apr 1997 22:17:04 -0700
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 <9704102217.ZM14178@quid.csd.sgi.com>
Status: O

Rob Jenkins <robj@quid.csd.sgi.com> writes:

> On Apr 10,  2:44pm, Jean Daigle wrote:
> > Subject: Re: Textures flicker
> > Hi,
> >
> > On Apr 10,  6:18am, Timothy Moore wrote:
> > ...
> > }    Patch 1696: Performer 2.0.4 EOE bug fixes for Performer 2.0 on IRIX 6.X
> > }
> > } By the way, the release notes for 1696 claim that you should only
> > } install the patch if you are running 6.3 or later.  Is that really
> > } true?
> > ...
> > }-- End of excerpt from Timothy Moore
> >
> 
> Timothy, well spotted. Good to know you read the release notes carefully before
> installing, but then doesn't everyone ?  :-)
> 
> That is a typo, you *can* install 1696 on 6.2 and any subsequent OS, see below
> more detailed info on 1696.
> 
> > (By the)^2 way, where/what _is_ Patch 1696?  It was not on
> > Support Folio Online at Silicon Surf today (at least not under
> > IRIX 6.4 patches).
> >
> > Will it be posted there soon?  Any other pointers?
> >
> 
> Jean,
> 
> 1696  can be used to upgrade the eoe portion of Performer 2.0, 2.0.1, 2.0.2, or
> 2.0.3 to the level of 2.0.4.
> 
> This execution environment (eoe) includes upgrade DSOs for Performer 2.0 as
> well as a 2.1.2 subsystem to upgrade DSOs for Performer 2.1.
> 
> The latest dev environment for those not using pf 2.1 is 2.0.2 which is patch
> 1392. In brief then you'd want something like:
> 
> On iR, pf 2.1 + patch 1696 ( 2.1 dsos )
> On non-iR, pf 2.0 + patch 1696 + 1392
> 
> It should filter through to the online patches soon, let me know if not. In the
> meantime you can log a support call with your local SGI office and they'll
> supply it for you.

Yes, 1696 is in the online patches, but appears to be corrupt when I
try to fetch it.

> 
> Cheers
> Rob
> 
> -- 
> ________________________________________________________________
> Rob Jenkins mailto:robj@csd.sgi.com
> Silicon Graphics, Mtn View, California, USA
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com


-- 
Randal N. Sims (Randy)           |  Tel:   (803)725-8347
Westinghouse Savannah River Co.  |  Fax:   (803)725-8829
SRS, 773-42A, 129                |  Email: randal.sims@srs.gov
Aiken, SC 29808-0001 USA         |  URL:   "under construction"

DISCLAIMER: The opinions expressed are mine and do not necessarily
	    represent Westinghouse Savannah River Co. or the
	    United States Department of Energy.


=======================================================================
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Message-Id: <199704141834.NAA10952@l-ecn030.icaen.uiowa.edu>
Organization: Iowa Computer Aided Engineering Network, University of Iowa
Subject: Subloading and formating textures
To: info-performer@sgi.com
Date: Mon, 14 Apr 1997 13:34:15 -0500 (CDT)
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Status: O

Performers.

I wonder if you can help me understand how to best subload textures in my
multiprocess application.

I'm modifying Perfly so that I can load a live stream of images into one 
of the textures.  I've got the steam up and running, its getting the 
images 
into the textures that poses the problem.

Because each image takes some time to process, I've broken that work off 
into
a localDBaseFunction process.  There I define the texture and put it into a
texture buffer called ViewState->nextTexture that has global scope:

>    ViewState->nextTexture->getImage(&ibuf, &nc, &sx, &sy, &sz);
>    getNextImage( (unsigned char *) ibuf, sx, sy, nc, 
ViewState->imageList[rep] );
>    ViewState->nextTexture->setImage(ibuf, nc, sx, sy, 1);
>    ViewState->nextTexture->format(); 

In a localPostDraw function, I subload nextTexture into the first element 
of
the textureList that was so kindly set up and loaded when the application 
began:

>  tex = (pfTexture *) list->get(0);
>  ViewState->nextTexture->getImage(&image, &nc, &xsize, &ysize, &sz);
>  tex->subload(PFTEX_SOURCE_IMAGE, image, 0, 0, 0, 0, 512, 512);
 
Now here's the killer.  This application works and the texture changes if 
I run everything as a single process on my O2.  If I fork off the dataBase 
function, the application crashes and burns with the message:

PF Fatal/SysErr:     _pfDirtCheck: pfRealloc of 0 bytes returned NULL.
PF Notice(11):       Caught SIGCHLD. Exiting due to death of child with 
pid 6514

Well, well, I think.  I can not format the image in the dbasefunction.  So
I move the format call to the draw function.  In single processing mode it
is as if I'm not touching the texture.  In multiprocessing mode I get the 
following complaint with each draw attempt:

PF Notice/Usage:               OpenGL Error 0x501 - invalid value

I'm really stuck and need to get this up and running in multi-processing 
mode
by Friday.  Can you help?

Other relevant info is:  I'm running Performer 2.0 on an O2.  My hinv is:
Video: MVP unit 0 version 1.2
AV: AV1 Card version 1, O2Cam type 1 version 0 connected.
FLASH PROM version 4.0
On-board serial ports: 2
On-board EPP/ECP parallel port
1 180 MHZ IP32 Processor
FPU: MIPS R5000 Floating Point Coprocessor Revision: 1.0
CPU: MIPS R5000 Processor Chip Revision: 2.1
Data cache size: 32 Kbytes
Instruction cache size: 32 Kbytes
Secondary unified instruction/data cache size: 512 Kbytes on Processor 0
Main memory size: 64 Mbytes
Iris Audio Processor: version A3 revision 15
Integral Ethernet: ec0, version 1
  Tape drive: unit 7 on SCSI controller 1: DAT
  CDROM: unit 4 on SCSI controller 0
  Disk drive: unit 1 on SCSI controller 0
CRM graphics installed
Integral SCSI controller 1: Version ADAPTEC 7880
Integral SCSI controller 0: Version ADAPTEC 7880
Vice: DX

The format of the images are:
Internal Format TX_RGB_5, full speed
External Format TX_PACK_8
Not a detail Texture
Not a gen_mipmap Texture
A subload format Texture

Thanks in advance for any help you can offer.

- Geb
-- 
Dr. Geb Thomas                   
The GROK Lab Industrial Engineering           (o)  (319) 335-5936
The University of Iowa           (f)  (319) 335-5424
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From: rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!cavalier!gan (Gan Wang)
Message-Id: <9704141251.ZM4551@cavalier.cambridge.com>
Date: Mon, 14 Apr 1997 12:51:52 -0700
In-Reply-To: Christopher R Volpe <uunet!ash.crd.ge.com!volpe>
        "Re: pfEarthSky with off-axis viewing frustra" (Apr 11, 11:58am)
References: <334BCE6B.39A2@ash.crd.ge.com> 
	<9704111106.ZM1713@cavalier.cambridge.com> 
	<334E5F9D.60C1@ash.crd.ge.com>
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To: Christopher R Volpe <uunet.uu.net!uunet!ash.crd.ge.com!volpe>,
        Gan Wang <uunet.uu.net!uunet!ds9!cavalier!gan>
Subject: Re: pfEarthSky with off-axis viewing frustra
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On Apr 11, 11:58am, Christopher R Volpe wrote:
> Subject: Re: pfEarthSky with off-axis viewing frustra
> Gan Wang wrote:
> >
> > On Apr 9,  1:14pm, Christopher R Volpe wrote:
> > > Subject: pfEarthSky with off-axis viewing frustra
> > > The man page for pfEarthSky says it doesn't work with off-axis viewing
> > > frusta, but that is what I need. Can someone tell me what the nature of
> > > the problem is and if there is a workaround?
> > >
> >
> > PfEarthSky only works with "Z-up" coordinates.  So you have make sure that
your
> > rendering coordinates have Z-up.  If you scene graph is built in a non-Z-up
> > coordinate system, you have to take care of the coordinate transformation
> > (rotation and maybe translation if the two origin do not coincide) from
your
> > coordinates to the rendering coordinates.  This can be done by adding a DCS
on
> > the top of your scene graph.  Hope this help.
>
> The database I'm using has Z being in the up direction. As for
> "rendering coordinates" having Z-up, I suspect this means (correct me if
> I'm wrong), that the plane of my physical display device must be
> vertical, and the view-up within that plane must also be vertical. I.e.,
> I can have a screen straight ahead of me, and another one off to the
> left or right, angled toward me or not, and I can have a screen above me
> that's not angled down towards me, but if I have a screen above me
> that's angled down towards me, I'm in trouble because the "up direction"
> in viewing coordinates is not parallel to the "up direction" in world
> coordinates. In fact, this would cause me trouble even if the frustum
> for that screen were completely on-axis (i.e. even if the vector from my
> eyepoint to the center of this screen up above me were perpendicular to
> the screen). Furthermore, if the display were "rolled" rather than
> "pitched", I'd still have a problem because even though the plane of the
> display device is vertical, the view up vector is not. So the disclaimer
> about off-axis viewing frusta is incorrect and should be a disclaimer
> about viewing planes with pitch and roll offsets.
>

By rendering coordinates, I mean the coordinates in which the channel eyepoints
are calculated and the database is loaded.  pfEarthSky is rendered in this
coordinate and is always render with its horizon line perpendicular to the z
axis.  However, the geometry in the database can be computed in another
coordinate system (i.e., geocentric) and that's when the coordinate
transformation is needed so that its horizon will be parallel to that of esky.
 I don't think (I could be wrong) that a channel offset (it sounds like what
you do) will affect anything because that is only a view offset and doesn't
change the coordinates.

PfEarthSky would still not work well if your eye point is high up in the sky,
then you would need a true geocentric earth sky, something you have to do
yourself.

Hope it helps.

Cheers,
Gan


> Is this a correct description of the situation?
>
> thanks,
> Chris
> --
>
> Chris Volpe			Phone: (518) 387-7766
> GE Corporate R&D		Fax:   (518) 387-6560
> PO Box 8 			Email: volpecr@crd.ge.com
> Schenectady, NY 12301		Web:   http://www.crd.ge.com/~volpecr
>-- End of excerpt from Christopher R Volpe



-- 

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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        "" (Apr 11,  3:00pm)
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On Apr 11,  3:00pm, Clement Tam wrote:
> I have problem using the stereobuffer on an Onyx wih Infinite Reality.
> 
> I downloaded the demo programs stereo.c and stereotb.c from the
> SGI web site:    http://www.sgi.com/Technology/Performer/goodies.html
> 
> I used the same Makefile from /usr/share/Performer/src/pguide/libpf/C,
> adding stereo and stereotb to the make targets.  By default, I made
> the executables using Iris GL libraries.
                        ^^^^^^^^^^^^^^^^^

There's the problem, IrisGL on an InfiniteReality.

The explanation is convoluted but the problem is easily solved.

Since this is an InfiniteReality system, I assume you have Performer
2.1 installed.  However, Performer 2.1 does not have IrisGL-based
libraries.  It only contains OpenGL-based libraries.

This means that the libpf_igl.so your compilation is picking up is
from the Performer 2.0 performer_compat subsystems.  Performer 2.0
didn't know about IR.

You need to recompile using the OpenGL bindings.

Or if you -must- use IrisGL-based Performer on an IR, you can do
it by installing "Performer 2.0.2", which is the nickname for the
combination of:
    performer_eoe 2.0.1   from the IRIX 6.2 cd
    performer_dev 2.0     from the Performer 2.0 cd
    patch 1347 or 1696
    patch 1392

You'd be best off just sticking with 2.1 and recompiling 'make ogldso'

> PF Warning/Resource:           unable to determine graphics type 0.  
> Default: RealityEngine using gfx type mode.

This confirms that the libpf_igl.so being used is from Performer 2.0.

Allan

-- 
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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I have been working with 3D textures and have used pfTexGen.

Can anyone tell me the use of the last argument of the following line?


->   volgen->setPlane (PF_S , a, b, c, d);
			  ^ or T, R, Q


What is the purpose of d? How does it affect the texture plane?

Thanks in advance.
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From: "David A. Slayton (DAS)" <dslayton@d-a-s.com>
Organization: Dynamic Animation Systems Inc.
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Status: O

Dynamic Animation Systems, Inc.

A progressive young virtual reality software company
is searching for qualified candidates to join our hearty
band of visionaries in defining the future of distributed
online virtual environments.

We are currently looking for both senior and mid-level
software developers and expert modelers and animators for
supporting the following application areas:

o Immersive virtual reality application development
  including online gaming, defense, and industrial 
  simulations.

o Synthetic database development.

o Optimized multi-platform scene development and
  visualization system software development.

o Online and interactive multiplayer game development.

o Advanced character animation and model development.

o Humanoid behavioral representation and avatar
  control software development.

o Real-time wave and maritime simulation software
  design and development.

o Distributed Interactive Simulation / High Level 
  Architecture system software and application design 
  and development. 

o Advanced imagery applications such as terrain feature
  extraction from remotely sensed imagery.

We offer an enjoyable work environment, competitive
compensation package and the opportunity to work with
the leaders in the visualization industry.

We are seeking talented energetic leaders and team 
players with backgrounds resembling:

o An MS/CS or equivalent experience with a proven
  background in software design and development.

o 2+ years C++/C, OpenGL, Performer, Java, Direct3D, 
  VRML2.0, Unix and NT experience.

o Modeling and/or Animation experience with some of
  the following packages:  Coryphaeus DWB, EZScene,
  and EZT, Alias/Wavefront, LightWave, Multigen, 
  Paradigm and Sense8.

o 2 years or more Distributed Interactive Simulation
  or Distributed Interactive Entertainment Application 
  Design and Development.

All positions are currently at our Northern VA location 
and require US Citizenship.  

Please fax your resume and salary requirements to (703)425-2204 
or email this information to jobs@d-a-s.com 
or snail mail it to:

	Dynamic Animation Systems, Inc.
	ATTN: VR Developer Recruiting
	5818 Oak Ladder Court
	Burke VA 22015


Thanks!

-- 
####################################################################
!                                                                  !
!  David A. Slayton                Dynamic Animation Systems, Inc. !
!  Senior Vice President           6035 Burke Centre Parkway       !
!				   Suite 200                       !
!                                  Burke, VA 22015                 !
!  mailto:dslayton@d-a-s.com       (703)425-2203                   !
!  http://www.d-a-s.com/           (703)425-2204 (FAX)             !
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From: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
To: "'Info-Performer'" <info-performer@sgi.com>
Subject: RE: Xlib call from different processes
Date: Tue, 15 Apr 1997 09:35:40 +0200
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Hi Performers,

In my application I need to change the cursor form (XDefineCursor())
 depending on a local defined mode. The function call is done in a
 process called input different from the Draw process who open the
 window. When I run the program nothing is happen and no error message
 are displayed (the same thing will happen when I try to get a Client
 Message event using the PFWIN_TYPE_EXIT mechanism) if i make the call
 from the Draw process I get the desired effect.


This is a prototype of what I'm doing:

     APP:

     vrPipeWindow *pwin = new vrPipeWindow(pipe);
     pwin->setType(PFWIN_TYPE_X);
     pwin->setMode(PFWIN_EXIT,  1);
     dsp = pfGetCurWSConnection();
     wm_protocols = XInternAtom(dsp, "WM_PROTOCOLS", 1);
     wm_delete_window = XInternAtom(dsp,  "WM_DELETE_WINDOW", 1);
     ...
     pwin->open()
    ............


    INPUT: (forked from the app)
    
    pfWSWindow *xWin = pwin->getWSWindow();
    dsp = pfGetCurWSConnection();
    curs = XCreateCursorFont(dsp, XC_hand1);
    XDefineCursor(dsp, xWin, curs);
   XFlush(dsp);

   // the cursor dosn't change to hand1
   ...

   // on the other side if I want to handle events here
   {
    XEvent event;
    XNextEvent(dsp, &event);
    // Switch on event type
    case ClientMessage:
          if ((event.xclient.message_type == wm_protocols) &&
             (event.xclient.data.l[0] == wm_delete_window)) {
               pwin->close(); // for example
             }
           break;

     // This event never arrives.

Thanks,

Nassouh Adel Chehayeb
C.E.I.T.
(Centro de Estudios e Investigaciones Tecnicas de Guipuzkoa)
Applied Mechanics Department
Paseo de Manuel Lardizabal - 15
20009. San Sebastian (SPAIN)
e-mail: nchehayeb@ceit.es
Phone: ++34-43-21.28.00
Fax   : ++34-43-21.30.76

   


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Date: Tue, 15 Apr 1997 15:37:44 +0000
In-Reply-To: richard koh <eng40252@nus.sg>
        "Question regarding pfTexGen" (Apr 14, 10:56pm)
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Status: O

On Apr 14, 10:56pm, richard koh wrote:
> Subject: Question regarding pfTexGen
> I have been working with 3D textures and have used pfTexGen.
>
> Can anyone tell me the use of the last argument of the following line?
>
>
> ->   volgen->setPlane (PF_S , a, b, c, d);
> 			  ^ or T, R, Q
>
>
> What is the purpose of d? How does it affect the texture plane?

a,b and c are the normal of the plane, while d is the distance of the plane
from the origin in the direction of the normal. Try man pfPlane for details.

Ran

-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
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              _/                     |   
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com, info-vega@daisy.paradigmsim.com,
        scivw@hitl.washington.edu
Subject: JOB-OFFERED: VR Software Engineers.
Date: Tue, 15 Apr 1997 12:49:10 GMT
Organization: Pera
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Status: O

Pera's VR Centre are currently seeking a number of talented VR
professionals to join their team in Melton Mowbray, Leicestershire.
UK.

Requirements exist for two people with a computer science/software
engineering background to join us in July/August, with a further
vacancy expected towards the end of the year.

Job Description
---------------
The candidates will join a growing team developing virtual reality
applications and providing VR related consultancy . They will also be
required to perform research & development activities within
multinational collaborative projects currently targeted at production
engineering applications.

Job activities will encompass all software life cycle stages from
requirements analysis, through development to testing and
evaluation/installation. Database modeling activities will also be
required using MultiGen and Medit.

In addition to the technical aspects of the work, the positions will
involve significant contact with customers and European partners.

Salary
------
To UKP 25,000 p.a. plus Bonus

Education
---------
Degree qualified in Computing Science or a related field.

Experience
----------
Candidates should have:

      Strong C/C++ skills
      Experience with Silicon Graphics workstations
      Software engineering experience for real time simulation systems
      Good communication skills (both written and verbal)

In addition, preference will be given to those candidates with
knowledge of some of the following:

      Software libraries/tools, including
	- SGI Performer
	- Paradigm Vega
	- Paradigm AudioWorks
	- Division dVS, dVISE
	- SGI OpenGL Optimizer
	- OpenGL
      CAD systems and 3D file formats
      Real Time Database creation using MultiGen and Medit
      Strong applied mathematics
      X/Motif
      Virtual Reality technologies, including
	- tracking devices, 3D input devices etc
	- head-mounted displays
      PC Based 3D graphics systems


Pera's VR Centre
----------------
In 1996, Pera opened the UK's first commercial reality centre, based
on the reality centre concept pioneered by Silicon Graphics at their
Theale offices.

Since then, Pera have developed a variety of bespoke applications for
clients in a number of application areas, several of which have
received national and international coverage in both the television
and press.

Melton Mowbray is located in the Midlands, approx 15 miles from
Leicester and 18 miles from Nottingham.


How to Apply
------------
In the first instance send your CV to the address below, or email it
to gary_eves@peragroup.com


Write to
--------
Mark Baranowski or Gary Eves at the following address:

Pera,
Technology Centre,
Melton Mowbray
Leicestershire.
U.K.
LE13 0PB.




--=20
Mark Baranowski at work (baranowski@marklynn.demon.co.uk)
Pera, VR Division. Melton Mowbray, Leics. LE13 0PB. UK.
Tel: +44 (0)1664 501501, Fax: +44 (0)1664 501553
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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Date: Tue, 15 Apr 97 09:18:00 PDT
From: ctam@jupiter.risc.rockwell.com (Clement Tam)
Message-Id: <9704151618.AA00526@risc.rockwell.com>
To: allan@sgi.com, ashein@boston.sgi.com, brian@sgi.com,
        info-performer@sgi.com
Subject:  Stereo buffer on Onyx with Infinite Reality graphics
Status: O


Thanks to Andrew Shein, Brian Furtaw, and Alan Schaffer for your suggestions
and insights.  The problem is indeed using IrisGL-based Performer on an Onyx
with IR graphics.  I have since tried 'make ogldso' to create an OGL
executable for stereo.c, and it works fine!

-----------------------------------------------------------------------------
Clement K. Tam                     |Research Scientist    
Science Center                     |Information Technology
Rockwell International Corporation |Human Computer Interface
Mail Stop A7A                      |
1049 Camino Dos Rios               |Voice: (805)373-4858
PO Box 1085                        |Comnet:     253-4858
Thousand Oaks, CA 91358            |Email: ctam@risc.rockwell.com
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From: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
To: "'Info-Performer'" <info-performer@sgi.com>
Subject: preIsectFunc bad trav matrix
Date: Tue, 15 Apr 1997 19:33:58 +0200
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Status: O

 Hi Performers,

    this is an example code tha I use to get the node isect matrix In
the ISECT process.              
               /*_________________________________
                |                                                       
  |
                |    vrPoolIsect::preIsectFunc()               |
                |_________________________________|
                                                                        
  */
int vrPoolIsect::preIsectFunc(pfTraverser *trav, void *data)
 {
 pfMatrix mat;
 vrPoolIsect *isect = (vrPoolIsect *)data;
 if (!isect) return PFTRAV_CONT;

 trav->getMat(mat);
 isect->xformSegSet();  

 printf("%f %f %f\n", mat[0][0], mat[0][1], mat[0][2]);
 printf("%f %f %f\n", mat[1][0], mat[1][1], mat[1][2]);
 printf("%f %f %f\n", mat[2][0], mat[2][1], mat[2][2]);
 printf("%f %f %f\n", mat[3][0], mat[3][1], mat[3][2]);

 return PFTRAV_CONT;
 }

The node used to set the traverser CB is a pfDCS with a changing matrix,
The result of printing is an Ident matrix instead of the dcs matrix at
ISECT time.

Am I making a mistake or its a Performer bug?

 	
Nassouh Adel Chehayeb
C.E.I.T.
(Centro de Estudios e Investigaciones Tecnicas de Guipuzkoa)
Applied Mechanics Department
Paseo de Manuel Lardizabal - 15
20009. San Sebastian (SPAIN)
e-mail: nchehayeb@ceit.es
Phone: ++34-43-21.28.00
Fax   : ++34-43-21.30.76




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Subject: Performer and C++
From: Robert C Subr <subrrc@wl.wpafb.af.mil>
To: info-performer@sgi.com
Message-Id: <970415143738.893@wlp1.wl.wpafb.af.mil.0>
Date: Tue, 15 Apr 97 14:38:22 -0400
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Greetings,

I am new at C++ and have a question concerning the PF shared arena.  How do I
setup my user classes so they are defined in the pfsharedarena when the
operator new is used or deleted from the pfsharedarena when the operator delete
is called?  Or is there another correct way of doing this? Any help or simple
examples would be greatly appreciated.

Thanks,

Rob Subr
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Status: O

Hi, 

I guess this is a very simple question on the Channel Load and PipeLoad.

The man pages say that 

pfGetChanLoad will return the last computed load for chan.  The load
     value is defined as time * frameRate / frac.


AND  ...

     pfGetPipeLoad returns the current instantaneous load (ratio of time
     required to process a frame and the time allotted for that frame's
     processing) for the pipe.

For a Pipe with single channel, frac = 1.0f; both should be the same if
I understood these correctly. 

What does it mean when ChanLoad is 0.6314   and PipeLoad is 0.67150 and
values like that ? Seems to have a perfect ratio, if the load values are
close to 1.0f.

BUT,

I notice that the my simple app drops frame-rate when the PipeLoad goes
above 0.75-0.8. ????


Thanks in advance

-- 
Ram
ram@ivex3d.com
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To: info-performer@sgi.com
Subject: PFMP_CULLoDRAW & multipass algorithms on Perf2.2
Date: Wed, 16 Apr 1997 11:36:11 +0900
From: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
Status: O

Hi!

I'm using iR/Perf2.1.

According to the man page for pfMultiprocess...

     When using PFMP_CULLoDRAW, multipass algorithms (e.g. - landing lights on
     RealityEngine) which call pfDraw more than once per frame will not work.

Can't I use PFMP_CULLoDRAW calling pfDraw more than once per frame on Perf2.2 ?
( Is this impossible? )                                               ^^^^^^^

Thanks,
--
M.Y.
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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9704161343.AA13872@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: PFMP_CULLoDRAW & multipass algorithms on Perf2.2
Status: O


YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp> asked:

> According to the man page for pfMultiprocess...
> 
>      When using PFMP_CULLoDRAW, multipass algorithms (e.g. - landing lights on
>      RealityEngine) which call pfDraw more than once per frame will not work.
> 
> Can't I use PFMP_CULLoDRAW calling pfDraw more than once per frame on Perf2.2 ?
> ( Is this impossible? )                                               ^^^^^^^

Normally, the CULL process generates a bunch of drawing commands and puts them
into a Display list. ON the following frame (probably), DRAW executes all of the
commands in the display list and we are done.

In multipass rendering, DRAW simply draws the same display list two or more
times with subtle variations.

In CULLoDRAW mode, there isn't really a display list as such. As CULL generates
drawing commands, so they are immediately executed. In effect, there is no
display list involved. Hence there is no place where the entire frames drawing
commands are held and no possibility of re-drawing them in a second pass.

Hence, it seems pretty unlikely that PFMP_CULLoDRAW and multipass algorithms
are ever going to play together (although someone from the Performer team
might be able to say otherwise).



Steve Baker                     817-619-1361 (Vox-Lab)
Hughes Training Inc.            817-619-8776 (Vox-Office/Vox-Mail)
2200 Arlington Downs Road       817-619-4028 (Fax)
Arlington, Texas. TX 76005-6171 Steve@MrEd.bgm.link.com (eMail)
http://www.hti.com (external)   http://MrEd.bgm.link.com/staff/steve (intranet)
                                http://web2.airmail.net/sjbaker1     (external)

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

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Date: Wed, 16 Apr 97 08:36:55 -0500
From: steve@mred.bgm.link.com (Steve Baker)
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Status: O


Robert C Subr <subrrc@wl.wpafb.af.mil> asked:

> I am new at C++ and have a question concerning the PF shared arena.  How do I
> setup my user classes so they are defined in the pfsharedarena when the
> operator new is used or deleted from the pfsharedarena when the operator delete
> is called?  Or is there another correct way of doing this? Any help or simple
> examples would be greatly appreciated.

The basic mechanism is to overload 'operator new' and 'operator delete' for
all classes that you want to place in shared memory.

One possible way to do this is to use something like:

/*
  This class is designed as an abstract base class which ensures that
  all objects of derived classes are placed into shared memory using
  pfMalloc() and removed again using pfFree().
*/

class Shared_Memory_Object
{
public:

  void *operator new ( size_t x )
  {
    return ( x == 0 ) ? NULL : pfCalloc ( 1, x, pfGetSharedArena () ) ;
  }

  void operator delete ( void *p )
  {
    if ( p != NULL )
      pfFree ( p ) ;
  }
} ;


Then you can say things like:


class MyClass : public Shared_Memory_Object
{
  .
  .
  .
} ;


And then, anything declared using that class will be in shared memory.

At one time, there was a problem with doing this in IRIX's C++ compiler if
you delared an array of 'MyClass'. The compiler would (incorrectly) use
the default 'operator new' and 'operator delete' for arrays.

Does anyone know if that was ever fixed?


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)

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From: "Rick Weyrauch" <rweyrauch@camus.paradigmsim.com>
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Date: Wed, 16 Apr 1997 08:10:07 -0500
In-Reply-To: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
        "Clip-Mapping" (Apr 10,  5:28pm)
References: <1997Apr10.161900.1074.24715@MKTPO.mkt.lesc.lockheed.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley),
        info-performer@sgi.com (info-performer)
Subject: Re: Clip-Mapping
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On Apr 10,  5:28pm, Jeff Brickley wrote:
> Subject: Clip-Mapping
>
>     As I understand it, Clipmapping is/was available with Performer 2.1 on
> the IR level machines.  What is the largest clipmap successfully used with
> geometry (no 2 triangle scenes)?  What was the polygon count?  What was the
> level of machine?  We are finally getting started on clipmaps, but the
> results are not looking good in so far as speed.  Our normal Database
> consists of two databases of 32,000 polygons in the same scene (side by
> side) and our normal imagery was one 2048x2048x1 texture on one DB and one
> 4096x4096x1 texture on the other DB and we have always been able to maintain
> 20hz.  This is without clipmapping, now clipmapping one DB in a scene (the
> other removed) at 4096x4096x1, we've had to reduce the polygon count to
> support it....  Is this normal for clipmapping?  We are actually trying to
> support the current Beta releases of Performer 2.2, but I have no comparison
> to what has actually been accomplished with Performer 2.1....
>
> Jeffry J. Brickley
> Lockheed Martin
> White Sands Missile Range
>-- End of excerpt from Jeff Brickley


Are you using the Performer utility library code to compute the clip-texture
center point?  The pfu code traverses every clip-textured polygon to compute
the clip-texture center point. (Looking at the stats is you APP time large?)
This is fine for a 2-poly demo but does not work with more complex database.
 There are a couple of solutions.  The first is to compute the clip-texture
center point by traversing a lower resolution representation of the
clip-texture models.  The low resolution model does need to be added to the
sccene graph.  The other option is to compute the center point by defining a
function that maps world coordinates into clip-texture coordinates.


Rick

-- 

Rick Weyrauch				voice: (972) 960-2301
Paradigm Simulation Inc.		fax:   (972) 960-2303
14900 Landmark Blvd., Suite 400		rweyrauch@paradigmsim.com
Dallas TX 75240				www.paradigmsim.com
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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9704160940.ZM14592@christine.cae.ca>
Date: Wed, 16 Apr 1997 09:40:08 -0400
In-Reply-To: Robert C Subr <subrrc@wl.wpafb.af.mil>
        "Performer and C++" (Apr 15,  2:38pm)
References: <970415143738.893@wlp1.wl.wpafb.af.mil.0>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: subrrc@wl.wpafb.af.mil
Subject: Re: Performer and C++
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On Apr 15,  2:38pm, Robert C Subr wrote:
> I am new at C++ and have a question concerning the PF shared arena.  How do I
> setup my user classes so they are defined in the pfsharedarena when the
> operator new is used or deleted from the pfsharedarena when the operator
>-- End of excerpt from Robert C Subr

Deriving your class from a pfObject or a pfStruct or using the PFSTRUCT_DECLARE
macro explained in pfStruct.h will overload the new and delete operators for
shared arena.

class newClass: public pfObject
{
  ...
};

This also gives the features of pfObject to your class such as run-time type id
and reference counting.

or

class newClass {
  PFSTRUCT_DECLARE
};

This only overloads the new/delete operators.


-- 
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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Posted-Date: Wed, 16 Apr 1997 14:57:51 GMT
Message-Id: <199704161457.OAA08864@cyclops>
Subject: Re: Performer and C++
To: subrrc@wl.wpafb.af.mil (Robert C Subr)
Date: Wed, 16 Apr 1997 07:57:50 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <970415143738.893@wlp1.wl.wpafb.af.mil.0> from "Robert C Subr" at Apr 15, 97 02:38:22 pm
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Status: O

Robert C Subr wrote:
> I am new at C++ and have a question concerning the PF shared arena.  How do I
> setup my user classes so they are defined in the pfsharedarena when the
> operator new is used or deleted from the pfsharedarena when the operator delete
> is called?  Or is there another correct way of doing this? Any help or simple
> examples would be greatly appreciated.

Here's what I've done:
myClass	*myClassPtr;
myClassPtr = (myClass *) pfMalloc(sizeof(myClass), pfGetSharedArena());

This instances the class in the shared arena.  But now that I've reread your
question...  I know that some Performer classes, such as pfChannel, are 
only instanced in the shared arena, but other classes (forget which) use
a syntax like:
  myClass *myClassPtr = new(pfGetSharedArena()) myClass;

Now if I could only remember which Performer classes are like that!  I'll
take a stab at thinking (!) that the "new" operator is overloaded in that
class.  Anyone else?

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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Date: Wed, 16 Apr 1997 07:53:47 -0700
From: mtj@isdn-celeste.corp.sgi.com (Michael Jones)
Message-Id: <199704161453.HAA00721@isdn-celeste.corp.sgi.com>
To: info-performer@sgi.com
Subject: re: PFMP_CULLoDRAW & multipass algorithms on Perf2.2
Reply-To: mtj@sgi.com
Status: O

PFMP_CULLoDRAW does not use the normal "cull into a display list and
then when you're done pass that list to the draw" technique of
Performer. Rather, it uses the list as a circular buffer where the draw
consumes the info as the cull is writing it. As a side-effect of this,
the list is "used up" (potentially overwritten) in the first drawing,
so it no longer exists for reuse in multipass applications.  

It could be made to work differently, where we used an "as long as
needed" list between cull and draw, ran the cull and draw together as
they are now, but would then still have the complete list available at
the end for reuse in multipass applications. This is not something
that's been asked for until now, and it's likely too late to consider
it for the Performer 2.2 release.  I will add it to the request for
enhancement (RFE) list for the future.

Michael Jones

praesto et persto,  Phone:415.933.1455   Fax:415.965.2658   MS:8U-590
Michael T. Jones    Silicon Graphics, SSG--Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
120 Mario 64 Stars  OpenGL/ImageVision/OpenInventor/Performer/Cosmo3D
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Date: Wed, 16 Apr 1997 11:07:08 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Robert C Subr <subrrc@wl.wpafb.af.mil>
cc: info-performer@sgi.com
Subject: Re: Performer and C++
In-Reply-To: <970415143738.893@wlp1.wl.wpafb.af.mil.0>
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Status: O

On Tue, 15 Apr 1997, Robert C Subr wrote:

> Greetings,
> 
> I am new at C++ and have a question concerning the PF shared arena.  How do
> I setup my user classes so they are defined in the pfsharedarena when the
> operator new is used or deleted from the pfsharedarena when the operator
> delete is called?  Or is there another correct way of doing this? Any help
> or simple examples would be greatly appreciated.
> 
> Thanks,
> 
> Rob Subr
> 

You could add class specific operator new and operator delete. Or, even
simpler, just add the line PFSTRUCT_DECLARE; in the public section of your
class interface. You might also need to #include <Performer/pr/pfStruct.h>
Another important thing to note is that operator new []  and operator delete
[] are not provided. So allocating arrays of objects will use the operator
::new [] which can be overridden only in newer versions of the compiler (7.0
and 7.1)

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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Date: Wed, 16 Apr 1997 11:25:59 -0400
From: bleclerc@cae.ca (Bernard Leclerc)
Message-Id: <199704161525.LAA21001@eagle.cae.ca>
To: "'Info-Performer'" <info-performer@sgi.com>,
        "Chehayeb,
    Nassouh" <nchehayeb@ceit.es>
Subject: Re:  preIsectFunc bad trav matrix
Cc: info-performer@sgi.com
Status: O

> this is an example code tha I use to get the node isect matrix In
> the ISECT process.              
>
> int vrPoolIsect::preIsectFunc(pfTraverser *trav, void *data)
>  {
>  pfMatrix mat;
>  ...
>  trav->getMat(mat);
>  ...
>  }
> 
> The node used to set the traverser CB is a pfDCS with a changing matrix,
> The result of printing is an Ident matrix instead of the dcs matrix at
> ISECT time.
> 
> Am I making a mistake or its a Performer bug?


If you're using a pre-Isect callback, the DCS matrix is not yet applied.
You can change to a post-Isect callback if you're interested in the
current transformation matrix after the DCS matrix is applied.

However if you're interested in the current value of the DCS matrix, you
should do this

	pfDCS* dcs = (pfDCS*) trav->getNode();
	dcs->getMat(mat);


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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--
Hello info-Performers

When using Performer 2.0 on an IrisGL 5.3/Onyx RE2 I have problems in
using non-performer routines. I set pfMultiprocess() to
PFMP_APPCULLDRAW, as I did with Performer 1.2, but with 2.0 it does not
work. What I mainly want to do is use GL calls like qread(), so that I
can read the keyboard, and mouse ++.

Thanks for any help...

-------------
Inge E.Henriksen
Autosim A/S
P.box 2303
N-9002 Tromsoe
Norway
E-mail: <inge@autosim.no>
Tlf.nr.: +47 77 67 50 75
Fax nr.: +47 77 67 67 01
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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9704161326.AA13548@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: preIsectFunc bad trav matrix
Status: O


Chehayeb, Nassouh  <nchehayeb@ceit.es> said:

> The node used to set the traverser CB is a pfDCS with a changing matrix,
> The result of printing is an Ident matrix instead of the dcs matrix at
> ISECT time.
> 
> Am I making a mistake or its a Performer bug?

I think it's a pfBug. I reported a similar problem some time ago - but
didn't get any kind of response. Eventually I found a work-around.

Here is the note I wrote to myself at the time (over a year ago)...

/*
  SJB: There is some kind of a bug in pfGetTravMat(). In this application,
       there is typically a DCS node somewhere above this node and
       pfGetTravMat() is well behaved. However, if there is no DCS
       (or maybe an SCS?) between the pfScene and this node then
       pfGetTravMat() should return an identity matrix. In fact, the
       X and Y eyepoint coordinates can be found in the bottom row
       of matrix - but curiously, not the Z coordinate!?!
*/

[pfGetTravMat() and pfTraverser::getMat() are of course the same routine.]

If what I discovered back then is still true, then you *might* be able to
work around the problem by putting a DCS (or perhaps an SCS) at some
point in the tree above the node with the preIsectFunc() callback.

My code (as it happens) always has a DCS node somewhere above the node with
the callback - clearly when I wrote that comment, I believed that an SCS
might work instead.
 
It would be nice if some kind hearted pfPerson would fix this problem in
Perf 2.2 or in a patch to 2.0.x/2.1.x

I hope this helps...

   Steve.



Steve Baker                     817-619-1361 (Vox-Lab)
Hughes Training Inc.            817-619-8776 (Vox-Office/Vox-Mail)
2200 Arlington Downs Road       817-619-4028 (Fax)
Arlington, Texas. TX 76005-6171 Steve@MrEd.bgm.link.com (eMail)
http://www.hti.com (external)   http://MrEd.bgm.link.com/staff/steve (intranet)
                                http://web2.airmail.net/sjbaker1     (external)

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

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Subject: pfSwitches and color changes
To: info-performer@sgi.com (Performer Mailing List)
Date: Wed, 16 Apr 1997 14:17:17 -0400 (EDT)
X-Mailer: ELM [version 2.4 PL23]
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Status: O

Hi, 

  I've got a simple object built with gview. I want to change the
color of the object on the fly. I followed the sugestions offerered 
in the achives and I think I've get everything right, but the pfSwitch
doesn't seem to be switching so I must have missed something :)

I'm using perfly as a baseline and added a call to incSwitch inside 
the keybrd handler. findSwitch is called before entering the main
while (!ViewState->exitFlag) loop. 

Thanks for any light you can shed on the subject. 

Eric

void findSwitch(pfNode *node)	/* Called from main.c */
{

  if (pfIsOfType(node,pfGetSwitchClassType()))
    {
      ViewState->colorSwitch = node;
      printf(" Found Switch node \n");
    }
  if (pfIsOfType(node,pfGetGroupClassType()))
    {
      int i;
      for (i=0; i<pfGetNumChildren(node); i++)
	{
	  findSwitch(pfGetChild(node,i));
	}
    }
}

void incSwitch(void)	/* Called from processKeybdInput */ 
{
  static int var = 0;
  var = (var+1) % 3;
  printf("Setting switch val to %d\n",var);
  pfSwitchVal(ViewState->colorSwitch,var);
}

#Inventor V2.1 ascii 

Separator {
    PickStyle {
	style	UNPICKABLE
    }
    LightModel {
	model	BASE_COLOR
    }
    NormalBinding {
	value	PER_VERTEX_INDEXED
    }
    Switch {
	whichChild	0
	BaseColor {
	    rgb	0.8 1 0.2
	}
	BaseColor {
	    rgb	0 0  0
	}
	BaseColor {
	    rgb	1 0 0
	}
	BaseColor {
	    rgb	0 1 0
	}
    }
    Coordinate3 {
	point	[ -10 0 0,
			  10 0 0,
			  0 -10 0,
			  0 10 0 ]
    }
    LineSet {
	numVertices	[ 2, 2 ]
    }
}
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Date: Wed, 16 Apr 97 13:39:21 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9704161839.AA15500@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: Performer and C++
Status: O


Robert C Subr wrote:
> I am new at C++ and have a question concerning the PF shared arena.  How do I
> setup my user classes so they are defined in the pfsharedarena when the
> operator new is used or deleted from the pfsharedarena when the operator delete
> is called?  Or is there another correct way of doing this? Any help or simple
> examples would be greatly appreciated.

Jan Barglowski <jan@euryale.chinalake.navy.mil> replied:

> Here's what I've done:
>   myClass *myClassPtr;
>   myClassPtr = (myClass *) pfMalloc(sizeof(myClass), pfGetSharedArena());

Aaaaarrrggghhhh!

Please don't do that - it bypasses the class constructor function - and
for most classes, that will be a disaster!


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: "Chrysa Caulfield" <chrysa@gaia.asd.sgi.com>
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Date: Wed, 16 Apr 1997 11:34:28 -0700
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Status: O


You are cordially invited to attend a Friends of Performer meeting at ITEC.

Thursday evening, April 24, 5:30-7:30 pm

Foyer Balcon Theatre de Beaulieu

at the Palias de Beaulieu, Lausanne, Switzerland


Come hear the latest news about Performer!
 - releases
 - features
 - future plans

-- 
       ___   
      |___|	     Chrysa Caulfield, ASD Marketing     415-933-6549 phone
          |	     Silicon Graphics Computer Systems   415-964-8671 fax
         / \	     2011 N. Shoreline Bvd, MS 8L-800
     /\/     \/\     Mountain View, CA 94043-1389	 chrysa@asd.sgi.com
 __/    \   /    \_______________________________________________________

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In-Reply-To: Jan Barglowski <jan@euryale.chinalake.navy.mil>
        "Re: Performer and C++" (Apr 16,  7:57am)
References: <199704161457.OAA08864@cyclops>
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On Apr 16,  7:57am, Jan Barglowski wrote:
> Here's what I've done:
> myClass	*myClassPtr;
> myClassPtr = (myClass *) pfMalloc(sizeof(myClass), pfGetSharedArena());
>
> This instances the class in the shared arena.

But this fails to call the class constructor. Only the operator new will
call the constructor. This is very risky if your constructor is suppose
to do something important!


-- 
Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer 		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
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Date: Wed, 16 Apr 97 13:57:43 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9704161857.AA15689@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re:  preIsectFunc bad trav matrix
Status: O


Chehayeb, Nassouh <nchehayeb@ceit.es> asked:

> this is an example code tha I use to get the node isect matrix In
> the ISECT process.              
>
> int vrPoolIsect::preIsectFunc(pfTraverser *trav, void *data)
>  {
>  pfMatrix mat;
>  ...
>  trav->getMat(mat);
>  ...
>  }
> 
> The node used to set the traverser CB is a pfDCS with a changing matrix,
> The result of printing is an Ident matrix instead of the dcs matrix at
> ISECT time.
> 
> Am I making a mistake or its a Performer bug?

Bernard Leclerc <bleclerc@cae.ca> replied:

> If you're using a pre-Isect callback, the DCS matrix is not yet applied.
> You can change to a post-Isect callback if you're interested in the
> current transformation matrix after the DCS matrix is applied.
> 
> However if you're interested in the current value of the DCS matrix, you
> should do this
> 
>         pfDCS* dcs = (pfDCS*) trav->getNode();
>         dcs->getMat(mat);

..but that only works for DCS's - what about other kinds of nodes?

I'm pretty sure I've seen this problem in Cull traversals too.

What makes you so sure that the matrix isn't applied until after
the pre-traversal callback? I could (maybe) understand that in
the case of a DCS or an SCS, the matrix might be applied somewhere
between the pre- and post- traversal callbacks, but for (say) a
regular pfGroup, this should not be a problem...yet (for me at least)
there *is* a problem.

The man page simply says:

     pfGetTravMat sets mat to the current transformation matrix, which is the
     concatenation of the matrices from the root of the scene down to and
     including the current node.

...it warns you that you can't make this call in a DRAW traversal, but
for APP, CULL and ISECT traversals, it makes it pretty clear that even
for DCS and SCS nodes, you can expect to get back a transform that includes
the current node.

I still think it's a genuine pfBug.


Steve Baker                     817-619-1361 (Vox-Lab)
Hughes Training Inc.            817-619-8776 (Vox-Office/Vox-Mail)
2200 Arlington Downs Road       817-619-4028 (Fax)
Arlington, Texas. TX 76005-6171 Steve@MrEd.bgm.link.com (eMail)
http://www.hti.com (external)   http://MrEd.bgm.link.com/staff/steve (intranet)
                                http://web2.airmail.net/sjbaker1     (external)

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

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Date: Wed, 16 Apr 1997 15:46:32 -0400 (EDT)
From: Hansong Zhang <zhangh@cs.unc.edu>
To: info-performer@sgi.com
Subject: z-buffer matters when depth test's off?
Message-ID: <Pine.SGI.3.95.970416153509.2991A-100000@lionfish.cs.unc.edu>
MIME-Version: 1.0
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Status: O

Hi all,

I found something wierd and wonder if anybody knows why. In a special
rendering of a scene I turned Z-buffer off. Because z-buffer was off I
cleared only the color buffer before rendering. Turned out some polygons
were missing, leaving cracks in the image. I was puzzled and suspected
everything. The problem remained the same on iR (2 RM6) and Max
Impact. I've just found that if I clear the Z-buffer also, the cracks
are gone.
The problem's "solved" but I still don't understand it. Any ideas?

Thanks,

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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Date: Wed, 16 Apr 1997 14:10:54 -0700
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: preIsectFunc bad trav matrix" (Apr 16,  8:26am)
References: <9704161326.AA13548@mred.bgm.link.com>
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Subject: Re: preIsectFunc bad trav matrix
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On Apr 16,  8:26am, Steve Baker wrote:
> Subject: Re: preIsectFunc bad trav matrix
> 
> Chehayeb, Nassouh  <nchehayeb@ceit.es> said:
> 
> > The node used to set the traverser CB is a pfDCS with a changing matrix,
> > The result of printing is an Ident matrix instead of the dcs matrix at
> > ISECT time.
> > 
> > Am I making a mistake or its a Performer bug?
> 
> I think it's a pfBug. I reported a similar problem some time ago - but
> didn't get any kind of response. Eventually I found a work-around.
> 
> Here is the note I wrote to myself at the time (over a year ago)...
> 
> /*
>   SJB: There is some kind of a bug in pfGetTravMat(). In this application,
>        there is typically a DCS node somewhere above this node and
>        pfGetTravMat() is well behaved. However, if there is no DCS
>        (or maybe an SCS?) between the pfScene and this node then
>        pfGetTravMat() should return an identity matrix. In fact, the
>        X and Y eyepoint coordinates can be found in the bottom row
>        of matrix - but curiously, not the Z coordinate!?!
> */
> 
> [pfGetTravMat() and pfTraverser::getMat() are of course the same routine.]
> 
> If what I discovered back then is still true, then you *might* be able to
> work around the problem by putting a DCS (or perhaps an SCS) at some
> point in the tree above the node with the preIsectFunc() callback.
> 
> My code (as it happens) always has a DCS node somewhere above the node with
> the callback - clearly when I wrote that comment, I believed that an SCS
> might work instead.
>  
> It would be nice if some kind hearted pfPerson would fix this problem in
> Perf 2.2 or in a patch to 2.0.x/2.1.x
> 

As Bernard Leclerc replied earlier, the trav matrix at the DCS node
is not supposed to include the effect of the DCS itself, so
I think the pfGetTravMat() bug you are referring to is
a separate issue (one that we'll try to track down and fix for 2.2).

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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From: jaf@chem.ucsd.edu (Jeremy Friesner)
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Subject: Trouble linking in static loader
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Hi All,

I want to make a version of my Performer app that is self-contained, and
for that I need to statically link in the .pfb loader DSO.  So I set
my makefile to link the app with the following command:

CC -n32 -L/usr/lib32/Performer/Static -L/usr/lib32/Performer/Static/libpfdb -L/usr/lib/X11
-L../BG -no_unresolved -o ve app.o -lmovieGL -ldmedia -lcl -lGL -lGLU -lm -lpfpfb_ogl -llv3 
-lpfdu_ogl -lpfui -lpfutil_ogl -lpf_ogl -limage -lGLU -lGL -lXext -lXmu -lX11 -lm -lfpe 
-lC -lmalloc 

to get it to link in the static pfb library, libpfpfb.a.

But when I run it, pfdLoadFile() gives the following error:

PF Notice:                     pfdLoadFile_pfb: Loading "../../ve-models/torp2-dye1.pfb"
 2168:./ve: rld: Fatal Error: attempted access to unresolvable symbol in
/usr/lib32/libpfdb/libpfpfb_ogl.so: pfGetPartClassType

Can someone tell me what I am doing wrong here?

thanks,
Jeremy
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From: Jan Barglowski <jan@euryale.chinalake.navy.mil>
Posted-Date: Wed, 16 Apr 1997 21:43:15 GMT
Message-Id: <199704162143.VAA12050@cyclops>
Subject: Re: Performer and C++
To: steve@mred.bgm.link.com (Steve Baker)
Date: Wed, 16 Apr 1997 14:43:15 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <9704161839.AA15500@mred.bgm.link.com> from "Steve Baker" at Apr 16, 97 01:39:21 pm
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Steve Baker wrote:
> 
> 
> Robert C Subr wrote:
> > I am new at C++ and have a question concerning the PF shared arena.  How do I
> > setup my user classes so they are defined in the pfsharedarena when the
> > operator new is used or deleted from the pfsharedarena when the operator delete
> > is called?  Or is there another correct way of doing this? Any help or simple
> > examples would be greatly appreciated.
> 
> Jan Barglowski <jan@euryale.chinalake.navy.mil> replied:
> 
> > Here's what I've done:
> >   myClass *myClassPtr;
> >   myClassPtr = (myClass *) pfMalloc(sizeof(myClass), pfGetSharedArena());
> 
> Aaaaarrrggghhhh!
> 
> Please don't do that - it bypasses the class constructor function - and
> for most classes, that will be a disaster!

Thanks!  I've now checked my code and all I do this on is my
own classes (but I'm gonna convert them real soon) and pfCoord, which
is really a structure.

And really thanks for warning the novices that may have
seen my post and tried it.  Well, I *was* trying to be helpful
(sheepish grin)

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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Date: Wed, 16 Apr 1997 18:09:11 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Steve Baker <steve@mred.bgm.link.com>
cc: info-performer@sgi.com
Subject: Re:  preIsectFunc bad trav matrix
In-Reply-To: <9704161857.AA15689@mred.bgm.link.com>
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On Wed, 16 Apr 1997, Steve Baker wrote:

> Chehayeb, Nassouh <nchehayeb@ceit.es> asked:
> 
> > this is an example code tha I use to get the node isect matrix In
> > the ISECT process.              
> >
> > int vrPoolIsect::preIsectFunc(pfTraverser *trav, void *data)
> >  {
> >  pfMatrix mat;
> >  ...
> >  trav->getMat(mat);
> >  ...
> >  }
> > 
> > The node used to set the traverser CB is a pfDCS with a changing matrix,
> > The result of printing is an Ident matrix instead of the dcs matrix at
> > ISECT time.
> > 
> > Am I making a mistake or its a Performer bug?
> 
> Bernard Leclerc <bleclerc@cae.ca> replied:
> 
> > If you're using a pre-Isect callback, the DCS matrix is not yet applied.
> > You can change to a post-Isect callback if you're interested in the
> > current transformation matrix after the DCS matrix is applied.
> > 
> > However if you're interested in the current value of the DCS matrix, you
> > should do this
> > 
> >         pfDCS* dcs = (pfDCS*) trav->getNode();
> >         dcs->getMat(mat);
> 
> ..but that only works for DCS's - what about other kinds of nodes?
> 

I guess maybe you are confusing the traversal matrix and the pfDCS matrix. The
DCS matrix is not applied to the traversal matrix while in pre-callback mode,
as Mr Leclerc pointed out.  Thus your DCS matrix could be changing, but the
pre-traversal matrix remains identity. I've used trav->getMat(mat) quite
successfully (meaning, it did what I thought and wanted it do). In fact a code
stub in preCB_DCS looks like

  pfMatrix traversal
  trav->getMat(traversal);
  pfMatrix m;
  pfdcs->getMat(m);
  traversal.preMult(m);

bye
Swami

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

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Date: Wed, 16 Apr 1997 18:04:17 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
Reply-To: "Swaminathan N." <swami@evl.uic.edu>
To: Steve Baker <steve@mred.bgm.link.com>
cc: info-performer@sgi.com
Subject: Re: Performer and C++
In-Reply-To: <9704161839.AA15500@mred.bgm.link.com>
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On Wed, 16 Apr 1997, Steve Baker wrote:
> 
> Jan Barglowski <jan@euryale.chinalake.navy.mil> replied:
> 
> > Here's what I've done:
> >   myClass *myClassPtr;
> >   myClassPtr = (myClass *) pfMalloc(sizeof(myClass), pfGetSharedArena());
> 
> Aaaaarrrggghhhh!
> 
> Please don't do that - it bypasses the class constructor function - and
> for most classes, that will be a disaster!

If you include <new.h> and a reasonably upto date compiler  you could do 
placement new like

myClassPtr = new (pfMalloc(sizeof(myClass), pfGetSharedArena())) myClass;

You could also do the same by providing a second version of operator new like
this
void *
operator new(size_t s, void *v) {
  return v;
}
which allows you to do the above too. Note that this is different from the
Performer overloading of new, viz.
pfMaterial *mtl = new (pfGetSharedArena()) pfMaterial;

Placement new also helps get around the problem of not being able to overload
operator new []

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: "Don Hatch" <hatch@hell.asd.sgi.com>
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Date: Wed, 16 Apr 1997 16:26:43 -0700
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re:  preIsectFunc bad trav matrix" (Apr 16,  1:57pm)
References: <9704161857.AA15689@mred.bgm.link.com>
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To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.com
Subject: Re: preIsectFunc bad trav matrix
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On Apr 16,  1:57pm, Steve Baker wrote:
> Subject: Re:  preIsectFunc bad trav matrix
> 
> Chehayeb, Nassouh <nchehayeb@ceit.es> asked:
> 
> > this is an example code tha I use to get the node isect matrix In
> > the ISECT process.              
> >
> > int vrPoolIsect::preIsectFunc(pfTraverser *trav, void *data)
> >  {
> >  pfMatrix mat;
> >  ...
> >  trav->getMat(mat);
> >  ...
> >  }
> > 
> > The node used to set the traverser CB is a pfDCS with a changing matrix,
> > The result of printing is an Ident matrix instead of the dcs matrix at
> > ISECT time.
> > 
> > Am I making a mistake or its a Performer bug?
> 
> Bernard Leclerc <bleclerc@cae.ca> replied:
> 
> > If you're using a pre-Isect callback, the DCS matrix is not yet applied.
> > You can change to a post-Isect callback if you're interested in the
> > current transformation matrix after the DCS matrix is applied.
> > 
> > However if you're interested in the current value of the DCS matrix, you
> > should do this
> > 
> >         pfDCS* dcs = (pfDCS*) trav->getNode();
> >         dcs->getMat(mat);
> 
> ..but that only works for DCS's - what about other kinds of nodes?
> 
> I'm pretty sure I've seen this problem in Cull traversals too.
> 
> What makes you so sure that the matrix isn't applied until after
> the pre-traversal callback? I could (maybe) understand that in
> the case of a DCS or an SCS, the matrix might be applied somewhere
> between the pre- and post- traversal callbacks, but for (say) a
> regular pfGroup, this should not be a problem...yet (for me at least)
> there *is* a problem.
> 
> The man page simply says:
> 
>      pfGetTravMat sets mat to the current transformation matrix, which is the
>      concatenation of the matrices from the root of the scene down to and
>      including the current node.
> 
> ...it warns you that you can't make this call in a DRAW traversal, but
> for APP, CULL and ISECT traversals, it makes it pretty clear that even
> for DCS and SCS nodes, you can expect to get back a transform that includes
> the current node.
> 
> I still think it's a genuine pfBug.

I agree now.  That part of the man page was news to me, and my first
assumption was that it was just wrong.
However, looking at the code, I think I see the following (very flaky)
implementation for SCS and DCS:

    When called from pre- and post- node APP funcs:
	trav->getMat() matrix includes the SCS transformation.
    When called from pre- and post- node CULL or ISECT funcs:
	trav->getMat() matrix *does not* include the SCS transformation.
    When called from pre- and post- node DRAW funcs:
	pfGetModelMat() includes the SCS transformation.

Does this explain everyone's problems?

For Performer 2.2, I'll try to get all of them to conform to the man page's
description (i.e. change the CULL and ISECT traversals so that the traverser
matrix will include the node's matrix).
Unfortunately, that means if you
want to write code that works now and will also work later,
you simply can't call trav->getMat()
in the CULL or ISECT node callbacks of an SCS or DCS;
you need to attach the callback
to a node above or below the SCS instead
(depending on which behavior you want).

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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From: Mr Bok Shung Hwee <engboksh@hpa2-11.cadcam.nus.sg>
Subject: Research Appointment at Nat'l Univ of S'pore
To: info-performer@sgi.com
Date: Thu, 17 Apr 97 11:13:23 SST
Cc: engboksh@nus.sg, mpeneeyc@nus.sg
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A position as Post-Master Fellowship is available at the Faculty of Engineering
National University of Singapore.

The area of work for this appointment is in the field of Virtual Reality software development
and hardware interfacing. The main domain of problems addressed is medical/surgical.

Applicants should have the following :
1. Overseas Master Degree (i.e. not from Singapore)
2. Age should not exceed 35 years
3. Interest in remaining in Singapore to work would be good
4. Period of appointment is 2 years.

This is an appointment for professional work rather than academic work. The work is
in collaboration with Silicon Graphics East Asis Technology Network Office.

Please make further enquiries at engboksh@nus.sg. Interested applicants will need
submit a CV and publication list, a copy each of certificates and transcripts, and at least
2 letters of recommendation from referees.


Best Regards
Bok Shung Hwee
CAD/CAM Specialist
CAD/CAM Centre
Faculty of Engineering
National Uninversity of Singapore
10 Kent Ridge Crescent
Singapore 119260

Tel: (65) 7722599
Fax: (65) 7778691
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Status: O

I am currently trying a stereo demo downloaded from , but have some
problems seeing it in stereo using stereo graphics's crystal eyes.  The
frame rate doesn't look quite good.

I cannot do stereo rendering.  Can anyone please help me as I am very
new to performer.

Thanks to all.
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Date: Thu, 17 Apr 1997 09:46:22 +0200
From: Guy Premont <silicon-worlds@calva.net>
Organization: Silicon Worlds S.A.
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> Robert C Subr <subrrc@wl.wpafb.af.mil> asked:
> 
> > I am new at C++ and have a question concerning the PF shared arena.  How do I
> > setup my user classes so they are defined in the pfsharedarena when the
> > operator new is used or deleted from the pfsharedarena when the operator delete
> > is called? 
> 
Steve Baker wrote:
> 
> The basic mechanism is to overload 'operator new' and 'operator delete' for
> all classes that you want to place in shared memory.
> 

Here Steve creates a new class which only overload the operators new and
delete and has them use shared memory.

Would it be possible to use a Performer base class, like pfMemory or
pfObject, to do just the same?

I'm thinking about:
class MyOwnClass : public pfMemory
{
	[...class definition...]
}

which would allows the use of:
MyOwnClass *object = new(pfGetSharedArena()) MyOwnClass;

Is this valid? It looks like a good idea to me.

Guy

===========================================
          Silicon Worlds S.A.  
12, rue de Chatillon    75014 Paris  France
       Tel: +33 (01) 53.90.11.11
       Fax: +33 (01) 53.90.11.12
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From: Marius Kintel <kintel@sigma.nss.unit.no>
To: Inge Henriksen <autosim@icenet.no>
cc: Petter.Kinn@due.unit.no, sgi-infoperformer <info-performer@sgi.com>,
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> Videresendt av Morten Eriksen 09:11 torsdag 17. april 1997 +0100
> -----------------------------------------------------------------
> Denne kom nettopp p=E5 Performer mailing-lista. Firmaet kan v=E6re intere=
ssant
> for oss av flere grunner; de driver utvikling p=E5 SGI-bokser med Perform=
er
> + annet snacks - dermed er de kanskje i beit for kompetente folk, de lage=
r
> simulatorer - dermed har de kanskje bruk for PolyRed-lisenser eller
> -teknologi.
>=20
Er ikke dette de samme vi snakket om i fjor en gang (under den festen
paa teknostallen). De som utvikler oevelseskjoering-simulator for
bil i samarb. med UiT ??

 -marius

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From: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
To: "'Info-Performer'" <info-performer@sgi.com>
Subject: Re: preIsectFunc
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Hi Performers,

	Thanks to all people who answered my question about preIsectFunc. I
solved my problem changing the preIsectfunc to  postIsectFunc where I
got the accumulated transformation matrix of the node.

	I have another question about the pfGetCurWSConnection(). Could anyone
explain me the behavior of that function if it is called from a process
forked from the APP?. For example:

in the APP process:

    dsp = pfGetCurWSConnection();   // return the current WS connection
if  any, or open a new one.

 in the forked process:

    dsp = pfGetCurWSConnection();  // will it return the app connection
or open a new one?


 help me please,


	Nassouh Adel Chehayeb
C.E.I.T.
(Centro de Estudios e Investigaciones Tecnicas de Guipuzkoa)
Applied Mechanics Department
Paseo de Manuel Lardizabal - 15
20009. San Sebastian (SPAIN)
e-mail: nchehayeb@ceit.es
Phone: ++34-43-21.28.00
Fax   : ++34-43-21.30.76


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Date: Thu, 17 Apr 1997 14:36:05 -0400
From: Andreas Schiffler <schiffler@zkm.de>
Organization: ZKM Medienmuseum, Karlsruhe, Germany
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Status: O

Hi all,

i just wanted to pass along a little thing I found out after trying for
days on how to load Softimage OBJ models with textures properly into
Performer. 

One thing that has to be done (not stated in the manual - not intuitive)
is, that the material identifiers (after 'usemtl') have to be different
in ALL .obj-files loaded. If there are name-collisions, Performer will
simply not load the new texture but apply the old one.

As it turned out, we had several models with similar identifiers but
different textures which didn't look right (RE: my mail two weeks ago)
when loaded together with other models, but where OK when loaded
seperately.

Bye
  Andreas Schiffler
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From: Detlef.Strehmel@philosys.de (Dr. Detlef Strehmel)
To: info-performer@sgi.com
Subject: Employment Opportunities in Munich
Date: Thu, 17 Apr 1997 12:59:29 GMT
Organization: Philosys Software GmbH
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EMPLOYMENT OPPORTUNITIES IN MUNICH

Philosys is a German software company with the focus on systems,
networks and technical applications.

Our Virtual Reality Division which is primarily dealing with
industrial RT simulations has 2 opportunities currently open for
people with a MS (Diplom) in Computer Science or a related field:

- Design and development of visual simulation software and tools
  for 3D/RT-database generation

  Qualified candidates should have:
  - excellent programming background in C, X11/Motif, Shell
  - experience in multitasking and inter-process communication
  - strong skills in mathematics (esp. geometry)
  - experience with SGI hardware and the Irix OS
  A good knowledge of formal languages and compiler architecture
  would be a plus.

- Design and development of 3D-graphics application software for
  visual simulations.

  Qualified candidates should have:
  - excellent programming background in C/Unix and 3D-graphics
    (esp. OpenGL and Performer)
  - Expert knowlegde of the SGI graphics hardware
  Experience with realtime programming and performance analysis
  and tuning would be perfect.

Philosys is located in Unterschleissheim, Greater Munich.

More information can be obtained from http://www.philosys.de

Please fax or snail mail your CV to:
 
                       Philosys Software GmbH
                       Dr. Detlef Strehmel
                       Carl-von-Linde-Str. 30a
                       D-85716 Unterschleissheim

                       Fax: +49 89 321 407 12

or                     mailto: ds@philosys.de



------------------------------------------------------------------
,                                                                ,
,   Dr. Detlef Strehmel              Carl-von-Linde Str 30a      ,
,                                    D-85716 Unterschleissheim   ,
,   PHILOSYS Software GmbH           Tel.: +49 89 321407 50      ,
,                                    Fax:  +49 89 321407 12      ,
,                                    Email: ds@philosys.de       ,
,                                                                ,
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From: Tim Crane <stereo@well.com>
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On Thu, 17 Apr 1997, richard koh wrote:

> I am currently trying a stereo demo downloaded from , but have some
> problems seeing it in stereo using stereo graphics's crystal eyes.  The
> frame rate doesn't look quite good.
> 
> I cannot do stereo rendering.  Can anyone please help me as I am very
> new to performer.
> 
> Thanks to all.
What is your computer, Indy,IR, etc. also consult the man page for setmon.
Are you in the above and below format of 2x buffered. The eyeware are 
made to sync on 120 Hz (60 in each eye).  The monitor gets a 2x vertical 
pulse when the computer goes to "stereo". 
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From: "Luciano Pinho" <lpinho@onyx.fe.up.pt>
Message-Id: <9704171303.ZM14173@onyx.fe.up.pt>
Date: Thu, 17 Apr 1997 13:03:33 -0700
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Subject: Culling callbacks
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Hi!

I'm trying to speed up culling by using geometric coherence.
The scene is a city, so I've defined some strategically placed
oclusion planes that if placed between the camera and an object
will turn it invisible.
There is a pre-processing stage for the determination of the
"shadow" region of each plane for each node.
Than I should modify culling in such a way that after fustrum
culling each 'visible' node would be tested against every oclusion
plane's shadow volume for a more restrictive visibility testing.

The problem is that the culling callback method doesn't seem to work
properly:

	1- Should I use pre or post culling?
	   Pre is before fustrum culling, wich is not what I want,
	   but Post is done after all the child of the node are
	   processed, wich seems to be inneficient!
	2- I've implemented a simple test callback, but it seems
	   that it is executed only once for the hole scene.
	   What I need is a callback that is called for each node,
	   so that I can do the oclusion tests.

Can anyone help me on this or have any sugestion?
Thank you so much!

--------------------------------------------------------------------------------
Luciano Pinho
FEUP - Engineering at Oporto University, PORTUGAL
lpinho@onyx.fe.up.pt

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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9704171210.ZM5424@logan.engr.multigen.com>
Date: Thu, 17 Apr 1997 12:10:35 -0700
In-Reply-To: Guy Premont <silicon-worlds@calva.net>
        "Re: Company-Confidential" (Apr 17,  9:46am)
References: <9704161336.AA13707@mred.bgm.link.com>  <3355D54E.41C6@calva.net>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Info-Performer Mailing List <info-performer@sgi.com>
Subject: Re: Performer and C++
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Status: O

On Apr 17,  9:46am, Guy Premont wrote:
> On Wed, 16 Apr 1997, Steve Baker wrote:
> > The basic mechanism is to overload 'operator new' and 'operator delete' for
> > all classes that you want to place in shared memory.
>
> Would it be possible to use a Performer base class, like pfMemory or
> pfObject, to do just the same?

Yes.

> I'm thinking about:
> class MyOwnClass : public pfMemory
> {
> 	[...class definition...]
> }
>
> which would allows the use of:
> MyOwnClass *object = new(pfGetSharedArena()) MyOwnClass;

No it wont. This will end up calling ::new( size_t, void* ) which will
instantly corrupt your arena.

pfMemory::operator new() has different syntax than you expect. Different even
than pfObject::operator new(). pfMemory declares:

    // operator to catch bad usage
    void* operator      new(size_t s);

Therefore "pfMemory* m = new pfMemory;" is illegal. Likewise for your class.

    // operator for allocating nbytes from default arena
    void* operator      new(size_t s, size_t nybtes);

This is used as "pfMemory* m = new (0) pfMemory;" to allocate a pfMemory object
in pfGetSharedArena() with zero additional bytes. This operator new matches the
intent of your previous example.

    // operator for allocating nbytes from specific arena
    void* operator      new(size_t s, size_t nbytes, void *arena);

This is the same as the previous except that you can also specify the arena.
For example "pfMemory* m = new (0, pfGetSharedArena()) pfMemory;" is equivalent
to the previous example.

> Is this valid? It looks like a good idea to me.

It provides some well defined behavior for you classes wrt to Performer's
environment. However you cannot create objects on the stack or in arrays. Also
the syntax is somewhat nonintuitive to avoid conflicts with placement new and
because pfMemory provides memory buffer services. It's an object plus raw
memory. In a sense pfMemory is "placement new" and RTTI encapsulated as a
class.

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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Sender: cmalley@evt.com
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Date: Thu, 17 Apr 1997 13:42:46 -0600
From: Chris Malley <cmalley@evt.com>
Organization: EVT
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Subject: performer versions??
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Status: O

I am still confused about what version of Performer eoe/dev
is supported on the various versions of IRIX.  Looking at the 
FAQ, the SGI patch database, and info received from this mailing
list has only confused me more.  Can someone *please* clarify 
this?

On Mar 26, Allan Schaffer responded with the following update to 
the FAQ (which never seemed to have made it into the FAQ, see below).

> 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.


As of 15 minutes ago, the FAQ still lists the following obsolete entry:

> ------------------------------
> 
> Subject: ! -9- What are the released versions of IRIS Performer?
> Date: 12 Dec 95 00:00:01 EST
> 
>   IRIS Performer 2.0:  For IRIX 5.3, 6.1, or 6.2
> 
>   IRIS Performer 1.2/IRIX5:  (now obsolete) For IRIX 5.2, 5.3, 6.0.1, 6.1
>   IRIS Performer 1.2/IRIX4:  (now obsolete) For IRIX 4.0.5(A-J) only
>   IRIS Performer 1.1:  (now obsolete) For IRIX 5.x only
>   IRIS Performer 1.0:  (now obsolete) For IRIX 4.x only

[....bunch of stuff deleted....]

> ------------------------------


The SGI patch site lists the following Performer-related patches.
(I may have missed some -- since the patch site's search engine 
was down, I had to manually find these.)

> 1696 (IRIX 6.x)  
>      Performer 2.0.4 EOE bug fixes for Performer 2.0
> 
> 1392 (IRIX 6.2 only)  
>      Performer 2.0.2 DEV bug fix patch for Performer 2.0
> 
> 1347 (IRIX 6.2 only)  
>      Performer 2.0.2 EOE bug fix patch for Performer 2.0(.1) DSOs
> 
> 1414 (IRIX 5.3 only) 
>      Performer 2.0.2 bug fix patch for Performer2.0

As far as I can tell, 1696 makes 1347 obsolete, right?

We support our application on 5.3, 6.2, 6.3 (O2), and 6.4.
We need to know what version of performer_eoe/dev can we can run
on each OS, and what version each OS ships with.

We're having problems with the performer_eoe 2.0.3 shipped 
with IRIX 6.3, and are not sure which performer_dev we should 
be using on each platform.  

Here's what I've managed to infer from the above info. I think
the fog is beginning to lift on eoe (thanks to patch 1696), but
dev is still a mystery.

------------
IRIX 5.3 -  

  Ships with: 
      N/A

  Most current versions: 
      performer_eoe 2.0.2
      performer_dev 2.0.2

  To upgrade:
      Start with the Performer 2.0 CD and apply patch 1414
      to upgrade both eoe and dev to 2.0.2.

IRIX 6.2 (non IR) -  

   Ships with: 
      N/A

   Most current versions:
      performer_eoe 2.0.4
      performer_dev 2.0.2

   To upgrade:
      Start with the Performer 2.0 CD and apply patch 1696
      to upgrade eoe to 2.0.4.  Apply patch 1392 to upgrade
      dev to 2.0.2.

IRIX 6.2 (IR) -  

   Ships with: 
      N/A

   Most current versions:
      performer_eoe 2.1
      performer_dev 2.1

   To upgrade:
      Use the Performer 2.1 CD. No patches required.

IRIX 6.3 -  

   Ships with: 
      performer_eoe 2.0.3

   Most current versions:
      performer_eoe 2.0.4
      performer_dev 2.0 (???)

   To upgrade:
      Start with the Performer 2.0 CD and apply patch 1696
      to upgrade eoe to 2.0.4.  Based on the above patch info,
      there is no upgrade for performer_dev. (Is this true?)

IRIX 6.4
       
   Ships with: 
      performer_eoe 2.0.4

   Most current versions:
      same as IRIX 6.3 

   To upgrade:
      same as IRIX 6.3
  
------------ 

I would be amazed if the above is correct. 
If it's not, can someone please correct it? 

Thanks.

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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From: "Dewey Anderson" <dewey@evt.com>
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Date: Thu, 17 Apr 1997 15:20:54 -0600
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To: info-performer@sgi.com
Subject: pfMemory clarification
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Status: O


I'm trying to track down some memory leaks and just want to verify that my
understanding of pfMemory is correct.  This is C++ and Performer 2.0 in IRIX
5.3 on a High Impact.

Our application creates a rectangular block with a texture on one face, moves
it around and then pfDeletes it.  The scene tree looks like this

Scene->pfSCS->pfDCS->pfSCS->pfGeode

As I understand it, pfSCS, pfGeoSet, pfGeoState, pfTexture, pfTexEnv, pfGeode
are all derived from pfObject and, hence, pfMemory and will be deleted when I
do a pfDelete on the lower pfSCS.  (I explicitly pfDelete the pfDCS and upper
pfSCS for other reasons.)  These objects are all created for this one object so
there should be no other references to them.

The coordinates, normals and color of the pfGeoSets are pfVecs and these are
NOT derived from pfMemory.  I think that if I want them to be deleted, I need
to allocate them with pfMalloc instead of new, e.g.


pfVec3 *sidecoords = (pfVec3 *)pfMalloc( 20*sizeof(pfVec3), pfGetSharedArena()
);

instead of

pfVec3 *sidecoords = new pfVec3[20];


The image data in the pfTexture also needs to be allocated with pfMalloc if I
want it automatically deleted.  As it happens, the function that builds this
pfGeode gets an image passed in that was not allocated with Performer.  I've
tried two approaches here.  One is to pfMalloc space for the image and make a
copy of it.  This copy is used in setImage.  I expect the pfDelete on the pfSCS
to take care of deleting this.  (I independently take care of deleting the
original image.)

The second approach I take is to use the original image in setImage.  In this
case I don't expect pfDelete to do anything to it since it's not pfMemory.  But
I do take care of deleting it explicitly myself.


Are my expectations here correct?  Do I have the right impression about what's
supposed to be getting deleted and what I have to do to make it work?

What concerns me here is that my memory leak behavior is very different
(reduced) when I simply comment out the code that creates the pfTexture and
attatches it to the pfGeoState.

Thanks,

Dewey Anderson
dewey@evt.com
Evolving Video Technologies

P.S.  I've been told that Purify gets confused by the presence of hardware
texture memory and so can't be used here.  Any truth to that?



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From: Liem Lu <LLU@FALCON.AL.WPAFB.AF.MIL>
To: info-performer@sgi.com
Cc: llu@FALCON.AL.WPAFB.AF.MIL
Subject: dbase paging
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Status: O

Hi,

Could someone tell me what I'm doing wrong with my
database paging in the following code:

If I load tile2.flt in the pageDBase() function, I
won't see it any thing in the scene after merging.

void     *arena = NULL;
pfScene  **scene;
pfGroup  **root1,**root2;
pfSwitch **switch1,**switch2;

void pageDBase(void *data);

int main()
{
   .
   .
   pfInit();
   arena = pfGetSharedArena();
   scene = (pfScene **) pfMalloc(sizeof(pfScene
*), arena);
   root1 = (pfGroup **) pfMalloc(sizeof(pfGroup
*), arena);
   root2 = (pfGroup **) pfMalloc(sizeof(pfGroup
*), arena);
   switch1 = (pfSwitch **)
pfMalloc(sizeof(pfSwitch *), arena);
   switch2 = (pfSwitch **)
pfMalloc(sizeof(pfSwitch *), arena);
   pfMultiprocess(PFMP_APP_CULL_DRAW |
PFMP_FORK_DBASE);
   pfConfig();
   *scene = pfNewScene();
   *switch1 = pfNewSwitch();
   if ((*root1 =
(pfGroup*)pfdLoadFile("tile1.flt")) == NULL)
   {
      printf("Unable to load tile1.flt.\n");
      pfExit();
      exit(-1);
   }
   pfAddChild(*scene, *switch1);
   pfAddChild(*switch1, *root1);
   .
   .
   .
   pfDBaseFunc(pageDBase);
   while (1)
   {
      pfSync();
      pfFrame();
   }
   pfExit();
   return 0;
}

void pageDBase(void *data)
{
   static pfBuffer *buf = NULL;

   if (time_to_switch)
   {
      if (buf == NULL)
      {
         buf = pfNewBuffer();
         pfSelectBuffer(buf);
      }
      pfBufferRemoveChild(*switch1, *root1);
      pfBufferRemoveChild(*scene, *switch1);
      pfAsyncDelete(*switch1);

      if ((*root2 =
(pfGroup*)pfdLoadFile("tile2.flt")) == NULL)
      {
         printf("Unable to load tile2.flt.\n");
         pfExit();
         exit(-1);
      }
      *switch2 = pfNewSwitch();
      pfBufferAddChild(*switch2, *root2);
      pfBufferAddChild(*scene, *switch2);
      pfMergeBuffer();
   }
   pfDBase();
}      

If I load tile2.flt right after loading tile1.flt
in main() then it works.  But that defeats the
purpose of database paging, doesn't it?

Thanks for any help.

Liem Lu
P.O. Box 317258
Logicon Technical Services Inc.
Dayton, Ohio 45437-7258 U.S.A
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Date: Thu, 17 Apr 1997 23:21:49 -0700
From: allan (Allan Schaffer)
Message-Id: <9704172321.ZM28490@holodeck.csd.sgi.com>
In-Reply-To: Chris Malley <cmalley@evt.com>
        "performer versions??" (Apr 17,  1:42pm)
References: <33567D26.41C6@evt.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Chris Malley <cmalley@evt.com>, info-performer@sgi.com
Subject: Re: performer versions??
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On Apr 17,  1:42pm, Chris Malley wrote:
> 
> As far as I can tell, 1696 makes 1347 obsolete, right?

Right.  In fact, in the FAQ info you can substitute any instance of
"1347" with "1696".

> We support our application on 5.3, 6.2, 6.3 (O2), and 6.4.
> We need to know what version of performer_eoe/dev can we can run
> on each OS, and what version each OS ships with.
> 
> We're having problems with the performer_eoe 2.0.3 shipped 
> with IRIX 6.3, and are not sure which performer_dev we should 
> be using on each platform.  

performer_dev 2.0 is intended for use with any performer_eoe 2.0.*

> ------------
> IRIX 5.3 -  
> 
>   Ships with: 
>       N/A
> 
>   Most current versions: 
>       performer_eoe 2.0.2
>       performer_dev 2.0.2
> 
>   To upgrade:
>       Start with the Performer 2.0 CD and apply patch 1414
>       to upgrade both eoe and dev to 2.0.2.

Correct.

> IRIX 6.2 (non IR) -  
> 
>    Ships with: 
>       N/A
> 
>    Most current versions:
>       performer_eoe 2.0.4
>       performer_dev 2.0.2
> 
>    To upgrade:
>       Start with the Performer 2.0 CD and apply patch 1696
>       to upgrade eoe to 2.0.4.  Apply patch 1392 to upgrade
>       dev to 2.0.2.

Correct.

> IRIX 6.2 (IR) -  
> 
>    Ships with: 
>       N/A
> 
>    Most current versions:
>       performer_eoe 2.1
>       performer_dev 2.1
> 
>    To upgrade:
>       Use the Performer 2.1 CD. No patches required.

Correct.

> IRIX 6.3 -  
> 
>    Ships with: 
>       performer_eoe 2.0.3
> 
>    Most current versions:
>       performer_eoe 2.0.4
>       performer_dev 2.0 (???)
>
>    To upgrade:
>       Start with the Performer 2.0 CD and apply patch 1696
>       to upgrade eoe to 2.0.4.  Based on the above patch info,
>       there is no upgrade for performer_dev. (Is this true?)

No.  The ultimate performer_dev version in this instance should be
2.0.2.  So in addition to the above, apply patch 1392.

> IRIX 6.4
>        
>    Ships with: 
>       performer_eoe 2.0.4
> 
>    Most current versions:
>       same as IRIX 6.3 
> 
>    To upgrade:
>       same as IRIX 6.3

No.  Corrected:

Most current versions:
   performer_eoe 2.0.4
   performer_dev 2.0.2

To upgrade:
   Install performer_eoe 2.0.4 from the IRIX cd.  Install
   performer_dev 2.0 from the Performer CD and then apply patch
   1392.  (You should not load 1347 or 1696 in this case)

I'll re-update the FAQ's & push them out to the mirror sites..

Allan

-- 
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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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:  pfTerrain sample code please
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=0D=0CHi all,

I am looking for a sample code showing how to simply use pfTerrain featur=
e.

Any suggestion ?

Mike
______________________________________________
Michael Boccara                                       ! Aerospatiale
Sofware&Simulation engineer                 ! Joint Research 
email :                                                     ! Center - DC=
R/IK
michael.boccara(a)siege.aerospatiale.fr  ! 12 rue Pasteur
Tel : (+33) (0)1 46 97 32 40                    ! 92150 Suresnes
Fax : (+33) (0)1 46 97 32 59                    ! FRANCE
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9704181043.ZM14098@logan.engr.multigen.com>
Date: Fri, 18 Apr 1997 10:43:48 -0700
In-Reply-To: allan@holodeck.csd.sgi.com (Allan Schaffer)
        "Re: performer versions??" (Apr 17, 11:21pm)
References: <33567D26.41C6@evt.com>  <9704172321.ZM28490@holodeck.csd.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: performer versions??
Mime-Version: 1.0
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On Apr 17, 11:21pm, Allan Schaffer wrote:
> On Apr 17,  1:42pm, Chris Malley wrote:
> > IRIX 6.2 (non IR) -
> >
> >    Ships with:
> >       N/A
> >
> >    Most current versions:
> >       performer_eoe 2.0.4
> >       performer_dev 2.0.2
> >
> >    To upgrade:
> >       Start with the Performer 2.0 CD and apply patch 1696
> >       to upgrade eoe to 2.0.4.  Apply patch 1392 to upgrade
> >       dev to 2.0.2.
>
> Correct.

Almost ... this ships with performer_eoe 2.0.1

> > IRIX 6.2 (IR) -
> >
> >    Ships with:
> >       N/A
> >
> >    Most current versions:
> >       performer_eoe 2.1
> >       performer_dev 2.1
> >
> >    To upgrade:
> >       Use the Performer 2.1 CD. No patches required.
>
> Correct.

Maybe ... doesn't this ship with performer_eoe 2.1.0 ?

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9704181149.ZM14345@logan.engr.multigen.com>
Date: Fri, 18 Apr 1997 11:49:34 -0700
In-Reply-To: "Dewey Anderson" <dewey@evt.com>
        "pfMemory clarification" (Apr 17,  3:20pm)
References: <9704171520.ZM4058@snowmass.evt.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: pfMemory clarification
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On Apr 17,  3:20pm, Dewey Anderson wrote:
>
> Our application creates a rectangular block with a texture on one face, moves
> it around and then pfDeletes it.  The scene tree looks like this
>
> Scene->pfSCS->pfDCS->pfSCS->pfGeode
>
> As I understand it, pfSCS, pfGeoSet, pfGeoState, pfTexture, pfTexEnv, pfGeode
> are all derived from pfObject ...

Yes. It's also important to note that pfScene, pfSCS, pfDCS, and pfGeode are
derived from pfNode which adds addtional ctor/dtor behavior.

> and, hence, pfMemory and will be deleted when I do a pfDelete
> on the lower pfSCS.

This is true as long as pfMemory::getRef() <= 1 for all those pfObject's. Since
pfTexture and pfGeoState objects are generally shared between pfGeoSet's, it's
likely that they will not be deleted. Rather their ref. counts will be
decremented because the pfGeoSet gets deleted. It's possible that the
pfGeoState will be deleted but not the pfTexture for similar reasons.

> (I explicitly pfDelete the pfDCS and upper pfSCS for other reasons.)  These
> objects are all created for this one object so there should be no other
> references to them.

Yes, if this is true then they will all be deleted.

> The coordinates, normals and color of the pfGeoSets are pfVecs and these are
> NOT derived from pfMemory.

... pfdGeoBuilder creates them in pfMemory's.

> I think that if I want them to be deleted, I need
> to allocate them with pfMalloc instead of new, e.g.
>
> pfVec3 *sidecoords = (pfVec3 *)pfMalloc( 20*sizeof(pfVec3),
pfGetSharedArena()
> );

This is the accepted method. Note that in this case pfVec3::pfVec3() has not
been called. Your vectors are not properly constructed. This may be okay if you
are going to set all the values yourself.

> instead of
>
> pfVec3 *sidecoords = new pfVec3[20];

Note that the problem here is that you are calling ::operator new[](size_t)
which is not overloaded by Performer to place objects in shared memory. In
general, Performer does not support shared memory arrays of C++ objects.

You could have arrays if you define ::operator new[](size_t,void*). It's
defined by the 7.1 compiler. This idiom should work (I haven't tried it myself)
to allocate the array, BUT ... :

pfMemory* mem = new ( 20 * sizeof(pfVec3) ) pfMemory;
pfVec3* sidecoords = new ( mem ) pfVec3[ 20 ]; // placement ::operator new[]()

... even if this does work you _cannot_ use it! This is because Performer
whould never know to call "delete [] sidecoords". Therefore
pfMemory::checkDelete( sidecoords ) is an error and yet that is what must work
in order to support arrays in Performer. The lesson is "if you cannot properly
destroy each element of an array then you shouldn't create such an array."

> The image data in the pfTexture also needs to be allocated with pfMalloc if I
> want it automatically deleted.

pfTexture::loadFile() does this for you.

> As it happens, the function that builds this pfGeode gets an image passed in
> that was not allocated with Performer.  I've tried two approaches here.  One
> is to pfMalloc space for the image and make a copy of it.  This copy is used
> in setImage.  I expect the pfDelete on the pfSCS to take care of deleting
> this.  (I independently take care of deleting the original image.)

This should work.

> The second approach I take is to use the original image in setImage.  In this
> case I don't expect pfDelete to do anything to it since it's not pfMemory.
But
> I do take care of deleting it explicitly myself.

This is fine too.

> Are my expectations here correct?  Do I have the right impression about
what's
> supposed to be getting deleted and what I have to do to make it work?

Yeah.

> What concerns me here is that my memory leak behavior is very different
> (reduced) when I simply comment out the code that creates the pfTexture and
> attaches it to the pfGeoState.

Assuming you've got it right, it's possible that Performer is leaking texture
related memory or that the GL is leaking memory. This all depends upon the
software versions though. I've tested scene graph memory leakage a fair amount
over the years and I don't remember pfTexture leakage at any time.

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: <9704181435.ZM2234@christine.cae.ca>
Date: Fri, 18 Apr 1997 14:35:59 -0400
In-Reply-To: "Luciano Pinho" <lpinho@onyx.fe.up.pt>
        "Culling callbacks" (Apr 17,  1:03pm)
References: <9704171303.ZM14173@onyx.fe.up.pt>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: lpinho@onyx.fe.up.pt
Subject: Re: Culling callbacks
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On Apr 17,  1:03pm, Luciano Pinho wrote:
> Subject: Culling callbacks
> Than I should modify culling in such a way that after fustrum
> culling each 'visible' node would be tested against every oclusion
> plane's shadow volume for a more restrictive visibility testing.
>
> The problem is that the culling callback method doesn't seem to work
> properly:
>
> 	1- Should I use pre or post culling?
> 	   Pre is before fustrum culling, wich is not what I want,
> 	   but Post is done after all the child of the node are
> 	   processed, wich seems to be inneficient!
>-- End of excerpt from Luciano Pinho

Here is a suggestion:

Use a pre cull callback explicitely do a shallow frustum culling
test using pfChannel::contains(const pfSphere* sph) on the bounding
sphere of the current node. You need to first translate the bounding sphere
center with the current transformation matrix. If this test is_maybe then do
your own plane occlusion test.

Something like:

preCullCB( pfTraverser* _trav, void* )
{
  pfNode* node = _trav->getNode();
  pfSphere bsphere;
  _node->getBound(&bsphere);
  pfMatrix mat;
  _trav->getMat(mat);
  // translate bsphere center
  bsphere.center[PF_X] += mat[3][PF_X];
  bsphere.center[PF_Y] += mat[3][PF_Y];
  bsphere.center[PF_Z] += mat[3][PF_Z];
  pfChannel* chan = _trav->getChan();
  // test it with channel frustumn
  if (chan->contains(&bsphere) & (PFIS_MAYBE)) {
     if (yourOcclusionTest(...) == TRUE) {
       pfCullResult(PFIS_TRUE); // to bypass Performer's default culling
       return PFTRAV_PRUNE;
     }
  }
  return PFTRAV_CONT;
}

I haven't tried this myself, but I believe something like this should work.


-- 
Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
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nicolas@cae.ca			fax: +1 514 340 5496
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Date: Fri, 18 Apr 1997 15:49:55 -0500
From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  cull traversal
Status: O

Performers:
  Need some help.....I have some flt models for which I've set up a
couple of top level switches. At load time, I go through the database and
get pointers to the switches (these pointers are allocated from global
shared mem). During the APP,  I pass the pointers for the switches 
through the channel callback data and within the CULL traversal I turn
off/on each switch base on what I need.

  Well, unfortunately, the models are not switching like I'd expect. I ran a
test case where I do the switching before the CULL process and it
works fine.. so it sounds like a memory visibility issue. If anyone see's
what I'm doing wrong/not doing, I'd appreciate a comment and/or advise.
Thanks in advance.

- Bryan Wasileski


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From: jaf@chem.ucsd.edu (Jeremy Friesner)
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Subject: Post draw callback?
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Hi,

Is there a way to register a callback with Performer that will be called
after all pfChannels in the pfPipeWindow have finished being drawn?  The
only way I can see to do it is to use the pfChannel::setTravFunc callback
and then test the chan argument to see if it is the last one that will be
drawn---but that would be complicated because in my app, not all channels
may be drawn every frame.

Any clues?

Jeremy
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From: "Chrysa Caulfield" <chrysa@gaia.asd.sgi.com>
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Subject: ITEC - Friends of Performer meeting
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Status: O


You are cordially invited to attend a Friends of Performer meeting at ITEC.

Thursday evening, April 24, 5:30-7:30 pm

Foyer Balcon Theatre de Beaulieu

at the Palias de Beaulieu, Lausanne, Switzerland


Come and
 - meet with other Performer users
 - talk with Performer engineers
 - hear the latest news about Performer releases and features


-- 
       ___   
      |___|	     Chrysa Caulfield, ASD Marketing     415-933-6549 phone
          |	     Silicon Graphics Computer Systems   415-964-8671 fax
         / \	     2011 N. Shoreline Bvd, MS 8L-800
     /\/     \/\     Mountain View, CA 94043-1389	 chrysa@asd.sgi.com
 __/    \   /    \_______________________________________________________

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From: Will Richards <wjrsan@erols.com>
To: "'performer'" <info-performer@sgi.com>,
        "'msitech@edgenet.net'"
	 <msitech@edgenet.net>
Subject: RE: Vision Works
Date: Fri, 18 Apr 1997 21:11:37 -0400
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Status: O

Joe,

Try this...

In the .contours file(s) of the 'mountain range' try rearranging your =
hierarchy within MultiGen so that all polygons (for the mountain range) =
are under one group.  Then ensure that this group has the Bounding =
Volume flag set.

Will Richards
MultiGen, Inc.
12020 Sunrise Valley Drive=20
Suite 100
Reston, VA 22091
O: 703.391.6042
F:  703.435.5383
E: wrichards@multigen.com
W: http:\\www.multigen.com

----------
From: 	msitech[SMTP:msitech@edgenet.net]
Sent: 	Tuesday, April 08, 1997 5:36 PM
To: 	performer
Subject: 	Vision Works

Is anybody out there using Vision Works still???

I'm having problems with setting up cprops for a sim that has tall
mountains on both sides of a somewhat narrow channel(Vancouver B.C.)
The convergence from channel 0 to chan 1 isnt happening...

especially when painting tall mountains from one chan to another!!

 any info will be much appreciated....


                                   Thanks Joe :-)

e-mail---- msitech@edgenet.net
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
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Date: Fri, 18 Apr 1997 21:31:41 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Marcus Barnes <marcus@multigen.com>
cc: info-performer@sgi.com
Subject: Re: pfMemory clarification
In-Reply-To: <9704181149.ZM14345@logan.engr.multigen.com>
Message-ID: <Pine.SGI.3.95.970418212557.14983A-100000@zbox.evl.uic.edu>
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Status: O

On Fri, 18 Apr 1997, Marcus Barnes wrote:

> to allocate the array, BUT ... :
> 
> pfMemory* mem = new ( 20 * sizeof(pfVec3) ) pfMemory;
> pfVec3* sidecoords = new ( mem ) pfVec3[ 20 ]; // placement ::operator new[]()
> 
> ... even if this does work you _cannot_ use it! This is because Performer
> whould never know to call "delete [] sidecoords". Therefore
> pfMemory::checkDelete( sidecoords ) is an error and yet that is what must work
> in order to support arrays in Performer. The lesson is "if you cannot properly
> destroy each element of an array then you shouldn't create such an array."

What I've done (within the limitations of the 6.x compiler) to allocate and
destroy arrays of objects in shared memory is this...

  // to allocate values[num]
  object *values = new (pfMemory::malloc(sizeof(object)*num, arena)) object[num];
  // to delete the above
  for (int i=0; i<num; i++)
    values[i].~object();
  pfMemory::free(values);

yucky, but I don't know of any other way of ensuring arrays of constructed
objects in shared memory.

bye
Swami

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

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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9704181943.ZM17869@logan.engr.multigen.com>
Date: Fri, 18 Apr 1997 19:43:09 -0700
In-Reply-To: "Swaminathan N." <swami@evl.uic.edu>
        "Re: pfMemory clarification" (Apr 18,  9:31pm)
References: <Pine.SGI.3.95.970418212557.14983A-100000@zbox.evl.uic.edu>
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: pfMemory clarification
Mime-Version: 1.0
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Status: O

On Apr 18,  9:31pm, Swaminathan N. wrote:
>
> What I've done (within the limitations of the 6.x compiler) to allocate and
> destroy arrays of objects in shared memory is this...
>
>   // to allocate values[num]
>   object *values = new (pfMemory::malloc(sizeof(object)*num, arena))
>                        object[num];
>   // to delete the above
>   for (int i=0; i<num; i++)
>     values[i].~object();
>   pfMemory::free(values);
>
> yucky, but I don't know of any other way of ensuring arrays of constructed
> objects in shared memory.

In your example, the value objects are not properly constructed. Calling the
the dtor explicitly is permitted, but you cannot arrange for Performer to do
the right thing in any case, say for an array of objects attached as
pfUserData.

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: Sat, 19 Apr 1997 11:14:26 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Steve Baker <steve@mred.bgm.link.com>
cc: info-performer@sgi.com
Subject: Re:  preIsectFunc bad trav matrix
In-Reply-To: <Pine.SGI.3.95.970416180429.10078B-100000@cray.evl.uic.edu>
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Status: O

On Wed, 16 Apr 1997, I wrote:

> I guess maybe you are confusing the traversal matrix and the pfDCS matrix. The
> DCS matrix is not applied to the traversal matrix while in pre-callback mode,
> as Mr Leclerc pointed out.  Thus your DCS matrix could be changing, but the
> pre-traversal matrix remains identity. I've used trav->getMat(mat) quite
> successfully (meaning, it did what I thought and wanted it do). In fact a code
> stub in preCB_DCS looks like
> 
>   pfMatrix traversal
>   trav->getMat(traversal);
>   pfMatrix m;
>   pfdcs->getMat(m);
>   traversal.preMult(m);

Oops, I just went back and checked and found that the pfDCS matrix (which was
just a scale factor) was in fact included in trac->getMat(). My multiplying
this just squared the matrix. So, now I'm totally confused. Is trav->getMat()
supposed to include the pfDCS's matrix? Is this a bug, programmer error or
just plain stupidity on my part.

Thanks
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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Date: Sat, 19 Apr 1997 11:38:11 -0500
To: info-performer@sgi.com
From: ken sartor <sartor@bur.visidyne.com>
Subject: 3d textures in performer - try two...
Status: O


Hi -

I have been trying to get 3d texuring to work in the Performer
environment.  However, i cannot get the PF_R coordinate to
do anything.  Below is a code fragment that works when i use
PF_S and PF_T (it just puts a checkerboard texture on the geometry).  
BUT when i try to set maxz (the coordinate that is used by PF_R) 
to some number (say 4) no texturing takes place...

Am i doing something wrong?  Or does Performer 2.0.2 not allow
me to use the PF_R coordinate?  Is using 3d textures possible in
Performer?

BTW - i am running IRIX 6.2 on a 1 RM4 RE2 w/ Performer 2.0.2.

Thanks for any help you can provide!

ken


Code fragment for 3d texturing...
-------------------------------------------------------------------------
//  texture experiment...
    int maxx=4, maxy=4, maxz=1, kjs;
    //  Make a checkerboard texture.
    for (int iz=0; iz<maxz; iz++) {
    for (int iy=0; iy<maxy; iy++) {
    for (int ix=0; ix<maxx; ix++) {
          kjs = iz*maxx*maxy + iy*maxx + ix;
          // printf(" kjs = %d ix = %d  iy = %d  iz = %d \n", kjs, ix, iy, iz);
          // rbga colors are loaded here.
          if ( iz%2 == 0)
          {
            if ( iy%2 == 0)
            {
              if ( kjs%2 == 0 )
                tex_image[kjs] = 0x0000ffff;
              else
                tex_image[kjs] = 0x000000ff;
            }
            else
            {
              if ( kjs%2 == 0 )
                tex_image[kjs] = 0x000000ff;
              else
                tex_image[kjs] = 0x0000ffff;
            }
          }
          else
          {
            if ( iy%2 == 0)
            {
              if ( kjs%2 != 0 )
                tex_image[kjs] = 0x0000ffff;
              else
                tex_image[kjs] = 0x000000ff;
            }
            else
            {
              if ( kjs%2 != 0 )
                tex_image[kjs] = 0x000000ff;
              else
                tex_image[kjs] = 0x0000ffff;
            }
          }
    }
    }
    }

        // Set up the texturing stuff...
        pfGStateMode(gstate2, PFSTATE_ENTEXTURE,    PF_ON);
        pfGStateAttr(gstate2, PFSTATE_TEXTURE, tex );
        pfGStateAttr(gstate2, PFSTATE_TEXENV,  tev);
        pfGStateMode(gstate2, PFSTATE_ENTEXGEN,    PF_ON);
        pfGStateAttr(gstate2, PFSTATE_TEXGEN,  tgen );

        pfTEnvMode(tev, PFTE_DECAL);

        pfTGenPlane(tgen, PF_S, 1.0e-2,  0.0,     0.0,     0.0);
        pfTGenPlane(tgen, PF_T, 0.0,     0.0,     1.0e-2,  0.0);
        pfTGenPlane(tgen, PF_R, 0.0,     1.0e-2,  0.0,     0.0);
        pfTGenMode(tgen,  PF_S, PFTG_OBJECT_LINEAR);
        pfTGenMode(tgen,  PF_T, PFTG_OBJECT_LINEAR);
        pfTGenMode(tgen,  PF_R, PFTG_OBJECT_LINEAR);
        pfTexRepeat(tex, PFTEX_WRAP_S, PFTEX_REPEAT);
        pfTexRepeat(tex, PFTEX_WRAP_T, PFTEX_REPEAT);
        pfTexRepeat(tex, PFTEX_WRAP_R, PFTEX_REPEAT);
        pfTexImage(tex, tex_image, 4, maxx, maxy, maxz);

//  End texture experiment...
-------------------------------------------------------------------------

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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9704191503.ZM3071@christine.cae.ca>
Date: Sat, 19 Apr 1997 15:03:52 -0400
In-Reply-To: jaf@chem.ucsd.edu (Jeremy Friesner)
        "Post draw callback?" (Apr 18,  3:50pm)
References: <199704182250.WAA00742@sdchemw1.ucsd.edu>
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To: jaf@chem.ucsd.edu
Subject: Re: Post draw callback?
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Status: O

On Apr 18,  3:50pm, Jeremy Friesner wrote:
> Subject: Post draw callback?
>
> Hi,
>
> Is there a way to register a callback with Performer that will be called
> after all pfChannels in the pfPipeWindow have finished being drawn?  The
>-- End of excerpt from Jeremy Friesner

Take a look at pfPipe::setSwapFunc. It's a callback you can use to replace
Performer's default swap buffer call. It's called after all channels of a pipe
have been drawn.



-- 
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: Sun, 20 Apr 97 11:59 +0100
From: Princess-Support@t-online.de (Princess Interactive)
X-Sender: 06126990079-0001@t-online.de (Princess Interactive GmbH)
Subject: Job Opportunies in Germany
To: info-performer@sgi.com
Cc: Princess-Interactive@t-online.de
Message-Id: <m0wIuKn-0000fOC@ermail01.btx.dtag.de>
Status: O

Princess Interactive Software GmbH is the CORYPHAEUS MASTER DISTRIBUTOR in 
EUROPE 

To strenghten our support team we are looking for   engineers who like  to 
work in the field of 3D Real Time and Virtual Reality Software Support and 
development. 
The Position  described as:

3D-REAL TIME VISUAL SIMULATION  SUPPORT ENGINEER

The Profil we are looking for is:

-Team spirit and creativity
-Ability to communicate, present  and explain complex issues.
-prepare to travel
-Silicon Graphics Hardware & Software and its environement knowledge are a MUST
-Performer, OPen GL-Knowledge are a MUST
-C++ knowledge is a MUST 
-excellent backround in physics & mathematics
-Experience with at least one 3D Modelling Package like Designer´s Work bench or
 a 3D CAD/Animation-Software like 3DMAX, Alias|Wavefront, Pro/E,CATIA, Autocad.
-Experience with Hardware- connectivities UNIX, NT,PC/MAC
-a diploma  in  Mechanical Design, Computer Sciences or Computer Graphics is the 
ideal education. 

Candidates with industrial experience are first choice but we´ll give also  
talented young people from school a chance.
 
Regular Training sessions at Coryphaeus Head Quarters in LOS GATOS/CALIFORNIA 
will be arranged to get the best contact to R&D and the best skills.

If anybody is interested please contact us by e-mail and send your resume and 
references to the following address.


Dr. Moh Sabeur 
Princess Interactive Sofware GmbH
Am Roedchen 5 - 65510 Idstein /Germany
( 15 mn far from Wiesbaden & 30 mn far from Frankfurt)

Phone: ++49-6126-990274  fax: ++49-6126-91131  mobile: 0049-172-6133308
e-mail:moh@princess-interactive.com


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From: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
Status: O

^^) PFMP_CULLoDRAW does not use the normal "cull into a display list and
^^) then when you're done pass that list to the draw" technique of
^^) Performer. Rather, it uses the list as a circular buffer where the draw
^^) consumes the info as the cull is writing it. As a side-effect of this,
^^) the list is "used up" (potentially overwritten) in the first drawing,
^^) so it no longer exists for reuse in multipass applications.  
^^) 
^^) It could be made to work differently, where we used an "as long as
^^) needed" list between cull and draw, ran the cull and draw together as
^^) they are now, but would then still have the complete list available at
^^) the end for reuse in multipass applications. This is not something
^^) that's been asked for until now, and it's likely too late to consider
^^) it for the Performer 2.2 release.  I will add it to the request for
^^) enhancement (RFE) list for the future.

Thanks!

However...

I don't need reuse for display lists but I have some databases and the
databases are different unit systems so I can't merge them.

As result I tested, using multiple scenes and PFMP_APP_CULL_DRAW,

  chan1->setScene( scene1 ); //scene1 doesn't have any geometries as test case
                             //but chan1 clears color&depth-buffer
  chan2->setScene( scene2 ); //scene2 doesn't have any geometries as test case

generates following chan->drawStats(). and reaches only 30fps.

App  |--   |     |--   |     |--
Cull |-    |     |-    |     |- 
Draw |     |---- |     |---- |

On the oher hand, without scene2,

App  |--   |--   |--   |--   |--
Cull |-    |-    |-    |-    |- 
Draw |---- |---- |---- |---- |----

and reaches 60fps.

In order to solve this problem, I had thought to use CULLoDRAW but
it didn't work.

Can't this be helped ?
So far as I use multiple scenes, it can't be reached at 60fps?

Thanks,
--
M.Y.
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From guest  Mon Apr 21 07:34:27 1997
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From: mishina@ddd.co.jp (T.Mishina)
To: <info-performer@sgi.com>
Subject: =?ISO-2022-JP?B?SVYgVHJhbnNsYXRvcg==?=
Date: Mon, 21 Apr 1997 15:27:57 -0000
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Status: O

Hi,

This question doesn't seem to relate to 
performer directly, but I believe that you 
know much about this kind of information.

Does anyone know a translator which can 
go from iv format to obj, dxf, or such kind of 
famous formats? I don't care whether it's a 
comercial product or not.

Thanks.

 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: Mon, 21 Apr 1997 08:21:54 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: cull traversal
To: info-performer <info-performer@sgi.com>
Message-ID: <199704210821_MC2-14AA-C7C8@compuserve.com>
Status: O

I use the same way to keep dof, and It's work
I use fltConverterAttr function, and in this fonction, I call a pfTravFunc
function with PFCULL Mode.

Yoel
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Date: Mon, 21 Apr 1997 08:22:06 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: Nodes for one particular channel
To: info-performer <info-performer@sgi.com>
Message-ID: <199704210821_MC2-14AA-C7CF@compuserve.com>
Status: O

I use a multiChannel app. with the same BDD. so I share the scene between
all my channels. but I need to insert a flt models, in only one of these
channels, not in the others. how can i do ???
I think about one no optimize solution : don' t share the scene, and
duplicate it for all the channels,. but I'm sure that it's not the best
solution.

Yo
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From: swapnil@pfindy.teil.soft.net (Swapnil Shah)
Message-Id: <199704212223.PAA01089@pfindy.teil.soft.net>
Subject: FLT behaviour loader
To: info-performer@sgi.com
Date: Mon, 21 Apr 1997 15:23:12 -0800 (PDT)
Reply-To: swapnil@teil.soft.net
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Status: O

Hi,
we have developed a loader to load OpenFlight file including BEHAVIOUR.
You can download it from following site.

http://www.teil.soft.net/~swapnil/free.html

We at Tata Elxsi (I) Ltd. would be glad to get your feedback and bug reports.

regards,
-swapnil

PS: This work has been done some 2 months back. We were going to enhance it to
make it fullfledge, but for some local reasons we are not doing it. We would
sure like to get your response on this to boost our moral :) 

PS: don't expect much from this, it's just 1 month work.

--------

    swapnil@teil.soft.net             http://www.teil.soft.net/~swapnil
                       swapn@hotmail.com
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Date: Mon, 21 Apr 1997 10:24:46 -0400
From: Liem Lu <LLU@FALCON.AL.WPAFB.AF.MIL>
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Hi folks,

Never mind my previous posting.  I've got it
figured out - I just have to call the database
loader in my app process.  Thanks for reading.

Liem Lu
Logicon Technical Services Inc.
P.O. Box 317258
Dayton, Ohio 45437-7258  U.S.A
llu@al.wpafb.af.mil

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Date: Mon, 21 Apr 1997 09:27:33 -0400
From: brian@dingbat.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9704210927.ZM14111@dingbat.clubfed.sgi.com>
In-Reply-To: brian@sgi.com (Brian Furtaw)
        "(Fwd) Post draw callback?" (Apr 21,  9:19am)
References: <9704210919.ZM13778@hotsauce.clubfed.sgi.com>
Reply-To: brian@sgi.com
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Subject: Re: Post draw callback?
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Since PostDraw callbacks are called on a PerChannel basis (see common/generic.C
perfly source) use a PostFrame() callback which will be executed once per frame
after all channels have been rendered.

Example from common/main.C of perfly application,

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Date: Mon, 21 Apr 1997 09:49:00 -0400
From: brian@dingbat.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9704210949.ZM14135@dingbat.clubfed.sgi.com>
In-Reply-To: brian@sgi.com (Brian Furtaw)
        "(Fwd) 3d textures in performer - try two..." (Apr 21,  9:36am)
References: <9704210936.ZM13953@hotsauce.clubfed.sgi.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com, sartor@netsafe.bur.visidyne.com
Subject: Re: 3d textures in performer - try two...
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Status: O

Ken,

 I have not had time to try your code out, but I did take a look at
Performer-2.0.2 it does support 3d textures. Have you tried other sizes say 16
or 28?

Brian

> Subject: (Fwd) 3d textures in performer - try two...
> --- Forwarded mail from ken sartor <sartor@bur.visidyne.com>
>
> Organization: Visidyne Inc.
> X-Sender: sartor@mail.bur.visidyne.com
> X-Mailer: Windows Eudora Pro Version 2.2 (32)
> Date: Sat, 19 Apr 1997 11:38:11 -0500
> To: info-performer@sgi.com
> From: ken sartor <sartor@bur.visidyne.com>
> Subject: 3d textures in performer - try two...
>
>
> Hi -
>
> I have been trying to get 3d texuring to work in the Performer
> environment.  However, i cannot get the PF_R coordinate to
> do anything.  Below is a code fragment that works when i use
> PF_S and PF_T (it just puts a checkerboard texture on the geometry).
> BUT when i try to set maxz (the coordinate that is used by PF_R)
> to some number (say 4) no texturing takes place...
>
> Am i doing something wrong?  Or does Performer 2.0.2 not allow
> me to use the PF_R coordinate?  Is using 3d textures possible in
> Performer?
>
> BTW - i am running IRIX 6.2 on a 1 RM4 RE2 w/ Performer 2.0.2.
>
> Thanks for any help you can provide!
>
> ken
>
>
> Code fragment for 3d texturing...
> -------------------------------------------------------------------------
> //  texture experiment...
>     int maxx=4, maxy=4, maxz=1, kjs;
>     //  Make a checkerboard texture.
>     for (int iz=0; iz<maxz; iz++) {
>     for (int iy=0; iy<maxy; iy++) {
>     for (int ix=0; ix<maxx; ix++) {
>           kjs = iz*maxx*maxy + iy*maxx + ix;
>           // printf(" kjs = %d ix = %d  iy = %d  iz = %d \n", kjs, ix, iy,
iz);
>           // rbga colors are loaded here.
>           if ( iz%2 == 0)
>           {
>             if ( iy%2 == 0)
>             {
>               if ( kjs%2 == 0 )
>                 tex_image[kjs] = 0x0000ffff;
>               else
>                 tex_image[kjs] = 0x000000ff;
>             }
>             else
>             {
>               if ( kjs%2 == 0 )
>                 tex_image[kjs] = 0x000000ff;
>               else
>                 tex_image[kjs] = 0x0000ffff;
>             }
>           }
>           else
>           {
>             if ( iy%2 == 0)
>             {
>               if ( kjs%2 != 0 )
>                 tex_image[kjs] = 0x0000ffff;
>               else
>                 tex_image[kjs] = 0x000000ff;
>             }
>             else
>             {
>               if ( kjs%2 != 0 )
>                 tex_image[kjs] = 0x000000ff;
>               else
>                 tex_image[kjs] = 0x0000ffff;
>             }
>           }
>     }
>     }
>     }
>
>         // Set up the texturing stuff...
>         pfGStateMode(gstate2, PFSTATE_ENTEXTURE,    PF_ON);
>         pfGStateAttr(gstate2, PFSTATE_TEXTURE, tex );
>         pfGStateAttr(gstate2, PFSTATE_TEXENV,  tev);
>         pfGStateMode(gstate2, PFSTATE_ENTEXGEN,    PF_ON);
>         pfGStateAttr(gstate2, PFSTATE_TEXGEN,  tgen );
>
>         pfTEnvMode(tev, PFTE_DECAL);
>
>         pfTGenPlane(tgen, PF_S, 1.0e-2,  0.0,     0.0,     0.0);
>         pfTGenPlane(tgen, PF_T, 0.0,     0.0,     1.0e-2,  0.0);
>         pfTGenPlane(tgen, PF_R, 0.0,     1.0e-2,  0.0,     0.0);
>         pfTGenMode(tgen,  PF_S, PFTG_OBJECT_LINEAR);
>         pfTGenMode(tgen,  PF_T, PFTG_OBJECT_LINEAR);
>         pfTGenMode(tgen,  PF_R, PFTG_OBJECT_LINEAR);
>         pfTexRepeat(tex, PFTEX_WRAP_S, PFTEX_REPEAT);
>         pfTexRepeat(tex, PFTEX_WRAP_T, PFTEX_REPEAT);
>         pfTexRepeat(tex, PFTEX_WRAP_R, PFTEX_REPEAT);
>         pfTexImage(tex, tex_image, 4, maxx, maxy, maxz);
>
> //  End texture experiment...
> -------------------------------------------------------------------------
>
> =======================================================================
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>
> ---End of forwarded mail from ken sartor <sartor@bur.visidyne.com>


-- 
    ----oOOo----    ----oOOo----    ----oOOo----    ----oOOo----

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(410)796-0394   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer

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From: "Nicolas Gauvin" <nicolas@cae.ca>
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Date: Mon, 21 Apr 1997 10:06:15 -0400
In-Reply-To: Bryan Wasileski <bwasileski@mdc.com>
        "cull traversal" (Apr 18,  3:49pm)
References: <s3579eb1.070@mdc.com>
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On Apr 18,  3:49pm, Bryan Wasileski wrote:
> Subject: cull traversal
> Performers:
>   Need some help.....I have some flt models for which I've set up a
> couple of top level switches. At load time, I go through the database and
> get pointers to the switches (these pointers are allocated from global
> shared mem). During the APP,  I pass the pointers for the switches
> through the channel callback data and within the CULL traversal I turn
> off/on each switch base on what I need.
>
>   Well, unfortunately, the models are not switching like I'd expect. I ran a
> test case where I do the switching before the CULL process and it
> works fine.. so it sounds like a memory visibility issue. If anyone see's
> what I'm doing wrong/not doing, I'd appreciate a comment and/or advise.
> Thanks in advance.
>-- End of excerpt from Bryan Wasileski

Because Performer uses different copies of nodes in the APP and CULL when mp
it's not advisable to pass node pointers from the APP to the CULL. It's too
late
to make changes on them from the CULL. A better approach would be to set pre
cull callbacks on the nodes you intend to control. Then you could set their
values based on info that you got from channel CULL callback data for example.

int switchPreCullCB(pfTraverser* _trav, void* _travData)
{
  pfSwitch* sw = (pfSwitch*) _trav->getNode();
  sw->setVal(...)
  ...

-- 
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: "Greg Edwards, SGI UK." <gedwards@cordoba.reading.sgi.com>
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Date: Mon, 21 Apr 1997 15:51:13 +0100
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To: info-performer@sgi.com
Subject: Intelligent stress filters
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Status: O

Hi,
Does anyone have any examples of stress-control filters in Performer,
whcih react a little faster than the built-in stress functions. Something
like a 2nd order filter, capable of being tuned to a critical-damping
point, which would react quickly (but not over-react) to a sudden increase
in load.
Tks,
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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Date: Mon, 21 Apr 1997 08:21:35 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: Culling callbacks
To: info-performer <info-performer@sgi.com>
Message-ID: <199704210821_MC2-14AA-C7BF@compuserve.com>
Status: O

I think that a PreCull Callback works , and you can use pfContains..
Functions.
but you have to get or define your frustum at all cycle. the other is to
use pfTravFunc with PFCULL type, for some of your nodes.

Yoel
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>> What concerns me here is that my memory leak behavior is very  =20
different
>> (reduced) when I simply comment out the code that creates the  =20
pfTexture and
>> attaches it to the pfGeoState.

>Assuming you've got it right, it's possible that Performer is leaking  =20
texture
>related memory or that the GL is leaking memory. This all depends upon  =20
the
>software versions though. I've tested scene graph memory leakage a fair  =20
amount
>over the years and I don't remember pfTexture leakage at any time.


Early on in the Impact release, there were several texture leaks which I  =20
passed along
to Sharon.  I believe most were fixed then.  One problem was that  =20
Performer wanted to
keep the last applied texture as a global texture, thus its ref count was =20=
=20
non-zero and
it would never go away when I deleted it (directly or indirectly). The  =20
workaround at that
time was to have my own small global texture which I applied after the  =20
draw process
was done so that Pf would hang onto that instead of my scene-graph  =20
textures.  I believe
this was fixed some time ago though, although there may be some other  =20
ugliness which
has crept back in.

In any event, it was useful to put a simple Pf-app together which  =20
illustrated the leak so
the Pf-team could look at it, verify it and fix it.

Rob


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From: russell@ctasim.com ("Russell Suter" )
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Date: Mon, 21 Apr 1997 10:11:07 -0700
In-Reply-To: Jean BENOIT <vsm_mrs@compuserve.com>
        "Nodes for one particular channel" (Apr 21,  8:22am)
References: <199704210821_MC2-14AA-C7CF@compuserve.com>
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On Apr 21,  8:22am, Jean BENOIT wrote:
> Subject: Nodes for one particular channel
> I use a multiChannel app. with the same BDD. so I share the scene between
> all my channels. but I need to insert a flt models, in only one of these
> channels, not in the others. how can i do ???
> I think about one no optimize solution : don' t share the scene, and
> duplicate it for all the channels,. but I'm sure that it's not the best
> solution.
>

Look at pfNodeTravMask and pfChanTravMask.  From the man page of
pfChanTravMask:

     pfChanTravMask sets chan's drawing mask and is used in conjunction with
     pfNodeTravMask for selective culling and drawing of scene graphs on a
     per-pfChannel basis.  During the traversal, the bitwise AND of the
     traversal mask and the node mask is computed.  If the result is non-zero,
     the node is culled or drawn as usual.  If off (zero), the behavior is as
     follows depending on trav:

          PFTRAV_CULL
               Node is not culled and is considered to be entirely within the
               viewing frustum.  The cull traversal traverses the node and its
               children without any view culling.

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

     Node traversal masks are set by pfNodeTravMask.  The default pfNode and
     pfChannel masks are 0xffffffff so that a pfChannel culls and draws all
     pfNodes.


> Yo
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>-- End of excerpt from Jean BENOIT



-- 
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
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From: "Drew Robbins" <drobbins@python.tamu.edu>
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Date: Mon, 21 Apr 1997 12:11:13 -0700
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Status: O

Because we are limited to one processor on our Reality Engine 2, is it possible
to run the multi-process Performer over several different machines using a
TCP-IP connection?

We allready have a TCP-IP thread running between our SGI and a PC so that is
not difficult.  We are just not sure how to separate the Performer application.


Thanks in advance,

Drew

-- 
#########################
#     Drew Robbins      #
#   Dripper@tamu.edu    #
# Aerospace Engineering #
#    Class of 1996      #
#########################
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Date: Mon, 21 Apr 1997 15:54:50 -0700 (PDT)
From: Chris Mitchell <chris@scotch.physics.ucla.edu>
To: Jean BENOIT <vsm_mrs@compuserve.com>
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It's April Twenty First
And everybody knows today is earth day,
Happy birthday to whoever's being born.


Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris
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Hi

I'm a new performer user and was wondering if it 
is possible to make a video texture transparent.
I am using a Reality Engine 2 with the Sirius video
board.

Thanks in advance,
Kecia
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Can anyone please tell me whether can I subload a 3D texture?

I am trying to render a 3D volume, but the size is bigger than my
texture ram (my system is a High Impact w/ 1 TRAM).  Can I then use
PFTEX_SUBLOAD_FORMAT, to load part of the texture which is suitable for
the TRAM, and render the volume by repeating the process.

>From the man pages, I see that pfTexture::setLoadOrigin and
pfTexture::setLoadSize has only 2 parameters, so I reckon this can be
used only on 2D texture.  I would like to know whether can
PFTEX_SUBLOAD_FORMAT be used on 3D textures in Performer.

Can anyone please advice me on how to carry out the rendering of a large
3D texture on my system?

Thanks,

richard
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Date: Tue, 22 Apr 1997 09:16:11 -0400
From: brian@sgi.com (Brian Furtaw)
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In-Reply-To: richard koh <eng40252@nus.sg>
        "Subloading of 3D textures" (Apr 22,  2:13pm)
References: <335D2A11.FF6@nus.sg>
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Richard,

As far as I can tell you should use PFTEX_SUBLOAD_FORMAT it determines the z
origin and depth from the information passed in about the texture map, you
can't change the values for subtexloading. So when you specify the xy origin
and offset you are defining a volume that goes from zmin to zmax.

Brian

On Apr 22,  2:13pm, richard koh wrote:
> Subject: Subloading of 3D textures
> Can anyone please tell me whether can I subload a 3D texture?
>
> I am trying to render a 3D volume, but the size is bigger than my
> texture ram (my system is a High Impact w/ 1 TRAM).  Can I then use
> PFTEX_SUBLOAD_FORMAT, to load part of the texture which is suitable for
> the TRAM, and render the volume by repeating the process.
>
> >From the man pages, I see that pfTexture::setLoadOrigin and
> pfTexture::setLoadSize has only 2 parameters, so I reckon this can be
> used only on 2D texture.  I would like to know whether can
> PFTEX_SUBLOAD_FORMAT be used on 3D textures in Performer.
>
> Can anyone please advice me on how to carry out the rendering of a large
> 3D texture on my system?
>
> Thanks,
>
> richard
> =======================================================================
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>-- End of excerpt from richard koh



-- 
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Date: Tue, 22 Apr 1997 12:33:00 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: Re: Nodes for one particular channel
To: Hartwig Distler <mad@pathfinder.cbr.com>,
        info-performer <info-performer@sgi.com>
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Status: O

I find another solution, with use a precull fct witch set the cullmask of
the node at 0 if it's not exist for one channel, and I keep the original
mask if I want it on another channel, what do you think of this solution
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To: "Ran Yakir" <rany@rtset.co.il>, info-performer@sgi.com
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Status: O


Many thanks to Ran Yakir who replied to my post about my difficulties
with 3d textures with the following words of wisdom.  He hit the
nail on the head, and now my program is working as expected.

Thanks!

ken

>Performer defaults the minfilter of new textures to PFTEX_MIPMAP_TRILINEAR,
>even for 3D textures. The mipmap filter is not supported for 3D textures
on RE.
>Try setting the minfilter to PFTEX_BILINEAR.
>
>Ran
>
>-- 
> __                                  | Ran Yakir
> /_)  _  __   \  / _   / o __        | RT-SET Ltd.
>/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
>              _/                     |   
>-------------------------------------+--------------------------------
>Phone :                              | E-mail : rany@rtset.co.il
>  Work : 972-9-9552236               |          rany@netvision.net.il
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>Fax    : 972-9-9552239               |
>
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From: Jan Barglowski <jan@euryale.chinalake.navy.mil>
Posted-Date: Tue, 22 Apr 1997 22:19:35 GMT
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Subject: SGI models...
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Hi!

This should be really easy:  Where can I get Performer-ready models of 
the SGI Octane, O2, Indigo^2, Onyx and finally Onyx2?  I'm just doing 
a virtual walkthru, and I figure _somebody_ at SGI has already done
these machines ;-)

Thanks!

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: "Dewey Anderson" <dewey@evt.com>
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Date: Tue, 22 Apr 1997 18:02:02 -0600
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Subject: Texture flash
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Status: O

Thanks to Marcus, Swami and Rob for the input on my pfMemory clarifications.
I'll continue the leak hunt.

Here's another problem:

Same application: I take a rectangle and apply a texture to it.  The rectangle
is solid white and I use

  tenv->setMode( PFTE_MODULATE );

so that the texture determines what we see, including alpha.  (The texture has
alpha values.)  I take this textured rectangle and fly it around some with a
DCS.

This works fine on my Indy and our High Impact (with TRAM option card).

Recently we got an MXI Octane and an SI Octane with the texture option.  On
these machines the exact same software has a problem in that it draws the
rectangle as solid white with no texture FOR THE FIRST FRAME ONLY.  Subsequent
frames look fine (textured).

I believe this problem also showed up when we had a Max Impact on loan, but I
no longer have access to verify.  Also, running almost the same software on our
O2's also has the problem.  (I say "almost" because we had to make changes to
run on the O2.)

Any ideas what would cause this?  I imagine it's something I'm forgetting in
the texture object setup that didn't matter on the High Impact but is showing
itself on the Octanes.

I was suspecting the existence of the hardware texture memory (because that's a
big diff between the Indy and the others) but that doesn't explain why it's
fine on the High Impact.

Another thought is IRIX and Performer eoe version.  The Indy and High Impact
are running IRIX 5.3 with Performer eoe 2.0.  The Octanes are 6.4 with eoe
2.0.4.  The O2 is IRIX 6.3 with eoe 2.0.3.  But I'm pretty sure the Max Impact
was set up like the High (5.3 & 2.0) so that doesn't quite explain that.

I'm trying to excise this code from our application and make a small example
that exhibits the problem but so far I can't get the problem to happen there.


Thanks for any thoughts,

Dewey Anderson
dewey@evt.com
Evolving Video Technologies



For reference, here's the code dealing with this.  This is in a function that
returns a pfNode to higher code that is building the scene.

------------------------
  snip: rectangle coords, normal, tcoords definitions

  // set up the color of the rectangle to be opaque white.
  // This will combine with the MODULATE mode for the texture
  // to give us just the texture result.
  pfVec4 *color = (pfVec4 *)pfMalloc( sizeof(pfVec4), pfGetSharedArena() );
  color->set(1.0f, 1.0f, 1.0f, 1.0f);

  // set up the geoset holding the rectangle
  pfGeoSet *geoset = new pfGeoSet;
  geoset->setAttr( PFGS_COORD3, PFGS_PER_VERTEX, coords, NULL );
  geoset->setAttr( PFGS_NORMAL3, PFGS_PER_PRIM, normal, NULL );
  geoset->setAttr( PFGS_TEXCOORD2, PFGS_PER_VERTEX, tcoords, NULL );
  geoset->setAttr( PFGS_COLOR4, PFGS_PER_PRIM, color, NULL );
  geoset->setPrimType(PFGS_QUADS );
  geoset->setNumPrims( 1 );

  // set up the geostate for the rectangle. Attach it to the geoset
  pfGeoState *gstate = new pfGeoState;
  gstate->setMode( PFSTATE_ENTEXTURE, 1 );         // enable texturing
  gstate->setMode( PFSTATE_CULLFACE, PFCF_OFF );  // show both front & back
  geoset->setGState( gstate );

  // set up the texture for the geostate
  pfTexture *tex = new pfTexture;
  tex->setImage( tex_data, 4, rimg->Width(), rimg->Height(), 1 );
  tex->setRepeat( PFTEX_WRAP_S, PFTEX_CLAMP );   // clamp edges so filtering
  tex->setRepeat( PFTEX_WRAP_T, PFTEX_CLAMP );   // won't wrap around
  tex->setFilter( PFTEX_MINFILTER, PFTEX_MIPMAP_TRILINEAR );
  // to keep full color resolution in texture (32 bit texels)
  tex->setFormat( PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8 );
  gstate->setAttr( PFSTATE_TEXTURE, tex );
  gstate->setMode( PFSTATE_TRANSPARENCY, PFTR_BLEND_ALPHA );


  // Set alpha function to clip off alpha values less than 10.
  // This is needed to make low alpha pixels actually NOT be drawn at all.
  // THAT is necessary so that z-buffer isn't filled in by clear pixels.
  gstate->setMode(PFSTATE_ALPHAFUNC, PFAF_GREATER);
  gstate->setVal(PFSTATE_ALPHAREF, (10.0f/255.0f));

  // set up the texture environment. Attach it to the geostate
  pfTexEnv *tenv = new pfTexEnv;
  tenv->setMode( PFTE_MODULATE );
  gstate->setAttr( PFSTATE_TEXENV, tenv );

  // make the actual geode and attach the geoset to it
  pfGeode *text = new pfGeode;
  text->addGSet( geoset );

  snip: at this point I create a pfSCS, attach the pfGeode, text, to it and
return the SCS as the pfNode.

-------------------------------
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To: info-performer@sgi.com
Path: not-for-mail
From: Johan Nouvel <nouvel@irisa.fr>
Newsgroups: irisa.listes.info-performer
Subject: load VRML file
Date: Wed, 23 Apr 1997 14:13:39 +0200
Organization: Irisa, Rennes (FR)
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Hello,

Is there a way to load a VRML2.0 file in Performer (only the geometry in
a first time) ?
I've seeked a converter  from VRML2.0 to "a format readable by
Performer" but I couldn't find any one :-(

If someone has an idea, an address or anything else, I take it !
Thanks.

Johan.
-oO0- www -0Oo---------- mailto:nouvel@irisa.fr ----------oO0- \|/ -0Oo-
   |( 0 0 )|  |    	"LA VERITE EST AILLEURS"         |  |( o o )| 
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To: info-performer@sgi.com, info-vega@daisy.paradigmsim.com
Newsgroups: comp.sys.sgi.misc,comp.sys.sgi.marketplace
Subject: Position Available: VR Business Developer
Date: Wed, 23 Apr 1997 16:17:18 GMT
Organization: Pera
Reply-To: gary_eves@peragroup.com
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Status: O

VIRTUAL REALITY IN MANUFACTURING

Business Developer - Salary excellent + bonus and benefits


Pera, the international consulting and technology Group, has created
the UK's first commercial VR Centre, dedicated to applying the
technology to the improvement of manufacturing competitiveness.   We
are seeking an experienced business developer to keep pace with
growing client interest.

You will have at least five years' experience of product or
manufacturing process development and will understand the impact of
using the latest computer aided engineering tools for visualisation
and simulation.

We are only interested in graduates with an excellent track record in
business development and the proven ability to deal with senior
executives whether in multinational companies or small firms.

In addition to a competitive salary, we offer an attractive range of
benefits and the prospects that come with being part of a successful
and pioneering organisation.   To apply, please send your CV, together
with a letter detailing your salary expectation, to Gary Eves, at Pera
Technology Centre, Melton Mowbray, Leicestershire. UK. LE13 0PB.

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From: scott@ht.com (Scott McMillan)
Message-Id: <199704232035.QAA03272@hf.ht.com>
Subject: shared memory base errors
To: info-performer@sgi.com
Date: Wed, 23 Apr 1997 16:35:17 -0400 (EDT)
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Status: O

I am working on a High Impact, Irix 6.2, Perfomer 2.0.4/2.0.2, N32
ABI.

I just added some code and must have exceeded a magic size number,
for now I get seg faults in pfInit after the following warning:

PF Warning/Resource(12):       pfOpenWSConnection - failed to open
display "(null)" for pid 3251.

I remembered a discussion about 3 months ago about a workaround
published with the Performer 2.2 beta release notes which said
(among other more complicated things using par) to try:

setenv PFSHAREDBASE 0x18000000

This works....I would like to put this in my code with the following
(also from the release notes):

   pfSharedArenaBase(0x18000000);

But this does not compile because the function expects a void *.

What is the correct syntax to set this address?

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., #902| simulations and surgery
Fax: 301-984-2104 |  Rockville, MD 20852  | simulation creation tools.

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Subject: performer shared object mismatch
To: info-performer@sgi.com (Performer Mailing List)
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Hi ,

   This should be a easy question. I've a modified version of 
perfly that I've sent to someone running a Ozone. I'm working 
on a O2.

   The O2 is running Irix 6.3 and performer 2.1. 

   The Ozone is running Irix 6.4 and performer 2.04 or 2.05 
I forget which. 

   The error she's getting is:

1475: ./perf:rld:Fatal Error:object libpf_ogl.so from liblist in ./perf has 
version "sgi3.0", which does not match the found object: /usr/lib/libpf_ogl.so 
(with version "sgi2.4")

   Can I make performer compile for backwards compatibility?


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From: Jukka Vaisanen <vaizki@merlin.iscape.fi>
Reply-To: Jukka.Vaisanen@iscape.fi
To: Eric Heft <eheft@dnaco.net>
cc: Performer Mailing List <info-performer@sgi.com>
Subject: Re: performer shared object mismatch
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On Wed, 23 Apr 1997, Eric Heft wrote:

> Hi ,
> 
>    This should be a easy question. I've a modified version of 
> perfly that I've sent to someone running a Ozone. I'm working 
> on a O2.

What's an Ozone? Octane? Or did I miss a major product launch???

>    The O2 is running Irix 6.3 and performer 2.1. 

SGI sold us 2.1 for our O2 too. how nice of them, since they recommend
2.0.x for everything but InfiniteReality. 

>    The Ozone is running Irix 6.4 and performer 2.04 or 2.05 
> I forget which. 
> 
>    The error she's getting is:
> 
> 1475: ./perf:rld:Fatal Error:object libpf_ogl.so from liblist in ./perf has 
> version "sgi3.0", which does not match the found object: /usr/lib/libpf_ogl.so 
> (with version "sgi2.4")

I had the same problems. Some solutions:

a) Try to get a working Performer 2.1 eoe installed on the 6.4 machine.
b) Get a 2.0.x version of Performer dev. Check the FAQ for the best
version.
c) Quick hack: your 2.1 eoe has the DSOs that the 2.0.x has. They are
included for backward compatibility:

-r--r--r--   1 root     sys       1000612 Apr  1 16:50 /usr/lib/libpf.so.1
-r--r--r--   1 root     sys       3941168 Apr  1 16:57
/usr/lib/libpf_igl.so.2
lrwx------   1 root     sys            14 Apr  4 18:13
/usr/lib/libpf_ogl.so -> libpf_ogl.so.3

By relinking libpf_ogl.so to libpf_ogl.so.2 you can make it work. But be
warned, your header files and libraries will then be out of sync and you
will encounter some weirdness and unsolvable bugs. We did this only
because we needed to demo our stuff with a 1 day warning.


Jukka Vaisanen 	 	
Executive Manager	

Iscape Software		vaizki@iscape.fi	
Tel: +358-9-648686	GSM: +358-40-5007978  

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Date: Thu, 24 Apr 1997 12:18:55 +0300 (EET DST)
From: Jukka Vaisanen <vaizki@merlin.iscape.fi>
Reply-To: Jukka.Vaisanen@iscape.fi
To: Scott McMillan <scott@ht.com>
cc: info-performer@sgi.com
Subject: Re: shared memory base errors
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On Wed, 23 Apr 1997, Scott McMillan wrote:

> This works....I would like to put this in my code with the following
> (also from the release notes):
> 
>    pfSharedArenaBase(0x18000000);
> 
> But this does not compile because the function expects a void *.

So it should work with

	pfSharedArenaBase((void *)0x18000000);

or am I missing something here?


Jukka Vaisanen 	 	
Executive Manager	

Iscape Software		vaizki@iscape.fi	
Tel: +358-9-648686	GSM: +358-40-5007978  

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Date: Thu, 24 Apr 1997 10:21:17 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: load VRML file
Status: O

je pense que le mieux est de convertir le Vrml vers OpenInventor.
La description de la geometrie est sensiblement identique en vrml et OpenIv.
Il n'y a que les "comportements" =E0 supprimer.
Connaissant bien la programmation du loader Iv de Perf,
je me demande meme si un chargement direct ne fonctionnerait pas ?
Voir aussi les archives du mois dernier, il y a eu un parser de VRML (en
perl je crois)
Sinon les sources sont ouvertes, et vous pouvez modifier le loader Iv.
(Rmq : la version C de perf 1.2 est plus evidente que la C++ des nouvelles
releases )

Bonjour =E0 Bruno Arnaldi et Kadi
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
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=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/=20
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/=20
   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/_/_/ =20
  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/  =20
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/ =20
                                                             =20
     BILLARD Olivier  - Engineer R&D  -   C&I Software=20
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE=20
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14    =20
  Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti=20
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
                          \\\|||///
                         \\  - -  //
                          (  @ @  )
       +----------------oOOo-(_)-oOOo----------------------+
       | " We don't inherit the world from our ancestors,  |
       |      it's only a loan from our children ."        |
       |             Antoine de Saint Exupery.             |
       +-------------------------Oooo----------------------+
                         oooO   (   )
                        (   )    ) /
                         \ (    (_/
                          \_)

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From: "Charles Parker" <ccparker@dra.hmg.gb>
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Status: O

Hi,

Can anyone help me with clipmapping? I've looked at the demos under 
Performer 2.1 (cliptex.c icache.c) but what I need to do is to clip 
two textures which have been pasted onto the Multigen .flt format 
database. Can it be done?

--------------------------------------------------
Charles Parker
Virtual Cockpits Group
DERA Farnborough
2067Rm
Probert Bldg
Ively Road
Farnborough
Hampshire
England
GU14 0LX

Tel : +44 1252 393624
Fax : +44 1252 393091
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Subject: 320x240 vout window?
Status: O

We have an R10000 Reality Station with one RM5 running IRIX 6.2 and
Performer. Does anyone know of a way we can halve the size of the vout window
so that we can output approximately a 320x240 area as NTSC?

Thanks for any assistance - Eugenia Traverse

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>From   : Phuc C. Ngo
e-mail : pngo@nswc.navy.mil


Hi everyone,

 Is there a way in Performer to give me a popup window to performer some
 2D plots using OpenGL, and close it when I done ? I knew Performer has 
 pfWindow, but everytime I open it, it always show the some objects in 
 the scene which belong to pfPipeWindow (my main application window).
 An example will be very helpful.
 
 Thanks,
 
 Phuc C. Ngo
 
 pngo@nswc.navy.mil

    

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From: allan (Allan Schaffer)
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In-Reply-To: EugeniaT@aol.com
        "320x240 vout window?" (Apr 24, 10:29am)
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To: EugeniaT@aol.com, info-performer@sgi.com
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Cc: CovertD@aol.com
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Status: O

On Apr 24, 10:29am, EugeniaT@aol.com wrote:
> We have an R10000 Reality Station with one RM5 running IRIX 6.2 and
> Performer. Does anyone know of a way we can halve the size of the vout window
> so that we can output approximately a 320x240 area as NTSC?

Hi Eugenia, 
You probably haven't rechecked comp.sys.sgi.graphics yet.  Here's what
I posted there :-)

You have a RealityEngine (RealityStation, one RM5), where the size of
the vout window is fixed.  For vout on that system:

     Window Size
          This is the size (in pixels) of the composite output. This
          is automatically changed to 646 x 486 in NTSC mode, and 768
          x 576 in PAL mode.

As Michael Jones pointed out in the newsgroup, if you had an
InfiniteReality system you could modify this size -- even
dynamically; but I'm afraid that with RealityEngine, WYSIWYG.

Allan

-- 
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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Organization: Lockheed Martin Engineering & Sciences
Date: Thu, 24 Apr 1997 16:01:30 -0700
Subject: Transparent Objects and depth buffer
Status: O


On our old RE-1 machine, transparent objects were/are correctly blended 
together, but I have never found a way to get the correct "mixing" affect 
when two transparent objects cross on our Infinite Reality.  I've done this 
in OpenGL by using glDepthMask( GL_FALSE ) command, but I want the same 
result with some transparent objects that are loaded as DWB models.  I have 
the DWB loader source, so I could custom patch the model as it's loaded if 
necessary (it's a dirty way, but it's got to be done), if there is some 
object setting within performer that would achieve the same result.

Jeffry J. Brickley
Lockheed Martin
White Sands Missile Range, NM

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Date: Thu, 24 Apr 1997 16:38:17 -0500
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        "320x240 vout window?" (Apr 24, 10:29am)
References: <970424102902_-998598280@emout20.mail.aol.com>
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Subject: Re: 320x240 vout window?
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>  Does anyone know of a way we can halve the size of the vout window
>  so that we can output approximately a 320x240 area as NTSC?

Render a 320 x 240 graphics window with rectzoom(2.0,2.0)

That may work

ANgus

p.s. ANgus Dorbie couldn't texture himself out of a paper bag.....
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Hello!
I'm a new user of IRIS Performer and I have to make holes in the ground 
with an excavator. I don't see how I can draw them (with pfGeoSet, what about
intersections with the new ground ...?).
Could you give me your ideas?
Thanks.
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Hi,
We recently bought an Onyx2 (IR) running IRIX6.4
so which version of Performer eoe and dev should I install?
I know this has been asked before but I lost my mail archive,
and can't retrieve from Performer FAQ...
Thanks!

--
Charlie H. Chang                E-mail: a00chc00@nchc.gov.tw
Voice: 886-3-5776085x209        Fax: 886-3-5773620
Media & Visualization Lab, National Center for High-performance
Computing

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Date: Fri, 25 Apr 1997 13:15:49 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
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Hi Performers,

Can someone show me where can I get an USER'S GUIDE and
SAMPLES for pfuWidget.

			Thanks in advance.

			       Tran

/-------------------------------------------------------/
|           TRAN                                        |
|           IDERALPE  Parc Scientifique EPFL            |
|           Email:    tran@sirssg1.epfl.ch              |
/-------------------------------------------------------/

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From: Mario Veraart <rioj7@fel.tno.nl>
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Subject: Re: Performer/OpenGL/Popup Window
To: pngo@nswc.navy.mil (Phuc Co Ngo)
Date: Fri, 25 Apr 1997 14:32:03 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <335F93B1.41C6@nswc.navy.mil> from "Phuc Co Ngo" at Apr 24, 97 01:09:05 pm
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>  Is there a way in Performer to give me a popup window to performer some
>  2D plots using OpenGL, and close it when I done ? I knew Performer has 
>  pfWindow, but everytime I open it, it always show the some objects in 
>  the scene which belong to pfPipeWindow (my main application window).
>  An example will be very helpful.
>  
>  Phuc C. Ngo
>  pngo@nswc.navy.mil

You can use the channel drawcallback to draw what you want. 
Don't make a call to the pfDraw() function and then you just
have a clear screen. Setup a 2D ortho viewport and draw what you want.
Look in the code examples that give examples for HUD of how to do
it. They are in the archives for this mailing list.

Mario
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Date: Fri, 25 Apr 1997 06:36:52 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
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In-Reply-To: allan@holodeck.csd.sgi.com (Allan Schaffer)
        "Re: 320x240 vout window?" (Apr 24,  2:01pm)
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	<9704241401.ZM24832@holodeck.csd.sgi.com>
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On Apr 24,  2:01pm, Allan Schaffer wrote:
> Subject: Re: 320x240 vout window?
> On Apr 24, 10:29am, EugeniaT@aol.com wrote:
> > We have an R10000 Reality Station with one RM5 running IRIX
6.2 and
> > Performer. Does anyone know of a way we can halve the size
of the vout window
> > so that we can output approximately a 320x240 area as NTSC?
>
> Hi Eugenia,
> You probably haven't rechecked comp.sys.sgi.graphics yet.
 Here's what
> I posted there :-)
>
> You have a RealityEngine (RealityStation, one RM5), where the
size of
> the vout window is fixed.  For vout on that system:
:
> As Michael Jones pointed out in the newsgroup, if you had an
> InfiniteReality system you could modify this size -- even
> dynamically; but I'm afraid that with RealityEngine, WYSIWYG.

Oops. Sorry about that. I was wearing my DVR-colored glasses and
overlooked the fact that it was an Onyx Reality Station and not
the Onyx2/Reality (InfiniteReality Junior, so to speak). As
others
have pointed out, you'll need to scale the rendered image,
either
using an image zoom or by copying to texture and rendering on
a quad of the desired size.

MIchael

-- 

praesto et persto,  Phone:415.933.1455   Fax:415.965.2658   MS:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Software, SSG
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
120 Mario 64 Stars  OpenGL/ImageVision/OpenInventor/Performer/Cosmo3D
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From: Gordon Tomlinson <gordon@apollo13.demon.co.uk>
To: "Charlie H. Chang" <a00chc00@nchc.gov.tw>
Cc: info-performer@sgi.com
Subject: Re: Which version of Performer on Onyx2?
Date: Fri, 25 Apr 1997 15:08:18 GMT
Reply-To: gordon@apollo13.demon.co.uk
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=46or IR performer 2.1=20

>
>Hi,
>We recently bought an Onyx2 (IR) running IRIX6.4
>so which version of Performer eoe and dev should I install?
>I know this has been asked before but I lost my mail archive,
>and can't retrieve from Performer FAQ...
>Thanks!
>
>--
>Charlie H. Chang                E-mail: a00chc00@nchc.gov.tw
>Voice: 886-3-5776085x209        Fax: 886-3-5773620
>Media & Visualization Lab, National Center for High-performance
>Computing
>
>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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>        Admin. requests:  info-performer-request@sgi.com

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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From: Gerard Tyra - SA Technology <gtyra@cts.com>
To: "Francois.Seprey" <Francois.Seprey@cert.fr>
cc: info-performer@sgi.com
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On Fri, 25 Apr 1997, Francois.Seprey wrote:

> Hello!
> I'm a new user of IRIS Performer and I have to make holes in the ground 
> with an excavator. I don't see how I can draw them (with pfGeoSet, what about
> intersections with the new ground ...?).
> Could you give me your ideas?
> Thanks.

Francois,

Before you ask "how", think about "why?"  Who is going to be using this 
visual, and for what purpose?  How much visual fidelity do they need? 

Do you want to show a blade or bucket making contact with the ground and 
then a hole appears?  Or do you need to see the teeth marks left by the 
bucket and the loose soil left behind in the hole?

As for "how", you can either use predefined geometry or immediate mode 
graphics.  For the predefined geometry, you have a large number of 
surfaces stacked to represent the gound.  Surface layers are turned off 
as the dirt that they represent is removed.  Layers below the current 
surface have to be turned of to reduce depth complexity.  If you use 
immediate mode, you can do anything that you can imagine.

In either case, this type of visual can become transform bound very 
easily.  The use of textures will help for fine detail effects, but most 
of what you want to do will probably be done in geometry.

Gerry

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Status: O


Howdy folks,

I have a question about the memory allocation in Performer.  Do 
these two methods of memory allocation give you the same result in 
Performer?


Method 1:
------------------------

typedef struct {
    pfVec3        xyz;
    pfVec3        hpr;
    pfGeoState    gstate;
    }  BOGUS;


BOGUS bog = pfMalloc( sizeof(BOGUS), pfGetSharedArena() );


Method 2:
------------------------

typedef struct {
    pfVec3       *xyz;
    pfVec3       *hpr;
    pfGeoState   *gstate;
    }  BOGUS;


BOGUS bog = pfMalloc( sizeof(BOGUS), pfGetSharedArena() );
bog->xyz = pfMalloc( sizeof(pfVec3), pfGetSharedArena() );
bog->hpr = pfMalloc( sizeof(pfVec3), pfGetSharedArena() );
bog->gstate = pfNewGState(pfGetSharedArena());


I am asking for two reasons.  First, if I use Method #1 will all of 
the processes be able to see all of the members of the structure?  
Second, does the pfNewGState function do anything special to allocate 
the memory for the GeoState or will it be ok if it is allocated as 
part of the structure? 

Thanks,

Steve




Steven Lovelady
Texas Instruments, Inc.

phone:  (972) 575-6758
fax  :  (972) 575-6771
email:  steven-lovelady@ti.com

"My views are not necessarily those of Texas Instruments"
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From: "Rob Jenkins" <robj@quid>
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Date: Fri, 25 Apr 1997 21:38:14 -0700
In-Reply-To: "Charlie H. Chang" <a00chc00@nchc.gov.tw>
        "Which version of Performer on Onyx2?" (Apr 25,  3:48pm)
References: <336134A9.D3CC6050@nchc.gov.tw>
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On Apr 25,  3:48pm, Charlie H. Chang wrote:
> Subject: Which version of Performer on Onyx2?
>
> Hi,
> We recently bought an Onyx2 (IR) running IRIX6.4
> so which version of Performer eoe and dev should I install?
> I know this has been asked before but I lost my mail archive,
> and can't retrieve from Performer FAQ...
> Thanks!
>
> --
> Charlie H. Chang                E-mail: a00chc00@nchc.gov.tw
> Voice: 886-3-5776085x209        Fax: 886-3-5773620
> Media & Visualization Lab, National Center for High-performance
> Computing
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Charlie H. Chang

In general, versions for Irix 6.2+ should be:

On iR, pf 2.1 + patch 1696 ( 2.1 dsos )
On non-iR, pf 2.0 + patch 1696 + patch 1392

(some people are running 2.1 on non-iR machines - still need 1696 too)

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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To: performer <info-performer@sgi.com>
Subject: Is GUI,screwy??
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Status: O

Hello performers!		

Question..

I'm running 4 onyxs and 2 crimsons. both crimsons are currently running
5.3. 2 of the onyxs run 5.3, and 2 run 5.2(irix o/s). Our application is
strictly simulation running with the multi-options on all 4 onyxs..

I use the GUI's to FTP to all 4, including the other crim..

My problem is,, when I ftp into the 5.2 onyxs, I get a error after I log
out that informs the the fast file saver could not function because of
version differences..I know, no big deal!  but when we boot our onyxs in
the morning,, some of them boot up with misaligned screens..

My boss seems to think that ftping using the GUI's is the culprit for
these crashes...I on the other hand am not convinced..

Does anyone have the same bug??? could use some enlightening as manually
transfering would be a real set back.

                                        sincerely
                                                      Joe :-)
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Status: O

Hello again!!

I'm running performer 2.0 fro our marine sims..

I'd like to use the spotlight option on a couple of piers..

I've set the light source, palette, direction, etc.

I bring up sim,,but no spotlight..

Is the problem with the way I've set up the hierchy in Multi-Gen(ive got
14.2)or what could it be?????

                                        Thanks for your input on this
matter...
                                              Joe:-)
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I'd like to make a 100-array of GeoSets.
But, Performer just shows me my last GeoSet.
Is there a specific function to generate an array of GeoSets
(with pf Malloc, pfGetSharedArena, allocation for memory...) or is it just
because my algorithm is wrong?
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Hello again!!

I'm running performer 2.0 fro our marine sims..

I'd like to use the spotlight option on a couple of piers..

I've set the light source, palette, direction, etc.

I bring up sim,,but no spotlight..

Is the problem with the way I've set up the hierchy in Multi-Gen(ive got
14.2)or what could it be?????

                                        Thanks for your input on this
matter...
                                              Joe:-)
=======================================================================
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Hello performers!		

Question..

I'm running 4 onyxs and 2 crimsons. both crimsons are currently running
5.3. 2 of the onyxs run 5.3, and 2 run 5.2(irix o/s). Our application is
strictly simulation running with the multi-options on all 4 onyxs..

I use the GUI's to FTP to all 4, including the other crim..

My problem is,, when I ftp into the 5.2 onyxs, I get a error after I log
out that informs the the fast file saver could not function because of
version differences..I know, no big deal!  but when we boot our onyxs in
the morning,, some of them boot up with misaligned screens..

My boss seems to think that ftping using the GUI's is the culprit for
these crashes...I on the other hand am not convinced..

Does anyone have the same bug??? could use some enlightening as manually
transfering would be a real set back.

                                        sincerely
                                                      Joe :-)
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From: "Steven Lovelady" <stevenl@skopen.dseg.ti.com>
Organization: Texas Instruments
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Date: Mon, 28 Apr 1997 07:06:18 +0000
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Subject: Performer Memory Question
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Status: O


Howdy folks,

I have a question about the memory allocation in Performer.  Do 
these two methods of memory allocation give you the same result in 
Performer?


Method 1:
------------------------

typedef struct {
    pfVec3        xyz;
    pfVec3        hpr;
    pfGeoState    gstate;
    }  BOGUS;


BOGUS bog = pfMalloc( sizeof(BOGUS), pfGetSharedArena() );


Method 2:
------------------------

typedef struct {
    pfVec3       *xyz;
    pfVec3       *hpr;
    pfGeoState   *gstate;
    }  BOGUS;


BOGUS bog = pfMalloc( sizeof(BOGUS), pfGetSharedArena() );
bog->xyz = pfMalloc( sizeof(pfVec3), pfGetSharedArena() );
bog->hpr = pfMalloc( sizeof(pfVec3), pfGetSharedArena() );
bog->gstate = pfNewGState(pfGetSharedArena());


I am asking for two reasons.  First, if I use Method #1 will all of 
the processes be able to see all of the members of the structure?  
Second, does the pfNewGState function do anything special to allocate 
the memory for the GeoState or will it be ok if it is allocated as 
part of the structure? 

Thanks,

Steve


Steven Lovelady
Texas Instruments, Inc.

phone:  (972) 575-6758
fax  :  (972) 575-6771
email:  steven-lovelady@ti.com

"My views are not necessarily those of Texas Instruments"
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Date: Mon, 28 Apr 1997 09:00:39 -0700 (PDT)
From: David Plew <kishore@aimnet.com>
Message-Id: <199704281600.JAA03309@shell1.aimnet.com>
To: info-performer@sgi.com, steven-lovelady@ti.com
Subject: Re: Performer Memory Question
Status: O

>I am asking for two reasons.  First, if I use Method #1 will all of 
>the processes be able to see all of the members of the structure?  

Yes

>Second, does the pfNewGState function do anything special to allocate 

>the memory for the GeoState or will it be ok if it is allocated as 
>part of the structure? 

All performer nodes are allocated in shared arena. So, method #2 will be
also work.

-anita

kishore@aimnet.com
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: [Fwd: Is GUI,screwy??]
To: msitech@edgenet.net
Date: Mon, 28 Apr 1997 10:24:37 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <33648617.29E5@edgenet.net> from "msitech" at Apr 28, 97 07:12:23 am
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msitech wrote:

> Hello performers!		
> 
> Question..
> 
> I'm running 4 onyxs and 2 crimsons. both crimsons are currently running
> 5.3. 2 of the onyxs run 5.3, and 2 run 5.2(irix o/s). Our application is
> strictly simulation running with the multi-options on all 4 onyxs..
> 
> I use the GUI's to FTP to all 4, including the other crim..
> 
> My problem is,, when I ftp into the 5.2 onyxs, I get a error after I log
> out that informs the the fast file saver could not function because of
> version differences..I know, no big deal!  but when we boot our onyxs in
> the morning,, some of them boot up with misaligned screens..
> 

 Well, I don't know anything about FTP and GUI's, but I have a question:

 Why are you not upgrading to 6.2 ?
 (From a previous e-mail I understood that you are using performer 2.0..
 and that you are doing some developments, so it should not be a big
 effort ?)

> My boss seems to think that ftping using the GUI's is the culprit for
> these crashes...I on the other hand am not convinced..
> 
> Does anyone have the same bug??? could use some enlightening as manually
> transfering would be a real set back.
> 
>                                         sincerely
>                                                       Joe :-)
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Subject: Re: Multi-Platform Executables
To: drobbins@python.tamu.edu (Drew Robbins)
Date: Mon, 28 Apr 1997 10:41:59 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <9704211211.ZM6775@python.tamu.edu> from "Drew Robbins" at Apr 21, 97 12:11:13 pm
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Drew Robbins wrote:
> 
> Because we are limited to one processor on our Reality Engine 2, is it possible
> to run the multi-process Performer over several different machines using a
> TCP-IP connection?
> 
> We allready have a TCP-IP thread running between our SGI and a PC so that is
> not difficult.  We are just not sure how to separate the Performer application.

 Performer MP model is based on an efficient shared memory support from
 the Hardware (aka arena). There is no way to get real-time performances
 across networks, distributed models works well for non real-time applications
 not for Performer.

 We now have an answer to that extensibility problem: the Origin/Onyx2
 platform that have a specific piece of Hardware (Cray Link) that let
 you connect two computers and have a shared memory as efficient as if
 all CPU's were in the same (SGI) Box.

 Note that this is a 'super-computer' technology that is not
 available on PC platforms.

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Date: Mon, 28 Apr 1997 14:00:50 -0800
To: info-performer@sgi.com
From: lrae@indy3.gstone.com (Linda Rae)
Subject: Implementing pfTerrain
Status: O

Hello all:

I am interested in implementing the continuously adaptive terrain features
in the Active Surface
Definition (ASD) library   (pfTerrain).   The man pages state:

    "The libpfs source code, object code and documentation are provided as
     unsupported software."

Where does this source code live? Is it part of Performer 2.1?  I am
currently on Performer 2.0.2 but am migrating to Performer 2.1 shortly.

Has anyone worked with the ASD libraries and cat features?   Any inputs of
your experience,  locations of examples of pfTerrain would be welcome.

Thanks in advance for your replies.



=======================================================
                       Linda Rae - Sr.Software Engineer
                                  lrae@gstone.com

 /\/\/\     GreyStone Technology, Inc.       fax:   (619) 874-7007
/ /\/\ \    4950 Murphy Canyon Road      ph:  (619)874-7000
\ \/\/ /    San Diego, CA 92123-4325        www.gstone.com
 \/\/\/
=======================================================


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Subject: Re: Performer Memory Question
Status: O

   From: "Steven Lovelady" <stevenl@skopen.dseg.ti.com>
   Date: Mon, 28 Apr 1997 07:06:18 +0000

   Howdy folks,

   I have a question about the memory allocation in Performer.  Do 
   these two methods of memory allocation give you the same result in 
   Performer?


No.  You won't even be able to compile the first method in C.

   Method 1:
   ------------------------

   typedef struct {
       pfVec3        xyz;
       pfVec3        hpr;
       pfGeoState    gstate;
       }  BOGUS;


   BOGUS bog = pfMalloc( sizeof(BOGUS), pfGetSharedArena() );


   Method 2:
   ------------------------

   typedef struct {
       pfVec3       *xyz;
       pfVec3       *hpr;
       pfGeoState   *gstate;
       }  BOGUS;


   BOGUS bog = pfMalloc( sizeof(BOGUS), pfGetSharedArena() );
   bog->xyz = pfMalloc( sizeof(pfVec3), pfGetSharedArena() );
   bog->hpr = pfMalloc( sizeof(pfVec3), pfGetSharedArena() );
   bog->gstate = pfNewGState(pfGetSharedArena());


   I am asking for two reasons.  First, if I use Method #1 will all of 
   the processes be able to see all of the members of the structure?  
   Second, does the pfNewGState function do anything special to allocate 
   the memory for the GeoState or will it be ok if it is allocated as 
   part of the structure? 

All processes will be able to see the memory allocated with method 1.
However, you should never try to declare Performer structures that are
derived from pfObject in your own code; declare pointers to them and
call the pfNew* functions.  pfVec3 are very simple and aren't derived
from pfObject, but pfGeoState is not simple.  pfNewGState does in fact
do a lot of special initialization.

A 3rd method that is slightly more efficient than Method 2 is:

typedef struct
{
  pfVec3 xyz;
  pfVec3 hpr;
  pfGeoState *gstate;
} BOGUS;

BOGUS bog = pfMalloc (sizeof (BOGUS), pfGetSharedArena ());
bog->gstate = pfNewGState (pfGetSharedArena ());

Tim
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Date: Mon, 28 Apr 1997 15:19:13 -0700 (PDT)
From: Chris Mitchell <chris@scotch.physics.ucla.edu>
To: David Plew <kishore@aimnet.com>
cc: info-performer@sgi.com, steven-lovelady@ti.com
Subject: Re: Performer Memory Question
In-Reply-To: <199704281600.JAA03309@shell1.aimnet.com>
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Status: O

> >I am asking for two reasons.  First, if I use Method #1 will all of 
> >the processes be able to see all of the members of the structure?  
> 
> Yes
> 
> >Second, does the pfNewGState function do anything special to allocate 
> 
> >the memory for the GeoState or will it be ok if it is allocated as 
> >part of the structure? 
> 
> All performer nodes are allocated in shared arena. So, method #2 will be
> also work.

This doesn't work for pfMultiProcess(PFMP_APPCULLDRAW|PFMP_FORK_DBASE),
does it?


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: jason@cerebus.cambridge.com (Jason Williams)
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Hi,

I have created a subclass of the pfDCS class, and use a table of them in which
I request cloned nodes from.  My test program dies in the clone call.  I have
not created an overridden clone method for the class, therefore the pfDCS
version of clone is being called.  Do I need to create my own clone method for
my derrived class because of size issues?  Also how do I implement the clone
method for my new class.  Is there any way to call the pfDCS::clone function
within my own clone method, and if not, how do I copy or instance the pfDCS
data members and all other ancestor data members.  I have found no
documentation on how to support the subclassing of pfNode types, other than the
need to have the pfType data member and the init method for your class type.
 And what should I do for copy, will the ancestor version of copy work?.



Thanks in advance,
Jason,	Cambridge Research Associates.


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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: Implementing pfTerrain
To: lrae@indy3.gstone.com (Linda Rae)
Date: Mon, 28 Apr 1997 20:00:10 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <v01530513af8ac15973b5@[199.35.226.146]> from "Linda Rae" at Apr 28, 97 02:00:50 pm
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Linda Rae wrote:
> 
> Hello all:
> 
> I am interested in implementing the continuously adaptive terrain features
> in the Active Surface
> Definition (ASD) library   (pfTerrain).   The man pages state:
> 
>     "The libpfs source code, object code and documentation are provided as
>      unsupported software."
> 
> Where does this source code live? Is it part of Performer 2.1?  I am
> currently on Performer 2.0.2 but am migrating to Performer 2.1 shortly.
> 
> Has anyone worked with the ASD libraries and cat features?   Any inputs of
> your experience,  locations of examples of pfTerrain would be welcome.
> 
> Thanks in advance for your replies.

 ASD works in 2.0 and 2.1, but you need to update your system(s) with
 patch 1347 and 1392.


    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From guest  Tue Apr 29 08:20:48 1997
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From: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
To: "'Info-Performer'" <info-performer@sgi.com>
Subject: Changing cursor in Xlib
Date: Tue, 29 Apr 1997 11:39:14 +0200
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Hi Performers,

       This is an example code to change the shape of the cursor in the
WSWindow of my PipeWindow. This function is called form a forked process
(INPUT) different from the APP and the DRAW process. After the call to
this function nothing will happen.


// INPUT PROCESS

void vrSimXInput::initCursor()
 {
 pfWSWindow xWin;
 pfPipe *pfpipe;
 pfWSConnection dsp, theDisplay;
 char str[PF_MAXSTRING];
 const char *s;
 int tries = 0;
 Cursor cur;
 pfPipeWindow *pwin;

 pwin = chan->getPWin();

 xWin = pwin->getWSWindow();
 while (!xWin)
     {
     sginap(2);
     xWin = pwin->getWSWindow();
     if (tries++ > 10000)
     pfNotify(PFNFY_FATAL, PFNFY_USAGE, "vrSimXInput::open(): "
              "unable to find pfWSWindow on PipeWindow %d",
pwin->getIndex());
     }

 pfpipe = pwin->getPipe();
 dsp = pfGetCurWSConnection();
 s = DisplayString(dsp);
 if (s && (s[0] != '\0'))
     strcpy(str, s);
 else
     sprintf(str, ":%d", pfpipe->getScreen());

 if (!(theDisplay = pfOpenWSConnection(str, FALSE)))
     pfNotify(PFNFY_FATAL, PFNFY_RESOURCE, "vrXInput::open(): "
                                           "can't open display %s",
str);
 XSync(dsp,FALSE);

 cur = XCreateFontCursor(dsp, VR_CURSOR_HAND);
 XDefineCursor(dsp, xWin, cur);
 }


Am I making a mistake ?

Nassouh Adel Chehayeb
C.E.I.T.
(Centro de Estudios e Investigaciones Tecnicas de Guipuzkoa)
Applied Mechanics Department
Paseo de Manuel Lardizabal - 15
20009. San Sebastian (SPAIN)
e-mail: nchehayeb@ceit.es
Phone: ++34-43-21.28.00
Fax   : ++34-43-21.30.76



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From: Space Magic Team <arnaud@pobox.oleane.com>
Subject: Information on Vega
Status: O

Hi Performers !

I'm writing my own loader for use into Vega.
Could someone confirm to me the fact that Vega is using the standard
mechanism of performer while loading database files, that is, is using the
same dynamic shared object associated to file format as performer.
I'd like to have the confirmation that Vega is making its scene
optimizations too, only on the performer scene created by the loader, and
that this optimizations aren't related to the file format which is used.
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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Status: O

>This doesn't work for pfMultiProcess(PFMP_APPCULLDRAW|PFMP_FORK_DBASE),
>does it?

I think DBASE process will be able to see the he node created in the 
parent process (APPCULLDRAW), ie: if needed you could print out the
node. But I know for sure that it can't insert/delete/edit .. etc nodes
which were created in the parent process. For this you have to use the
pfBuffer mechanism.

-anita
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Date: Tue, 29 Apr 1997 08:52:58 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <9704290852.ZM23828@babar.asd.sgi.com>
In-Reply-To: lrae@indy3.gstone.com (Linda Rae)
        "Implementing pfTerrain" (Apr 28,  2:00pm)
References: <v01530513af8ac15973b5@[199.35.226.146]>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: lrae@indy3.gstone.com (Linda Rae), info-performer@sgi.com
Subject: Re: Implementing pfTerrain
Mime-Version: 1.0
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Status: O

On Apr 28,  2:00pm, Linda Rae wrote:

> I am interested in implementing the continuously adaptive
terrain features
> in the Active Surface Definition (ASD) library   (pfTerrain).

Just to be clear about this, IRIS Performer's Active Surface
Definition
library (ASD) is a general purpose morphing geometry package and
includes several examples of how to build the internal data
structures.
The flexibility of ASD allows developers to control how and when
the
surface morphs.

The phrase "continuously adaptive terrain" comes from MultiGen,
a
well-known database tool provider. They have a special approach
to
using our ASD features, tools to generate data in their format,
and
a clever refinement & morphing algorithm.

I think that both ASD and CAT are great, but they are different
layers of software for solving the "multiple simultaneous LOD"
problem for large databases, and I don't want to confuse the two
since there are other companies that are building tools for ASD
exploitation that will not (so far as I know ) be using
MultiGen's
unique CAT approach, and some for whom terrain is not at all
the type of surface they're interested in.

> The man pages state:
>
>     "The libpfs source code, object code and documentation are
provided as
>      unsupported software."
>
> Where does this source code live? Is it part of Performer 2.1?
 I am
> currently on Performer 2.0.2 but am migrating to Performer 2.1
shortly.

It's in Performer 2.1 and an extended version is in beta test
right now.

> Has anyone worked with the ASD libraries and cat features?
  Any inputs of
> your experience,  locations of examples of pfTerrain would be
welcome.

Check with Jenny Zhao (zhz@asd.sgi.com) for ASD questions.

-- 

praesto et persto,  Phone:415.933.1455   Fax:415.965.2658   MS:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Software, SSG
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
120 Mario 64 Stars  OpenGL/ImageVision/OpenInventor/Performer/Cosmo3D
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: your mail
To: wryml@dimwit.dst.nk-exa.co.jp (YAMANAKA MASAHIKO)
Date: Tue, 29 Apr 1997 15:56:06 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <199704210503.OAA05677@dimwit.dst.nk-exa.co.jp> from "YAMANAKA MASAHIKO" at Apr 21, 97 02:03:54 pm
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Status: O

YAMANAKA MASAHIKO wrote:
> 
> ^^) PFMP_CULLoDRAW does not use the normal "cull into a display list and
> ^^) then when you're done pass that list to the draw" technique of
> ^^) Performer. Rather, it uses the list as a circular buffer where the draw
> ^^) consumes the info as the cull is writing it. As a side-effect of this,
> ^^) the list is "used up" (potentially overwritten) in the first drawing,
> ^^) so it no longer exists for reuse in multipass applications.  
> ^^) 
> ^^) It could be made to work differently, where we used an "as long as
> ^^) needed" list between cull and draw, ran the cull and draw together as
> ^^) they are now, but would then still have the complete list available at
> ^^) the end for reuse in multipass applications. This is not something
> ^^) that's been asked for until now, and it's likely too late to consider
> ^^) it for the Performer 2.2 release.  I will add it to the request for
> ^^) enhancement (RFE) list for the future.
> 
> Thanks!
> 
> However...
> 
> I don't need reuse for display lists but I have some databases and the
> databases are different unit systems so I can't merge them.

 Can you do an off-line computation, like pfconv, to merge the databases
 in one pfb file ?

> 
> As result I tested, using multiple scenes and PFMP_APP_CULL_DRAW,
> 
>   chan1->setScene( scene1 ); //scene1 doesn't have any geometries as test case
>                              //but chan1 clears color&depth-buffer
>   chan2->setScene( scene2 ); //scene2 doesn't have any geometries as test case
> 
> generates following chan->drawStats(). and reaches only 30fps.
> 
> App  |--   |     |--   |     |--
> Cull |-    |     |-    |     |- 
> Draw |     |---- |     |---- |
> 
> On the oher hand, without scene2,
> 
> App  |--   |--   |--   |--   |--
> Cull |-    |-    |-    |-    |- 
> Draw |---- |---- |---- |---- |----
> 
> and reaches 60fps.

 I don't understand what's going on. Can you send me a test case
 so I can see what's wrong ? Thanks

> 
> In order to solve this problem, I had thought to use CULLoDRAW but
> it didn't work.
> 
> Can't this be helped ?
> So far as I use multiple scenes, it can't be reached at 60fps?
> 
> Thanks,
> --
> M.Y.


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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199704292249.PAA19444@remi.asd.sgi.com>
Subject: Re: Information on Vega
To: arnaud@pobox.oleane.com (Space Magic Team)
Date: Tue, 29 Apr 1997 15:49:42 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <1.5.4.32.19970429153517.00683410@pobox.oleane.com> from "Space Magic Team" at Apr 29, 97 05:35:17 pm
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Space Magic Team wrote:
> 
> Hi Performers !
> 
> I'm writing my own loader for use into Vega.
> Could someone confirm to me the fact that Vega is using the standard
> mechanism of performer while loading database files, that is, is using the
> same dynamic shared object associated to file format as performer.
> I'd like to have the confirmation that Vega is making its scene
> optimizations too, only on the performer scene created by the loader, and
> that this optimizations aren't related to the file format which is used.
> Thanx.
> 


 You could make a performer loader, and save in the pfb format which is 
 certainly directly compatible with vega.

 For any questions regarding vega, you should try the info-vega mail list
 at info-vega@paradigmsim.com

 Regards

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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199704291858.LAA18813@remi.asd.sgi.com>
Subject: Re: preIsectFunc
To: nchehayeb@ceit.es (Chehayeb, Nassouh)
Date: Tue, 29 Apr 1997 11:58:49 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <c=US%a=_%p=general%l=CORREO-970417103822Z-12535@correo.ceit.es> from "Chehayeb, Nassouh" at Apr 17, 97 12:38:22 pm
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Chehayeb, Nassouh wrote:
> 
> Hi Performers,
> 
> 	Thanks to all people who answered my question about preIsectFunc. I
> solved my problem changing the preIsectfunc to  postIsectFunc where I
> got the accumulated transformation matrix of the node.
> 
> 	I have another question about the pfGetCurWSConnection(). Could anyone
> explain me the behavior of that function if it is called from a process
> forked from the APP?. For example:
> 
> in the APP process:
> 
>     dsp = pfGetCurWSConnection();   // return the current WS connection
> if  any, or open a new one.
> 
>  in the forked process:
> 
>     dsp = pfGetCurWSConnection();  // will it return the app connection
> or open a new one?

 A pfWSConnection is a link between ONE process to the Window Manager.
 You do NOT want to use that app WSConnection in another process, so
 pfGetCurWSConnection() should return a different pfWSConnection in
 any process it is called.


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From: remi@remi.asd.sgi.com (Rémi Arnaud)
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Subject: Re: Culling callbacks
To: lpinho@onyx.fe.up.pt (Luciano Pinho)
Date: Tue, 29 Apr 1997 11:43:37 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <9704171303.ZM14173@onyx.fe.up.pt> from "Luciano Pinho" at Apr 17, 97 01:03:33 pm
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Luciano Pinho wrote:
> 
> Hi!
> 
> I'm trying to speed up culling by using geometric coherence.
> The scene is a city, so I've defined some strategically placed
> oclusion planes that if placed between the camera and an object
> will turn it invisible.
> There is a pre-processing stage for the determination of the
> "shadow" region of each plane for each node.
> Than I should modify culling in such a way that after fustrum
> culling each 'visible' node would be tested against every oclusion
> plane's shadow volume for a more restrictive visibility testing.
> 
> The problem is that the culling callback method doesn't seem to work
> properly:
> 
> 	1- Should I use pre or post culling?
> 	   Pre is before fustrum culling, wich is not what I want,
> 	   but Post is done after all the child of the node are
> 	   processed, wich seems to be inneficient!
> 	2- I've implemented a simple test callback, but it seems
> 	   that it is executed only once for the hole scene.
> 	   What I need is a callback that is called for each node,
> 	   so that I can do the oclusion tests.
> 
> Can anyone help me on this or have any sugestion?
> Thank you so much!

 You can set a PRE_CULL callback on some nodes using the
 pfNode::setTravFuncs(PFTRAV_CULL,pre_cull,NULL); that will
 be called for each node that have this callback set.
 You can use the setTravData to set the plane equation.

 Your callback returns PFTRAV_CONT or PFTRAV_PRUNE as a result of
 the test with the plane. 

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From: Chris Henderson <ch@paradigmsim.com>
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To: Space Magic Team <arnaud@pobox.oleane.com>
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Subject: Re: Information on Vega
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Yes, Vega uses the standard pfdLoadFile interface.  In addition, if you
need to override the loader used for a particular format (say .foo)
without changing existing dso's, you can use vgDSLoader to specify a new
loader function.  This loader function will precede other loaders for
.foo.  

The optimizations are done on the resulting pf tree, independent of the
loader that created them.

ch.


Space Magic Team wrote:
> 
> Hi Performers !
> 
> I'm writing my own loader for use into Vega.
> Could someone confirm to me the fact that Vega is using the standard
> mechanism of performer while loading database files, that is, is using the
> same dynamic shared object associated to file format as performer.
> I'd like to have the confirmation that Vega is making its scene
> optimizations too, only on the performer scene created by the loader, and
> that this optimizations aren't related to the file format which is used.
> 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  |
> |____________________________________________________________________|
> 
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com

-- 
Chris Henderson ~ Paradigm Simulation Inc
(972) 960-2301 FAX (972) 960-2303
mailto:ch@paradigmsim.com
http://www.paradigmsim.com
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remove

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From: "Dewey Anderson" <dewey@evt.com>
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Subject: Performer Blending Function
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Hey Performulators,

I seem to remember reading once that when transparency is enabled in Performer,
it uses whatever the current blending function is in OpenGL.  But I can't seem
to find that in the documentation anywhere.  Can anybody confirm or deny this?
 And point me to place in the documentation?


A related OpenGL point: The OpenGL book says that

glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )

is "the most commonly used blending operation".

For color components, I agree, but this leads to undesired values for alpha
channel.  (e.g. a 50% opaque object on top of a 100% opaque pbject results in
something only 75% opaque instead of 100%.)  What's needed is a blending func
that does ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) on the colors but does
( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) on the alpha.

The only recourse I see is to use ( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) and
premultipy all my color components by alpha.  Inconvenient.  And this leads to
loss of information, i.e. I can't "recover" a part of an image where I have
0'ed the alpha.

BTW, for people who only look at the results on the graphics screen, using
SRC_ALPHA doesn't matter.  At that stage you're done with the alpha.  For
people in the video business who then take that alpha out of the box and into a
switcher, this is a big problem.

I guess this part is just a gripe and a "heads up" for anyone with input to new
OpenGL extensions.


Thanks,

Dewey K. Anderson
dewey@evt.com
Evolving Video Technologies


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Hi,

does anybody know where I can find the source for the
pfNotify handler? I would like to modify the behaviour of
the default handler slightly but would not like to
reenvent the wheel completely.

Thank you

Michael

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Subject: Rotation of a door and pfDCS
To: info-performer@sgi.com
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Hi,

i have some problems with the pfDCS.

I want to rotate a pfDCS around a certain point. The DCS is actually a door in the model.
This door should be rotated 90 degrees.

This is the code i used:

  door->setMatType(PFMAT_ROT|PFMAT_TRANS|PFMAT_HOM_SCALE);

  for (i=0.0;i<=90.0;i+=1.5) {
  
    door->setRot(0,0,i);
    door->setTrans(rot_point.xyz[0],rot_point.xyz[1],rot_point.xyz[2]);

    pfFrame();
  }

Where rot_point ist the point to be rotated around and door the pfDCS.
The door is rotated 90 degrees, but around the wrong point.
The door is animated as intended, but in the form of an quarter circle.


Has anyone solved such a problem by now?




Carsten Scharfe
dragon@hni.uni-paderborn.de
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199704301844.LAA21754@remi.asd.sgi.com>
Subject: Re: Performer Blending Function
To: dewey@evt.com (Dewey Anderson)
Date: Wed, 30 Apr 1997 11:44:28 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <9704291835.ZM20110@snowmass.evt.com> from "Dewey Anderson" at Apr 29, 97 06:35:18 pm
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Dewey Anderson wrote:
> 
> Hey Performulators,
> 
> I seem to remember reading once that when transparency is enabled in Performer,
> it uses whatever the current blending function is in OpenGL.  But I can't seem
> to find that in the documentation anywhere.  Can anybody confirm or deny this?
>  And point me to place in the documentation?

 You can use 2 type of transparency:

 MsAplha, screen door using the multisample mask
    pfTransparency(PFTR_MS_ALPHA);   

  Blending, using the Alpha plane, for best results
    pfTransparency(PFTR_BLEND_ALPHA);

  see man pfTransparency.

> 
> 
> A related OpenGL point: The OpenGL book says that
> 
> glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
> 
> is "the most commonly used blending operation".
> 
> For color components, I agree, but this leads to undesired values for alpha
> channel.  (e.g. a 50% opaque object on top of a 100% opaque pbject results in
> something only 75% opaque instead of 100%.)  What's needed is a blending func
> that does ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) on the colors but does
> ( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) on the alpha.

  Blending works only if polygons are sorted front to back. see man
  pfChannel, section on Bin sorting. Screen door transparency works
  fine even if polygons are not sorted, with less transparency levels than
  blending.

  The Destination alpha is never used in the GL_SRC_APLHA,GL_ONE_MINUS_SRC_ALPHA  nor in your proposed GL_ONE, GL_ONE_MINUS_SRC_ALPHA, so the resulting
  alpha value is not good in either case ?
  The major issue about the above Blend func is that it does not use at all
  the destination alpha, so you do not need to have alpha planes in
  your Frame Buffer configuration for blending to work.

  Note that alpha planes are available on 12/12/12/12 modes, and none
  alpha plane configurations are available on 8/8/8 bits per component.
  see glxinfo.

> 
> The only recourse I see is to use ( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) and
> premultipy all my color components by alpha.  Inconvenient.  And this leads to
> loss of information, i.e. I can't "recover" a part of an image where I have
> 0'ed the alpha.

 I'm not quite sure what should be a good value for you. Using src+(1-src)*dst
 as resulting alpha doesn't seem to give you what you need.
> 
> BTW, for people who only look at the results on the graphics screen, using
> SRC_ALPHA doesn't matter.  At that stage you're done with the alpha.  For
> people in the video business who then take that alpha out of the box and into a
> switcher, this is a big problem.
> 
> I guess this part is just a gripe and a "heads up" for anyone with input to new
> OpenGL extensions.
> 


 The only extension I see that have a 1 for alpha and a coeficient for RGB is
 the SRC_ALPHA_SATURATE (f,f,f,1) with f = Min(SourceAlpha, 1-DestAlpha) which
 does not work for you.
 You also use the CONSTANT_COLOR_EXT, if the source alpha value
 is constant for the geoset, seting the color as (alpha,alpha,alpha,1)
 and the blend func as (CONSTANT_COLOR_EXT, ONE_MINUS_CONSTANT_ALPHA_EXT)


  I hope that helps


    _  /              _             _ 
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From: Scott A Rothermel <srotherm@afit.af.mil>
To: info-performer@sgi.com
Subject: Help with pfDrawBin
Message-ID: <Pine.SUN.3.91.970430144904.19464A-100000@fox>
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Performer users:
	I am trying to use Bins to customize the rendering order of 
various geometry in my scene tree to avoid some flimmering problems.  I 
put several GeoSets (representing a starfield) in DrawBin 2.  In the draw 
callback I explicitly draw Bin 2, followed by a z-buffer clear, and then 
I draw the default PFSORT_OPAQUE_BIN and PFSORT_TRANSP_BINs.
	The problem is that despite my best efforts, the GeoSets are ending up 
in the PFSORT_TRANSP_BIN instead of Bin 2.  I have tried using different bin 
numbers, but they don't fix the problem.  When I don't specify a 
particular bin, the cull process places the GeoSets in the 
PFSORT_OPAQUE_BIN.  (I determine which bin they are in by selectively 
calling the specific pfDrawBin)
	Here is a basic flow of the calls I am making

In main app process (I am multiprocessing, Onyz RE2, IRIX6.2)

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From: "Dewey Anderson" <dewey@evt.com>
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Thanks for the response, Remi.

On Apr 30, 11:44am, R=E9mi Arnaud wrote:
> Subject: Re: Performer Blending Function
> Dewey Anderson wrote:
> >
> > Hey Performulators,
> >
> > I seem to remember reading once that when transparency is enabled in
Performer,
> > it uses whatever the current blending function is in OpenGL.  But I c=
an't
seem
> > to find that in the documentation anywhere.  Can anybody confirm or d=
eny
this?
> >  And point me to place in the documentation?
>
>  You can use 2 type of transparency:
>
>  MsAplha, screen door using the multisample mask
>     pfTransparency(PFTR_MS_ALPHA);
>
>   Blending, using the Alpha plane, for best results
>     pfTransparency(PFTR_BLEND_ALPHA);
>
>   see man pfTransparency.
>

Thanks.  Looking at man pfTransparency got me the line I was looking for:=


PFTR_BLEND_ALPHA
                IRIS Performer will use the IRIS GL blendfunction(3g) or
                OpenGL glBlendFunc(3g) method of transparency.

I use PFTR_BLEND_ALPHA.  I set it with:

  gstate->setMode( PFSTATE_TRANSPARENCY, PFTR_BLEND_ALPHA );

when building textured rectangles.  I had been looking at the man page fo=
r
pfGeoState and the discussion of PFSTATE_TRANSPARENCY mode.  That's why I=

missed looking at pfTransparency.

(The rest of this deals  with the discussion of available blend funcs.)


> > A related OpenGL point: The OpenGL book says that
> >
> > glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
> >
> > is "the most commonly used blending operation".
> >
> > For color components, I agree, but this leads to undesired values for=
 alpha
> > channel.  (e.g. a 50% opaque object on top of a 100% opaque pbject re=
sults
in
> > something only 75% opaque instead of 100%.)  What's needed is a blend=
ing
func
> > that does ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) on the colors but =
does
> > ( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) on the alpha.
>
>   Blending works only if polygons are sorted front to back. see man
>   pfChannel, section on Bin sorting. Screen door transparency works
>   fine even if polygons are not sorted, with less transparency levels t=
han
>   blending.

I'm actually looking at a case where there is only one performer object -=
 a
single textured rectangle where the texture has some non-0, non-1 alpha v=
alues
- being drawn over a background that was drawn earlier with OpenGL.  (I h=
ave a
draw callback that prevents the screen from clearing.)  So I don't think
sorting should matter.  As it happens, on a High Impact and Octane Si, we=
 trade
off Z-buffer for color and end up turning off bin sorting with:

    chan->setTravMode( PFTRAV_CULL, PFCULL_GSET | PFCULL_VIEW );

I'm assuming this doesn't set some flag that says "Don't blend." but, rat=
her,
leaves it to us to make sure we draw things in a sensible order.


>   The Destination alpha is never used in the
GL_SRC_APLHA,GL_ONE_MINUS_SRC_ALPHA  nor in your proposed GL_ONE,
GL_ONE_MINUS_SRC_ALPHA, so the resulting
>   alpha value is not good in either case ?

It would seem to me that Destination alpha IS used in determining the res=
ulting
ALPHA (but not the other color components).

Using
Cs to denote a generic source color component
Cd to be a generic destination component
C for generic resulting component
As for source alpha
Ad for destination alpha

we have (for the GL_SRC_APLHA,GL_ONE_MINUS_SRC_ALPHA case):

   C =3D Cs*As + Cd*(1-As)

When you apply this to the alpha component, you have:

  A =3D As*As + Ad*(1-As)

You can see that the destination alpha is used.  Similarly, for the GL_ON=
E,
GL_ONE_MINUS_SRC_ALPHA case we have:

  C =3D Cs*1 + Cd*(1-As)

applied to alpha gives

  A =3D As*1 + Ad*(1-As)  =3D  As + Ad - Ad*As

which is what I'd really like.



>   The major issue about the above Blend func is that it does not use at=
 all
>   the destination alpha, so you do not need to have alpha planes in
>   your Frame Buffer configuration for blending to work.

I can see that in CG applications where all you care about is what is dra=
wn on
the SGI's screen.  But I'm using the VIDEO out (not graphics) so having a=
lpha
in my Frame Buffer configuration is crucial.  I'm taking this alpha OUT o=
f the
box through the video boards and using that externally.


>   Note that alpha planes are available on 12/12/12/12 modes, and none
>   alpha plane configurations are available on 8/8/8 bits per component.=

>   see glxinfo.

I think that depends on your system.  When I do glxinfo on our O2, Impact=
 and
Octane I find these modes (among others)

O2:
   visual  x  bf lv rg d st  r  g  b a  ax dp st accum buffs  ms
 id dep cl sp sz l  ci b ro sz sz sz sz bf th cl  r  g  b  a ns b
0x37 24 tc  . 32  . r  y  .  8  8  8  8  . 24  8 16 16 16 16  . .

Impact:
  Visual  Tra buf lv rg DB ste  r  g  b  a aux dep ste accum buffs    MS
 id dep cl nsp sz  l  ba    reo sz sz sz sz buf th  ncl  r  g  b  a num b=
uf
0x2b 24 tc  .  24   . y  y   .   8  8  8  8  .   .   .  16 16 16 16  .   =
=2E

Octane:
   visual  x  bf lv rg d st  r  g  b a  ax dp st accum buffs  ms
 id dep cl sp sz l  ci b ro sz sz sz sz bf th cl  r  g  b  a ns b
0x28 24 tc  . 32  . r  y  .  8  8  8  8  .  .  . 16 16 16 16  . .

so I have not trouble getting an 8/8/8/8 visual.


> > The only recourse I see is to use ( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) =
and
> > premultipy all my color components by alpha.  Inconvenient.  And this=
 leads
to
> > loss of information, i.e. I can't "recover" a part of an image where =
I have
> > 0'ed the alpha.
>
>  I'm not quite sure what should be a good value for you. Using
src+(1-src)*dst
>  as resulting alpha doesn't seem to give you what you need.

What does give me what I need is to have a mode that uses

   C =3D Cs*As + Cd*(1-As)

for the r,g,b color components but uses

  A =3D As*1 + Ad*(1-As)  =3D  As + Ad - Ad*As

for the alpha components.


> > BTW, for people who only look at the results on the graphics screen, =
using
> > SRC_ALPHA doesn't matter.  At that stage you're done with the alpha. =
 For
> > people in the video business who then take that alpha out of the box =
and
into a
> > switcher, this is a big problem.
> >
> > I guess this part is just a gripe and a "heads up" for anyone with in=
put to
new
> > OpenGL extensions.
> >
>
>
>  The only extension I see that have a 1 for alpha and a coeficient for =
RGB is
>  the SRC_ALPHA_SATURATE (f,f,f,1) with f =3D Min(SourceAlpha, 1-DestAlp=
ha)
which
>  does not work for you.

Yeah, I looked at that one, too.  It seemed to me it would be right half =
the
time, but not the other.  What I need is f =3D SourceAlpha ALWAYS.


>  You also use the CONSTANT_COLOR_EXT, if the source alpha value
>  is constant for the geoset, seting the color as (alpha,alpha,alpha,1)
>  and the blend func as (CONSTANT_COLOR_EXT, ONE_MINUS_CONSTANT_ALPHA_EX=
T)

'fraid not.

>   I hope that helps

Thanks for the feedback.

Dewey Anderson
dewey@evt.com
Evolving Video Technologies




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Date: Wed, 30 Apr 1997 17:38:43 -0500 (CDT)
From: Cory Tsang <ch-tsang@uiuc.edu>
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To: info-performer@sgi.com
Subject: Piping Inventor Scene Graphs into Performer
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Hi,

I was wondering if it were possible to pipe Inventor output directly into
Performer without having to go through the intermediary step of creating
an *.iv file.

Please email replies.

Cory Tsang


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Date: Wed, 30 Apr 1997 17:46:19 -0700
From: allan (Allan Schaffer)
Message-Id: <199705010046.RAA21132@holodeck.csd.sgi.com>
To: info-performer@sgi.com
Subject: FAQ & patch 1696
Status: O


Performers,

Some patch & FAQ news:

As has been mentioned, patch 1696 recently released.  Patch 1696 is a
     backport of the functionality in Performer 2.0.4 (performer_eoe
     for IRIX 6.4) for IRIX 6.2 and 6.3.

     If you had Patch 1347 installed, you can replace it with 1696.
     Some liner notes:

     - The release notes for Patch 1696 indicate it is for IRIX 6.3 or
       above.  This is not entirely correct.  It is for 6.2 or 6.3.
       Specifically, patch 1696 updates performer_eoe 2.0.1, "2.0.2",
       and 2.0.3.

     - The 'inst' rules for 1696 do not mark it as a replacement for
       1347, so 'inst' or 'swmgr' will not automatically remove the
       now-obsolete 1347 when you install 1696.  We recommend you do
       remove 1347 by hand before installing 1696:

       # versions remove patchSG0001347
       # [install 1696]

     Those of you with SupportFolio access can download the patch
     from:  http://www.sgi.com/Support/patch_intro.html

     It's so big (77MB) that you might want to just download the
     individual subsystems.  You can also get them from:

     ftp://sgigate.sgi.com/pub/Performer/src/pf2.0/patch1696/



I've also updated the FAQ to correspond to the currently-released
     software.  It can be retrieved from:

     (plain text)
     http://sgigate.sgi.com/pub/Performer/FAQ
     http://www-viz.tamu.edu/~sgi-faq/faq/text/performer

     (HTML)
     http://viz.tamu.edu/~sgi-faq/faq/html/performer/
     http://viz.tamu.edu/~sgi-faq/faq/html-1/performer.html

     The mirror sites (rtfm.mit.edu) will be automatically updated
     sometime during the next couple weeks..

Allan
----
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199705010352.UAA23630@remi.asd.sgi.com>
Subject: Re: Help with pfDrawBin
To: srotherm@afit.af.mil (Scott A Rothermel)
Date: Wed, 30 Apr 1997 20:52:12 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <Pine.SUN.3.91.970430144904.19464A-100000@fox> from "Scott A Rothermel" at Apr 30, 97 03:23:55 pm
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Status: O

Scott A Rothermel wrote:
> 
> Performer users:
> 	I am trying to use Bins to customize the rendering order of 
> various geometry in my scene tree to avoid some flimmering problems.  I 
> put several GeoSets (representing a starfield) in DrawBin 2.  In the draw 
> callback I explicitly draw Bin 2, followed by a z-buffer clear, and then 
> I draw the default PFSORT_OPAQUE_BIN and PFSORT_TRANSP_BINs.
> 	The problem is that despite my best efforts, the GeoSets are ending up 
> in the PFSORT_TRANSP_BIN instead of Bin 2.  I have tried using different bin 
> numbers, but they don't fix the problem.  When I don't specify a 
> particular bin, the cull process places the GeoSets in the 
> PFSORT_OPAQUE_BIN.  (I determine which bin they are in by selectively 
> calling the specific pfDrawBin)
> 	Here is a basic flow of the calls I am making
> 
 It should work. Do you have the performer patches installed ?

 Note that the bin #2 is the LightPoint Bin in 2.2, and there will
 be a pfGetChanFreeBin(chan) that will give you the next available
 bin for the current channel.

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