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From: Inge Henriksen <inge@autosim.no>
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Subject: RE:RE:Flickerkilling on RE2
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-- 
Angus Dorbie wrote:
> 
> You can make the polygon a subface of another which should prompt the
> loader to use a pfLayer. Do this by adding a polygon to another polygon
> instead of an object in the modelling tool.
> 
> Cheers,Angus.
> 
Hello Angus Dorbie
------------------
Thank you for replying, sadly it is not the answer since we already have
implemented subfaces in our DB. The thing is that not even the subfaces
are respected when the size of the flight-DB increeces, they also for
some reason starts to flicker, not just in our own programs, mind you,
but in Perfly too. For some reason increesing the far clip or decreesing
the near clip seems to worsen the unwanted flickering effect. 

Greetings.


> On May 31, 12:13am, Inge Henriksen wrote:
> > Subject: Flickerkilling on RE2
> > --
> > Hello Performers
> > ----------------
> > We have a Onyx RE2 with:
> > 4 150 MHZ IP19 Processors
> > CPU: MIPS R4400 Processor Chip Revision: 5.0
> > FPU: MIPS R4010 Floating Point Chip Revision: 0.0
> > Data cache size: 16 Kbytes
> > Instruction cache size: 16 Kbytes
> > Secondary unified instruction/data cache size: 1 Mbyte
> > Main memory size: 128 Mbytes, 2-way interleaved
> > I/O board, Ebus slot 3: IO4 revision 1
> > RealityEngineII Graphics Pipe 0 at IO Slot 3 Physical Adapter 2 (Fchip
> > rev 2)
> > VME bus: adapter 0 mapped to adapter 13
> > VME bus: adapter 13
> > Performer 2.0 + Patch 1414
> > ...
> >
> > When our OpenFlight databases increeces in the number of polygons, the
> > more inaccurate the the polygon calculations become, thus when two
> > polygons (or a polygon with a subface) are close to oneanother they
> > start to flicker because of this inaccuracy. How can we get rid of this
> > problem? Other databases than our own also have this problem, like
> > Multigens contribution to the IRIS PERFORMER 2.0 CD; the HunterLiggett95
> > demo. We had the same flickering with V1.2 of Performer.
> > When I asked this question at Info-Performer earlier, I got some answers
> > back (thank you!), on of them saying to increece the near-clip, this
> > reduces the flickering, but it sadly does not make it go away.
> >
> > Thank you for any help.
----------------------------
Inge Eivind Henriksen
Autosim A.S
Postboks 2303
N-9002 Tromsoe
Norway
Tlf.nr.: +(47) 77 67 50 75
Fax.nr.: +(47) 77 67 67 01
E-mail: <inge@autosim.no>
----------------------------
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Subject: debug on indigo2
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Are there any debug tools for GL c program on my computer? that is
indigo2, iris 6.2. Would these tools are free or not? had they been
installed previously? And if not, where can I get them?
  Thank you for any help!
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From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
To: Nicolas Gauvin <nicolas@cae.ca>
Cc: info-performer@sgi.com
Subject: Re: Stencil question
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On Fri, 30 May 1997, Nicolas Gauvin wrote:

> Is it possible that you are seeing this behavior on regions of the screen
> that end up not being covered by your base child? That would explain it.
> 
> You child must always be entirely contained by your base (in screen space) in
> order for the stencil algorithm of pfLayer to work. It's because
> pfLayer doesn't clear the whole stencil buffer before drawing its children
> (for obvious performance reasons).
> It only updates the region covered by the base depending on the result of the
> depth test. If your children end up outside this region you will be comparing
> stencil values left from previous pfLayers or random values which are not
> guaranteed to be 0.
> 
  Well, it seems that it is exactly the problem. I am drawing the decal 
children over the base and far away, outside the base. I really need this 
behavior because the decal is a shadow coplanar with the floor. The shadow 
can be moved and go out of the base floor.

> If really need the stencil buffer to be cleared for each of your pfLayer
> you could do it in a pre-draw callback but you'll get a performance drop.
>
It would be something like this? 

/* floordcs it the base children of the layer */

pfNodeTravFuncs(floordcs, PFTRAV_DRAW, FloorPreDraw, FloorPostDraw);
........................................

int FloorPreDraw(pfTraverser *trav, void *data)
{
    glEnable(GL_STENCIL_TEST);
    glClearStencil(0);
    glClear(GL_STENCIL_BUFFER_BIT);
    
    return NULL;
}

int FloorPostDraw(pfTraverser *trav, void *data)
{
    glDisable(GL_STENCIL_TEST);  
    
    return NULL;
}
 
> 
> -- 
> Nicolas Gauvin              CAE Electronics Ltd., 8585 Cote De Liesse
> 3D Graphics Software        Saint-Laurent, Quebec, Canada, H4L-4X4
> nicolas@cae.ca              Tel: (514) 341-2000 x2275, Fax: (514) 340-5496 
> 

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Joaquin Casillas Melendez   | email: jcasilla@glup.eleinf.uv.es            _/
_/ ARTEC (LISITT)              | 					      _/
_/ Dept. Electr. & Informatics | Phone: +34 6 360 4484  Fax: +34 6 361 6198   _/
_/ University of Valencia      | Address: Hugo de Moncada 4. 46010 Val.(SPAIN)_/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

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Date: Mon, 2 Jun 1997 03:13:23 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706020313.ZM27984@multipass.asd.sgi.com>
In-Reply-To: Inge Henriksen <inge@autosim.no>
        "RE:RE:Flickerkilling on RE2" (Jun  2,  5:43am)
References: <33924176.167E@autosim.no>
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To: Inge Henriksen <inge@autosim.no>,
        sgi-infoperformer <info-performer@sgi.com>
Subject: Re: RE:RE:Flickerkilling on RE2
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Status: O

The clip plane behaviour is to be expected, z precision is 'spent' between
near & far distances. You should make the near clip as distand as your
application allows.

Also on Infinite Reality you should enable multisampling, get a
multisample visual and use pfAntialias. This will have the side effect
of using 'compressed' zbuffer.

You should also select a visual with more zbuffer precision if one
is available.

The subface behaviour would exhibit problems if your pfLayers use the
PFDECAL_BASE_DISPLACE method.

Try PFDECAL_BASE_STENCIL or PFDECAL_BASE_HIGH_QUALITY to fix this.

Cheers,Angus.

On Jun 2,  5:43am, Inge Henriksen wrote:

> Hello Angus Dorbie
> ------------------
> Thank you for replying, sadly it is not the answer since we already have
> implemented subfaces in our DB. The thing is that not even the subfaces
> are respected when the size of the flight-DB increeces, they also for
> some reason starts to flicker, not just in our own programs, mind you,
> but in Perfly too. For some reason increesing the far clip or decreesing
> the near clip seems to worsen the unwanted flickering effect.
>
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Date: Mon, 2 Jun 1997 09:12:26 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: pfuInputHandler fct On OPENGL
To: info-performer <info-performer@sgi.com>
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Status: O

To keep some events not available on performer ( PAD key), I use the
pfuInputHandler fct.
It's works on GL application.
On OpenGL, I notice that I have to add the call of my handler on input.c =
of
pfutil librairie, in a another "else" of Keypress case.
Now I keep the good event in my handler, but performer keep this events
when it wants !!!!

It's seems that pfuInputHandler doesn't work in OPENGL version.

Have you got a idea,

Thanks a lot.

Yoel
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From: bball@cae-gmbh.de (Bettina Ball)
Message-Id: <97Jun2.152321gmt+0100.14977@mail.cae-gmbh.de>
Subject: garbage collection
To: info-performer@sgi.com (Performer Info)
Date: Mon, 2 Jun 1997 22:17:12 +0100
X-Mailer: ELM [version 2.3 PL11]
Status: O

Hi all,

  along the lines of memory fragmentation, has anybody got 
any experience with running a garbage collection function
to rejoin free blocks?

I also would like to hear some opinions on changing the way
the pfb loader works. I'm thinking of the following: 
Let's say, during generation of a Performer tree, we could manage
that the pfNodes, Geodes etc. are allocated closely together.
Then it could be possible to write the entire performer structure
in one big chunk. When loading only one chunk we would need 
something like a relocating information to update the pointers.
Of course one must be careful not to use standard pfMalloc/Free.
I also know that this scheme heavily collides with the C++ 
philosophy but ...

Thanks for any hints,

   Bettina
-- 
 ------------------------------------------------------
| Bettina Ball             |                           | 
| CAE Elektronik GmbH      | Email: bball@cae-gmbh.de  | 
| Abt. Systemtechnik       |                           |
| Steinfurt 11             | Tel. : +49-(0)2402/106309 |
| D-52222 Stolberg         | Fax  : +49-(0)2402/106270 |
| Germany                  | http://www.cae.ca         |
 ------------------------------------------------------

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From: "DONKERS H.C." <donh7@fel.tno.nl>
Organization: TNO-FEL
To: info-performer@sgi.com
Date: Mon, 2 Jun 1997 16:16:16 GMT+1
Subject: DBASE process / pfBuffer question
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Status: O

Hello all,

I have a question about the DBASE process.

I am currently developing an application, where I want to 
multiprocess my own (non performer) stuff.
For me, the best thing to do would be to have a process which 
manipulates the pfScene tree. But this process is not the same as the 
one which issues the pfFrame()!

What I get form the performer manual, is that for this (asynchronous 
database management, I guess) I need to use the DBASE process.
Now I see that I can pretty easily add and/or delete subtrees within 
the pfScene, with the pfBufferAddChild() and pfBufferRemoveChild() 
routines.

But I would also like to change geosets. (like colorchanges)

And my question here is:
Is this easily manageable? Has someone had some experiance with this? 
Can anyone who has, give some insight in pittfalls?
etc
BTW, I am using Performer 2.1.

Thanks for any help.

Kurt

***
It's not that I'm afraid to die.  I just don't want to be there when
it happens.
     -- Woody Allen
***

Kurt Donkers
TNO-FEL
Oude Waalsdorperweg 63
PO Box 96864
2509 JG The Hague

tel: (+31) 70 374 02 72
fax: (+31) 70 328 09 61

email: Donkers@fel.tno.nl
http://www.tno.nl/instit/fel

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Life's short,
Better to have fun while it lasts!
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From: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
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Date: Mon, 2 Jun 1997 16:05:19 -0600
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Subject: Shine problem
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Status: O

Hello,

We are currently writing a Performer based application and we are dealing with
a weird behavior. When the program starts, no effects (such as shininess,
transparency) are rendered until we ask the program to show the statistics.
Once, the stats are displayed, the rendering becomes ok (shininess,
transparency,..) even if the user removes the stats. It looks like displaying
the statistics sets some parameters we forgot to initialize.
Has someone an idea ?

Thanks in advance,

 Didier

-- 
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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
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Organization: Lockheed Martin Engineering & Sciences
Date: Mon, 02 Jun 1997 09:16:51 -0700
Subject: Second Pipe test
Status: O


We have an Onyx Infinite Reality with 4 RM6s per pipe, dual pipe system with 
16 R10000 CPUs.  Is it possible to set up the second pipe so that missed 
frame rates do not interfere with the first pipe?  Where does Isect timing 
go and how could it interfere with frame rates.  I have an idea for an odd 
use of Intersection geometry, but I want to make sure that I could set up a 
test on the second pipe without interfering with the first pipe's real time 
performance....  The first pipe MUST maintain 20hz real-time performance for 
our application.  It could even be a separate program as long as it in no 
way interferes with the primary display's processes (APP_CULLDRAW_ISEC + 
five extra processes).  By my figuring we are using only half of our 
processors and have a little room for growth <grin>....  I've utilized the 
second pipe only as an expanded display (i.e. four quadrant display of the 
same scene to be rendered at an effective resolution of 3200x2400), and have 
never tried to run something completely different than the primary display 
on the second pipe and I don't want to step on Performer's toes....  We have 
Performer 2.1 and are Beta testing Performer 2.2 if either will help.... 
 Performer 2.1 is preferred because we do not use the Beta Test on our 
primary Real Time display....

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

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Subject: Inventor formats with perfly!!
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Status: O

Hello,
	Does inventor format work properly with perfly? I tried some inventor
files which have a thin walls and when I tried to rotate them, the walls
seem to vanish and then again reappear. You could try to rotate the
"slotmachine.iv" database in the inventor homepage at SGI. You would
observe the base of the slotmachine disappear when rotated.  But when I
try this with a solid object, it seems to rotate properly without
disappearing. Is this something to do with backface culling or perlfy
doesnt just read thin objects? Any answer will be appreciated. 

Thanks
Karthik
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From: "Rob Jenkins" <robj@quid>
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Date: Mon, 2 Jun 1997 08:16:44 -0700
In-Reply-To: Inge Henriksen <inge@autosim.no>
        "RE:RE:Flickerkilling on RE2" (Jun  2,  5:43am)
References: <33924176.167E@autosim.no>
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Subject: Re: RE:RE:Flickerkilling on RE2
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On Jun 2,  5:43am, Inge Henriksen wrote:
> Subject: RE:RE:Flickerkilling on RE2
> --
> Angus Dorbie wrote:
> >
> > You can make the polygon a subface of another which should prompt the
> > loader to use a pfLayer. Do this by adding a polygon to another polygon
> > instead of an object in the modelling tool.
> >
> > Cheers,Angus.
> >
> Hello Angus Dorbie
> ------------------
> Thank you for replying, sadly it is not the answer since we already have
> implemented subfaces in our DB. The thing is that not even the subfaces
> are respected when the size of the flight-DB increeces, they also for
> some reason starts to flicker, not just in our own programs, mind you,
> but in Perfly too. For some reason increesing the far clip or decreesing
> the near clip seems to worsen the unwanted flickering effect.
>
> Greetings.
>

It would do. The resolution of the zbuffer isn't linear ( for a perspective
view ), it's inversely proprtional to the distance from the eye. The *ratio* of
near/far clipping planes controls the spread of resolution so the best way to
optimise that ratio is *increasing* the near clip ( or decreasing the far clip,
although you need much bigger changes to effect the near/far ratio if you just
change far clip ). Some people have implemented dynamic values of near/far so
based on where you are and what you're looking at, set the values to optimise
the zbuffer, basically unless you really are looking at something very close,
push near clip out as far as possible.

Perfly will most likely set near/far based on the size of your scene, you might
need to override that.

Cheers
Rob

>
> > On May 31, 12:13am, Inge Henriksen wrote:
> > > Subject: Flickerkilling on RE2
> > > --
> > > Hello Performers
> > > ----------------
> > > We have a Onyx RE2 with:
> > > 4 150 MHZ IP19 Processors
> > > CPU: MIPS R4400 Processor Chip Revision: 5.0
> > > FPU: MIPS R4010 Floating Point Chip Revision: 0.0
> > > Data cache size: 16 Kbytes
> > > Instruction cache size: 16 Kbytes
> > > Secondary unified instruction/data cache size: 1 Mbyte
> > > Main memory size: 128 Mbytes, 2-way interleaved
> > > I/O board, Ebus slot 3: IO4 revision 1
> > > RealityEngineII Graphics Pipe 0 at IO Slot 3 Physical Adapter 2 (Fchip
> > > rev 2)
> > > VME bus: adapter 0 mapped to adapter 13
> > > VME bus: adapter 13
> > > Performer 2.0 + Patch 1414
> > > ...
> > >
> > > When our OpenFlight databases increeces in the number of polygons, the
> > > more inaccurate the the polygon calculations become, thus when two
> > > polygons (or a polygon with a subface) are close to oneanother they
> > > start to flicker because of this inaccuracy. How can we get rid of this
> > > problem? Other databases than our own also have this problem, like
> > > Multigens contribution to the IRIS PERFORMER 2.0 CD; the HunterLiggett95
> > > demo. We had the same flickering with V1.2 of Performer.
> > > When I asked this question at Info-Performer earlier, I got some answers
> > > back (thank you!), on of them saying to increece the near-clip, this
> > > reduces the flickering, but it sadly does not make it go away.
> > >
> > > Thank you for any help.
> ----------------------------
> Inge Eivind Henriksen
> Autosim A.S
> Postboks 2303
> N-9002 Tromsoe
> Norway
> Tlf.nr.: +(47) 77 67 50 75
> Fax.nr.: +(47) 77 67 67 01
> E-mail: <inge@autosim.no>
> ----------------------------
> =======================================================================
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>-- End of excerpt from Inge Henriksen



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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hello,
	Are there any routines to implement intergration and differentiation in
Performer ?
Thanx.
karthik
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Date: Mon, 2 Jun 1997 08:27:25 -0700
In-Reply-To: YanZhengQuan <yan@bjhydtd.co.cn>
        "debug on indigo2" (Jun  3,  2:33am)
References: <339303D5.7115@bjhydtd.co.cn>
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On Jun 3,  2:33am, YanZhengQuan wrote:
> Subject: debug on indigo2
> Are there any debug tools for GL c program on my computer? that is
> indigo2, iris 6.2. Would these tools are free or not? had they been
> installed previously? And if not, where can I get them?
>   Thank you for any help!
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>-- End of excerpt from YanZhengQuan

ogldebug ( or gldebug for Iris GL ) is very useful, attached is a Pipeline
article with suggestions and references for use.

Cheers
Rob

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

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----------------------------------------------------------------------------
PIPELINE ARTICLE 19970207
Ogldebug: An Overview

Published: March/April 1997 in Pipeline Volume 8, Number 2
Revision: 1.1
----------------------------------------------------------------------------

Ogldebug(3G) is a tool that allows a programmer to capture
and examine the underlying OpenGL calls of selected
sections of an application.

This article presents a brief overview of ogldebug, some of
its practical uses, and some of the features added to
ogldebug recently. This article is intended for programmers
who are already familiar with OpenGL.

System Requirements

Ogldebug will run on all SGI systems with graphics that
support OpenGL. Ogldebug is part of the subsystem
gl_dev.sw.ogldebug on the IRIS Development Option (IDO)
CD-ROM. This subsystem is not installed by default.

The IRIS GL equivalent of ogldebug is gldebug(1) which is
part of the subsystem gl_dev.sw.gldebug on the IRIS
Development Option (IDO) CD-ROM. This subsystem is not
installed by default.

Purpose

Because only OpenGL calls are captured by ogldebug, it is
extremely useful for identifying and solving OpenGL
programming errors. It is also very good at uncovering
OpenGL programming style issues that may slow an
application. Note that the OpenGL debugger isn't a
general-purpose debugger. Use dbx(1) and related tools such
as cvd(1) (CASEVision/Workshop Debugger) to find problems
in the non-OpenGL portions of a program.  Ogldebug has a
user interface control application (ogldebug) and a special
library (libogldebug.so) that intercepts OpenGL or GLX
calls from the application to the OpenGL library
(libGL.so).

Using Ogldebug

The manual OpenGL on Silicon Graphics Systems is available
on-line with InSight(1) if the subsystem gl_dev.books is
installed. Chapter 10 of this manual provides information
on using ogldebug to debug OpenGL programs. Rather than
duplicate that information here, this article assumes
familiarity with that manual and suggests some practical
uses for ogldebug. There are some changes to the latest
version of ogldebug which make it slightly different from
the version described in the on-line manual. Although the
changes represent improvements in performance, user
interaction and functionality, the core of the tool and
principles of use remain close to those documented. Changes
to ogldebug are outlined below, and should be used in
conjunction with the on-line manual.

New Features

The most recent version of ogldebug is version V14.0 which
is available on the MIPSPro 7.1 IRIX Development Option
CD-ROM. The majority of the changes in this version of
ogldebug are in the user interface. These changes include:

o       smaller main window
o       call information is now separated
o       only one call is displayed in the main window
o       a new call history panel is provided where the
        programmer can adjust how much of the call history
        to retain (10 to 1000 calls)
o       only one main window appears for all application
        GLX contexts (previously, ogldebug opened a new
        main window for each GLX context)

In addition, a significant improvement has been made in
call history. In previous versions of ogldebug, call
history updating could be suspended to allow an application
to run faster. In the latest version, call history is
always produced, and if the call history panel is not open
the application still runs reasonably fast.

A number of minor bug fixes have also been made to
ogldebug. Refer to the gl_dev release notes for more
information.

When to Use Ogldebug

This section describes a few of the many possible uses for
ogldebug.

To Improve Application Performance

The manual OpenGL on Silicon Graphics Systems contains two
chapters on tuning: Chapter 11, "Tuning Graphics
Applications: Fundamentals" and Chapter 12, "Tuning the
Pipeline". Ogldebug can be used as an aid to performing
some of the techniques suggested in those chapters.  For
example, ogldebug can be used to look for frequent OpenGL
mode changes, or unnecessary vertex bindings.  This could
include things like unneeded per-vertex colors, or normals
being defined for a flat-shaded object. In extreme cases it
may be found that operations are repeated, or large parts
of the scene are drawn more than once by mistake.

To Isolate Programming Errors

OpenGL never signals errors but simply records them.
Within an application, glGetError(3G) can be used to look
for errors, or ogldebug can be used to automatically call
glGetError after every OpenGL call. Ogldebug also attempts
to highlight programming style issues that although
correct, may be inefficient. For example, if an application
loads an identity matrix with glLoadMatrix(3G), ogldebug
will suggest using glLoadIdentity(3G) instead. Although the
two operations are semantically equivalent, glLoadIdentity
can be more efficient in some cases.

To Isolate Parts of an Application

Isolating parts of a large application can help in
narrowing down potential bugs and in analyzing the
performance of discrete stages in an application. Tracing
the very first frame of an application is most likely to
show a majority of the graphics state initialization and
selection.  This would be useful for examining and tuning
operations that happen only once at program start time.
Tracing a later frame would be useful for examining the
application during normal drawing.

The following steps can be used to examine one frame of a
double buffered application in an ogldebug session:

1.      Run ogldebug with the application.

2.      Turn breakpoints and output off from the control
        panel.

3.      Set a breakpoint at glXSwapBuffers(3G).

4.      Click on the "Continue" button and manipulate
        the application to the area of interest.

5.      Turn on breakpoints.

6.      When the execution stops at glXSwapBuffers,
        turn on tracing.

7.      Click on the "Continue" button

8.      When execution stops at the next
        glXSwapBuffers, one full scene frame of OpenGL
        calls will have been written to a trace file.

The ogldebug trace file is legal C code and may be compiled
and executed. To compile the trace file, change the file
name to <someName>.c and the use the command:

cc <someName>.c -lGL -lX11

It might be useful to experiment with customizing the trace
output to reduce the size of the trace file by omitting
commands that are not of interest or that are repeated
often. For example, a scene with geometry generates a lot
(potentially thousands), of glVertex(3G) commands each
frame, and it may not be useful to trace them all.

The process described above can be applied to any
application that calls OpenGL directly or that makes OpenGL
calls via a library, including SGI libraries like IRIS
Performer, Open Inventor or Imagevision.

To Generate Benchmarks

It is possible to create test cases to represent the
graphics workload for different stages of an application by
tracing parts of the application.

When Opening a Support Call

The techniques discussed in this article can be used to
create a small test case. Providing a test case is
extremely helpful when a support call on OpenGL or any of
the SGI libraries that use OpenGL is opened with your
support provider. Depending on the problem, it may also
reduce the time needed to resolve the issue.

When Developing New Applications

Ogldebug can be used when developing new applications or
adding graphics code to an existing application. Use an
iterative coding process: add some graphics-related code
and then build and test to ensure expected results.

As a Learning Aid

Using ogldebug to examine an application can help to
visualize what the application is doing and how OpenGL is
being used.

Conclusion

The intent of this article is to encourage graphics
developers to use ogldebug as part of their development
environment. Ogldebug can contribute to the design and
development of new applications, the improvement of
existing applications, and in learning more about OpenGL or
any library that uses OpenGL.

For More Information

More information on OpenGL is available on the SGI Web site
(http://www.sgi.com). Use the find or search tool with the
keywords "OpenGL WWW Center", or use the direct URL
http://www.sgi.com/Technology/OpenGL/index.html.

Customers interested in OpenGL may subscribe to the
public newsgroup comp.graphics.api.opengl.

The document "Frequently Asked Questions About Graphics and
user environment customization" is regularly updated and
posted to the comp.sys.sgi.misc, news.answers and
comp.answers newsgroups twice per month. FAQs are also
available on the SGI Web site http://www.sgi.com under
"Sales & Support".

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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9706021034.ZM24058@tracey.triavest.com>
Date: Mon, 2 Jun 1997 10:34:42 -0700
In-Reply-To: "DONKERS H.C." <donh7@fel.tno.nl>
        "DBASE process / pfBuffer question" (Jun  2,  4:16pm)
References: <3BE1687340E@fel3.fel.tno.nl>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "DONKERS H.C." <donh7@fel.tno.nl>, info-performer@sgi.com
Subject: Re: DBASE process / pfBuffer question
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On Jun 2,  4:16pm, DONKERS H.C. wrote:
> Subject: DBASE process / pfBuffer question
> Hello all,
>
> I have a question about the DBASE process.
>
> I am currently developing an application, where I want to
> multiprocess my own (non performer) stuff.
> For me, the best thing to do would be to have a process which
> manipulates the pfScene tree. But this process is not the same as the
> one which issues the pfFrame()!
>
> What I get form the performer manual, is that for this (asynchronous
> database management, I guess) I need to use the DBASE process.
> Now I see that I can pretty easily add and/or delete subtrees within
> the pfScene, with the pfBufferAddChild() and pfBufferRemoveChild()
> routines.
>
> But I would also like to change geosets. (like colorchanges)
>
> And my question here is:
> Is this easily manageable? Has someone had some experiance with this?
> Can anyone who has, give some insight in pittfalls?
> etc
> BTW, I am using Performer 2.1.
>


One way to do the above could be as follows:

	in the DBASE process, clone (pfClone) the original pfScene part
	where you want to modify, let's say colour

	perform the changes in the cloned portion

	bufferDelete the original part from the pfScene

	bufferAdd/bufferMerge the cloned porion to the scene graph

hope this helps

-anita
kishore@triavest.com
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X-Mailer: Mozilla 3.01SGoldC-SGI (X11; I; IRIX 6.3 IP32)
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To: info-performer@sgi.com
Subject: fastrak source code problems!!
Content-Type: text/plain; charset=us-ascii
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Status: O

Hello,
	I am trying to use the sample source code given in"
ftp://sgigate.sgi.com/pub/Performer/src/misc/". But when I say "make" in
the "GL/lib/liboop" and as well as the "fastrak_test" directory it is
giving me the following errors:
	In "GL/lib/liboop" directory:
	
"channel.c++", line 22: error:  undefined function pfNewChan called
"channel.c++", line 22: error: bad pointer initializer: bad operator in
constant expression 
"channel.c++", line 22: error: bad assignment type: pfChannel* = int 
"channel.c++", line 23: error:  undefined function pfAllocChanData
called
"channel.c++", line 27: error:  undefined function pfChanDrawFunc called
"channel.c++", line 28: error:  undefined function pfChanScene called
"channel.c++", line 30: error:  undefined function pfNewESky called
"channel.c++", line 30: error: bad pointer initializer: bad operator in
constant expression 
"channel.c++", line 30: error: bad assignment type: pfEarthSky* = int 
"channel.c++", line 31: error:  undefined function pfChanESky called
"channel.c++", line 39: error:  undefined function pfPassChanData called
"channel.c++", line 44: error:  undefined function pfChanViewMat called
"channel.c++", line 174: error:  undefined function pfChanViewport
called
"channel.c++", line 185: error:  undefined function pfClearChan called
Sorry, too many errors
*** Error code 1
--- carpet.o ---
"carpet.c++", line 172: error:  undefined function pfScaleVec3 called
"carpet.c++", line 175: error:  undefined function pfAddVec3 called
*** Error code 1
smake: Error: 2 errors


	In fastrak_test directory:
	
"tester.c++", line 95: error:  undefined function pfSetVec3 called
"tester.c++", line 98: error:  undefined function pfChanNearFar called
"tester.c++", line 99: error:  undefined function pfESkyColor called
"tester.c++", line 99: error:  PFES_CLEAR undefined
*** Error code 1
smake: Error: 1 error

Am I making any mistakes in compiling or should I modify the code? If so
how?

Any help in this regard will be appreciated.

Thanks,
karthik
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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9706021200.ZM16295@christine.cae.ca>
Date: Mon, 2 Jun 1997 12:00:55 -0400
In-Reply-To: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
        "Re: Stencil question" (Jun  2, 10:43am)
References: <Pine.HPP.3.91.970602100324.27690A-100000@glup.eleinf.uv.es>
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On Jun 2, 10:43am, Joaquin Casillas Melendez wrote:
> Subject: Re: Stencil question

>   Well, it seems that it is exactly the problem. I am drawing the decal
> children over the base and far away, outside the base. I really need this
> behavior because the decal is a shadow coplanar with the floor. The shadow
> can be moved and go out of the base floor.
>

In fact I just realized you were saying that from the beginning,
I should have read you initial mail more carefully.

> > If really need the stencil buffer to be cleared for each of your pfLayer
> > you could do it in a pre-draw callback but you'll get a performance drop.
> >
> It would be something like this?
>
> /* floordcs it the base children of the layer */
>
> pfNodeTravFuncs(floordcs, PFTRAV_DRAW, FloorPreDraw, FloorPostDraw);
> ........................................
>
> int FloorPreDraw(pfTraverser *trav, void *data)
> {
>     glEnable(GL_STENCIL_TEST);
>     glClearStencil(0);
>     glClear(GL_STENCIL_BUFFER_BIT);
>
>     return NULL;
> }
>
> int FloorPostDraw(pfTraverser *trav, void *data)
> {
>     glDisable(GL_STENCIL_TEST);
>
>     return NULL;
> }
>

I think you only need to call glClear(GL_STENCIL_BUFFER_BIT)
in the pre-draw CB, there is no need for a post-draw CB. Performer
will take care of enabling/disabling the stencil test. I don't think
you need to have the stencil test enabled in order to be able to clear the
buffer. You could also set this CB to the pfLayer node itself instead of
the dcs base for the same result.


-- 
Nicolas Gauvin              CAE Electronics Ltd., 8585 Cote De Liesse
3D Graphics Software        Saint-Laurent, Quebec, Canada, H4L-4X4
nicolas@cae.ca              Tel: (514) 341-2000 x2275, Fax: (514) 340-5496 
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706021120.ZM28945@multipass.asd.sgi.com>
In-Reply-To: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
        "Shine problem" (Jun  2,  4:05pm)
References: <9706021605.ZM7567@imtsg12.epfl.ch>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>, info-performer@sgi.com
Subject: Re: Shine problem
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Status: O

Try something like pfEnable(PFEN_LIGHTING); from your draw process first
time in.

You should be able to set this in the geostate information and avoid
the need for the call.

Cheers,Angus.

On Jun 2,  4:05pm, Didier Guzzoni wrote:
> Subject: Shine problem
> Hello,
>
> We are currently writing a Performer based application and we are dealing
with
> a weird behavior. When the program starts, no effects (such as shininess,
> transparency) are rendered until we ask the program to show the statistics.
> Once, the stats are displayed, the rendering becomes ok (shininess,
> transparency,..) even if the user removes the stats. It looks like displaying
> the statistics sets some parameters we forgot to initialize.
> Has someone an idea ?
>
> Thanks in advance,
>
>  Didier
>
> --
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>-- End of excerpt from Didier Guzzoni


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Date: Mon, 02 Jun 1997 15:36:59 -0500
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From: ken sartor <sartor@bur.visidyne.com>
Subject: Memory problems after application crash
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Hi -

I have a Performer application that occasionally dies ungracefully.
Aside from *that* problem however is the problem that when this
happens, it does not free up memory.  Is there a way to free up
memory after this kind of circumstance without requiring a system
reboot?  I have included osview output below, both before i run
the application and after it crashes.

Thanks for any suggestions!

ken



Before running App ---------------

 System Memory        
   Phys      256.0M  
    kernel    14.7M 
     heap      1.6M
      stream  32.0K   
     zones     2.3M  
     ptbl      1.9M 
    fs ctl     7.4M
    fs data   38.8M 
     delwri       0
    free     176.0M   
    userdata  19.0M  
    pgallocs      0 


After App crash -----------------

 System Memory        
   Phys      256.0M  
    kernel    15.2M 
     heap      1.7M
      stream  48.0K   
     zones     2.3M  
     ptbl      2.2M 
    fs ctl     4.5M
    fs data   55.6M
     delwri       0 
    free      73.4M
    userdata 107.3M  
    pgallocs      0 

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Hi,
I want to know what is different between pfLight and pfLightSource?

How about performance?
What is more realistic?

Thank you for reading my question.

				From Changrak

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From: bball@cae-gmbh.de (Bettina Ball)
Message-Id: <97Jun3.100003gmt+0100.14977@mail.cae-gmbh.de>
Subject: Re: Flickerkilling on RE2
To: inge@autosim.no
Date: Tue, 3 Jun 1997 16:53:29 +0100
Cc: info-performer@sgi.com (Performer Info)
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On May 31, 12:13am, Inge Henriksen wrote:

> When our OpenFlight databases increeces in the number of polygons, the
> more inaccurate the the polygon calculations become, thus when two
> polygons (or a polygon with a subface) are close to oneanother they
> start to flicker because of this inaccuracy. How can we get rid of this
> problem? 

Hi Inge,

   have you tried setting the method used for layering with
pfLayerMode (or pfdConverterMode for the loader)? 
PFDECAL_BASE_HIGH_QUALITY produces the best effect (least flickering) 
to the expense of speed, PFDECAL_BASE_DISPLACE for example is faster, 
but of less quality.

Hope that helps,

   Bettina

-- 
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Subject: Re: Memory problems after application crash
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Status: O

You may have a look at the ipcs and ipcrm man pages!

J.C.


ken sartor wrote:
> 
> Hi -
> 
> I have a Performer application that occasionally dies ungracefully.
> Aside from *that* problem however is the problem that when this
> happens, it does not free up memory.  Is there a way to free up
> memory after this kind of circumstance without requiring a system
> reboot?  I have included osview output below, both before i run
> the application and after it crashes.
> 
> Thanks for any suggestions!
> 
> ken
> 
> Before running App ---------------
> 
>  System Memory
>    Phys      256.0M
>     kernel    14.7M
>      heap      1.6M
>       stream  32.0K
>      zones     2.3M
>      ptbl      1.9M
>     fs ctl     7.4M
>     fs data   38.8M
>      delwri       0
>     free     176.0M
>     userdata  19.0M
>     pgallocs      0
> 
> After App crash -----------------
> 
>  System Memory
>    Phys      256.0M
>     kernel    15.2M
>      heap      1.7M
>       stream  48.0K
>      zones     2.3M
>      ptbl      2.2M
>     fs ctl     4.5M
>     fs data   55.6M
>      delwri       0
>     free      73.4M
>     userdata 107.3M
>     pgallocs      0
> 
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
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-- 

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Hi,

We are trying to load models generated in Multigen II Pro into Performer 
using Perfly on an O2. We are running version 2.0.3 of Performer. The 
problem is that when Perfly starts up, we can see the textures loading 
but the model appears totally black, no matter what lighting model we 
use. 

Has anyone seen this before or does anyone know what we are doing wrong?

Thanks in advance

Dave
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	(1.39.111.2/16.2) id AA053344700; Tue, 3 Jun 1997 11:45:00 +0100
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From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
To: Nicolas Gauvin <nicolas@cae.ca>
Cc: info-performer@sgi.com
Subject: Stencil: solved
In-Reply-To: <9706021200.ZM16295@christine.cae.ca>
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Hello Performers!

Thanks to all the people who has helped me with the pfLayer/stencil 
problem. Finally, I've used several pfLayers with PF_DECAL_DISPLACE 
modes, and draw callbacks for the base and decals of each pfLayer, doing 
calls to the OpenGL stencil functions to set individual stencil values. 
It seems to work fine!

Thank you again.

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Joaquin Casillas Melendez   | email: jcasilla@glup.eleinf.uv.es            _/
_/ ARTEC (LISITT)              | 					      _/
_/ Dept. Electr. & Informatics | Phone: +34 6 360 4484  Fax: +34 6 361 6198   _/
_/ University of Valencia      | Address: Hugo de Moncada 4. 46010 Val.(SPAIN)_/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

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In-Reply-To: ken sartor <sartor@bur.visidyne.com>
        "Memory problems after application crash" (Jun  2,  3:36pm)
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+>---- On Jun 2,  3:36pm, ken sartor wrote:
> Subject: Memory problems after application crash
->
->I have a Performer application that occasionally dies ungracefully.
->Aside from *that* problem however is the problem that when this
->happens, it does not free up memory.  Is there a way to free up

System and OS version?

Also, are you sure that when you did the osview test, there were
no lingering processes from the process group?  By default,
IRIX doesn't return memory to the system until all are dead.
Freed memory is returned to yourself for you to reuse.

src.


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Hello,

I would like to create a second graphic window in my program made with Iris
Performer software. I try to make it as the first one but now, I don't have any
picutre in the twice. I want then to move the objects in the 2 windows with 2
different views.
I wish someone would explain to me how to do it.
Thank you very much.
my e mail : sromero@cert.fr
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Hi:

	I just installed vega single process 3.0 version in dual R4400 cpu
Onyx RE2, also installed performer 2.0.1 eoe & 2.0 dev. Then I make libraries
of libpfdb,libpfdu,libpfui and libpfutil in /usr/share/Performer/src/lib But
some libraries wasn't done by some reason.

	When I use Lynx preview eggfollow.adf and cann't preview adf file The
shell prompt cannot find libpfs.so in /usr/lib.

	(1)How can I build libpfs.so in /usr/lib directory>?

	(2)Is it right to install single process Vega CD in DUAL CPU process
	   Onyx	RE2.

	Thanks for your help.
JIM

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

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


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Hello

I thought you might like to know you are not alone in trying to
overcome this problem! I too received the "usual" comments about
changing the near clipping plane, which of course is not much
help since in many applications you need a reasonably close
near clip AND other things such as fog get affected if you
start changing such values.

Anyway, this may be of some help:

The default mode for pfLayer is "FAST". This results in the flickering
problems you describe. It ALWAYS will! The alternative is to change
the mode for pfLayer to "HIGH QUALITY". I believe this can be
done by a special MultiGen call before the call to pfLoadFile,
or directly in the MultiGen code for their loader, if you are in
the habit of changing this.

This "HIGH_QUALITY" uses stencil planes and this CURES the flickering
problem: Hurrah...... BUT unfortunately we have come across side
affects. I'll describe these affects here in case you come across
them but they might be related to the hardware we are using
(High Impacts) and of course, the endless list of patches...

Side affect: With "HIGH QUALITY" we have occulting problems on and
around the surfaces concerned.
There was debate at one time about this being related to
transparent surfaces only but this is looking unlikely.

So currently, I have the unsatisfactory situation of 2 versions of
the loader and the modellers have the choice of a
flickering problem or occulting problem! Most choose the one that
cures the flicker but racetrack databases use the other!

Hope this is of some help, or at least confirmation that you
are NOT imagining the problem (which sadly seems to be what some
would try to make you believe).

Good luck.

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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Subject: Re: Memory problems after application crash
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At 03:13 AM 6/3/97 -0700, src wrote:
>+>---- On Jun 2,  3:36pm, ken sartor wrote:
>> Subject: Memory problems after application crash
>->
>->I have a Performer application that occasionally dies ungracefully.
>->Aside from *that* problem however is the problem that when this
>->happens, it does not free up memory.  Is there a way to free up
>
>System and OS version?
>
>Also, are you sure that when you did the osview test, there were
>no lingering processes from the process group?  By default,
>IRIX doesn't return memory to the system until all are dead.
>Freed memory is returned to yourself for you to reuse.

Thanks Sharon.  There was a lingering process i did not notice
that was responsible for the memory problem.

ken
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From: "Stephen M. Guest" <guestsm@lmtas.lmco.com>
Organization: Loads and Criteria
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To: info-performer@sgi.com, Dave Pearce <dpearce@dial.pipex.com>
Subject: Re: Disappearing Textures in Perfly
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Dave,

Could be that you don't have the latest OpenFlight loader installed for
Performer.  We had similar results when saving files in v15.2 format but
using the v14.2 loader (which appears to be what comes with Performer). 
If that is your problem, you can go to
http://www.multigen.com/FAQ/faq.htm to get the latest loaders.

Stephen

-- 

Stephen M. Guest                  LMTAS
guestsm@lmtas.lmco.com            MZ 2275
(817)763-2471                     P.O. Box 748
(817)763-3689 Fax                 Fort Worth, TX 76101

Dave Pearce wrote:
> 
> Hi,
> 
> We are trying to load models generated in Multigen II Pro into Performer
> using Perfly on an O2. We are running version 2.0.3 of Performer. The
> problem is that when Perfly starts up, we can see the textures loading
> but the model appears totally black, no matter what lighting model we
> use.
> 
> Has anyone seen this before or does anyone know what we are doing wrong?
> 
> Thanks in advance
> 
> Dave
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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Dave Pearce wrote:
> 
> Hi,
> 
> We are trying to load models generated in Multigen II Pro into Performer
> using Perfly on an O2. We are running version 2.0.3 of Performer. The
> problem is that when Perfly starts up, we can see the textures loading
> but the model appears totally black, no matter what lighting model we
> use.
> 
> Has anyone seen this before or does anyone know what we are doing wrong?
> 
> Thanks in advance
> 
> Dave
> 

I have ran into this same thing.  I think it has somthing to do with the
15.2 file format.  I have a file in 14.2 that works fine but if I edit
it in multigen and save down as 15.2 everything apears black in perfly. 
I am in searching for an answer as well....

garrett
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To: Dave Pearce <dpearce@dial.pipex.com>
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Status: O

This is a symptom of using the 14.2 loader for a version 15.x file.

Are you using the right loader for your database?

ch.

Dave Pearce wrote:
> 
> Hi,
> 
> We are trying to load models generated in Multigen II Pro into Performer
> using Perfly on an O2. We are running version 2.0.3 of Performer. The
> problem is that when Perfly starts up, we can see the textures loading
> but the model appears totally black, no matter what lighting model we
> use.
> 
> Has anyone seen this before or does anyone know what we are doing wrong?
> 
> Thanks in advance
> 
> Dave
> =======================================================================
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-- 
Chris Henderson ~ Paradigm Simulation Inc
(972) 960-2301 FAX (972) 960-2303
mailto:ch@paradigmsim.com
http://www.paradigmsim.com
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From: steve@mred.bgm.link.com (Steve Baker)
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To: info-performer@sgi.com
Subject:  Re:  Memory problems after application crash
Status: O


Ken Sartor <sartor@bur.visidyne.com> asked:


> I have a Performer application that occasionally dies ungracefully.
> Aside from *that* problem however is the problem that when this
> happens, it does not free up memory.  Is there a way to free up
> memory after this kind of circumstance without requiring a system
> reboot?  I have included osview output below, both before i run
> the application and after it crashes.

Of course *my* application never crashes ;-) ... but if it did
(hypothetically, that is) .... I would make sure that all the CPU's
were unrestricted, unisolated, etc (Check out the 'mpadmin' command),
kill off all the processes that Performer may have forked that might
still be running ('killall' is useful here) and finally, use 'ipcrm'
to free up shared memory areas, semaphores, etc (You can use 'ipcs'
to show which shared memory areas, etc are in use where).

...not that I ever need to do that of course...   :-)



Steve Baker                     817-619-1361 (Vox-Lab)
Hughes Training Inc.            817-619-8776 (Vox-Office/Vox-Mail)
2200 Arlington Downs Road       817-619-4028 (Fax)
Arlington, Texas. TX 76005-6171 Steve@MrEd.bgm.link.com (eMail)
http://www.hti.com (external)   http://MrEd.bgm.link.com/staff/steve (intranet)
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** Beware of Geeks bearing GIF's. **


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To: Dave Pearce <dpearce@dial.pipex.com>
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Dave,
	This sounds very much like you loading v15+ OpenFlight
files using the V14.2 loader which is supplied with performer.
You can get a 15.X loader from
http://www.multigen.com/support/TechNotes/sgi_support/sgi_support.htm
(it's at the bottom of the frame on the left).
or you should be able to save your models as V14 using multigen.

Hope this helps.

Cheers,
Clive.
-- 
________________________________________________________________
Clive Harding, Software Support Group, Silicon Graphics UK Ltd.       
Forum 1, Station Road, Theale, Reading, UK, RG7 4RA. 
Tel: 01189 307736 Fax: 01189 307553 Email: clive@reading.sgi.com
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From: Eric Gottlieb <ejgottl@isrc.sandia.gov>
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To: Dave Pearce <dpearce@dial.pipex.com>
cc: info-performer@sgi.com
Subject: Re: Disappearing Textures in Perfly
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This could be a symptom of not using the 15.2 version of the performer
openflight loader library (Multigen II saves in open flight 15.2 by
default).  If this is your problem, you can get the latest version of
the libraries (o32, n32, etc...) from MultiGen's www/ftp site
(www.multigen.com I think).  As a workaround in the meantime, you can
choose from the "Save As" menu to save your files in openflight
14.something which performer can read by default (this assumes that you
can regenerate the file of course).

 -- Eric Gottlieb (egott@rt66.com ejgottl@isrc.sandia.gov)

On Tue, 3 Jun 1997, Dave Pearce wrote:

> Hi,
> 
> We are trying to load models generated in Multigen II Pro into Performer 
> using Perfly on an O2. We are running version 2.0.3 of Performer. The 
> problem is that when Perfly starts up, we can see the textures loading 
> but the model appears totally black, no matter what lighting model we 
> use. 
> 
> Has anyone seen this before or does anyone know what we are doing wrong?
> 
> Thanks in advance
> 
> Dave
> =======================================================================
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> 

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To: Dave Pearce <dpearce@dial.pipex.com>
CC: info-performer@sgi.com
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The perfly MultiGen loader is probably version 14.2 which you can see in
the header when you load it.  You can download the 15.2 version from the
MultiGen Web site if they have fixed their Web site or call them to get
it from a ftp site.  You can then link PFLD_LIBRARY_PATH to that
directory.

Dave Pearce wrote:
> 
> Hi,
> 
> We are trying to load models generated in Multigen II Pro into Performer
> using Perfly on an O2. We are running version 2.0.3 of Performer. The
> problem is that when Perfly starts up, we can see the textures loading
> but the model appears totally black, no matter what lighting model we
> use.
> 
> Has anyone seen this before or does anyone know what we are doing wrong?
> 
> Thanks in advance
> 
> Dave
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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-- 

Richard M. Spencer           Research Triangle Institute
rspencer@rti.org             Center for Digital Systems Engineering
919-541-6733 (voice)         3040 Cornwallis Road, Herbert Bldg, Rm 226
919-541-6515 (fax)           P.O. Box 12194; RTP, NC 27709-2194
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Date: Tue, 3 Jun 1997 10:54:37 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706031054.ZM634@multipass.asd.sgi.com>
In-Reply-To: Julia Ellery <modellers@intersim.co.uk>
        "Re: Flickerkilling on RE2" (Jun  3, 11:35am)
References: <33924176.167E@autosim.no>  <3394018D.41C6@intersim.co.uk>
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To: Julia Ellery <modellers@intersim.co.uk>, Inge Henriksen <inge@autosim.no>
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Cc: performer help group <info-performer@sgi.com>
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Julia,

I thought the occulting problem on pfLayers was fixed with a performer
eoe patch.

Are you using the latest?

Cheers,Angus.

On Jun 3, 11:35am, Julia Ellery wrote:
> Subject: Re: Flickerkilling on RE2
> Hello
>
> I thought you might like to know you are not alone in trying to
> overcome this problem! I too received the "usual" comments about
> changing the near clipping plane, which of course is not much
> help since in many applications you need a reasonably close
> near clip AND other things such as fog get affected if you
> start changing such values.
>
> Anyway, this may be of some help:
>
> The default mode for pfLayer is "FAST". This results in the flickering
> problems you describe. It ALWAYS will! The alternative is to change
> the mode for pfLayer to "HIGH QUALITY". I believe this can be
> done by a special MultiGen call before the call to pfLoadFile,
> or directly in the MultiGen code for their loader, if you are in
> the habit of changing this.
>
> This "HIGH_QUALITY" uses stencil planes and this CURES the flickering
> problem: Hurrah...... BUT unfortunately we have come across side
> affects. I'll describe these affects here in case you come across
> them but they might be related to the hardware we are using
> (High Impacts) and of course, the endless list of patches...
>
> Side affect: With "HIGH QUALITY" we have occulting problems on and
> around the surfaces concerned.
> There was debate at one time about this being related to
> transparent surfaces only but this is looking unlikely.
>
> So currently, I have the unsatisfactory situation of 2 versions of
> the loader and the modellers have the choice of a
> flickering problem or occulting problem! Most choose the one that
> cures the flicker but racetrack databases use the other!
>
> Hope this is of some help, or at least confirmation that you
> are NOT imagining the problem (which sadly seems to be what some
> would try to make you believe).
>
> Good luck.
>
> 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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>-- End of excerpt from Julia Ellery


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From: remi@remi.asd.sgi.com (Rémi Arnaud)
Message-Id: <199706031835.LAA04300@remi.asd.sgi.com>
Subject: Re: 2 graphic windows
To: Sylvie.Romero@cert.fr (Sylvie.Romero)
Date: Tue, 3 Jun 1997 11:35:34 -0700 (PDT)
Cc: info-performer@sgi.com, sromoro@cert.fr
In-Reply-To: <9706030529.ZM10098@indyrix> from "Sylvie.Romero" at Jun 3, 97 05:29:52 am
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Sylvie.Romero wrote:
> 
> Hello,
> 
> I would like to create a second graphic window in my program made with Iris
> Performer software. I try to make it as the first one but now, I don't have any
> picutre in the twice. I want then to move the objects in the 2 windows with 2
> different views.
> I wish someone would explain to me how to do it.
> Thank you very much.

 having 2 real windows is a lot more expensive than having 2 views in
 one window. 
 Instead of having one pfPipe and two pfChannel, you will have
 two pfPipes, with each one pfChannel.

 Running perfly -M1 -c2 -W512 ....  will do 2 windows 
 Running perfly -M0 -c2 ....   will do 2 channels in one window


 All the source code is available from perfly and common
 directory.

 Bon courage,

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: ken sartor <sartor@bur.visidyne.com>
Subject: Spline fog for RE2/Opengl
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Hi -

To the Performer team - is there any plan to implement spline
fog for RE2s under OpenGL?  This would be a really great thing!
If so, what type time scale might it occur on?   If not :(  

Thanks.

ken
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Date: Tue, 3 Jun 1997 13:03:06 -0700 (PDT)
From: Simon Dimaio <simond@ee.ubc.ca>
To: SGI Performer Forum <info-performer@sgi.com>
Subject: Colour Window Dump
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Hi

Is there an easy way to dump a colour window to a file? I have used a
..._TYPE_X window and have tried using "xwd" and "xv" to dump the window
containing my Performer simulation, but the colour map is not saved
correctly. (?)

Thanks.

Regards
Simon Dimaio

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Date: Tue, 03 Jun 1997 16:56:47 -0500
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From: ken sartor <sartor@bur.visidyne.com>
Subject: Memory leaks using geodes
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Hi -

I have a program that creates and deletes geometry (potentially
MANY times).  When i use geosets only, i can do this indefinitely
with no problems.  However, when i try to utilize geodes, a 
memory leak develops.  Is this a known problem?  (I delete the
geometry in the reverse order in which i create it; e.g., first
thing created -> last thing deleted.)

What i really want to be able to do is morph the dynamic geometries.
Is there a way to access morphing without explicitly using geodes
(e.g., can one morph geosets?).

I am currently using Performer 2.0.4 but am anxiously awaiting Performer
2.2.

Thanks for any ideas or insights!

ken

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From guest  Tue Jun  3 23:10:44 1997
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Does anyone know how to put the new SGI 02 computer into the stereo mode. 
 It probably via the setmon command, but I am not sure.  I tried the 
setmon str_rect, but it came back bad command....  Thank you...


Please feel free to contact me if you have any questions.


Tim Crane, Quality Mgr. 
StereoGraphics Tech Support
2171 E. Francisco Blvd. San Rafael CA 94901
415-459-4500  415-455-1844 fax
internet: tcrane@crystaleye.com Web: http://www.stereographics.com
     ***   This letter printed on 100% recyclable phosphor. *** 

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From: Wade Olsen <wade@slack.shoreline-studios.com>
To: info-performer@sgi.com
Subject: no XEvents when stats are drawn
Status: O

I create a pfPipeWindow and get it's X window ID for use in getting
mouse motion and button events. This works fine until I tell a channel
in the window to draw stats. After doing so, I get no more events from
that window until I stop drawing the stats.

I'm thinking a different Window is now getting those events?

Any advice?

Wade

--
-----------------------------
Wade Olsen, Shoreline Studios
e-mail:	wade@shoreline-studios.com
phone:	415-969-7896
fax:	415-969-7864
www:	http://www.shoreline-studios.com
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From: "Rob Jenkins" <robj@quid>
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Date: Tue, 3 Jun 1997 21:01:08 -0700
In-Reply-To: ken sartor <sartor@bur.visidyne.com>
        "Spline fog for RE2/Opengl" (Jun  3,  4:59pm)
References: <3.0.32.19970603165946.006d15c4@mail.bur.visidyne.com>
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Subject: Re: Spline fog for RE2/Opengl
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There was a plan :-) pffog man page has details of spline fog ( for RE2 and iR
) in pf 2.0 and 2.1. As far as I know all works OK.

Cheers
Rob

On Jun 3,  4:59pm, ken sartor wrote:
> Subject: Spline fog for RE2/Opengl
>
> Hi -
>
> To the Performer team - is there any plan to implement spline
> fog for RE2s under OpenGL?  This would be a really great thing!
> If so, what type time scale might it occur on?   If not :(
>
> Thanks.
>
> ken
> =======================================================================
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>-- End of excerpt from ken sartor



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From guest  Wed Jun  4 03:50:42 1997
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Message-ID: <33954069.84F907F0@rtset.co.il>
Date: Wed, 04 Jun 1997 13:16:09 +0300
From: Ran Yakir <rany@rtset.co.il>
Reply-To: rany@rtset.co.il
Organization: RT-Set
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To: Simon Dimaio <simond@ee.ubc.ca>
CC: SGI Performer Forum <info-performer@sgi.com>
Subject: Re: Colour Window Dump
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Status: O

Simon Dimaio wrote:

> Hi
>
> Is there an easy way to dump a colour window to a file? I have used a
> ..._TYPE_X window and have tried using "xwd" and "xv" to dump the
> window
> containing my Performer simulation, but the colour map is not saved
> correctly. (?)

scrsave

--
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | 28 Ben Gurion St.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | Hod Hasharon 54200
              _/                     | Israel
-------------------------------------+--------------------------------
At Home :                            | At Work :
                                     |   RT-SET
  Voice  : +972-9-7489974            |   Voice  : +972-9-9552236
  Fax    : +972-9-7422149            |   Fax    : +972-9-9552239
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From guest  Wed Jun  4 05:22:11 1997
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Date: Tue, 03 Jun 1997 23:45:38 -0700
From: Avi <avi@zombie.com>
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To: ken sartor <sartor@bur.visidyne.com>
CC: info-performer@sgi.com
Subject: Re: Memory problems after application crash
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Status: O

With 5.3, we saw OS (memory, file-locks) corruption after certain severe
pipe crashes. The only course of action was big-booting the system. I've
seen some similar (what I assume is) OS or pipe-state corruption with
6.4 which manifest as persistent frame-rate and I/O chuggyness that only
goes away on big-re-boote'.

Best course of action: don't crash.
("Doctor, my elbow hurts when I raise it over my head...")

Avi

Sharon Clay wrote:

> +>---- On Jun 2,  3:36pm, ken sartor wrote:
> > Subject: Memory problems after application crash
> ->
> ->I have a Performer application that occasionally dies ungracefully.
> ->Aside from *that* problem however is the problem that when this
> ->happens, it does not free up memory.  Is there a way to free up
>
> System and OS version?
>
> Also, are you sure that when you did the osview test, there were
> no lingering processes from the process group?  By default,
> IRIX doesn't return memory to the system until all are dead.
> Freed memory is returned to yourself for you to reuse.
>
> src.
>
> --
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
>
> Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
> src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
>
> =======================================================================
>
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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From: "Ran Yakir" <rany@sgi.sgi.com>
Message-Id: <9706041119.ZM19382@jimbo>
Date: Wed, 4 Jun 1997 11:19:54 +0000
In-Reply-To: Choi Changrak <fortune@tri.kbs.co.kr>
        "What is different between pfLight and pfLightSource?" (Jun  3,  4:13pm)
References: <3393C41A.3FB3@tri.kbs.co.kr>
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To: fortune@tri.kbs.co.kr, Performer Submissions <info-performer@sgi.com>
Subject: Re: What is different between pfLight and pfLightSource?
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On Jun 3,  4:13pm, Choi Changrak wrote:
> Subject: What is different between pfLight and pfLightSource?
> Hi,
> I want to know what is different between pfLight and pfLightSource?

>
> How about performance?
> What is more realistic?

Both pfLight and pfLightSource encapsulate the functionality of OpenGL (or
IrisGL) lights. Those lights are performed in hardware per vertex.
A pfLight is a libpr object, which defines an OpenGL light when applied. It has
to be applied from within the DRAW process, because it issues GL commands. A
pfLightSource is a libpf node. It is normally added to the scene graph with
pfAddChild. Therefore it is affected by the nodes above it in the scene graph -
DCSs,  Switches, etc. So you can animate the position of a light using a DCS
above the pfLightSource.
A pfLightSource also supports some lighting techniques which are not supported
by normal GL lights, like projected texture for spotlights and shadows. These
techniques give you high quality lighting effects but requires multiple passes
when drawing the database. If you use only the normal GL lights, you have no
performance difference between the two, and they both give the same results
quality speaking.

Ran


-- 
 __                                  | Ran Yakir
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/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
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Status: O

Simon Dimaio wrote:
> 
> Hi
> 
> Is there an easy way to dump a colour window to a file? I have used a
> ..._TYPE_X window and have tried using "xwd" and "xv" to dump the window
> containing my Performer simulation, but the colour map is not saved
> correctly. (?)
> 
> Thanks.
> 
> Regards
> Simon Dimaio
> 
> =======================================================================
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-- 
Hello Simon Dimaio
------------------
I have earlier encountered the same problem with xwd, I have been told
that the color-errors is because some X-windows are configured to 8-bit
(bitplanes?), a more correct configuration would be a higher number of
bit's. We also have our X-windows set to 8-bit on our V5.3 of Irix. The
bit-number do not seem to have any effect on the actual number of viewed
on-screen colors, but effects programs like xwd. This adds up to one way
of solving your problem; to reconfigure the number of
X-bitplanes(somehow). I did not do this, and rather used the
"/usr/sbin/scrsave file x0 x1 y0 y1", where you can take a "snapshot" of
the screen after your own specified coordinates. So a solution would be
to figure out where your performer app. window is allocated on the
screen, and then use "scrsave" to snapshot that portion of the screen.
Use the "system(file)" command to execute a shell-command within your
c-program.

Greetings.

---------------------------
Inge Eivind Henriksen
Autosim A/S
P.B. 2303
N-9002 Tromsoe
Norway
Tlf.nr.: +(47) 77 67 50 75
Fax.nr.: +(47) 77 67 67 01
Mailto:inge@autosim.no
----------------------------
Word for thought:
Joh.3:16-21
----------------------------
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From: "Scott K. Isabelle" <ski@wb.psych.wright.edu>
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Subject: "molelecular performer"?
To: info-performer@sgi.com
Date: Wed, 4 Jun 1997 10:03:47 -0500 (EDT)
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Status: O

Is there a Performer loader for files in the mol2 format
(used for molecular biology)?

Something along the lines of the mview plug-ing, based
on the Molecular Inventor toolkit ( extension to Open Inventor)?

Thanks,
Scott
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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
To: info-performer@sgi.com (info-performer)
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Organization: Lockheed Martin Engineering & Sciences
Date: Wed, 04 Jun 1997 09:07:24 -0700
Subject: Second Pipe and Intersection Geometry
Status: O


     I'll try to rephrase my questions so that they are a little more 
specific.  I have an idea for using Intersection geometry for finding a 
solution to problem normally associated with super-computing.  It's rather 
an odd use of intersection geometry so I need a little more information 
before I risk the time associated with building the program.
     I'm using Performer 2.1 and Coryphaeus Software's EasyScene on a 16 
processor R10000 Onyx Infinite Reality with 8 RM6s (64MB ea.) on a dual pipe 
system.  Our main application, which must be running, requires one dedicated 
pipe and utilizes 5 forked processes as well as any processes generated by 
the Performer mode (APP_CULLDRAW_ISEC) which I believe is 3, leaving me with 
8 processors to do some additional work from and the second pipe which is 
not used by our primary Real-time display.
     So, here are my questions:
     1) When exactly does the ISEC process occur and can it's time be
          calculated by hand prior to execution?  Is there additional
          overhead created by the use of intersection geometry other
          than the time of the process itself (such as transfer of 
information
          to the process)?
     2) Does the size of the polygons affect calculation of an Intersection
          (I have several long skinny triangles)?
     3) Can a second Performer program execute assuming that it only
          utilizes the second pipe and the remaining processors?
     4) If #3 is possible, can I guarantee that the new process will not
          interfere in any way with the frame rate speed of the primary
          display (the first Performer process)? Does this require a
          special setup or will the SGI do this for me?
I can write the new program utilizing EasyScene or as a full Performer only 
application, but I need to know these answers to see if my new program is 
even feasible....  I am short on time, so I need to get this right the first 
time, if I can do it at all, and I cannot risk interfering with our primary 
display process....
     Thank you for your time.

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

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Date: Wed, 4 Jun 1997 15:01:08 +0200
In-Reply-To: Ran Yakir <rany@rtset.co.il>
        "Re: Colour Window Dump" (Jun  4,  1:16pm)
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	<33954069.84F907F0@rtset.co.il>
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Status: O

Hi,

the best way for examble is to make an alias in your .cshrc file with the
appropriate parameters.

I do slide produktion with a optimal black bakround with an alias like
this

alias mkslide "scrsave a.rgb 320 1269 11 993; slide a.rgb"

all the best

ruediger

-- 
                                                           ez2..................
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............................ez3  e c h t z e i t  -  the virtual company
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                                       ez6..............|.......................

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					gesellschaft fuer mediales gestalten mbh
polster@mail3.echtzeit.de               mediapark 5
                                        50670 koeln 
              
Tel.: +49-(0)221-4543600 
Fax.: +49-(0)221-4543609                             www: http://www.echtzeit.de
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Date: Wed, 04 Jun 1997 09:09:03 -0500
To: "Rob Jenkins" <robj@quid>, info-performer@sgi.com
From: ken sartor <sartor@bur.visidyne.com>
Subject: Re: Spline fog for RE2/Opengl
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Status: O


Hi -

When i try to define a spline fog (under OpenGL) i get the following
message:

=> warn  pfFogType - OpenGL version doesn't have PFFOG_PIX_SPLINE
implemented.Using PFFOG_VTX_EXP2.

Am i doing something wrong?

ken

At 09:01 PM 6/3/97 -0700, Rob Jenkins wrote:
>There was a plan :-) pffog man page has details of spline fog ( for RE2
and iR
>) in pf 2.0 and 2.1. As far as I know all works OK.
>
>Cheers
>Rob
>
>On Jun 3,  4:59pm, ken sartor wrote:
>> Subject: Spline fog for RE2/Opengl
>>
>> Hi -
>>
>> To the Performer team - is there any plan to implement spline
>> fog for RE2s under OpenGL?  This would be a really great thing!
>> If so, what type time scale might it occur on?   If not :(
>>
>> Thanks.
>>
>> ken
>> =======================================================================
>> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>>             Submissions:  info-performer@sgi.com
>>         Admin. requests:  info-performer-request@sgi.com
>>    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
>>-- End of excerpt from ken sartor
>
>
>
>-- 
>________________________________________________________________
>Rob Jenkins mailto:robj@csd.sgi.com
>Silicon Graphics, Mtn View, California, USA
>
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Date: Wed, 4 Jun 97 08:53:40 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9706041353.AA13381@mred.bgm.link.com>
To: "Rob Jenkins" <robj@quid>, info-performer@sgi.com,
        ken sartor
    <sartor@bur.visidyne.com>
Subject: Re: Spline fog for RE2/Opengl
References: <3.0.32.19970603165946.006d15c4@mail.bur.visidyne.com>
Status: O

> There was a plan :-) pffog man page has details of spline fog ( for RE2 and iR
> ) in pf 2.0 and 2.1. As far as I know all works OK.
> 
> On Jun 3,  4:59pm, ken sartor wrote:
> > Subject: Spline fog for RE2/Opengl
> >
> > Hi -
> >
> > To the Performer team - is there any plan to implement spline
> > fog for RE2s under OpenGL?  This would be a really great thing!
> > If so, what type time scale might it occur on?   If not :(


I don't think spline for works with OPENGL on the RE2 - although it does
work with IrisGL.

The OpenGL I have on my RE2 (under Irix 5.3) doesn't report the necessary
OpenGL extensions when you do the appropriate glGet.

Irix 5.3/RE2:

GL_VENDOR    ='SGI'
GL_RENDERER  ='REV/M/2/2'
GL_VERSION   ='1.0 Irix 5.3'
GL_EXTENSIONS='GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_histogram GL_EXT_polygon_offset GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_object GL_EXT_vertex_array GL_SGI_color_matrix GL_SGI_texture_color_table GL_SGIS_detail_texture GL_SGIS_multisample GL_SGIS_sharpen_texture'


Irix 6.2/iR:

GL_VENDOR    ='SGI'
GL_RENDERER  ='IRS/M/2/16/4'
GL_VERSION   ='1.0 Irix 6.2'
GL_EXTENSIONS='GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_convolution GL_EXT_copy_texture GL_EXT_histogram GL_EXT_packed_pixels GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_object GL_EXT_vertex_array GL_SGI_color_matrix GL_SGI_color_table GL_SGI_texture_color_table GL_SGIS_detail_texture GL_SGIS_fog_function GL_SGIS_multisample GL_SGIS_point_line_texgen GL_SGIS_point_parameters GL_SGIS_sharpen_texture GL_SGIS_texture_edge_clamp GL_SGIS_texture_filter4 GL_SGIS_texture_lod GL_SGIS_texture_select GL_SGIX_calligraphic_fragment GL_SGIX_clipmap GL_SGIX_fog_offset GL_SGIX_instruments GL_SGIX_interlace GL_SGIX_ir_instrument1 GL_SGIX_flush_raster GL_SGIX_list_priority GL_SGIX_polynomial_ffd GL_SGIX_reference_plane GL_SGIX_shadow GL_SGIX_shadow_ambient GL_SGIX_sprite GL_SGIX_subdiv_patch GL_SGIX_texture_add_env GL_SGIX_texture_lod_bias GL_SGIX_texture_scale_bias GL_SGIX_depth_texture '

Notice that GL_SGIS_fog_function and GL_SGIX_fog_offset are absent from the RE2 dump.

So, if you really need spline fog on your RE2 - you might have to consider
reverting to IrisGL Performer (unless something got fixed in Irix 6.2)

   :-(



Steve Baker                     817-619-1361 (Vox-Lab)
Hughes Training Inc.            817-619-8776 (Vox-Office/Vox-Mail)
2200 Arlington Downs Road       817-619-4028 (Fax)
Arlington, Texas. TX 76005-6171 Steve@MrEd.bgm.link.com (eMail)
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From: Erik Brisson <ebrisson@lobster.bu.edu>
Message-Id: <199706041419.KAA47408@lobster.bu.edu>
Subject: Re: STEREO FOR 02
To: tcrane@crystaleye.com (Tim Crane)
Date: Wed, 4 Jun 97 10:19:20 EDT
Cc: info-performer@sgi.com
In-Reply-To: <9470943301101000@crystaleye.com>; from "Tim Crane" at Jun 3, 97 4:53 pm
X-Mailer: ELM [version 2.3 PL11]
Status: O

Tim, 

You probably are already aware, though others may not be, that the O2's do
not come stereo-ready.  You must also purchase an ADAPTER-XEYE adapter board
from SGI.

The command 
    /usr/gfx/setmon -n str_rect
works for me (the -n just saves having to hit carriage return after issuing
the "setmon str_rect" command)

Erik

>
>Does anyone know how to put the new SGI 02 computer into the stereo mode. 
> It probably via the setmon command, but I am not sure.  I tried the 
>setmon str_rect, but it came back bad command....  Thank you...
>
>
>Please feel free to contact me if you have any questions.
>
>
>Tim Crane, Quality Mgr. 
>StereoGraphics Tech Support
>2171 E. Francisco Blvd. San Rafael CA 94901
>415-459-4500  415-455-1844 fax
>internet: tcrane@crystaleye.com Web: http://www.stereographics.com
>     ***   This letter printed on 100% recyclable phosphor. *** 
>
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Date: Wed, 4 Jun 1997 11:09:45 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706041109.ZM3267@multipass.asd.sgi.com>
In-Reply-To: Inge Henriksen <inge@autosim.no>
        "Re: Colour Window Dump" (Jun  4,  3:40pm)
References: <Pine.SUN.3.95.970603125352.785D-100000@salcudean.ee.ubc.ca> 
	<33957063.167E@autosim.no>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Inge Henriksen <inge@autosim.no>,
        sgi-infoperformer <info-performer@sgi.com>
Subject: Re: Colour Window Dump
Mime-Version: 1.0
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Status: O

There's also the easy to use pfuSaveImage function.

On Jun 4,  3:40pm, Inge Henriksen wrote:
> Subject: Re: Colour Window Dump
> Simon Dimaio wrote:
> >
> > Hi
> >
> > Is there an easy way to dump a colour window to a file? I have used a
> > ..._TYPE_X window and have tried using "xwd" and "xv" to dump the window
> > containing my Performer simulation, but the colour map is not saved
> > correctly. (?)
> >
> > Thanks.
> >
> > Regards
> > Simon Dimaio
> >
> > =======================================================================
> > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
> >             Submissions:  info-performer@sgi.com
> >         Admin. requests:  info-performer-request@sgi.com
> >    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
> --
> Hello Simon Dimaio
> ------------------
> I have earlier encountered the same problem with xwd, I have been told
> that the color-errors is because some X-windows are configured to 8-bit
> (bitplanes?), a more correct configuration would be a higher number of
> bit's. We also have our X-windows set to 8-bit on our V5.3 of Irix. The
> bit-number do not seem to have any effect on the actual number of viewed
> on-screen colors, but effects programs like xwd. This adds up to one way
> of solving your problem; to reconfigure the number of
> X-bitplanes(somehow). I did not do this, and rather used the
> "/usr/sbin/scrsave file x0 x1 y0 y1", where you can take a "snapshot" of
> the screen after your own specified coordinates. So a solution would be
> to figure out where your performer app. window is allocated on the
> screen, and then use "scrsave" to snapshot that portion of the screen.
> Use the "system(file)" command to execute a shell-command within your
> c-program.
>
> Greetings.
>
> ---------------------------
> Inge Eivind Henriksen
> Autosim A/S
> P.B. 2303
> N-9002 Tromsoe
> Norway
> Tlf.nr.: +(47) 77 67 50 75
> Fax.nr.: +(47) 77 67 67 01
> Mailto:inge@autosim.no
> ----------------------------
> Word for thought:
> Joh.3:16-21
> ----------------------------
> =======================================================================
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>-- End of excerpt from Inge Henriksen


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Date: Wed, 4 Jun 1997 11:05:27 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706041105.ZM3244@multipass.asd.sgi.com>
In-Reply-To: ken sartor <sartor@bur.visidyne.com>
        "Re: Spline fog for RE2/Opengl" (Jun  4,  9:09am)
References: <3.0.32.19970604090900.006d85d4@mail.bur.visidyne.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: ken sartor <sartor@bur.visidyne.com>, "Rob Jenkins" <robj@quid>,
        info-performer@sgi.com
Subject: Re: Spline fog for RE2/Opengl
Mime-Version: 1.0
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Status: O

Seems very self explanatory.

Looks like the OpenGL implementation on your platform (you don't say
which) doesn't support spline fog & performer is smart enough to check
and do something else.

Cheers,Angus.

On Jun 4,  9:09am, ken sartor wrote:
> Subject: Re: Spline fog for RE2/Opengl
>
> Hi -
>
> When i try to define a spline fog (under OpenGL) i get the following
> message:
>
> => warn  pfFogType - OpenGL version doesn't have PFFOG_PIX_SPLINE
> implemented.Using PFFOG_VTX_EXP2.
>
> Am i doing something wrong?
>
> ken
>
> At 09:01 PM 6/3/97 -0700, Rob Jenkins wrote:
> >There was a plan :-) pffog man page has details of spline fog ( for RE2
> and iR
> >) in pf 2.0 and 2.1. As far as I know all works OK.
> >
> >Cheers
> >Rob
> >
> >On Jun 3,  4:59pm, ken sartor wrote:
> >> Subject: Spline fog for RE2/Opengl
> >>
> >> Hi -
> >>
> >> To the Performer team - is there any plan to implement spline
> >> fog for RE2s under OpenGL?  This would be a really great thing!
> >> If so, what type time scale might it occur on?   If not :(
> >>
> >> Thanks.
> >>
> >> ken
> >> =======================================================================
> >> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
> >>             Submissions:  info-performer@sgi.com
> >>         Admin. requests:  info-performer-request@sgi.com
> >>    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
> >>-- End of excerpt from ken sartor
> >
> >
> >
> >--
> >________________________________________________________________
> >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
>    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
>-- End of excerpt from ken sartor


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From guest  Wed Jun  4 17:37:46 1997
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To: dorbie@multipass.asd.sgi.com (Angus Dorbie), "Rob Jenkins" <robj@quid>,
        info-performer@sgi.com
From: ken sartor <sartor@bur.visidyne.com>
Subject: Re: Spline fog for RE2/Opengl
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Hi Angus -

Thanks for the reply.  However, it appears that i am not being very
clear today...

At 11:05 AM 6/4/97 -0700, Angus Dorbie wrote:
>Seems very self explanatory.

Agreed!

>Looks like the OpenGL implementation on your platform (you don't say
>which) doesn't support spline fog & performer is smart enough to check
>and do something else.

Yes - but the _question_ is: "is there any plan for SGI to implement
spline fog for the RE2 platform using OpenGL?".  If so, when?

ken

PS - My platform: a RE2 (with a single RM4 board).

>Cheers,Angus.
>
>On Jun 4,  9:09am, ken sartor wrote:
>> Subject: Re: Spline fog for RE2/Opengl
>>
>> Hi -
>>
>> When i try to define a spline fog (under OpenGL) i get the following
>> message:
>>
>> => warn  pfFogType - OpenGL version doesn't have PFFOG_PIX_SPLINE
>> implemented.Using PFFOG_VTX_EXP2.
>>
>> Am i doing something wrong?
>>
>> ken
>>
>> At 09:01 PM 6/3/97 -0700, Rob Jenkins wrote:
>> >There was a plan :-) pffog man page has details of spline fog ( for RE2
>> and iR
>> >) in pf 2.0 and 2.1. As far as I know all works OK.
>> >
>> >Cheers
>> >Rob
>> >
>> >On Jun 3,  4:59pm, ken sartor wrote:
>> >> Subject: Spline fog for RE2/Opengl
>> >>
>> >> Hi -
>> >>
>> >> To the Performer team - is there any plan to implement spline
>> >> fog for RE2s under OpenGL?  This would be a really great thing!
>> >> If so, what type time scale might it occur on?   If not :(
>> >>
>> >> Thanks.
>> >>
>> >> ken
>> >> =======================================================================
>> >> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>> >>             Submissions:  info-performer@sgi.com
>> >>         Admin. requests:  info-performer-request@sgi.com
>> >>    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
>> >>-- End of excerpt from ken sartor
>> >
>> >
>> >
>> >--
>> >________________________________________________________________
>> >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
>>    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
>>-- End of excerpt from ken sartor
>
>
>
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From guest  Wed Jun  4 20:05:18 1997
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To: info-performer@sgi.com
Subject: trucks
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Status: O

Hi there,
this is not a pfQuestion but I know that a lot of you pfGuys use pf to create
VR applications and so maybe you can help me.
I'm using VR models of trucks (especially Scania). Is there somebody who knows
a source to get such models.
(Sorry for this. Next time I will deal with Performer. Then I will have
questions matching this list better. :-) )
Best regards,
Dirk.


-- 
----------------------------------------------------
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Fraunhofer IFF
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From: Timothy Moore <moore@WOLFENET.com>
To: steve@mred.bgm.link.com
CC: robj@quid, info-performer@sgi.com, sartor@bur.visidyne.com
In-reply-to: <9706041353.AA13381@mred.bgm.link.com> (steve@mred.bgm.link.com)
Subject: Re: Spline fog for RE2/Opengl
Status: O

   Date: Wed, 4 Jun 97 08:53:40 -0500
   From: steve@mred.bgm.link.com (Steve Baker)
   References: <3.0.32.19970603165946.006d15c4@mail.bur.visidyne.com>

   > There was a plan :-) pffog man page has details of spline fog ( for RE2 and iR
   > ) in pf 2.0 and 2.1. As far as I know all works OK.
   > 
   > On Jun 3,  4:59pm, ken sartor wrote:
   > > To the Performer team - is there any plan to implement spline
   > > fog for RE2s under OpenGL?  This would be a really great thing!
   > > If so, what type time scale might it occur on?   If not :(


   I don't think spline for works with OPENGL on the RE2 - although it does
   work with IrisGL.

   The OpenGL I have on my RE2 (under Irix 5.3) doesn't report the necessary
   OpenGL extensions when you do the appropriate glGet.

Nor does it in 6.2.

   So, if you really need spline fog on your RE2 - you might have to consider
   reverting to IrisGL Performer (unless something got fixed in Irix 6.2)

      :-(

What a drag.  Are there any plans to add GL_SGIS_fog_function and
GL_SGIX_fog_offset to the RE2 OpenGL implementation in 6.5?

Tim
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From: Wade Olsen <wade@slack.shoreline-studios.com>
To: info-performer@sgi.com
Subject: BUG in pfFilePath?
Status: O


There seems to be a bug in pfFilePath where it only works
once. Subsequent calls appear to be ignored.

True?

Workaround?

Wade

-- 
-----------------------------
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From: Inge Henriksen <inge@autosim.no>
Organization: Autosim A/S
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To: scheff@iff.fhg.de, sgi-infoperformer <info-performer@sgi.com>
Subject: Re: trucks
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scheff@iff.fhg.de wrote:
> 
> Hi there,
> this is not a pfQuestion but I know that a lot of you pfGuys use pf to create
> VR applications and so maybe you can help me.
> I'm using VR models of trucks (especially Scania). Is there somebody who knows
> a source to get such models.
> (Sorry for this. Next time I will deal with Performer. Then I will have
> questions matching this list better. :-) )
> Best regards,
> Dirk.
> 
> --
> ----------------------------------------------------
> Dipl.-Inf. Dirk Scheffter       scheff@iff.fhg.de
> Fraunhofer IFF
> Steinfeldstr. 3                 fon: +49-39203/81591
> D-39179 Barleben                fax: +49-39203/81619
> Germany
> ----------------------------------------------------
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-- 
Hello Dirk Scheffter
--------------------
As our company mainly consentrate in vehicle simulation, we have several
types of vehicles that you may be interested in, such as tractors,
rigids, semi-trailers, trailers, cars, a van, buses, and more, all
vehicles with a free degree movement (degree-of-freedom)on their front
wheels, a number of different lights that can be switched off and on
independently, all modells are saved in the wide'ly used OpenFlight from
MultiGen Inc. . Give us a call, or send me an E-mail where you add
information about what you wan't to use the modells for, and information
about your company.


Greetings.

----------------------------
Inge Eivind Henriksen
Autosim A/S
P.B. 2303
N-9002 Tromsoe
Norway
Tlf.nr.: +(47) 77 67 50 75
Fax.nr.: +(47) 77 67 67 01
Mailto:inge@autosim.no
----------------------------
Word for thought:
Joh.3:16-21
----------------------------
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199706052013.WAA16551@s00sn1.fel.tno.nl>
Subject: pfLayer does not set it's type field
To: info-performer@sgi.com (Performer)
Date: Thu, 5 Jun 1997 22:13:36 +0200 (MET DST)
Cc: rioj7@s00sn1.fel.tno.nl (Mario Veraart)
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Status: O

Hello Performer users,

I just stumbled during debugging at the following bug in the performer 2.0
libs. When I try to so the following line

    if (node->isOfType(pfLayer::getClassType))
    {
    }
and node IS of type Layer, the debugger signals that the field
   pfLayer::type is NULL and so the test can't be executed, see pfMemory.h.

Is this fixed in a patch?
I run it on a Maximum Impact.

Mario
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Message-ID: <33972AB3.7BE5C5C0@tasc.com>
Date: Thu, 05 Jun 1997 17:08:03 -0400
From: Thom DeCarlo <trdecarlo@tasc.com>
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Subject: Is this a texture paging problem?
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Status: O

Hi all,
I've built a small test program using Vega and LADBM which is loading
100 small terrain blocks (built using MultiGen Batch module). At any
given moment, no more than 16 blocks are visible, thanks to LADBMs AOI
culling. All the terrain blocks use the same 2048x2048x1 geospecific
texture. 

Here is the problem: When texturing is off, graphics stats look like
this:

2.5/30Hz LIMIT APP_CULL_DRAW Draw=195.0 tris=5265 verts=8679
msecs: frame=980.0 app=125.0 cull=23.0 draw=195.0 isect=0.0
Frames=5 Misses: total=5 app=0 cull=0 draw=5 isect=0 dbase=0
textures=0 detailed=0 sharpened=0 detailTextures=0
Texture Loads: avg loads=0.0 bytes=0.0 (total loads=0.0 bytes=0.0)

And the app maintains a couple of frames per second. But as soon as I
enable textures, they drop to:

0.8/30Hz LIMIT APP_CULL_DRAW Draw=895.0 tris=5265 verts=8679
msecs: frame=3440.0 app=125.0 cull=23.0 draw=895.0 isect=0.0
Frames=2 Misses: total=2 app=0 cull=0 draw=2 isect=0 dbase=0
textures=8 detailed=0 sharpened=0 detailTextures=0
Texture Loads: avg loads=8.0 bytes=67294544.0 
                        (total loads=8.0 bytes=67294544.0)

And the Texture Load totals alternate between (0.0, 0.0) and (8.0,
67294544.0) on a per-frame basis. So it looks like all the textures are
being reloaded every other frame. (Though I can't figure out where that
67MB texture size is coming from.)

Has anyone else seen this kind of behavior? Would chopping the texture
into separate files for each terrain block help?

Thanks for any help,
Thom

System specifics:
Onyx 4xR4400 with 1GB RAM
RE2 4xRM5 each with 16MB TexRAM
IRIX 6.2, Performer 2.1
Vega 3.0.1alpha6

Texture specifics:
> ls -l cib.int
-rw-rw-r--        1  thom   sim     4246432   May 30 13:17 cib.int

> imginfo cib.int
Image file:             cib.int
File format:            SGI
Dimensions (w,h,z,c):   2048, 2048, 1, 1
Page Size (w,h,z,c):    2048, 64, 1, 1
Data type:              unsigned char
Dimension order:        interleaved
Color model:            luminance
Coordinate space:       lower-left
Statistical Min/Max:    0 - 255
Display Min/Max:        0 - 255
Data Compression:       SGI-RLE


-- 
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
 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
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
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   In lieu of time and money, caffeine and aspirin may also work.
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Date: Thu, 05 Jun 1997 17:48:38 -0400
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(Isn't it always the case - that immediately after hitting the send
button you see another key detail that needed to go in the message.)

I just loaded one of my terrain blocks using perfly. It shows the
texture processing info as follows:

PF Info:      pfuDownloadTexList texture processing
PF Info:      Initialized 1 Channel
PF
PF Notice:    Using 60Hz video rate.
PF              Loading texture:
PF                File name           = .../cib.int
PF                Image size (SxTxR)  = 2048x2048x1
PF                Download size       = 16777216 bytes
PF                Download time       =1314.261 ms
PF                Download rate       =  12.174 MB/sec
PF                Total texture use   =  16.000 MB
PF                This texture uses   = 100.000% of 16MB memory
PF                Total texture use   = 100.000% of 16MB memory
PF              Download totals
PF                Textures: 1
PF                Elapsed time: 1.318 sec
PF


So now the question becomes, why is a 4MB image file taking up 16MB of
texture memory? Is it because my grayscale image is being duplicated in
the red, green, blue, and alpha bands? If so, I guess cutting it down in
smaller chunks will help.

Thom
-- 
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
 Thom DeCarlo                *  Off-site contact info
 TASC                        *  JPSD/IEC, US Army TEC
 12100 Sunset Hills Rd.      *  7701 Telegraph Rd., Bldg 2592
 Reston, VA 22090            *  Alexandria, VA 22315
 phone: 703/834-5000         *  phone: 703/428-7034 or 9001
 fax:   703/318-7900         *  fax:   703/428-7054
 mailto:trdecarlo@tasc.com   *  mailto:tdecarlo@rayva.org
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
      Given sufficient time and money, all things are possible.
   In lieu of time and money, caffeine and aspirin may also work.
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
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In-Reply-To: Mario Veraart <rioj7@fel.tno.nl>
        "pfLayer does not set it's type field" (Jun  5, 10:13pm)
References: <199706052013.WAA16551@s00sn1.fel.tno.nl>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Mario Veraart <rioj7@fel.tno.nl>, info-performer@sgi.com (Performer)
Subject: Re: pfLayer does not set it's type field
Cc: rioj7@s00sn1.fel.tno.nl (Mario Veraart)
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Status: O

+>---- On Jun 5, 10:13pm, Mario Veraart wrote:
> Subject: pfLayer does not set it's type field
->
->Hello Performer users,
->
->I just stumbled during debugging at the following bug in the performer 2.0
->libs. When I try to so the following line
->
->    if (node->isOfType(pfLayer::getClassType))
->    {
->    }
->and node IS of type Layer, the debugger signals that the field
->   pfLayer::type is NULL and so the test can't be executed, see pfMemory.h.

It works fine - you just have a typo. getClassType() is a method you
need to call:

pfLayer *layer = new pfLayer;
if (layer->isOfType(pfLayer::getClassType()))
    pfNotify(PFNFY_NOTICE,PFNFY_PRINT,"LAYER");
else
    pfNotify(PFNFY_NOTICE,PFNFY_PRINT,"????");



src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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Subject: pfSpotLSourceCone-problems on RE2
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Status: O

Hello, 


I've experimented with the perfly-source and got some problems when 
I tried to define a specific lightsourcecone for the 'sun'-lightsource 
which is setup in function 'initEnvironment' in 'common/env.c'.

Here's my modified 'initEnvironment(...)':

void
initEnvironment(void)
{
    pfEarthSky  *es;

    /* Initialize sun */
    ViewState->sun = pfNewLSource();
    ViewState->sunDCS = pfNewDCS();

    /* NEW: changed lightsource to finite */
    pfLSourcePos(ViewState->sun, 0.0f, -1.0f, 0.0f, 1.0f);

    /* NEW: define direction and cone of lightsource */
    pfSpotLSourceDir(ViewState->sun, 0.0, 1.0, 0.0);
    pfSpotLSourceCone(ViewState->sun, 1.0, 30.0);

		.
		.
		.

}

The result of these few changes is that the scene is rendered with 
strange colors flickering on every movement.

BUT: this only happens on a RE2. I tried it on an IR, Indy, ... and it 
     worked fine. If I define a second lightsource in the commandline 
     everything looks alright even on a RE2.

Do I need a patch for my RE2?


thank you, 

Ulrich Huenemoerder.
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From: "Rejean Chartrand" <rejeanc@cae.ca>
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Subject: Double Precision OpenFlight --> Performer Single Precision
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Status: O

Hi everybody !

   I would like to know how double precision floating point values stored in
a MultiGen Flight database are mapped to a single precision floating point
value in Performer without introducing errors which are visually traduced by
a "shaky scene" or visible cracks. Maybe just a look in the loader's source
code would be enough to answer the question.

Thanks in advance !

Rejean Chartrand.

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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
To: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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Date: Fri, 06 Jun 1997 08:49:18 -0700
Subject: Re: Colour Window Dump
Status: O



 ----------
> From: Angus Dorbie
> To: Inge Henriksen; sgi-infoperformer
> Subject: Re: Colour Window Dump
> Date: Wednesday, June 04, 1997 9:52PM
>
> There's also the easy to use pfuSaveImage function.

That is the routine we use, I set a flag with a keypress ("I") and save the 
screen in a post-render call-back.  This method gives the added advantage 
that it gets the raster image before the X-Cursor is added to the display 
(excellent for presentation printing)....

      if (VTR->snapimage) {
     VTR->snapimage=0;
     i=0;
     do {
          sprintf(temp,"scrn_capt/pic%d.rgb",i++);
     }  while (!access(temp,0));
     pfuSaveImage(temp,0,0,1600,1200,0);
      }

This is an older version of the routine, the latest actually measures the 
screen-size, but I cannot remember the function calls and the current 
sources are not available at the moment....

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

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Message-ID: <33982C49.5D68@ParadigmSim.com>
Date: Fri, 06 Jun 1997 10:27:05 -0500
From: Dan Brockway <db@ParadigmSim.com>
Reply-To: db@ParadigmSim.com
Organization: Paradigm Simulation Inc.
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To: trdecarlo@tasc.com
CC: info-performer <info-performer@sgi.com>,
        info-vega <info-vega@ParadigmSim.com>
Subject: Re: Is this a texture paging problem?
References: <33972AB3.7BE5C5C0@tasc.com> <33973436.B84004FD@tasc.com>
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Status: O

Thom,

You have a texel internal format problem.
Look at the MultiGen .attr file associated with each texture (or at the
.ct file, if using clip texture). This will show you the internal format
being used.

>From MultiGen Series II, in the Texture Palette, with a texture
selected; pull down "Edit" then "Modify Attributes". Now correlate the
"Internal Format" value with the list in the man page for PfTexture.
This will show you the number of bits being used in texture memory.

You will notice that all of the formats are 16 bits or larger. Bummer.
It is possible, with a little code, to use a GL color table lookup which
is 8 bits, but I don't know how many bits get allocated in testure
memory.

Dan


Thom DeCarlo wrote:
> 
> (Isn't it always the case - that immediately after hitting the send
> button you see another key detail that needed to go in the message.)
> 
> I just loaded one of my terrain blocks using perfly. It shows the
> texture processing info as follows:
> 
> PF Info:      pfuDownloadTexList texture processing
> PF Info:      Initialized 1 Channel
> PF
> PF Notice:    Using 60Hz video rate.
> PF              Loading texture:
> PF                File name           = .../cib.int
> PF                Image size (SxTxR)  = 2048x2048x1
> PF                Download size       = 16777216 bytes
> PF                Download time       =1314.261 ms
> PF                Download rate       =  12.174 MB/sec
> PF                Total texture use   =  16.000 MB
> PF                This texture uses   = 100.000% of 16MB memory
> PF                Total texture use   = 100.000% of 16MB memory
> PF              Download totals
> PF                Textures: 1
> PF                Elapsed time: 1.318 sec
> PF
> 
> So now the question becomes, why is a 4MB image file taking up 16MB of
> texture memory? Is it because my grayscale image is being duplicated in
> the red, green, blue, and alpha bands? If so, I guess cutting it down in
> smaller chunks will help.
> 
> Thom
> --
>  ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
>  Thom DeCarlo                *  Off-site contact info
>  TASC                        *  JPSD/IEC, US Army TEC
>  12100 Sunset Hills Rd.      *  7701 Telegraph Rd., Bldg 2592
>  Reston, VA 22090            *  Alexandria, VA 22315
>  phone: 703/834-5000         *  phone: 703/428-7034 or 9001
>  fax:   703/318-7900         *  fax:   703/428-7054
>  mailto:trdecarlo@tasc.com   *  mailto:tdecarlo@rayva.org
>  ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
>       Given sufficient time and money, all things are possible.
>    In lieu of time and money, caffeine and aspirin may also work.
>  ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~

-- 
Dan Brockway                          voice: (972) 960-2301
Paradigm Simulation Inc.              fax:   (972) 960-2303
14900 Landmark Blvd., Suite 400       mailto:db@ParadigmSim.com
Dallas TX 75240                       http://www.ParadigmSim.com

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Subject: using React
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Status: O

Hi, all!

We are considering using React for certain tasks in our driving simulator. We
are using Vega (and thus Performer) for the visual simulation part. The
question is how do these things work together, if at all? I have seen one
example of React and Performer together (at least the source code), but when it
comes to Vega I have no idea. I guess it s kind of "icky" to embedd the CPU-
and process-allocation in Vega/Performer under React and its scheduling?

Any comments, hints, ideas are very much welcome!! Thank you!!

Best regards, Dennis Saluaar
	Project Manager Driving Simulation and VR

PS. My personal email : dennis@vtd.volvo.se


-- 

AB Volvo, Technological Development			_/_/_/_/
Cognitive Ergonomics					_/_/_/
							 _/
Phone : +46-31-595647				
Fax   : +46-31-595415				"So many polygons,	
E-mail: vr_dev@vtd.volvo.se			       so little time..."
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9706061201.ZM22295@logan.engr.multigen.com>
Date: Fri, 6 Jun 1997 12:01:05 -0700
In-Reply-To: "Rejean Chartrand" <rejeanc@cae.ca>
        "Double Precision OpenFlight --> Performer Single Precision" (Jun  6,  7:18am)
References: <9706060718.ZM29918@sierra.cae.ca>
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: Double Precision OpenFlight --> Performer Single Precision
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Status: O

On Jun 6,  7:18am, Rejean Chartrand wrote:
> I would like to know how double precision floating point values stored in
> a MultiGen Flight database are mapped to a single precision floating point
> value in Performer without introducing errors which are visually traduced by
> a "shaky scene" or visible cracks. Maybe just a look in the loader's source
> code would be enough to answer the question.

The double precision values are first scaled to the desired scene graph units
(feet, meters, kilometers, etc.). The resulting double precision values are
truncated (via simple assignment) into single precision, ie pfSetVec3().

If you want to build and roam around databases that required double precision
accuracy, I recommend using the Vega Large Area Database Module (LADM) as it
manages the coordinate segmentation and paging of database tiles. The tiles can
be modeled with absolute or relative origins (this way preserves precision in
the loader). The OpenFlight header record contains the neccesary information to
support these higher level manipulations.

Note: Performer, OpenGL and the graphics hardware are all single precision.

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, 6 Jun 1997 15:38:13 -0400
From: brian@hotsauce.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9706061538.ZM1294@hotsauce.clubfed.sgi.com>
In-Reply-To: Simon Dimaio <simond@ee.ubc.ca>
        "Colour Window Dump" (Jun  3,  1:03pm)
References: <Pine.SUN.3.95.970603125352.785D-100000@salcudean.ee.ubc.ca>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Simon Dimaio <simond@ee.ubc.ca>,
        SGI Performer Forum <info-performer@sgi.com>
Subject: Re: Colour Window Dump
Mime-Version: 1.0
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Status: O

Try this code it comes directly from perfly it is attached to the `xX' on the
keybd....

snapImage(int snapAlpha)
{
    FILE 		*fp;
    static char 	str[80];
    static int 		count = 0;
    pfPipe* 		cpipe = ViewState->masterChan->getPipe();
    int    		id = pfGetId(cpipe)*10 + count++;

    sprintf(str, "perfly.%d.%s", id,
	    (snapAlpha) ? "rgba" : "rgb");
    pfNotify(PFNFY_INFO, PFNFY_PRINT, "Saving pipe %d image in file %s\n",
	    pfGetId(cpipe), str);

    pfuSaveImage(str, 0, 0,
		 ViewState->mouse.winSizeX,
		 ViewState->mouse.winSizeY,
		 (snapAlpha) ? 1 : 0);

    /* create info file to go with image */
    sprintf(str, "perfly.%d.info", id);
    if (fp = fopen(str,"w"))
    {
	float h, v;
	fprintf(fp, "Viewing parameters for snap %d of perfly\n\n", id);
	fprintf(fp, "XYZ: %f %f %f\n",
		ViewState->viewCoord.xyz[0],
		ViewState->viewCoord.xyz[1],
		ViewState->viewCoord.xyz[2]);
	fprintf(fp, "HPR: %f %f %f\n",
		ViewState->viewCoord.hpr[0],
		ViewState->viewCoord.hpr[1],
		ViewState->viewCoord.hpr[2]);
	fprintf(fp, "NEAR/FAR: %f %f \n",
		ViewState->near, ViewState->far);
	ViewState->masterChan->getFOV(&h, &v);
	fprintf(fp, "FOV: horiz=%f vert=%f\n", h, v);
	fclose(fp);
    }

    pfNotify(PFNFY_INFO, PFNFY_PRINT, "Done\n");
}



Brian

On Jun 3,  1:03pm, Simon Dimaio wrote:
> Subject: Colour Window Dump
> Hi
>
> Is there an easy way to dump a colour window to a file? I have used a
> ..._TYPE_X window and have tried using "xwd" and "xv" to dump the window
> containing my Performer simulation, but the colour map is not saved
> correctly. (?)
>
> Thanks.
>
> Regards
> Simon Dimaio
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
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>-- End of excerpt from Simon Dimaio



-- 
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Brian Furtaw  (brian@sgi.com)	
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Date: Fri, 6 Jun 1997 15:51:44 -0400
From: brian@hotsauce.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9706061551.ZM1212@hotsauce.clubfed.sgi.com>
In-Reply-To: Wade Olsen <wade@slack.shoreline-studios.com>
        "no XEvents when stats are drawn" (Jun  3,  7:00pm)
References: <199706040200.TAA03541@slack.shoreline-studios.com>
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X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Wade Olsen <wade@slack.shoreline-studios.com>, info-performer@sgi.com
Subject: Re: no XEvents when stats are drawn
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Status: O

This is just a hunch, you should probably get your input events from the parent
of the PfPipeWindow drawable because stats may be drawn in an overlay window
which would be layered atop you Window keeping input events from reaching it.

Brian

On Jun 3,  7:00pm, Wade Olsen wrote:
> Subject: no XEvents when stats are drawn
> I create a pfPipeWindow and get it's X window ID for use in getting
> mouse motion and button events. This works fine until I tell a channel
> in the window to draw stats. After doing so, I get no more events from
> that window until I stop drawing the stats.
>
> I'm thinking a different Window is now getting those events?
>
> Any advice?
>
> Wade
>
> --
> -----------------------------
> Wade Olsen, Shoreline Studios
> e-mail:	wade@shoreline-studios.com
> phone:	415-969-7896
> fax:	415-969-7864
> www:	http://www.shoreline-studios.com
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>-- End of excerpt from Wade Olsen



-- 
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From: "Dewey Anderson" <dewey@evt.com>
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Date: Fri, 6 Jun 1997 18:54:30 -0600
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Subject: Freeing Texture memory 
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Status: O


For those of you not attending the Developer's Forum (Or SGIers tired of
preparing for it)....

I'm thinking I've got a problem with Texture memory not being freed when I
pfDelete objects.

The scene is very simple: Different textures mapped onto rectangles attached to
the scene through their own pfSCS and pfDCS:

      scene
    /   |  \
   /    |   \
 DCS   DCS   DCS
  |     |     |
 SCS   SCS   SCS
  |     |     |
Geode Geode Geode

There is a function, get_texture_node(), that takes an image in and creates the
Geode and SCS.  It creates fresh pfGeoStates for each.  Nobody shares anything.
 Each Geode consists of a rectangle with a 32-bit RGBA image texture mapped
onto it.  The textures are mip-mapped.  The texture dimensions are powers of
two and texture coordinates are used to just map a portion of that onto the
rectangle.

I have an example with 4 images and hence 4 such branches in the tree.  I
animate motion of the 4 rectangles with their DCSs.  The motion is just a
smooth vertical slide.  The rectangles are nearly square and close to 200
pixels on a side.  This means we create textures that are 256x256.

Our application is set up so that when you want to play that motion, it will
create the branches & attach them to the scene, animate it and then pfDelete
each branch.  If you ask it to repeat the animation, it will do all of that all
over again.

When I play this animation, it will play 3 times smoothly.  On the 4th play the
motion fails to make real time.  Using DrawStats makes it look like the draw
time has gotten larger than 1 frame.

This makes it sound as if the texture memory has filled up and is now having to
swap data to/from regular memory.  12 256x256 mipmapped images should just take
up the full 4M texture memory.  (Each 256 x 256 x 4 byte image is 1/4 Meg + an
additional 1/3 of that for mipmapping.)

If this is what's happening, the question is:"What am I NOT doing that's
keeping the texture memory from being freed up?"

An interesting side bar before I list a bunch of code to show you what I AM
doing:  If I disable the code that makes my textures have dimensions that are
powers of 2, e.g. 190 x 200, the PROBLEM GOES AWAY.  I can play these over and
over again without any problem.  Unfortunately, the textures appear soft in
that case.  I get the impression that what's happening is that Performer is
handed a non-power-of-2 texture, says "I can't pass that on to OpenGL" and so
creates a legit power-of-2 texture and scales the original image to fit that.
 This scaling softens the image.  This legit texture image is used in the
texture so we can run things.  THEN, when the Geode gets pfDeleted, Performer
is very good about cleaning up after itself - perhaps even better than if it
had NOT created the extra image.

Now to the code.  Here's the bulk of how I create things:

pfNode *
get_texture_node(RasterImg* rimg, float x, float y,
                 int rect_width, int rect_height )
{

  ... a slight simplification of getting w & h here
  int w = rect_width;
  int h = rect_height;

  // define the rectangle to which the texure will be applied

  // coordinates are just the width and height from above
  pfVec3 *coords = (pfVec3 *)pfMalloc( 4*sizeof(pfVec3), pfGetSharedArena() );
  coords[0].set( 0.0f, 0.0f, 0.0f );
  coords[1].set(   w , 0.0f, 0.0f );
  coords[2].set(   w ,   h , 0.0f );
  coords[3].set( 0.0f,   h , 0.0f );

  // texture coords map texture to the corners of the rectangle
  pfVec2 *tcoords = (pfVec2 *)pfMalloc( 4*sizeof(pfVec2), pfGetSharedArena() );
  // tw & th are the fractions used to peg the useful part of the
  // texture to the corners of the rectangle
  float tw = (float)w / (float)rimg->Width();
  float th = (float)h / (float)rimg->Height();
  tcoords[0].set(0.0f, 0.0f);
  tcoords[1].set(  tw, 0.0f);
  tcoords[2].set(  tw,   th);
  tcoords[3].set(0.0f,   th);

  // normal is just +z
  pfVec3 *normal = (pfVec3 *)pfMalloc( sizeof(pfVec3), pfGetSharedArena() );
  normal->set(0.0f, 0.0f, 1.0f);

  // NOTE: We do NOT set up the color of the rectangle here.
  // These values are recomputed as part doing fade-in and fade-out effects.

  // 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->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;
  // define the texture image.  params are: the texture, a pointer to
  // the actual image data, the number of components per pixel,
  // width, height and depth.
  tex->setImage( (unsigned int *)rimg->ImgData(), 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 an SCS for placing text relative to rectangle
  //To set up the SCS we must first set up a pfCoord
  // containing the rotation and translation.  We use this
  // to define a matrix which we then use in defining the SCS.
  pfCoord rotrans;
  rotrans.hpr.set( 0.0f, 0.0f, 0.0f);
  rotrans.xyz.set( x, y, 0.0f);
  pfMatrix mat;
  mat.makeCoord( &rotrans );
  pfSCS *scs = new pfSCS(mat);

  // make the actual geode and attach the geoset to it
  pfGeode *text = new pfGeode;
  text->addGSet( geoset );

  // attach this geode to the dcs
  scs->addChild( text );

  return (pfNode *)scs;

}  // get_texture_node






Now, when we get done playing the animation, we prune the scene tree by
removing each branch.  Because of the nature of the data structures with the
DCS, I clip it off at the SCS (which was what was returned from the function
above).


void
remove_perf_effect_branch( Effect *effect )
{

  if ( effect != NULL )  // only if there IS an effect
  {

    ... snip.... details dealing with DCS

    // Get the actual pfNode attached to the bottom of the branch
    pfNode *leaf_node = dcs->getChild(0);

    // remove that texture pfNode from the branch
    dcs->removeChild( leaf_node );

    // remove the branch from the rest of the tree
    scene->removeChild( dcs );

    // delete the texture pfNode
    pfDelete( leaf_node );
  }
}



It is my understanding that since the "leaf_node" (really the SCS and Geode)
was all created using pfMalloc, where appropriate, AND that since nothing is
being shared, so ref counts should all be 1, this pfDelete should be all I need
to delete it.  THIS INCLUDES FREEING THE TEXTURE MEMORY.  Am I wrong about
this?

Suspecting that I might BE wrong about this, I added some code just before the
pfDelete( leaf_node ) that I thought might explicitly free things up:

    // free all texture images in this node
    // get list of textures in this node
    pfList *tex_list = pfuMakeTexList( leaf_node );
    int n = tex_list->getNum();            // number of textures in list
    // for each tex in list, get ptr to it and free it
    for ( int i=0; i<=n ; i++ )
    {
      pfTexture *tex = (pfTexture *)tex_list->get(i);
      if ( tex != 0 )
        tex->freeImage();
    }


As expected, n is always 1 and the for loop only executes once.   But this had
no effect.  We still miss real time after 3 plays.

Just in case I was having a problem with reference counts, I went a step
further and forced the ref count down.  Just before the freeImage, I added:

        tex->unref();

just before the freeImage.  Still no diff.

Now the man on freeImage has me wondering one thing.  It says

     pfTexture::freeImage frees the texture image memory associated with the
     pfTexture after the next pfTexture::apply is called if the image's
     reference count is 0.

I don't ever explicitly call pfTexture::apply.  I assume that's handled when
Performer goes to draw the scene.  (Is this some step I need to add somewhere?)
 Before I begin the play action, I do preload all the textures with:

   pfuDownloadTexList( pfuMakeSceneTexList(scene), PFUTEX_APPLY );

I assume this will load the new textures into HW texture memory IN PLACE of the
old textures if they've been freed.  (The fact that the textures LOOK alike is
irrelevant.  The code has no way of knowing that.)

So.... Any thoughts?  Is there some aspect of my use of textures that's not
"normal".  Am I leaving out some critical step?  Any ideas why NOT using a
power of 2 texture would avoid this problem?  (It's not just a matter of the
smaller texture using less texture memory.  That would simply DELAY this
problem until more plays had occurred.  I've played the animation over 20 times
without stuttering.  The problem appears to be GONE.)

If you've stuck with me this far, thanks.  I'm open to any suggestions or
thoughts.

Dewey Anderson
dewey@evt.com
Evolving Video Technologies






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Date: Sat, 7 Jun 1997 01:39:12 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706070139.ZM9856@multipass.asd.sgi.com>
In-Reply-To: "VR@onyx" <vr_dev@challenge.volvo.se>
        "using React" (Jun  6,  6:16pm)
References: <9706061816.ZM15330@challenge>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "VR@onyx" <vr_dev@challenge.volvo.se>, info-performer@sgi.com,
        info-vega@paradigmsim.com
Subject: Re: using React
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There is simple processor lock down supported by pfu call.

The Lynx interface supports this so you should be able to exploit
some REACT features from the GUI.

The calls required for simple lockdown aren't really icky, but
very easy.

man sysmp

There are other more advenced REACT-Pro features like the
frame scheduler and windview.


Cheers,Angus.


On Jun 6,  6:16pm, VR@onyx wrote:
> Subject: using React
> Hi, all!
>
> We are considering using React for certain tasks in our driving simulator. We
> are using Vega (and thus Performer) for the visual simulation part. The
> question is how do these things work together, if at all? I have seen one
> example of React and Performer together (at least the source code), but when
it
> comes to Vega I have no idea. I guess it s kind of "icky" to embedd the CPU-
> and process-allocation in Vega/Performer under React and its scheduling?
>
> Any comments, hints, ideas are very much welcome!! Thank you!!
>
> Best regards, Dennis Saluaar
> 	Project Manager Driving Simulation and VR
>
> PS. My personal email : dennis@vtd.volvo.se
>
>
> --
>
> AB Volvo, Technological Development			_/_/_/_/
> Cognitive Ergonomics					_/_/_/
> 							 _/
> Phone : +46-31-595647
> Fax   : +46-31-595415				"So many polygons,
> E-mail: vr_dev@vtd.volvo.se			       so little time..."
> =======================================================================
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>-- End of excerpt from VR@onyx


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Subject: Re: Inventor formats with perfly!!
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karthik Vazhkudai wrote:
> 
> Hello,
>         Does inventor format work properly with perfly? I tried some inventor
> files which have a thin walls and when I tried to rotate them, the walls
> seem to vanish and then again reappear. You could try to rotate the
> "slotmachine.iv" database in the inventor homepage at SGI. You would
> observe the base of the slotmachine disappear when rotated.  But when I
> try this with a solid object, it seems to rotate properly without
> disappearing. Is this something to do with backface culling or perlfy
> doesnt just read thin objects? Any answer will be appreciated.
> 

Yes the Inventor loader works.  It does sound like you have single sided
polygons in you models.  The easiest way to check is to run perfly on
your
model and press the 'b' key.  This toggles backface culling on/off.  The
faces that are missing should show up.

> Thanks
> Karthik
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From: "Greg Edwards, SGI UK." <gedwards@cordoba.reading.sgi.com>
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Status: O

Hi,
Has anyome managed to get a cheap PC joystick interfaced to Performer,
in place of a full FlyBox ? 
Tks,
Greg.

PS Pls cc gedwards@sgi.com.


-- 
___________________________________________________________________

Greg Edwards, High Performance Graphics Consulting Group,
Silicon Graphics Ltd, Forum 1, Station Rd, Theale, Reading, RG7 4RA, UK.
switch: +44 (0)118 925-7500, desk -7740, fax -7774, admin -7778/7737, 
vmail -7502*7740, email gedwards@sgi.com, mailstop IGB-311O.
___________________________________________________________________
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Status: O

The last about trucks:

Thanks to all who replied to me.

There are some offers I have still to prove.
Other people told me about model distributors like Viewpoint Datalab. I visited
these sites. - Hey guys, a lot of you seems to develop military applications.
:-) We not - we are in the business of factory planning. So it seems we have to
create all our models by ourself.
Beside of my request to this mailing list I wrote to Scania itself. I hope next
time I get some plans containing the dimensions. Then I will model the trucks
by myself.
However, I have now a better feeling spending my nights in front of MultiGen.
:-)
Greetings,
Dirk.

--
----------------------------------------------------
Dipl.-Inf. Dirk Scheffter       scheff@iff.fhg.de
Fraunhofer IFF
Steinfeldstr. 3                 fon: +49-39203/81591
D-39179 Barleben                fax: +49-39203/81619
Germany
----------------------------------------------------


---End of forwarded mail from <scheff@sgi11> ("Dirk Scheffter")

-- 
----------------------------------------------------
Dipl.-Inf. Dirk Scheffter       scheff@iff.fhg.de
Fraunhofer IFF
Steinfeldstr. 3                 fon: +49-39203/81591
D-39179 Barleben                fax: +49-39203/81619
Germany
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Date: Sun, 8 Jun 1997 16:34:54 -0700
From: allan (Allan Schaffer)
Message-Id: <9706081634.ZM15782@holodeck.csd.sgi.com>
In-Reply-To: Thom DeCarlo <trdecarlo@tasc.com>
        "Re: Is this a texture paging problem?" (Jun  5,  5:48pm)
References: <33972AB3.7BE5C5C0@tasc.com>  <33973436.B84004FD@tasc.com>
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Subject: Re: Is this a texture paging problem?
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On Jun 5,  5:48pm, Thom DeCarlo wrote:
> PF              Loading texture:
> PF                File name           = .../cib.int
> PF                Image size (SxTxR)  = 2048x2048x1
> PF                Download size       = 16777216 bytes
> PF                Download time       =1314.261 ms
> PF                Download rate       =  12.174 MB/sec
> PF                Total texture use   =  16.000 MB
> PF                This texture uses   = 100.000% of 16MB memory
> PF                Total texture use   = 100.000% of 16MB memory
> 
> So now the question becomes, why is a 4MB image file taking up 16MB of
> texture memory? Is it because my grayscale image is being duplicated in
> the red, green, blue, and alpha bands? If so, I guess cutting it down in
> smaller chunks will help.

The routine 'pfuGetTexSize' in libpfutil/tex.c is calculating that
this texture uses 4 bytes (32 bits) per texel.  It does this
calculation depending on the PFTEX_INTERNAL_FORMAT.

So I'd guess this texture has an internal format of PFTEX_IA_12.  You
should be able to modify this in your modeller.  Change it to the
equivalent of PFTEX_I_8.

On RE and IR, textures are stored internally with either 16, 32, or
48 bits per texel.[*]   If your texture is smaller than these you can
specify various packing styles via the pfTexEnv.

Allan 
[*] According the code there seems to also be a format PFTEX_RGB_12
    which uses 4.5 bytes per pixel, which I was not aware]

-- 
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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From: "Charlie H. Chang" <a00chc00@nchc.gov.tw>
Organization: NCHC
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I have a Performer program, and when I update some of the global
variables,
it doesn't propagate to other processes.
I thought Performer uses sproc to fork child processes, so all global
variables are
shared among child processes.  Is that right?

--
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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From: "Vector Technologies" <vectortc@swissonline.ch>
To: <gedwards@reading.sgi.com>
Cc: "Info Performer" <info-performer@sgi.com>
Subject: Re: PC Joystick
Date: Mon, 9 Jun 1997 09:38:12 +0200
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Status: O

Greg,
we have written a Performer (2.1) driver (6 degrees of freedom) for the
Magellan SpaceMouse. Can this be of interest to you ?
Regards.
Alexander Knob.

//////// VECTOR TECHNOLOGIES SA ////////
  7, ch de la Venoge
  CH - 1025  St-SULPICE
  Switzerland
  tel: +41 21 691 42 43
  fax: +41 21 691 42 40
  eml: vectortc@swissonline.ch

 Explore with us the 3rd dimension !
//////////////////////////////////////////////////////////////
----------
> De : Greg Edwards, SGI UK. <gedwards@cordoba.reading.sgi.com>
> A : info-performer@sgi.com
> Objet : PC Joystick
> Date=A0: dimanche, 8. juin 1997 23:20
>=20
> Hi,
> Has anyome managed to get a cheap PC joystick interfaced to Performer,
> in place of a full FlyBox ?=20
> Tks,
> Greg.
>=20
> PS Pls cc gedwards@sgi.com.
>=20
>=20
> --=20
> ___________________________________________________________________
>=20
> Greg Edwards, High Performance Graphics Consulting Group,
> Silicon Graphics Ltd, Forum 1, Station Rd, Theale, Reading, RG7 4RA, UK.
> switch: +44 (0)118 925-7500, desk -7740, fax -7774, admin -7778/7737,=20
> vmail -7502*7740, email gedwards@sgi.com, mailstop IGB-311O.
> ___________________________________________________________________
> =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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Date: Sun, 8 Jun 1997 21:25:16 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706082125.ZM12326@multipass.asd.sgi.com>
In-Reply-To: "Greg Edwards, SGI UK." <gedwards@cordoba.reading.sgi.com>
        "PC Joystick" (Jun  8, 10:20pm)
References: <9706082220.ZM3302@cordoba.reading.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: gedwards@reading.sgi.com, info-performer@sgi.com
Subject: Re: PC Joystick
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Well there's a serial "Wingman Warrior" from Logitek that's being used
for Quake on SGI.

The key is it's a serial device so it can be interfaced without some
wierd PC joystick interface.

Cheers,
Angus.

On Jun 8, 10:20pm, Greg Edwards, SGI UK. wrote:
> Subject: PC Joystick
> Hi,
> Has anyome managed to get a cheap PC joystick interfaced to Performer,
> in place of a full FlyBox ?
> Tks,
> Greg.
>
> PS Pls cc gedwards@sgi.com.
>
>
> --
> ___________________________________________________________________
>
> Greg Edwards, High Performance Graphics Consulting Group,
> Silicon Graphics Ltd, Forum 1, Station Rd, Theale, Reading, RG7 4RA, UK.
> switch: +44 (0)118 925-7500, desk -7740, fax -7774, admin -7778/7737,
> vmail -7502*7740, email gedwards@sgi.com, mailstop IGB-311O.
> ___________________________________________________________________
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
>-- End of excerpt from Greg Edwards, SGI UK.


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Date: Mon, 9 Jun 1997 00:14:29 -0700
In-Reply-To: allan@holodeck.csd.sgi.com (Allan Schaffer)
        "Re: Is this a texture paging problem?" (Jun  8,  4:34pm)
References: <33972AB3.7BE5C5C0@tasc.com>  <33973436.B84004FD@tasc.com> 
	<9706081634.ZM15782@holodeck.csd.sgi.com>
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To: allan (Allan Schaffer), trdecarlo@tasc.com,
        info-performer <info-performer@sgi.com>,
        info-vega <info-vega@paradigmsim.com>
Subject: Re: Is this a texture paging problem?
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+>---- On Jun 8,  4:34pm, Allan Schaffer wrote:
> Subject: Re: Is this a texture paging problem?
->> 
->> So now the question becomes, why is a 4MB image file taking up 16MB of
->> texture memory? Is it because my grayscale image is being duplicated in
->> the red, green, blue, and alpha bands? If so, I guess cutting it down in
->> smaller chunks will help.
->
->The routine 'pfuGetTexSize' in libpfutil/tex.c is calculating that
->this texture uses 4 bytes (32 bits) per texel.  It does this
->calculation depending on the PFTEX_INTERNAL_FORMAT.
->
->So I'd guess this texture has an internal format of PFTEX_IA_12.  You
->should be able to modify this in your modeller.  Change it to the
->equivalent of PFTEX_I_8.
->
->On RE and IR, textures are stored internally with either 16, 32, or
->48 bits per texel.[*]   If your texture is smaller than these you can
->specify various packing styles via the pfTexEnv.
->
->Allan 
->[*] According the code there seems to also be a format PFTEX_RGB_12
->    which uses 4.5 bytes per pixel, which I was not aware]

Note that you can pass through _any_ GL token for that
internal format, not just PFTEX_ tokens.  If you look at
opengl.h and irisgl.h you'll know that our tokens are just
covers for the GL tokens which is exactly why separate compiles
are needed for OpenGL and IRIS GL. However, this gives you
maximum performance and guarantees that Performer won't limit you
from new stuff.
However, if you pass in a token that we do not recognize, we can't 
automatically do smart defaults for other tightly coupled formats (such 
as EXTERNAL format and IMAGE format) so you then have to 
set everything yourself.


Finally, pfuGetTexSize() (in src/lib/libpfutil/tex.c) is only as 
accurate as its switch statement which doesn't have everything and old
versions of Performer won't necessarily know about new later
tokens that get added.  The default assumption for unknown tokens
is 4 bytes/texel which is usually correct. We could also print a DEBUG
warn in future versions when we see a token that we don't know so that
at least you'd get a hint of what happened.


src.

-- 
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Hi,
I am trying to use a database that was hand coded using the MultiGen's
World Reference Model.  Unfortunately when I load it into MAKStealth (a
Performer wrapper) I get a big white database.  This database was
written by someone long dead and gone.  Does anyone have any ideas how
to fix it.  I'm using the MultiGen 15.2 loader.
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From: "Thomas M. Miller" <miller@acusoft.com>
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To: Angus Dorbie <dorbie@multipass.asd.sgi.com>
Cc: "VR@onyx" <vr_dev@challenge.volvo.se>, info-performer@sgi.com,
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On Sat, 7 Jun 1997, Angus Dorbie wrote:

> There are other more advenced REACT-Pro features like the
> frame scheduler and windview.
> 

Is there any performer REACT-Pro example source code?

--TMIV
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Date: Mon, 9 Jun 1997 18:06:39 +0200
From: simon@hal.wgs.estec.esa.nl (Simon Mills)
Message-Id: <199706091606.SAA16997@mercury.wgs.estec.esa.nl>
To: info-performer@sgi.com
Subject: .pfb format and pfUserData (again)
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Hi all,

I already asked about saving databases with pfUserData in the .pfb format
without reply but I have a more specific question now.

It seems that saving a database in the .pfb format (using pfconv) will also
save pfUserData attached to nodes. However I suspect that if the pfUserData
containts *pointers* to other data that is not saved. e.g. if my pfUserData
structure looks like

typedef struct {
	pfNode *centerNode;	/* pointer to some node */
	pfList *observers;	/* pointer to list of "observer" structures */
} MyUserData;

and is attached to a node, the pointers are saved but 1) are invalid when read
in (centerNode above) or 2) the data pointed to is not saved (observers list
above).

Is this true? Is there any way to save this kind of data in the .pfb format?

Regards, Simon

----------------------------------------------------------------------------
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Silicon Worlds S.A.
c/o System Simulation Section (WAS)
Automation & Informatics Department
European Space Research And Technology Centre (ESTEC)
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The Netherlands                       fax:      +31-(0)71-565-5419
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Date: Mon, 9 Jun 1997 12:30:21 -0700
In-Reply-To: "Vector Technologies" <vectortc@swissonline.ch>
        "Re: PC Joystick" (Jun  9,  9:38am)
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It's of interest to me.

Bill

On Jun 9,  9:38am, Vector Technologies wrote:
> Subject: Re: PC Joystick
>
> [ plain text
>   Encoded with "quoted-printable" ] :
Greg,
> we have written a Performer (2.1) driver (6 degrees of freedom) for the=

> Magellan SpaceMouse. Can this be of interest to you ?
> Regards.
> Alexander Knob.
>
> //////// VECTOR TECHNOLOGIES SA ////////
>   7, ch de la Venoge
>   CH - 1025  St-SULPICE
>   Switzerland
>   tel: +41 21 691 42 43
>   fax: +41 21 691 42 40
>   eml: vectortc@swissonline.ch
>
>  Explore with us the 3rd dimension !
> //////////////////////////////////////////////////////////////
> ----------
> > De : Greg Edwards, SGI UK. <gedwards@cordoba.reading.sgi.com>
> > A : info-performer@sgi.com
> > Objet : PC Joystick
> > Date=A0: dimanche, 8. juin 1997 23:20
> >
> > Hi,
> > Has anyome managed to get a cheap PC joystick interfaced to Performer=
,
> > in place of a full FlyBox ?
> > Tks,
> > Greg.
> >
> > PS Pls cc gedwards@sgi.com.
> >
> >
> > --
> > ___________________________________________________________________
> >
> > Greg Edwards, High Performance Graphics Consulting Group,
> > Silicon Graphics Ltd, Forum 1, Station Rd, Theale, Reading, RG7 4RA, =
UK.
> > switch: +44 (0)118 925-7500, desk -7740, fax -7774, admin -7778/7737,=

> > vmail -7502*7740, email gedwards@sgi.com, mailstop IGB-311O.
> > ___________________________________________________________________
> > =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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> > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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> >         Admin. requests:  info-performer-request@sgi.com
> >    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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>    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
>-- End of excerpt from Vector Technologies



-- =

William Brown (206) 865-4618 | brownw@redwood.rt.cs.boeing.com
Boeing Research & Technology | <Standard Disclaimer>
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Hi pfGuys and vgGuys,

I'm trying to optimize my Vega/Performer code by compiling with -n32 but I do
get some warnings and errors, here ar some:

ld32: WARNING 84: /usr/lib32/libvgllobe_ogl-g.so is not used for resolving any
symbol.
ld32: WARNING 84: /usr/lib32/libpfs.so is not used for resolving any symbol.
ld32: WARNING 84: /usr/lib32/mips3/libmpc.a is not used for resolving any
symbol.
ld32: WARNING 84: /usr/lib32/libimage.a is not used for resolving any symbol.
ld32: WARNING 84: /usr/lib32/libXm.so is not used for resolving any symbol.
ld32: WARNING 84: /usr/lib32/libXi.so is not used for resolving any symbol.
ld32: WARNING 84: /usr/lib32/libaudiofile.so is not used for resolving any
symbol.
ld32: WARNING 85: definition of __checktraps in /usr/lib32/mips3/libfpe.so
preempts that definition in /usr/lib32/mips3/libc.so.
ld32: WARNING 85: definition of __readenv_sigfpe in /usr/lib32/mips3/libfpe.so
preempts that definition in /usr/lib32/mips3/libc.so.
ld32: ERROR 33: Unresolved text symbol "vgPos" -- 1st referenced by vegaenv.o.
ld32: ERROR 33: Unresolved text symbol "vgUpdate" -- 1st referenced by
vegaenv.o.

ld32: ERROR 33: Unresolved text symbol "pfTan" -- 1st referenced by claRain.o.
ld32: ERROR 33: Unresolved text symbol "pfObject::~pfObject(void)" -- 1st
referenced by claRain.o.
ld32: ERROR 33: Unresolved text symbol "pfMemory::operator delete(void*)" --
1st referenced by claRain.o.

Any hints and clues are more than welcome.

Regards,

Jesper :-)

-- 
 ___ _			Jesper Nystrom	    Phone: +46 31 703 51 07
/  _| |___  __ _ _ ___ 	Manager, IAS        Phone: +46 31 703 51 00
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199706091945.MAA14605@remi.engr.sgi.com>
Subject: Re: global variables sharing among processes
To: a00chc00@nchc.gov.tw (Charlie H. Chang)
Date: Mon, 9 Jun 1997 12:45:21 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <339BCB79.D1CDA47F@nchc.gov.tw> from "Charlie H. Chang" at Jun 9, 97 05:23:06 pm
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Charlie H. Chang wrote:
> 
> I have a Performer program, and when I update some of the global
> variables,
> it doesn't propagate to other processes.
> I thought Performer uses sproc to fork child processes, so all global
> variables are
> shared among child processes.  Is that right?

 No, Performer uses fork, which explains your problem.
 You have to use the shared arena to share data between processes,
 furthermore, you have to use pfCycleBuffer to manage the multiple
 values a data can have when used by more than one process in different
 stages of the pfPipe pipeline.

 Best Regards

    _  /              _             _ 
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From: "Philip Nemec" <nemec@precious.asd.sgi.com>
Message-Id: <9706091654.ZM18630@precious.asd.sgi.com>
Date: Mon, 9 Jun 1997 16:54:45 -0700
In-Reply-To: "Vector Technologies" <vectortc@swissonline.ch>
        "Re: PC Joystick" (Jun  9,  9:38am)
References: <199706090749.JAA10793@www-sol2.swissonline.ch>
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        <gedwards@reading.sgi.com>
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Status: O

As the person that's added the WingMan Warrior support to Quake - here are my
thoughts about interface devices...

I currently have a handfull of [serial] devices that I think I'd like to see
easy support for:

Joysticks (mostly 2-D control):
	* BG Systems' Flybox - the most expensive and highest quality of the
	  bunch - but rugged, lots of inputs, and fairly precise
	* Logitech's WingMan Warrior - cheap PC joystick that could be on
	  everyone's desktop as an alternative to the mouse

Mostly 3-D control
	* ... Spaceball - expensive and too stiff
	* Logitech's SpaceMouse/Magellan - this is cheaper but not cheap enough
	  for everyone to go out and buy one
	* SpaceOrb 360 - another cheap PC game device that could be on
	  everyone's desk

I have written some code for Quake to support the WingMan Warrior.  I'd like to
add support for the other devices I've listed in a consistent way to Quake and
perfly...  All I've done so far is collect some hardware and think lots (based
on previous experience doing VR input devices).

So I'd love to get the Performer 2.1 driver for the SpaceMouse - and anything
else anyone wants to give me.  :)

Right now this is got a pretty low allocation of my time - so feel free to tell
me how much you want this, but at the same time don't hold your breath...
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From: Simon Bennett <simonb@wormald.com.au>
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To: gedwards@reading.sgi.com
Cc: info-performer@sgi.com
Subject: Re: PC Joystick
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On Sun, 8 Jun 1997, Greg Edwards, SGI UK. wrote:

> Hi,
> Has anyome managed to get a cheap PC joystick interfaced to Performer,
> in place of a full FlyBox ? 
> Tks,
> Greg.
> PS Pls cc gedwards@sgi.com.

Yes.  There are a number of ways to do it.

By far the easiest is to use a B&G Systems "Cereal Box" PN:LV824-[E|F|G]

With a minimal amount of wiring you can get a PC joystick (Thrustmaster or
whatever) to be a plug-n-play replacement for a flybox.

I think the Cereal box starts at around $500 US.  Not cheap (unless
compared to a $3000 flybox!) but you can do a lot more besides just
running the joystick.  (Look at workstation gameport for a cheaper A-D
convertor that does less and isn't Flybox compatible) 


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

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

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From: "Philip Nemec" <nemec@precious.asd.sgi.com>
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Date: Mon, 9 Jun 1997 16:46:17 -0700
In-Reply-To: simon@hal.wgs.estec.esa.nl (Simon Mills)
        ".pfb format and pfUserData (again)" (Jun  9,  6:06pm)
References: <199706091606.SAA16997@mercury.wgs.estec.esa.nl>
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Subject: Re: .pfb format and pfUserData (again)
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Status: O

The files of interest are in:

/usr/share/Performer/src/lib/libpfdb/libpfpfb/

This is in the subsystem performer_dev.src.loader...

>From the .pfb README:

>  - pfUserData is only saved if it is allocated with pfMalloc().  This is
>    because it is only through pfGetSize that the size of the user data
>    can be known.

The .pfb storing function just gets the size and saves that much data...  The
brief solution is to change the data stored in pfUserData to not include
pointers.

In other words pack in all the things pointed to (in your case a pfNode and a
pfList of ...) and unpack them as desired.

The other solution is to take a look at the pfdUserData_pfb function...  This
allows you to give your own descend function, store function, and/or load
function...  Take a look at pfpfb.c and code away.  :)
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Date: Mon, 9 Jun 1997 16:58:10 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: "Thomas M. Miller" <miller@acusoft.com>
        "Re: using React" (Jun  9, 10:28am)
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Not that I'm aware of.

On Jun 9, 10:28am, Thomas M. Miller wrote:
> Subject: Re: using React
> On Sat, 7 Jun 1997, Angus Dorbie wrote:
>
> > There are other more advenced REACT-Pro features like the
> > frame scheduler and windview.
> >
>
> Is there any performer REACT-Pro example source code?
>
> --TMIV
>-- End of excerpt from Thomas M. Miller


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From: Mario Veraart <rioj7@fel.tno.nl>
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Sharon Clay wrote:
> +>---- On Jun 5, 10:13pm, Mario Veraart wrote:
> > Subject: pfLayer does not set it's type field
> ->
> ->Hello Performer users,
> ->
> ->I just stumbled during debugging at the following bug in the performer 2.0
> ->libs. When I try to so the following line
> ->
> ->    if (node->isOfType(pfLayer::getClassType))
> ->    {
> ->    }
> ->and node IS of type Layer, the debugger signals that the field
> ->   pfLayer::type is NULL and so the test can't be executed, see pfMemory.h.
> 
> It works fine - you just have a typo. getClassType() is a method you
> need to call:
I made a type in constructing the mail. The compiler would have complained if
I had forgotten the () characters. I also run the program on an Octane with
Performer 2.1 and he doesn't core dump. I will try it again on the
Max Impact and see if it's related to some other coding error.
Good to know that the initialisation of the pfLayer node is ok.

Mario
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Hi Performers !

I'm doing multipass rendering on an IR.
Can anyone say to me if the hyperpipe mode is working 
on IR and Onyx2 and how to use it ?
Thanx.

---Philippe Poutignat

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<HTML>

<PRE>Hi,</PRE>

<PRE>Does anyone have an idea about using Flybox as
ad converter for adding another joystick to the
system such as a throttle controller from Thrustmaster.

-----------------------------------------------
&nbsp;Devrim Erdem&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;Application Engineer - Visual Simulation Dept.
&nbsp;infoTRON TURKEY&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;Email: mderdem@turk.net&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
-----------------------------------------------</PRE>
</HTML>

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Date: Tue, 10 Jun 1997 21:53:12 +0800
From: tzelin@singapore.sgi.com (Tze Lin Ong)
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Subject: Clipmapping: Mosaic Maker
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Hi

I need to split up a large satellite image (18500 x 34000; 630MB) which I
intend to perform clipmapping on.  Later, I'll probably have a 2GB image to do
the same with.

Does anyone know where I can get a program that will split this one tiff file
into image cache files for me?  I've heard of mgmosaic, but I'm not sure if it
will split an image this big.

Thanks!

Cheers,

tzelin

-- 
______________________________________________________________________			   
Ong Tze Lin		   	   Silicon Graphics ASEAN Headquarters	   				   
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Date: Tue, 10 Jun 1997 12:21:40 -0400
From: Marko Srdanovic <mas@swl.msd.ray.com>
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Carol Pawlowski wrote:
> 
> I am trying to use a database that was hand coded using the MultiGen's
> World Reference Model.  Unfortunately when I load it into MAKStealth (a
> Performer wrapper) I get a big white database.  This database was
> written by someone long dead and gone.  Does anyone have any ideas how
> to fix it.  I'm using the MultiGen 15.2 loader.

It sounds like your textures aren't being loaded properly or that
textures are not enabled.  You didn't mention what kind of machine you
are using, and if memory serves me right, texturing is only enabled by
default when the machine you're on can handle it in hardware.  Assuming
texturing is enabled (via MaK's gui or the 't' key) and the database
uses textures, chances are that the WRM has nothing to do with it, but
that the texture image files are not in the path that is being
searched.  You can set the environment variable PFNFYLEVEL which sets
the debug level [0-5], where 5 is for maximum debug.  You can use the
debug information to determine if there are any textures not being
found.  The environment variable PFPATH is used to define the
directories that are searched for textures and other files.  Set (or add
to) PFPATH to include the directory where your image files are stored.

-- 
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Marko Srdanovic                             mailto:mas@swl.msd.ray.com
Raytheon Electronic Systems                 voice: (508) 858-5680
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50 Apple Hill Drive, Tewksbury, MA 01876    #include <std/disclaimer.h>
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From guest  Tue Jun 10 18:06:41 1997
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From: "peter" <peter@magic.orlando.sgi.com>
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Date: Tue, 10 Jun 1997 14:52:41 -0400
In-Reply-To: Devrim Erdem <mderdem@turk.net>
        "Flybox and Thrustmaster" (Jun  9, 12:42pm)
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Hello all,

The Cereal box from BG systems is a d/d and a/d input device. I have worked
with the new Thrustmaster joysticks and throttle. They have potentiometers that
can be connected to the A/D of the cereal box, and the buttons can be connected
to the D/D portions. It took a small circuit card to complete the ground/+5
volt connections to make the transition complete. Of course, the thrustmaster
can never be used as the original serial/parallel/keyboard device that it once
was.

check out www.bgsystems.com for more information on the cereal box, their phone
number is 415-858-2628.

The interesting thing to keep in mind: (all prices us list, or at least what I
payed for them last year)

cereal box : $500
Thrustmaster throttle : $125
Thrustmaster joystick  : $90
cables/power supply  : $50

Totaling $765

BG systems sells a minature flybox (beebox) for US $900 (from their web site).

It can be done, although most PC joysticks are not a durable as the
Beebox/Flybox.

Feel free to contact me if you have any questions

Peter Drewes
SE Florida Branch
peter@orlando.sgi.com

-- 
peter
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From: "Philip Nemec" <nemec@precious.asd.sgi.com>
Message-Id: <9706101215.ZM20649@precious.asd.sgi.com>
Date: Tue, 10 Jun 1997 12:15:59 -0700
In-Reply-To: "Dewey Anderson" <dewey@evt.com>
        "Freeing Texture memory" (Jun  6,  6:54pm)
References: <9706061854.ZM3866@snowmass.evt.com>
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Status: O

You can try using pfTexture::freeImage or pfTexture::idle to explicitly free
the texture memory.
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In-Reply-To: "Philip Nemec" <nemec@precious.asd.sgi.com>
        "Re: Freeing Texture memory" (Jun 10, 12:15pm)
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On Jun 10, 12:15pm, Philip Nemec wrote:
> Subject: Re: Freeing Texture memory
> You can try using pfTexture::freeImage or pfTexture::idle to explicitly free
> the texture memory.
>-- End of excerpt from Philip Nemec

Thanks for the response, Philip.  I tried freeImage on each texture just before
pfDeleting the corresponding pfGeode.  It makes no difference.

The man for idle says that it only works on RE systems:

    Detail texturing, filter splines, sharpen filtering, pfTexture::idle, and
    pfTexture::isLoaded are supported only on RealityEngine graphics systems.

I'm using a High Impact (with TRAM option, IRIX 5.3, patch 1414) and Octane SI
(with texture option, IRIX 6.4, patch 1392).

Right now I'm trying to learn how to use pfStats or pfFrameStats to show me if
Textures are being swapped.  I certainly SUSPECT that's what's happening, but
it would be nice to get something that just said so.

Dewey Anderson
dewey@evt.com
Evolving Video Technologies


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Subject: Subclassing of pfDCS
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I've created a subclass of a pfDCS node similar to the example in the
Performer Programmers Manual.  


#include <Performer/pf/pfDCS.h>

class Aircraft: public pfDCS{

protected

From guest  Wed Jun 11 00:54:19 1997
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To: pasociety@shango.com
Subject: June Meeting of (PAS) Performance Animation Society
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***********  IMPORTANT PAS MEETING ANNOUNCEMENT   **********

    Performance Animation Society June Meeting

Date: Tuesday, June 27th at 7:30 PM till 10:00 PM
Place: Universal City Hilton, Universal City, CA

The June meeting of the Performance Animation Society will be held
concurrently with the "Virtual Humans '97" conference at the Universal City
Hilton, Universal City (Los Angeles), CA. on Tuesday - June 17th at 7:30 PM
in the Ballroom. The meeting will last until 10 PM.

This exciting meeting will cover a variety of topics related to Virtual
Humans, Motion Capture and Performance Animation. We will be showing some new
and interesting videos and will feature one or more guest speakers. There
will be no charge for this meeting. Parking is available at the hotel for
their customary charge.

For more information about "Virtual Humans '97", please visit their website
for a complete conference schedule and a map of directions.

Thank you and please PAS the word. All are welcome!!

The Performance Animation Society     -------       www.PASociety.org

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From: "Philip Nemec" <nemec@precious.asd.sgi.com>
Message-Id: <9706102211.ZM22310@precious.asd.sgi.com>
Date: Tue, 10 Jun 1997 22:11:47 -0700
In-Reply-To: tzelin@singapore.sgi.com (Tze Lin Ong)
        "Clipmapping: Mosaic Maker" (Jun 10,  9:53pm)
References: <9706102153.ZM6677@sgisgp2.singapore.sgi.com>
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Subject: Re: Clipmapping: Mosaic Maker
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Status: O

At the very least you should be able to use eoe.sw.imgagetools (like subimg) or
imgtools.sw.tools (like imgcopy) and some amount of shell script or similar
programming...
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Sender: nej@cs.nott.ac.uk
Message-ID: <339E838B.167E@cs.nott.ac.uk>
Date: Wed, 11 Jun 1997 11:53:00 +0100
From: Nigel Jenkins <nej@cs.nott.ac.uk>
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To: info-performer@sgi.com
Subject: Colarado Spectrum Workstation Gameport
References: <Pine.OSF.3.94.970610084208.24211B-100000@murad>
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Status: O

Hi,

Does anyone have any experience of using a Colarado Spectrum Workstation
Gameport with any SG Hardware (especially an Onyx IR or Indigo2).  I
wish to attach a Microsoft Sidewinder joystick to our Onyx for some user
centred walk-throughs.  
The Workstation Gameport appears to be the right equipment for the job,
but I can't find much information on the the hardware or the supplier. 
If anyone has any information, especially technical documentation or
example code, code they please get in touch.

Thanks 


Nigel Jenkins


----------------------------------------------------
Nigel Jenkins


Technical Consultant

CIMI - Centre for Industrial and Medical Informatics

Unit 8 William Lee Buildings
Highfields Science Park
University Boulevard
Nottingham 
NG7 2RQ

UnitedKingdom

Tel:	+44 (0115) 956 8990
Fax:	+44 (0115) 956 8991
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http://www.cimi.nottingham.ac.uk/
----------------------------------------------------
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From guest  Wed Jun 11 11:34:10 1997
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           id aa1101311; 11 Jun 97 13:42 BST
From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Q: pfLayerModes
Date: Wed, 11 Jun 1997 12:43:16 GMT
Organization: Pera
Message-ID: <339e633b.3979267@post.demon.co.uk>
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Status: O

Hi all,

Machine Details:
Onyx iR, Irix 6.2 + Patch 1355, Vega 3.0 MP, Performer 2.1 (No
specific Performer patches that I can see).

I have recently been playing with the different pfLayer modes using
the pfdConverterMode_flt function (I now see I could use
pfdConverterMode instead) for our flt files.

I want to use PFDECAL_BASE_HIGH_QUALITY as the particular application
suffers from Z fighting when PFDECAL_BASE_FAST is used. I can't reduce
the near/far clip ratio any further.

PFDECAL_BASE_HIGH_QUALITY solves the Z fighting problem, but *some* of
the subfaces tend to "poke through" when they should be hidden by
other parts of the model/scene. Is this is the problem that occurs if
the subfaces are not coplanar with, or bounded by, the parent face?

The problems seem to occur mainly on building models which are
provided with MultiGen's SmartScene tool, which I imagined would only
have subfaces which were coplanar and contained within the parent
face. I checked some of our own models which exhibit the problem and
the subfaces *are* coplanar and entirely bounded by the parent
polygon. Am I missing something?

Any advice gratefully received.

TIA.

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 guest  Wed Jun 11 14:35:22 1997
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Message-ID: <339E00B4.CF79F7C3@tasc.com>
Date: Tue, 10 Jun 1997 21:34:44 -0400
From: Thom DeCarlo <trdecarlo@tasc.com>
Reply-To: trdecarlo@tasc.com
Organization: TASC, Inc.
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To: cpawlows@moon.jic.com
CC: info-performer@sgi.com
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Status: O

Hi Carol, 
You have to make sure that the MaK mtl files contain pointers to your
texture files. Assuming, that is, that your textures are not in the same
place as your models.
For example, in my mtl file I point at "/home/stealth.models/Links" for
all my models. All the models think the textures are in "../textures/*".

If you want, I can send you a copy of my mtl and a simple model as an
example.

Thom
-- 
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
 Thom DeCarlo                *  Off-site contact info
 TASC                        *  JPSD/IEC, US Army TEC
 12100 Sunset Hills Rd.      *  7701 Telegraph Rd., Bldg 2592
 Reston, VA 22090            *  Alexandria, VA 22315
 phone: 703/834-5000         *  phone: 703/428-7034 or 9001
 fax:   703/318-7900         *  fax:   703/428-7054
 mailto:trdecarlo@tasc.com   *  mailto:tdecarlo@rayva.org
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
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       Worf: "Things that would send cold chills down your spine
              and wake you in the middle of the night.
              No..., no, it is better you do not know."
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From guest  Wed Jun 11 16:30:41 1997
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	id XAA23114; Wed, 11 Jun 1997 23:05:16 +0530
Date: Wed, 11 Jun 1997 23:05:15 +0530 (IST)
From: "Ramya D." <ramya@giasbga.vsnl.net.in>
X-Sender: ramya@giasbgb
To: info-performer@sgi.com
Subject: Collision between 2 objects 
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Status: O

I am interested in the collisions between 2 objects (nodes) in the scene.
How do I do it in Performer?

Thanx,

-------------------
Madhavi D R 
Aeronautical DEvelopment Agency
Bangalore -17
 India


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Date: Wed, 11 Jun 1997 16:38:29 -0700
From: mace@lum.engr.sgi.com (Rob Mace)
Message-Id: <199706112338.QAA23051@lum.engr.sgi.com>
To: info-performer@sgi.com, simon@hal.wgs.estec.esa.nl (Simon Mills)
Subject: Re:  .pfb format and pfUserData (again)
Cc: simon@hal.wgs.estec.esa.nl
Status: O

> It seems that saving a database in the .pfb format (using pfconv) will also
> save pfUserData attached to nodes. However I suspect that if the pfUserData
> containts *pointers* to other data that is not saved. e.g. if my pfUserData
> structure looks like
> 
> typedef struct {
> 	pfNode *centerNode;	/* pointer to some node */
> 	pfList *observers;	/* pointer to list of "observer" structures */
> } MyUserData;
> 
> and is attached to a node, the pointers are saved but 1) are invalid when read
> in (centerNode above) or 2) the data pointed to is not saved (observers list
> above).
> 
> Is this true?

This is true of pfb in Peroformer 2.0 and 2.1.

> Is there any way to save this kind of data in the .pfb format?

Wait for Performer 2.2.  In 2.2 I have put extensive support in for saving
user data.  It can save things such as your structure above but you have
to tell it how.  You do this by supplying a number of callback routines
that the pfdStoreFile_pfb can call when user data is encountered.


Here are some exerpts from the 2.2 pfb man page:

     int           pfdUserData_pfb(pfdDescendUserDataFuncType_pfb descend_func,
	                           pfdStoreUserDataFuncType_pfb store_func,
	                           pfdLoadUserDataFuncType_pfb load_func);

     size_t        pfdLoadData_pfb(void *data, int size, void *handle);

     size_t        pfdStoreData_pfb(void *data, int size, void *handle);

     int           pfdDescendObject_pfb(pfObject *obj, void *handle);

     int           pfdLoadObjectRef_pfb(pfObject **obj, void *handle);

     int           pfdStoreObjectRef_pfb(pfObject *obj, void *handle);

     typedef int        (*pfdDescendUserDataFuncType_pfb)(void *udata,
                          pfObject *parent, void *handle);

     typedef int        (*pfdStoreUserDataFuncType_pfb)(void *udata,
                          pfObject *parent, void *handle);

     typedef void *     (*pfdLoadUserDataFuncType_pfb)(void *handle);


     There are some portions of a performer scene graph that it can be
     impossible to know how to store or load without application specific
     knowledge.  Two examples of this are pfUserData and custom pfTypes.  For
     this reason one can set up call backs for the pfdStoreFile_pfb and
     pfdLoadFile_pfb to call to handle this data.  The functions
     pfdLoadData_pfb, pfdStoreData_pfb, pfdDescendObject_pfb,
     pfdLoadObjectRef_pfb, and pfdStoreObjectRef_pfb are meant to be called by
     these call backs.

          pfdLoadData_pfb reads size bytes of data into data from the pfb file
          that is specified by handle.  It should be called by the store_func
          of pfdUserData_pfb and pfdCustomNode_pfb.

          pfdStoreData_pfb writes size bytes of data from data into the pfb
          file that is specified by handle.  It should be called by the
          store_func of pfdUserData_pfb and pfdCustomNode_pfb.

          pfdDescendObject_pfb descends a pfObject pointer and adds it and any
          of its children to the lists of items to be stored into the pfb file
          that is specified by handle.  It returns 0 if it can store an object
          and -1 if it can not.  Generally any pfObject that normally can
          reside in a Performer scene graph can be stored.
          pfdDescendObject_pfb should be called by the descend_func of
          pfdUserData_pfb and pfdCustomNode_pfb.

          pfdStoreObjectRef_pfb writes a reference to the pfObject pointed to
          by obj into the pfb file that is specified by handle.  It should be
          called by the store_func of pfdUserData_pfb and pfdCustomNode_pfb.
          It should only be called for those pfObject that
          pfdDescendObject_pfb returned 0 on.

          pfdLoadObjectRef_pfb reads a reference to a pfObject from the pfb
          file that is specified by handle.  At some later time, but before
          the completion of pfdLoadFile_pfb, the address of the pfObject that
          was referenced will be written into the pointer location pointed to
          by obj.  This is done because at the time that pfdLoadObjectRef_pfb
          is called the referenced object might not have been read from the
          pfb file.  pfdLoadObjectRef_pfb should be called by the load_func of
          pfdUserData_pfb and pfdCustomNode_pfb.

     pfUserData can be of many forms.  It can be a pointer to a block of
     memory, a pointer to some pfObject, or a pointer to a complex structure
     containing many other pointers.  pfdUserData_pfb can be called to set up
     call backs to handle the storing and loading of complex user data.  To
     set up a custom user data store descend_func and store_func must be
     defined.  To set up a custom load load_func must be defined.

     The descend_func must be of the type pfdDescendUserDataFuncType_pfb.  If
     defined it will get called for each piece of user data that is not a
     pointer to a savable pfObject.  udata is the pointer to the user data.
     parent is the parent pfObject of the user data.  handle defines the
     current pfb file.  The descend_func should call pfdDescendObject_pfb for
     any pfObjects that are referenced by the user data.  It should return 0
     if it wants to store this user data.  It should return -1 if this user
     data should not be stored.

     The store_func must be of the type pfdStoreUserDataFuncType_pfb.  If
     defined it will get called for each piece of user data that the
     descend_func said should be stored.  udata is the pointer to the user
     data.  parent is the parent pfObject of the user data.  handle defines
     the current pfb file.  The store_func should call pfdStoreData_pfb and
     pfdStoreObjectRef_pfb zero or more times each to store the data and
     pfObject references of this user data.

     The load_func must be of the type pfdLoadUserDataFuncType_pfb.  It will
     get called for each piece of user data that is not a pointer to a
     pfObject.  handle defines the current pfb file.  The load_func should
     call pfdLoadData_pfb and pfdLoadObjectRef_pfb zero or more times each to
     load the data and pfObject references of this user data.

     pfUserData is descended based on the following scheme:

               if (user_data is a pointer to savable pfObject)
               {
                   mark it for storing;
                   descend the pfObject;
               }
               else if (descend_func)
               {
                   if (descend_func(user_data))
                    mark it for storing;
               }
               else if (pfGetSize(user_data) > 0)
                   mark it for storing;

     pfUserData is stored based on the following scheme:

               if (user_data is a pointer to savable pfObject)
                   store the a reference to that object;
               else if (store_func)
                   store_func(user_data);
               else if (pfGetSize(user_data) > 0)
                   store pfGetSize(user_data) bytes of data;

I hope that helps,

Rob Mace
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From: jaf@chem.ucsd.edu (Jeremy Friesner)
Message-Id: <199706120024.AAA23983@sdchemw1.ucsd.edu>
Subject: Asynchronous scene updating
To: info-performer@sgi.com
Date: Wed, 11 Jun 1997 17:24:01 -0700 (PDT)
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Status: O


Hi All,

What I need to do is remove a subgraph of my pfScene, update it asynchronously
in the DBASE process, and then give it back to the APP process later on.  

Removing the subgraph is easy--one call to removeChild() in the APP process
and it's done. 

However, when I then go to modify the subgraph in the DBASE process, the pfBuffer 
mechanism gets in my way.  The subgraph is still in the APP pfBuffer, and
there doesn't seem to be a good, inexpensive way to move a large subgraph 
from one pfBuffer to another.  

Does anyone know a way to disable pfBuffers (since I can guarantee that the
nodes I modify will not be used during that time by the APP process), or some 
other solution to this problem?

Jeremy

ps the pfBuffer man page mentions that setScope() can be used to move
   objects out of the APP pfBuffer for asynchronous updating, but it
   seems it setScope() would need to be applied recursively to every
   node in my (very large) subgraph!  That kind of defeats the purpose,
   especially if I have to call setScope(node,false) from the APP process.
   (which I assume I do...)
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Subject: Whoops! WRONG DATE: We meant the 17th for the PAS meeting!:
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***IMPORTANT CORRECTION***

WHOOPS! WE PUT THE WRONG DATE AT THE TOP OF OUR LAST MESSAGE!!

The "PERFORMANCE ANIMATION SOCIETY" June Meeting CORRECT DATE is  the 17th
(not the 27th as previously notified).

Yes, Tuesday the 17th, NEXT WEEK!

Please make corrections to your calendar and apponitments

Thank you again, sorry for the mistake! See ya there!!

THE PERFORMANCE ANIMATION SOCIETY   ----    www.PASociety.org
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Date: Thu, 12 Jun 1997 12:15:03 +1010 (EST)
From: Simon Bennett <simonb@wormald.com.au>
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To: Nigel Jenkins <nej@cs.nott.ac.uk>
Cc: info-performer@sgi.com
Subject: Re: Colarado Spectrum Workstation Gameport
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Status: O

On Wed, 11 Jun 1997, Nigel Jenkins wrote:

> Hi,
> Does anyone have any experience of using a Colarado Spectrum Workstation
> Gameport with any SG Hardware (especially an Onyx IR or Indigo2).  I
> wish to attach a Microsoft Sidewinder joystick to our Onyx for some user
> centred walk-throughs.  
> The Workstation Gameport appears to be the right equipment for the job,
> but I can't find much information on the the hardware or the supplier. 
> If anyone has any information, especially technical documentation or
> example code, code they please get in touch.
> Thanks 


Colorado Spectrum's details are:

Colorado Spectrum
1001-A East Harmony Road, #501
Fort Collins, CO 80525
Phone: (800) 238-5983 or (970) 225-6929
FAX: (970) 225-1663

Blurb:

The WG is very similar to the Notebook Gameport except that it uses standard
serial protocols instead of a proprietary protocol. ( The NG uses the Ring and
DCD lines to bring in data synchronously so that the standard Txd and Rxd lines
are free to be used in the pass-through port. To avoid the difficult (in Unix)
"real-time" task of reading in data bit by bit, the WG makes use of the serial
port's UART and the standard Rxd line and as such does not support a
pass-through serial port.) 

The WG is a very small card that is able to measure the resistance of 2 analog PC-like
Joystick, plus the state of 4 buttons (located on the same joystick or not). It is actally a
workstation version of a PC dual-joystick port. The WG sends in a 6-byte 9600 (N, 8,
2) baud data packet whenever a stick is moved or a button is pressed or released.
Writing a driver for the WG is therefore very similar to a simple serial mouse driver.
Colorado Spectrum has sold WG's to Sun, SGI, HP, DEC, etc. customers already but
do not have a "generic" driver available so one would need to create their own. This
however will be an order of magnitude easier than writing a real-time driver for the
NG (which they do not release the protocol for anyway). 

One can connect any PC joystick without doing any special wiring.

If one wants to use 2 different joysticks. One would just have to make a cable
that directs the good potentiometers values and switches to the good connections onto
the WG.

I also have this:

(I believe the originator is a guy called David Nahon, you could try
nahond@ccr.jussieu.fr if you need more info)

Wiring to SGI's.  You'll have to modify this for an Onyx2 or an O2.

      /*
      DB Male WG     DIN8 Male(Indigo/Indy)      Name
      -----1---------------------7-----------------DCD
      -----2---------------------5-----------------RD
      -----3---------------------3-----------------TD
      -----4---------------------1-----------------DTR
      -----5---------------------8-----------------SG
      -----7---------------------6-----------------RTS
      -----8---------------------2-----------------CTS
      
      DB Male WG     DB9 Male (Onyx)             Name
      -----1----------------------8---------------DCD
      -----2----------------------3---------------RD
      -----3----------------------2---------------TD
      -----4----------------------9---------------DTR
      -----5----------------------7---------------SG
      -----7----------------------4---------------RTS
      -----8----------------------5---------------CTS
      */
      
      Then you need to power the device, and that can be done directly from the DTR 
      and RTS signals that have to remain high.
      
Some sample source:
      
      /*
       * Minimal Demo for using Colorado Spectrum Workstation Gameport
       */
      
      #include <unistd.h>
      #include <termios.h>
      #include <fcntl.h>
      #include <stdio.h>
      extern  int sginap (long ticks);
      
      typedef struct _WG_State {
          int buttons;
          int joy1_pot1;
          int joy1_pot2;
          int joy2_pot1;
          int joy2_pot2;
      } WG_State ;
      
      #define        READBLOCK       0
      #define        READNONBLOCK    1
      
      
      #define JOY_BUT_1   1
      #define JOY_BUT_2   2
      #define JOY_BUT_3   4
      #define JOY_BUT_4   8
      
      #define JOY1_POT1   1
      #define JOY1_POT2   2
      #define JOY2_POT1   3
      #define JOY2_POT2   4
      
      char           values[6]={0, 0, 0, 0, 0, 0};
      int            joyfd;
      
      /******************************************************************
       *
       */
      void get_joystick(WG_State* wgs)
      {
          int            n;
          char    byte0;
      
          /* wait for sync byte that is always 0*/
          do
          {
             n=read(joyfd, &byte0, 1);
      /*     printf("%d %c\n", n, byte0); */
             if (n==-1)
             {
                 fprintf(stderr, "Error reading joy fd\n");
                 return;
             }
          }
          while((byte0!=0));
             
          n=read(joyfd, values, 5);
          if (n==-1)
             {
                 fprintf(stderr, "Error reading joy fd\n");
                 return;
             }
          wgs->buttons = (values[0] - 0xf) >> 4;
          wgs->joy1_pot1 = (int)values[JOY1_POT1];
          wgs->joy1_pot2 = (int)values[JOY1_POT2];
          wgs->joy2_pot1 = (int)values[JOY2_POT1];
          wgs->joy2_pot2 = (int)values[JOY2_POT2];
      }
      
      void get_joystick_NON_BLOCK(WG_State* wgs)
      {
          int            n;
          char    byte0;
      
          /* wait for sync byte that is always 0*/
          do
          {
             n=read(joyfd, &byte0, 1);
      /*     printf("%d %c\n", n, byte0); */
             if (n==-1)
                 return;
          }
          while( (n!=1) || (byte0!=0) );
             
          n=read(joyfd, values, 5);
          if (n==-1)
                 return;
          wgs->buttons = (values[0] - 0xf) >> 4;
          wgs->joy1_pot1 = (int)values[JOY1_POT1];
          wgs->joy1_pot2 = (int)values[JOY1_POT2];
          wgs->joy2_pot1 = (int)values[JOY2_POT1];
          wgs->joy2_pot2 = (int)values[JOY2_POT2];
      }
      
      void init_joystick( int portnum, int nonblock )
      {
          int result;
          int flags=TIOCM_DTR|TIOCM_RTS|TIOCM_LE|TIOCM_CTS;
          char str232[128];
          struct termio termio;
      
          printf("----------------------------------------------------------------\n");
          printf("Initialisation du Joystick...\n");
      
          sprintf( str232, "/dev/ttyd%d", portnum );
          printf("Use RS232-Device %s for Workstation GamePort JOYSTICK\n", str232 );
      
          joyfd = open( str232, O_RDONLY);
          if ( joyfd == -1 )
          {
             printf( "Can't open seriel port /dev/ttyd%d\n", portnum );
             exit(1);
          }
      
          result = ioctl( joyfd, TCGETA, &termio );
          if (nonblock)
              fcntl(joyfd, F_SETFL, FNONBLK);
      
          termio.c_iflag = 0;/*IXON|IXOFF|IGNBRK | IGNPAR;*/
          termio.c_oflag = 0;
          termio.c_cflag =  B9600 | CS8 | CREAD | CLOCAL| CSTOPB;
          termio.c_lflag = 0;                                /* -ECHO */
      
          ioctl( joyfd, TCSETA, &termio );
      
          /*
           * check if gameport is likelly to be properly powered,
           * i.e TIOCM_RTS and TIOCM_DTR must be high
           */
          ioctl( joyfd, TIOCMGET,&flags );
          if ( (flags&(TIOCM_RTS|TIOCM_DTR)) != (TIOCM_RTS|TIOCM_DTR) )
          {
             fprintf(stderr, "------> TIOCM_RTS and TIOCM_DTR not 1\n");
             printf("TIOCM_RTS(%d) et TIOCM_DTR(%d) /
      (TIOCMGET=%x)\n",TIOCM_RTS,TIOCM_DTR, flags);
             exit(1);
          }  
      
          printf("Init done.\n");
          printf("----------------------------------------------------------------\n");
      
      }
      
      void print_wgstate(const WG_State* wgs)
      {
          printf("J1_POT1:%3d ", wgs->joy1_pot1 );
          printf("J1_POT2:%3d ", wgs->joy1_pot2 );
          printf("J2_POT1:%3d ", wgs->joy2_pot1 );
          printf("J2_POT2:%3d ", wgs->joy2_pot2 );
      
          if ( wgs->buttons & JOY_BUT_1)
             printf("BUT_1 ");
          else
             printf("      ");
          if ( wgs->buttons & JOY_BUT_2)
             printf("BUT_2 ");
          else
             printf("      ");
          if ( wgs->buttons & JOY_BUT_3)
             printf("BUT_3 ");
          else                       
             printf("      ");
          if ( wgs->buttons & JOY_BUT_4)
             printf("BUT_4 ");
          else               
             printf("      ");
      
      /*     printf("\r"); */
          printf("\n");
          fflush(stdout);
      }
      
      void close_joystick()
      {
             close( joyfd );
      }
      
      main(int argc, char **argv)
      {
          WG_State wg_state;
          int nonblock=0;
          int portnumber=-1;
      
          if( (argc!=2) && (argc!=3) )
          {
             printf("Usage: %s <serial_number> [nb]\n If nb is used, the serial-line read 
      won't block\n", argv[0]);
             exit(1);
          }
      
          portnumber=atoi(argv[1]);
          if (!portnumber)
          {
             fprintf(stderr, "Bad port number\n");
             exit(1);
          }
      
          if ( (argc==3) && (strcmp(argv[2], "nb")) == 0 ) /* non blocking mode */
          {
              init_joystick( portnumber, READNONBLOCK );
              while(1)
              {
                 get_joystick_NON_BLOCK(&wg_state);
                 print_wgstate(&wg_state);
                 sginap(1);
              }
          }
      
          else
          {
             init_joystick( portnumber, READBLOCK );
      
             while(1)
             {
                 get_joystick(&wg_state);
                 print_wgstate(&wg_state);
             }
          }
      }

     One can connect any PC joystick without doing any special wiring, I've used a Gravis,
     which has 4 independant buttons. 

     If one wants to use 2 different joysticks, I guess you just have to make a cable that
     directs the good potentiometers values and switches to the good connections onto the
     WG, knowing that the joystick DB-15 connector on the WG has the following pinout:

      Pin Number                         Function
      1,8,9,15                             +5V       (Pot common)
      2                                  Switch 1
      3                                    Pot 1
      4,5,12                              Ground   (Switch common)
      6                                    Pot 2
      7                                    Sw 2
      10                                   Sw 3
      11                                   Pot 3
      13                                   Pot 4
      14                                   Sw 4


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

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

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To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: transparency in lod switching
Status: O

I'm not familiar with new SGI graphic boards.
Here is my question:
Execpt RE2 and IR, witch are the boards that allows me to have transparency
when switching between load?

Thanks
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Date: Thu, 12 Jun 1997 08:30:41 +0200
From: Niels Hilbrink <Hilbrink@nlr.nl>
Organization: National Aerospace Laboratory
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To: "Ramya D." <ramya@giasbga.vsnl.net.in>
CC: info-performer@sgi.com
Subject: Re: Collision between 2 objects
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Status: O

> I am interested in the collisions between 2 objects (nodes) in the scene.
> How do I do it in Performer?


Peformer has some functionality to perform basic interference tests. However
these tests are only between bounding volumes <-> bounding volumes, bounding
volumes <-> segements. For a more general geometry you have to resort to
specialized libraries like QCollide, ICollide or Rapid. I use Rapid ansd it work
for me, if heard other people who use ICollide and are satisfied with it.

RAPID    : http://www.cs.unc.edu/~geom/OBB/OBBT.html
ICollide : http://www.cs.unc.edu/~geom/I_COLLIDE.html
QCollide : http://www.cs.hku.hk/~tlchung/collision_library.html (no source !!)

regards,
	Niels Hilbrink
-- 
    Niels Hilbrink (RS NOP)     National Aerospace Laboratory (NLR)
    mailto:Hilbrink@nlr.nl      Voorsterweg  31,  8316 PR Marknesse
    (++31)(0)527 242259 (Home)  P.O. Box    153,  8300 AD Emmeloord
    (++31)(0)527 248224 (NLR)   the Netherlands
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To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Looking for second hand station
Status: O

Because we have a proposal to do for next week, I'm looking for work station
for sale. I'm really looking for high end graphic board rather than fast CPU.
So if you have a VGXT, RE, RE2 or IR for sale, please mail me your
configuration and your price.

Thanks
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: Collision between 2 objects 
Date: Thu, 12 Jun 1997 07:55:12 GMT
Organization: Pera
Message-ID: <339fa938.1578122@post.demon.co.uk>
References: <Pine.SV4.3.93.970611225906.22363B-100000@giasbgb>
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On Wed, 11 Jun 1997 23:05:15 +0530 (IST), you wrote:

>I am interested in the collisions between 2 objects (nodes) in the =
scene.
>How do I do it in Performer?

See the paper "OBBTree: A Hierarchical Structure for Rapid
Interference Detection" by Gottschalk, Lin and Manocha.

Stefan Gottschalk implemented this approach in a library called RAPID.
As an exercise, I integrated this with Performer to perform arbitrary
geometry-geometry collision detection. Works well, but note that
Stefan will not grant permission to use the RAPID library for
commercial purposes.

See
http://www.cs.unc.edu/~geom/OBB/OBBT.html

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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Is there some reason why the info-performer mailing list is a member of
the PA Society mailing list? 
--

Chris Volpe			Phone: (518) 387-7766 
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From: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
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Date: Thu, 12 Jun 1997 15:29:49 -0600
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Subject: O2 problem
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Status: O

Hi performers,

We are porting our Performer based application from a Max Impact (R10000,
running IRIX 6.2) into an O2 station (R5000, running IRIX 6.3).

The program that works perfeclty on the Impact generates a core (segmentation
fault) on the O2 when performing the first pfFrame().

So, my question is : which parameters shall I check before the pfFrame is
executed (scene, geosets, ... ) in order to know where the problem comes from.

Thanks in advance,


  Didier

-- 
Didier Guzzoni 
Swiss Federal Institute of Technology
Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch         
Fax   : ++41 21 693 5859 
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Date: Thu, 12 Jun 1997 09:12:57 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706120912.ZM17656@multipass.asd.sgi.com>
In-Reply-To: PHILIPPE.P.P.POUTIGNAT@TTS.thomson.fr
        "Hyperpipe mode" (Jun 10, 11:05am)
References: <1828101110061997/A11495/INDRE/11B652CA1A00* @MHS>
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To: PHILIPPE.P.P.POUTIGNAT@TTS.thomson.fr,
        info-performer@sgi.com (Receipt Notification Requested)
Subject: Re: Hyperpipe mode
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Status: O

There is no hardware in an iR to allow round robin rendering of
pipes to a single video, however it is possible to achieve this
using image readback from multiple pipes to host memory and
glDrawPixels on another pipe to get the same result.
For practical reasons performance only starts to scale
beyond 3 pipes, but is very linear beyond that (regardless of frame
rate), giving remarkable price performance for large configurations.
Scaling performance is possible with < 3 pipes at lower frame rates.

You may still be able to scale performance using other trans-pipe
image transfer methods within your application, but it does depend
on what you are rendering, resolution, frame rate, etc.

How many pipes were you thinking of using and specifically what
multipass rendering are you performing?

Here's a for instance:

If you have a scene with everything 2 pass and you have 2 pipes
you could draw different passes on each pipe, read back from one pipe and
perform a 2D blend of this image with the image on the other pipe,
(you wouldn't need z). For target framerates of 30Hz or less performance
would scale and you'd save on the expensive blend because you wouldn't
need to blend the whole second pass (depth complexity and all), that would
be done in the image composition. This would also leave you more options
as to what you could achieve with 2 passes.

Cheers,Angus.

On Jun 10, 11:05am, PHILIPPE.P.P.POUTIGNAT@TTS.thomson.fr wrote:
> Subject: Hyperpipe mode
> Hi Performers !
>
> I'm doing multipass rendering on an IR.
> Can anyone say to me if the hyperpipe mode is working
> on IR and Onyx2 and how to use it ?
> Thanx.
>
> ---Philippe Poutignat
>
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>-- End of excerpt from PHILIPPE.P.P.POUTIGNAT@TTS.thomson.fr


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Date: Thu, 12 Jun 1997 09:29:46 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706120929.ZM17679@multipass.asd.sgi.com>
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Q: pfLayerModes" (Jun 11, 12:43pm)
References: <339e633b.3979267@post.demon.co.uk>
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To: Mark Baranowski <baranowski@marklynn.demon.co.uk>, info-performer@sgi.com
Subject: Re: Q: pfLayerModes
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Status: O

This 'poke throuch' is a classic symptom of the polygon offset method
for decals.

You need to use the STENCIL method which is fast on iR, I'd have
expected high quality to be equivalent to this but apparently not.

There's also a plane equation method in performer 2.2.

In summary, use PFDECAL_BASE_STENCIL,
don't use PFDECAL_BASE_DISPLACE or PFDECAL_LAYER_OFFSET

Cheers,Angus.

On Jun 11, 12:43pm, Mark Baranowski wrote:
> Subject: Q: pfLayerModes
>
> [ plain text
>   Encoded with "quoted-printable" ] :
Hi all,
>
> Machine Details:
> Onyx iR, Irix 6.2 + Patch 1355, Vega 3.0 MP, Performer 2.1 (No
> specific Performer patches that I can see).
>
> I have recently been playing with the different pfLayer modes using
> the pfdConverterMode_flt function (I now see I could use
> pfdConverterMode instead) for our flt files.
>
> I want to use PFDECAL_BASE_HIGH_QUALITY as the particular application
> suffers from Z fighting when PFDECAL_BASE_FAST is used. I can't reduce
> the near/far clip ratio any further.
>
> PFDECAL_BASE_HIGH_QUALITY solves the Z fighting problem, but *some* of
> the subfaces tend to "poke through" when they should be hidden by
> other parts of the model/scene. Is this is the problem that occurs if
> the subfaces are not coplanar with, or bounded by, the parent face?
>
> The problems seem to occur mainly on building models which are
> provided with MultiGen's SmartScene tool, which I imagined would only
> have subfaces which were coplanar and contained within the parent
> face. I checked some of our own models which exhibit the problem and
> the subfaces *are* coplanar and entirely bounded by the parent
> polygon. Am I missing something?
>
> Any advice gratefully received.
>
> 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.
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Mark Baranowski


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From: "Anita Kishore" <kishore@triavest.com>
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Date: Thu, 12 Jun 1997 10:36:38 -0700
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To: remi@remi.engr.sgi.com (=?iso-8859-1?Q?R=E9mi_Arnaud?=),
        a00chc00@nchc.gov.tw (Charlie H. Chang)
Subject: Re: global variables sharing among processes
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On Jun 9, 12:45pm, R=E9mi Arnaud wrote:
> Subject: Re: global variables sharing among processes
> Charlie H. Chang wrote:
> >
> > I have a Performer program, and when I update some of the global
> > variables,
> > it doesn't propagate to other processes.
> > I thought Performer uses sproc to fork child processes, so all global=

> > variables are
> > shared among child processes.  Is that right?
>
>  No, Performer uses fork, which explains your problem.
>  You have to use the shared arena to share data between processes,
>  furthermore, you have to use pfCycleBuffer to manage the multiple
>  values a data can have when used by more than one process in different=

>  stages of the pfPipe pipeline.
>


Or You could also use pf data pools.

-anita

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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9706121315.ZM2972@logan.engr.multigen.com>
Date: Thu, 12 Jun 1997 13:15:31 -0700
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Q: pfLayerModes" (Jun 11, 12:43pm)
References: <339e633b.3979267@post.demon.co.uk>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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Subject: Re: Q: pfLayerModes
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Status: O

On Jun 11, 12:43pm, Mark Baranowski wrote:
>
> Machine Details:
> Onyx iR, Irix 6.2 + Patch 1355, Vega 3.0 MP, Performer 2.1 (No
> specific Performer patches that I can see).
>
> PFDECAL_BASE_HIGH_QUALITY solves the Z fighting problem, but *some* of
> the subfaces tend to "poke through" when they should be hidden by
> other parts of the model/scene. Is this is the problem that occurs if
> the subfaces are not coplanar with, or bounded by, the parent face?

Coplanarity tolerance can be a problem for STENCIL. Performer 2.x requires a
much tighter (truer) tolerance than 1.x did. Another conflict has to do with
transparent geometry. Do the problem subfaces have alpha? If so, the draw order
mechanisms of pfDecal and pfChannel::PFSORT_TRANSP_BIN don't always produce the
right results, depending on the eyepoint.

> The problems seem to occur mainly on building models which are
> provided with MultiGen's SmartScene tool, which I imagined would only
> have subfaces which were coplanar and contained within the parent
> face.

The coplanar tolerance may not be "close enough" for Performer.

> I checked some of our own models which exhibit the problem and
> the subfaces *are* coplanar and entirely bounded by the parent
> polygon. Am I missing something?

Tighten the tolerance on your coplanarity check. Use "Edit->Match Vertices" or
"Plant" to to insure coplanarity exactly.

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: Steve Peart <multigenuk@speart.demon.co.uk>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: SIGCHLD error
Date: Thu, 12 Jun 1997 20:47:28 +-100
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Status: O

Hi,

Is anyone familiar with the error listed below?

PF Info:			scalFonts-Make Font Bitmaps: 0.11 secs
PF Notice:		Caught SIGCHLD.  Exiting due to death of child

Core dump

I am trying to load a 15.2 flt  file using perfly21_ogl  with Performer_Loader 15.2c.

Thanks for any input.

Steve Peart

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From guest  Thu Jun 12 16:47:35 1997
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Date: Thu, 12 Jun 1997 13:25:50 -0500
From: Jimmy Moore <moore@rdbewss.redstone.army.mil>
Subject: Flickering subfaces on IR - Loader Problem?
To: info-performer@sgi.com
Message-Id: <9706121325.ZM14172@onyxa.rdbewss.redstone.army.mil>
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Hi all,
	I hate to open up the whole subface flicker can of worms again but I
have a question concerning the MultiGen loader that may interest some of you
out there.
	We are seeing a similar problem to the whole REII thread that was
posted last week, however, our problem only occurs on our Infinite Reality.  We
run an REII as our database development platform and have seen no flickering
problems in either VEGA, the MaK Stealth, or in Perfly.  However, when we port
the database to our Simulator (running on an IR) we see the flicker.  If we run
the database on the IR using the MaK Stealth (which is configured to use the
MultiGen Loader 14.2) there is no flicker.
	The REII is using the MultiGen R15.2 loader where the IR is using
R15.2d (except in the case with the MaK Stealth).  What is the difference
between these loaders?

Thanks,




-- 

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

moore@rdbewss.redstone.army.mil
phone: (205) 842-0038
fax: (205) 842-0969
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From: "Andy Shein" <ashein@orac.boston.sgi.com>
Message-Id: <9706121221.ZM23843@orac.boston.sgi.com>
Date: Thu, 12 Jun 1997 12:21:05 -0700
In-Reply-To: Niels Hilbrink <Hilbrink@nlr.nl>
        "Re: Collision between 2 objects" (Jun 12,  8:30am)
References: <Pine.SV4.3.93.970611225906.22363B-100000@giasbgb> 
	<339F9790.98F2116B@nlr.nl>
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To: Niels Hilbrink <Hilbrink@nlr.nl>, "Ramya D." <ramya@giasbga.vsnl.net.in>
Subject: Re: Collision between 2 objects
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On Jun 12,  8:30am, Niels Hilbrink wrote:
> Subject: Re: Collision between 2 objects
> > I am interested in the collisions between 2 objects (nodes) in the scene.
> > How do I do it in Performer?
>
>
> Peformer has some functionality to perform basic interference tests. However
> these tests are only between bounding volumes <-> bounding volumes, bounding
> volumes <-> segements. For a more general geometry you have to resort to

   You can also intersect segments with pfNode's and pfGeoSets and find out
which poly was hit. take a look at
 /usr/share/Performer/src/pguide/libpf/C++/intersect.C
it's up to you to do the dynamics like spring/dampers between objects.

				Andy


> specialized libraries like QCollide, ICollide or Rapid. I use Rapid ansd it
work
> for me, if heard other people who use ICollide and are satisfied with it.
>
> RAPID    : http://www.cs.unc.edu/~geom/OBB/OBBT.html
> ICollide : http://www.cs.unc.edu/~geom/I_COLLIDE.html
> QCollide : http://www.cs.hku.hk/~tlchung/collision_library.html (no source
!!)
>
> regards,
> 	Niels Hilbrink
> --
>     Niels Hilbrink (RS NOP)     National Aerospace Laboratory (NLR)
>     mailto:Hilbrink@nlr.nl      Voorsterweg  31,  8316 PR Marknesse
>     (++31)(0)527 242259 (Home)  P.O. Box    153,  8300 AD Emmeloord
>     (++31)(0)527 248224 (NLR)   the Netherlands
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>-- End of excerpt from Niels Hilbrink



-- 
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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Date: Thu, 12 Jun 1997 16:31:52 -0400
From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
Message-Id: <199706122031.QAA13359@sirius.ccd.bnl.gov>
Apparently-To: info-performer@sgi.com
Status: O

Does anyone else out there use pfiv.C to load .iv files?
If the answer is yes, then I'm curious if you've had a
problem with the Inventor loader for Perf. 2.0 fouling up colors?  
Apparently the problem is due to default optimizations (ivfix).

The following messages are culled from the case which was closed
by SGI without reaching any resolution of the problem after a year: 

    "Performer's inventor-file-loader actually uses
    the Inventor library to bring in the file; an Inventor scene graph is
    built temporarily, and a traversal is done to tesselate the geometry
    & send it to Performer's 'Builder'.
    One of the Inventor engineers was able to track the problem down 
    to a bug in ivfix. To confirm this, load the file into
    ivview and selected "Optimize for speed (ivfix)" under the Optimize
    menu -- the result was that the same distorted colors came up in ivview.
    What's happening is that ivfix is trying to put all the
    material properties into the VertexProperty node, but that node
    deals only with diffuse color and transparency.  Since the rest
    of the materials are thrown away, the colors look very different.
    I'm now investigating to see if there is a method to turn off this
    'ivfix' optimization in Performer's inventor loader, but haven't
    found a solution yet.  It may be something that is hardcoded within
    the inventor library code."

I can't tell where the optimization is done in the loader 
(there are no calls to ivfix), otherwise I would simply turn it off.
It seems like someone at SGI ought to feel compelled to
look at this problem. After all, SGI has promoted the inventor
format is as a 3D standard (VRML), so it seems not unreasonable 
that SGI would hae its premier graphics software be able to
load such files without a hitch.

If anyone knows how to turn off the optimization, I'd
really appreciate your sharing this info with me.

Ballard Andrews
Brookhaven National Lab
Computing Division

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Date: Thu, 12 Jun 1997 14:01:49 -0700
To: info-performer@sgi.com
From: "James F. Garrova" <garrova@mitre.org>
Subject: Subclassing of pfDCS
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Somehow this was garbled when sent throughout the news group, so I'll resend.

I've created a subclass of a pfDCS node similar to the example in the
Performer Programmers Manual.  


#include <Performer/pf/pfDCS.h>

class Aircraft: public pfDCS{

protected

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Hi,

I've been having a problem with Performer when running on Onyx RE^2s.

Basically I can compile my program on a machine which is a 4 processor 
(R4400 150MHZ IP19 processors) Onyx RE^2 running IRIX 5.3 and run it fine 
on an IMPACT system, but if I run it on the Onyx, itself, it doesn't 
display.  This is the strangest instance since the binary was compiled on 
the Onyx and only works on an IMPACT.  Both of these systems have version
2.0 of performer_eoe and performer_dev as specified in the FAQ.

I am experiencing the same problems on two 8 processor (R10k 194MHZ IP25 
processors) Onyx IRs running 6.2.  These machines, have performer version 
2.1 for eoe and dev as specified by the FAQ, too.  These aren't good tests 
since the program had to be recompiled.

To clarify, a bit, the "program" is actually an AVS module and I'm trying 
to display into a CAVE.

The one case where things work is in the CAVE simulator, but since the 
IMPACT can't drive the CAVE, I haven't seen a successful run.  The module 
also fails for the ImmersaDesk and Infinity Wall.  According to the 
various debug output statements in the code, it is successfully loading 
the geometry data, but nothing ever happens in the CAVE.

If anyone knows if this is a known bug with Performer or if they have the 
same problem, let me know.  Especially if you found a way to fix it.

Perhaps in Performer 2.2?

Cory Tsang
Virtual Environments Group
NCSA

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FYI:  The website for the LMVAC (Large Model Visualization API
Consortium) is now up.  See it at:

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

The site is not yet complete.  However, there is a lot of useful
information there now.  There are 3 Exhibits to the By-laws document
(still in legal review by various vendors) that will be posted
on the site soon.

--Larry


-- 
----------------------------------------------------------------+
Larry McDonough                                ph: 415/933-6165 |
3D Graphics Product Management                 fx: 415/932-6165 |
Silicon Graphics Computer Systems              pg: 800/745-5748 |
--------- http://reality.sgi.com/employees/lardog_asd/ ---------+
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Date: Thu, 12 Jun 1997 17:24:41 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706121724.ZM18665@multipass.asd.sgi.com>
In-Reply-To: Jimmy Moore <moore@rdbewss.redstone.army.mil>
        "Flickering subfaces on IR - Loader Problem?" (Jun 12,  1:25pm)
References: <9706121325.ZM14172@onyxa.rdbewss.redstone.army.mil>
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To: Jimmy Moore <moore@rdbewss.redstone.army.mil>, info-performer@sgi.com
Subject: Re: Flickering subfaces on IR - Loader Problem?
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Each of the applications may have radically different viewing parameters
and visual attributes. You need to check more stuff than just running the
database.

Have you tried the basics like pushing the near clip plane out?

Cheers,Angus.

On Jun 12,  1:25pm, Jimmy Moore wrote:
> Subject: Flickering subfaces on IR - Loader Problem?
> Hi all,
> 	I hate to open up the whole subface flicker can of worms again but I
> have a question concerning the MultiGen loader that may interest some of you
> out there.
> 	We are seeing a similar problem to the whole REII thread that was
> posted last week, however, our problem only occurs on our Infinite Reality.
 We
> run an REII as our database development platform and have seen no flickering
> problems in either VEGA, the MaK Stealth, or in Perfly.  However, when we
port
> the database to our Simulator (running on an IR) we see the flicker.  If we
run
> the database on the IR using the MaK Stealth (which is configured to use the
> MultiGen Loader 14.2) there is no flicker.
> 	The REII is using the MultiGen R15.2 loader where the IR is using
> R15.2d (except in the case with the MaK Stealth).  What is the difference
> between these loaders?
>
> Thanks,
>
>
>
>
> --
>
> --
> Jimmy Moore			"Virtually recreating the world."
> Engineer
> Computer Sciences Corporation
>
> moore@rdbewss.redstone.army.mil
> phone: (205) 842-0038
> fax: (205) 842-0969
> =======================================================================
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>-- End of excerpt from Jimmy Moore


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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: "Marcus Barnes" <marcus@multigen.com>
        "Re: Q: pfLayerModes" (Jun 12,  1:15pm)
References: <339e633b.3979267@post.demon.co.uk> 
	<9706121315.ZM2972@logan.engr.multigen.com>
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On Jun 12,  1:15pm, Marcus Barnes wrote:
> Subject: Re: Q: pfLayerModes

> Coplanarity tolerance can be a problem for STENCIL. Performer 2.x requires a
> much tighter (truer) tolerance than 1.x did.

I don't understand why this should be.

Can anyone furnish an explanation?

Thanks,
Angus.
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9706121834.ZM1158@logan.engr.multigen.com>
Date: Thu, 12 Jun 1997 18:34:59 -0700
In-Reply-To: Steve Peart <multigenuk@speart.demon.co.uk>
        "SIGCHLD error" (Jun 12,  8:47pm)
References: <01BC7771.D8275F40@speart.demon.co.uk>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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To: Steve Peart <multigenuk@speart.demon.co.uk>,
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On Jun 12,  8:47pm, Steve Peart wrote:
> Is anyone familiar with the error listed below?
>
> PF Info:			scalFonts-Make Font Bitmaps: 0.11 secs
> PF Notice:		Caught SIGCHLD.  Exiting due to death of child
>

It usually means that either the CULL or DRAW process died after a call to
pfFrame(). Run in single process mode, in the debugger, and get a more complete
traceback. It's often a binary compatibility or shared memory corruption
problem.

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: <9706121846.ZM1207@logan.engr.multigen.com>
Date: Thu, 12 Jun 1997 18:46:15 -0700
In-Reply-To: dorbie@multipass.asd.sgi.com (Angus Dorbie)
        "Re: Q: pfLayerModes" (Jun 12,  5:18pm)
References: <339e633b.3979267@post.demon.co.uk> 
	<9706121315.ZM2972@logan.engr.multigen.com> 
	<9706121718.ZM18627@multipass.asd.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Jun 12,  5:18pm, Angus Dorbie wrote:
> On Jun 12,  1:15pm, Marcus Barnes wrote:
>
> > Coplanarity tolerance can be a problem for STENCIL. Performer 2.x requires
a
> > much tighter (truer) tolerance than 1.x did.
>
> I don't understand why this should be.
>
> Can anyone furnish an explanation?

I don't think it's strictly related to stencil usage. Decaling in 2.x uses a
smaller displacement value or some such than 1.x did. Sharon mentioned this to
me awhile ago when we were debugging an apparent breakage in decal behavior
introduced in Performer 2.0. The test case we were using involved subfaces that
were not quite coplanar and the deviation was outside the new tolerance. By
making the test case truely coplanar (well it's floating point ;) the correct
behavior was restored.

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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Hi all,

I think this subject has been discussed in the past but I can't seem to
find the mailings in the archives.

We have a 3 Pipe Onyx RE2 with the pipes genlocked, and we are finding
that the video refresh rate is dependent on the resolution of the screen: 

at 1280x1024 the video refresh is 59.998Hz

at 960x680 the video refresh is 60.833Hz.  <--this is the one we are using

The hardware guys assure me that this is perfectly resonable, and I'm not
suggesting that there is anything wrong with our hardware. 

The problem is, our Host Simulation program is running on another machine
and maintaining a pretty firm 30.0Hz and the IG is doing ~30.4Hz. 
Unfortunately the Host and IG are communicating asynchronously and so the
IG draws an extra frame using stale ownship position data every 2.5
seconds and as a result we get a slight jitter.

Does anybody have any suggestions for me to get around this?  We have
thought about syncing the Host off the IG but that is going to cause
problems in other systems due to the curious frame rate that the Host
would have to run at.

What would be ideal is a vme card in the Host machine which generates a
60.0Hz genlock signal to the IG machine and an interrupt to the Host, so
that our frames can be perfectly alligned. 


Cheers,

Troy




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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Fri, 13 Jun 1997 01:05:56 -0500
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Subject: Question on pfEarthSky and pfChanTravFunc
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Status: O

Hello,

	I create three channels for my simulation program. I attach channel one
and channel three to channel two. I use pfChanESky to add earthsky to master
channel, channel two.

	Q1 : If I let the gound (green color) fill all the viewport of either
channel one or channel three by rolling or pitching, the green color will not
be cleared after I rotate it back. Also, the edge of the horizon will bend when
it begin to show the sky. I tried to use drawcallback function to clear them.
But it is not work. Does anybody know what is going wrong?  How to solve this
problem? Samething happen if I attach the earthsky to other two channels.

	Q2 : I use pfChanTravFunc to call "drawFunc" during draw process.

             pfChanTravFunc(chan[1], PFTRAV_DRAW, drawFunc);

My question is why the other two channels, chan[0] and chan[2] will call the
drawFunc too? chan[1] is not the master channel.

	I will appreciate for you help and answer. Have a nice day.

-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
     (_Y_.)'  ._   )  `._ `. ``-..-'  Phone(O) :(409) 845-0729      
   _..`--'_..-_/  /--'_.' ,'               (H) :(409) 691-8570
 (il),-''  (li),'  ((!.-'     Address  :Aerospace Engineering Department
                                        H.R. Bright Building
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                                        College Station 77840-3141
_______________________________________________________________________________

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Date: Fri, 13 Jun 1997 04:56:35 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: RE:Message from Internet(Segment to DCS)
To: info-performer <info-performer@sgi.com>,
        "Francois.Seprey" <Francois.Seprey@cert.fr>
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Status: O

I think it's not possible to attach a segment to a DCS, it's node a pfNod=
e
Class.
May be a solution, is to use your segemnt to build a Geoset,use pfAddGSet=

to attach to a geode and attach this geode to your DCS

I hope it's help you

YO
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Date: Fri, 13 Jun 1997 12:37:23 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
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Status: O



Hi Andrew,

We ( me, Didier from Illinois and others ) had this problem
about 1 year ago. We posted the question more than one time
but the problem is not resulted.

I must continue to use Performer1.2

If you get interesting reply. Please, mail it to me

Thanks in advance.

				Tran.




/-------------------------------------------------------/
|           TRAN                                        |
|           IDERALPE  Parc Scientifique EPFL            |
|           Email:    tran@sirssg1.epfl.ch              |
/-------------------------------------------------------/

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Date: 13 Jun 1997 08:16:48 -0500
From: "Katyl, Donald" <katyl@c80.npt.nuwc.navy.mil>
Subject: RE: Colarado Spectrum Workstation Gameport
To: info-performer@sgi.com
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Hello,

    I tried to contact Colarado Spectrum at those phone numbers, but the
numbers seem to be disconnected.  Have they moved?

Don Katyl
Naval Undersea Warfare Center
katyl @ c80.npt.nuwc.navy.mil
___________________________________________________________________________=
____
From: Simon Bennett on Thu, Jun 12, 1997 6:15 AM
Subject: Re: Colarado Spectrum Workstation Gameport
To: Nigel Jenkins
Cc: info-performer@sgi.com

On Wed, 11 Jun 1997, Nigel Jenkins wrote:

> Hi,
> Does anyone have any experience of using a Colarado Spectrum Workstation
> Gameport with any SG Hardware (especially an Onyx IR or Indigo2).  I
> wish to attach a Microsoft Sidewinder joystick to our Onyx for some user
> centred walk-throughs.  
> The Workstation Gameport appears to be the right equipment for the job,
> but I can't find much information on the the hardware or the supplier. 
> If anyone has any information, especially technical documentation or
> example code, code they please get in touch.
> Thanks 


Colorado Spectrum's details are:

Colorado Spectrum
1001-A East Harmony Road, #501
Fort Collins, CO 80525
Phone: (800) 238-5983 or (970) 225-6929
FAX: (970) 225-1663

Blurb:

[snip]

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

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

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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: Q: pfLayerModes
Date: Fri, 13 Jun 1997 13:57:48 GMT
Organization: Pera
Message-ID: <33a44def.22526568@post.demon.co.uk>
References: <339e633b.3979267@post.demon.co.uk> <9706121315.ZM2972@logan.engr.multigen.com>
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On Thu, 12 Jun 1997 13:15:31 -0700, Marcus wrote:

<snip>

>Coplanarity tolerance can be a problem for STENCIL. Performer 2.x =
requires a
>much tighter (truer) tolerance than 1.x did. Another conflict has to do =
with
>transparent geometry. Do the problem subfaces have alpha?

No

<snip>

>
>Tighten the tolerance on your coplanarity check. Use "Edit->Match =
Vertices" or
>"Plant" to to insure coplanarity exactly.

Matching vertices is only really appropriate if the subface has
transparency (otherwise why have a subface!). I have made some of the
problem subfaces "as coplanar" with their parent as MultiGen will
allow. Still no joy :(

On a slight aside, can I safely call pfdConverterMode inside the flt
loader callback. Perhaps I can get the best solution by using a
MultiGen attribute (or comment) to allow me to set the pfLayerMode I
want to use on a per subface basis (well on a per object basis as that
is the lowest level bead the callback is executed for).

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: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: Q: pfLayerModes
Date: Fri, 13 Jun 1997 13:57:44 GMT
Organization: Pera
Message-ID: <33a346fc.20747508@post.demon.co.uk>
References: <339e633b.3979267@post.demon.co.uk> <9706120929.ZM17679@multipass.asd.sgi.com>
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On Thu, 12 Jun 1997 09:29:46 -0700, Angus wrote:

>This 'poke throuch' is a classic symptom of the polygon offset method
>for decals.

>You need to use the STENCIL method which is fast on iR, I'd have
>expected high quality to be equivalent to this but apparently not.

As far as I can see it is, because the effect is exactly the same
whether I use PFDECAL_BASE_STENCIL or PFDECAL_BASE_HIGH_QUALITY.
Neither gives the desired result in my case. Has anyone successfully
used STENCIL mode in pf2.x for pfLayers?

>There's also a plane equation method in performer 2.2.

Roll on 2.2 then (release date?). Is there any particular reason why
the Z buffer algorithm in the article "The hidden charms of the Z
buffer" is not provided as one of the Performer modes for rendering
decals?

>In summary, use PFDECAL_BASE_STENCIL,
>don't use PFDECAL_BASE_DISPLACE or PFDECAL_LAYER_OFFSET
>
>Cheers,Angus.
>
<snip>

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: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: "Marcus Barnes" <marcus@multigen.com>
        "Re: Q: pfLayerModes" (Jun 12,  6:46pm)
References: <339e633b.3979267@post.demon.co.uk> 
	<9706121315.ZM2972@logan.engr.multigen.com> 
	<9706121718.ZM18627@multipass.asd.sgi.com> 
	<9706121846.ZM1207@logan.engr.multigen.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
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Subject: Re: Q: pfLayerModes
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On Jun 12,  6:46pm, Marcus Barnes wrote:
> Subject: Re: Q: pfLayerModes
> On Jun 12,  5:18pm, Angus Dorbie wrote:
> > On Jun 12,  1:15pm, Marcus Barnes wrote:
> >
> > > Coplanarity tolerance can be a problem for STENCIL. Performer 2.x
requires
> a
> > > much tighter (truer) tolerance than 1.x did.
> >
> > I don't understand why this should be.
> >
> > Can anyone furnish an explanation?
>
> I don't think it's strictly related to stencil usage. Decaling in 2.x uses a
> smaller displacement value or some such than 1.x did. Sharon mentioned this
to
> me awhile ago when we were debugging an apparent breakage in decal behavior
> introduced in Performer 2.0. The test case we were using involved subfaces
that
> were not quite coplanar and the deviation was outside the new tolerance. By
> making the test case truely coplanar (well it's floating point ;) the correct
> behavior was restored.
>

This has nothing to do with STENCIL decaling, it should only apply to the
polygon offset method.

Cheers,Angus.
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706131539.ZM20628@multipass.asd.sgi.com>
In-Reply-To: Troy Stephen <troys@wormald.com.au>
        "When is 60Hz not really 60Hz?" (Jun 13,  4:02pm)
References: <Pine.OSF.3.94.970613135156.20472D-100000@murad>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Troy Stephen <troys@wormald.com.au>, Performer <info-performer@sgi.com>
Subject: Re: When is 60Hz not really 60Hz?
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Status: O

Then you should genlock the video to a 60Hz source driven by the simulator
or sync the host to the video, those are your choices. You could dead
reckon over fractional frames, but almost every other way is easier.

This difference will be due to the VOF you have.

Cheers,Angus.

On Jun 13,  4:02pm, Troy Stephen wrote:
> Subject: When is 60Hz not really 60Hz?
>
> Hi all,
>
> I think this subject has been discussed in the past but I can't seem to
> find the mailings in the archives.
>
> We have a 3 Pipe Onyx RE2 with the pipes genlocked, and we are finding
> that the video refresh rate is dependent on the resolution of the screen:
>
> at 1280x1024 the video refresh is 59.998Hz
>
> at 960x680 the video refresh is 60.833Hz.  <--this is the one we are using
>
> The hardware guys assure me that this is perfectly resonable, and I'm not
> suggesting that there is anything wrong with our hardware.
>
> The problem is, our Host Simulation program is running on another machine
> and maintaining a pretty firm 30.0Hz and the IG is doing ~30.4Hz.
> Unfortunately the Host and IG are communicating asynchronously and so the
> IG draws an extra frame using stale ownship position data every 2.5
> seconds and as a result we get a slight jitter.
>
> Does anybody have any suggestions for me to get around this?  We have
> thought about syncing the Host off the IG but that is going to cause
> problems in other systems due to the curious frame rate that the Host
> would have to run at.
>
> What would be ideal is a vme card in the Host machine which generates a
> 60.0Hz genlock signal to the IG machine and an interrupt to the Host, so
> that our frames can be perfectly alligned.
>
>
> Cheers,
>
> Troy
>
>
>
>
> =======================================================================
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Fri, 13 Jun 1997 16:06:18 -0700
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Re: Q: pfLayerModes" (Jun 13,  1:57pm)
References: <339e633b.3979267@post.demon.co.uk> 
	<9706121315.ZM2972@logan.engr.multigen.com> 
	<33a44def.22526568@post.demon.co.uk>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Jun 13,  1:57pm, Mark Baranowski wrote:
> On a slight aside, can I safely call pfdConverterMode inside the flt
> loader callback.

Yes, it's implicitly within the same process. But the question does make me
wonder if it should be supported across processes. No loader keeps it modal
state in shared memory. So you cannot change the mode of a loader running in
the DBASE process from the APP process, for example.

> ... set the pfLayerMode I want to use on a per subface basis ...

Hmmm? How do you expect this to help?

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, 13 Jun 1997 16:57:05 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706131657.ZM20806@multipass.asd.sgi.com>
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "Re: Q: pfLayerModes" (Jun 13,  1:57pm)
References: <339e633b.3979267@post.demon.co.uk> 
	<9706120929.ZM17679@multipass.asd.sgi.com> 
	<33a346fc.20747508@post.demon.co.uk>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Mark Baranowski <baranowski@marklynn.demon.co.uk>, info-performer@sgi.com
Subject: Re: Q: pfLayerModes
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Status: O

Do you have a visual with stencil bits?

Cheers,Angus.

On Jun 13,  1:57pm, Mark Baranowski wrote:
> Subject: Re: Q: pfLayerModes
>
> [ plain text
>   Encoded with "quoted-printable" ] :
On Thu, 12 Jun 1997 09:29:46 -0700, Angus wrote:
>
> >This 'poke throuch' is a classic symptom of the polygon offset method
> >for decals.
>
> >You need to use the STENCIL method which is fast on iR, I'd have
> >expected high quality to be equivalent to this but apparently not.
>
> As far as I can see it is, because the effect is exactly the same
> whether I use PFDECAL_BASE_STENCIL or PFDECAL_BASE_HIGH_QUALITY.
> Neither gives the desired result in my case. Has anyone successfully
> used STENCIL mode in pf2.x for pfLayers?
>
> >There's also a plane equation method in performer 2.2.
>
> Roll on 2.2 then (release date?). Is there any particular reason why
> the Z buffer algorithm in the article "The hidden charms of the Z
> buffer" is not provided as one of the Performer modes for rendering
> decals?
>
> >In summary, use PFDECAL_BASE_STENCIL,
> >don't use PFDECAL_BASE_DISPLACE or PFDECAL_LAYER_OFFSET
> >
> >Cheers,Angus.
> >
> <snip>
>
> Regards,
>
> 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.
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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>    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
>-- End of excerpt from Mark Baranowski


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Date: Mon, 16 Jun 1997 05:01:57 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: RE:Flickering subfaces on IR - Loader Problem?
To: info-performer <info-performer@sgi.com>
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On I.R, I have this problem on OpenGl Version, I solv that with the
pfConverterMode ("flt",PFFLT_LAYER,PFDECAL_BASE_STENCIL)
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Date: Mon, 16 Jun 1997 05:02:00 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: Re: RE:Q: pfLayerModes
To: info-performer <info-performer@sgi.com>
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Status: O

You have a difference between pfDECAL_BASE_STENCIL and HIGH_QUALITY if yo=
u
have a very large database, or multilayers.
but I think you have to put the option only on layer nodes. So try to fin=
d
the layer node by a traversal function or pfConverterAttr fct , and add t=
o
the GState the function
pfGStateMode(State,PFSTATE_DECAL,PFDECAL_HIGH_QUALITY)
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Date: Mon, 16 Jun 1997 05:01:53 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: Any known problems with Performer on RE IIs?
To: info-performer <info-performer@sgi.com>
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Status: O

I Develop on Impact, and execute on RE2, no problem.
I think you have a problem of multiprocess, try to execute with
APPCULL_DL_DRAW mode of pfMultiprocess function. If it's works, it's real=
ly
a multiprocess problem
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: Q: pfLayerModes
Date: Mon, 16 Jun 1997 07:50:31 GMT
Organization: Pera
Message-ID: <33a5ef3d.1585079@post.demon.co.uk>
References: <339e633b.3979267@post.demon.co.uk>  <9706120929.ZM17679@multipass.asd.sgi.com>  <33a346fc.20747508@post.demon.co.uk> <9706131657.ZM20806@multipass.asd.sgi.com>
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On Fri, 13 Jun 1997 16:57:05 -0700, Angus wrote:

>Do you have a visual with stencil bits?
>
>Cheers,Angus.

Yes, I am specifying and getting the following visual:

0x9a, RGBA 10/10/10/0, db, aux 1, Z 23, S 8, accum 25/25/25/0, samples
8

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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Date: Mon, 16 Jun 1997 05:16:00 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: RE:Question on pfEarthSky and pfChanTravFunc
To: info-performer <info-performer@sgi.com>
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if you use the function pfAttachChan, you have to define what's is shared=

between all these channels. look at the function pfChanShare function.
for your application. Don't share DRAWFUNC and shera  EARTHSKY
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On Fri, 13 Jun 1997, Mark Baranowski wrote:

 
> As far as I can see it is, because the effect is exactly the same
> whether I use PFDECAL_BASE_STENCIL or PFDECAL_BASE_HIGH_QUALITY.
> Neither gives the desired result in my case. Has anyone successfully
> used STENCIL mode in pf2.x for pfLayers?
> 

Hi Mark. I have used the STENCIL mode with pfLayer in order to simulate a
floor with five decals with transparency geometry. This mode seems to work
fine with Performer 2.0 on our Onyx RE2. The geometry are correctly
rendered and no flickering effects are noticed. However, when using the
stencil buffer to draw some object, the decals will be incorrectly drawn.

I need to use pfLayer nodes and I also need to use stencil by my own, so I
can't use the STENCIL mode. I don't know if there is a way to get all
working together, so any help about this issue will be appreciated.


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From guest  Mon Jun 16 10:08:25 1997
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Projected Texture Advice
Date: Mon, 16 Jun 1997 11:05:32 GMT
Organization: Pera
Message-ID: <33a51795.11906829@post.demon.co.uk>
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Hi Performers,

I am looking for some advice/info from those of you who are familiar
with the projected texture mode for a pfLightSource.

I want to use this feature to implement a spotlight which is part of a
childs toy. The (very detailed) toy model will contain about 90% of
the triangles in the scene, is untextured and will never be
illuminated by the spotlight. The other 10% of triangles will be
textured.

The man page for pfLightsource says that textured geometry is rendered
twice when using PROJTEX mode. Can I safely assume that the toy model
will not be part of the second pass. If not is there anything I can do
to stop the toy being considered in the second pass (e.g. something
clever with traversal masks and/or traversal mode PFTRAV_MULTIPASS)?

Thanks in advance for any advice,

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 guest  Mon Jun 16 12:09:33 1997
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From: "=?euc-kr?B?sei3ocf2?=" <dochi@chopin.kist.re.kr>
To: <info-performer@sgi.com>
Subject: VideoTexturing
Date: Mon, 16 Jun 1997 22:13:21 +0900
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Status: O

Hi performers!

I'm working video texture on an Onyx RE2 with Sirius boards and running
IRIX6.2 and Performer2.1.
But I don't know how to do video texturing.

I needs source code for video texturing to start.
Pleazzzzz..  Help me.

Thank you in advance.

Regards,

KIM. 

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From: "Neil Matson" <matson@vulcan.ncsc.navy.mil>
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Date: Mon, 16 Jun 1997 11:28:31 -0500
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Status: O


Hi,

  Over time I seen quite a number discussions of "flickering" caused by
polygons
close together (not necessaryily coplaner) and a large far/near frustum
ratio (generally greater than 1000).  A partial solotion to this is displace
polygon and stencil, but this does not always solve the problem.  A classic
example is a land and an active ocean surface.  From certain viewpoints the
land is drawn over the water, and vice-versa.  This causes problems because
it is not always an easy task to have a definitive drawing order, either
computationally or just because of the polygonal structure.

A partial solution to this (which I can only get to work correctly for opaque
polygons) goes roughly something like this:

Say you want a z buffered scene with front plane = 1 and back plane = 100000.
With one channel for these frustum limits, this presents hideous Z-buffer
flickering because of the finite number of bits allocated to Z.  In any case,
it is the ratio of back to front which causes this problem.

The idea is to create two channels where there were originally one.  Let's call
them "front" and "back."  Now, "front" is a frustum from 1->305, and "back" is
a frustum from 295->100000.  Notice the ratios for each frustum are around
300ish, definitely less than the 1000 ratio.  Also, note that they overlap a
bit (reader is encouraged investigation here, but basically the seam for the
two won't EXACTLY fit unless you overlap them). Now, the rendering order for
a basic scene (no stencil) with Z buffering (make sure they are ordered
"back" first, then "front"!) is 1) if "back" channel -> pfClearChan(back_chan),
else if "front" -> pfClear(PFCL_DEPTH, NULL) (could also clear STENCIL etc).
2) render the scene normally.

This basically draws the front frustum on top of the back frustum, with only
a Z clear.  Notice that you can get color information from the back channel
(blending purposes) but at the seam, the translucent polygons get rendered
twice so they are twice as dark.  Basically, if you overlay the frustums,
you will see the seam only on translucent polygons (at certain angles).
If they are "exactly" matched you will see cracks in the polygons at the seam
(again, at certain angles).  Thus, this works really well for opaque polygons,
but messes up on translucent ones at the seam.  I implemented this a while ago
in GL, but also found it works great in Performer.

I know SGI is aware of the Z buffering bit-size limitations and future stuff
(don't know when) will probably address this, but for now this seems to be
a viable alternative.

Neil
matson@phoebus.ncsc.navy.mil


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If anyone has any source code of an example of how to do spotlights that
cast shadows in Performer I would greatly appreciate it.  I am running
on an Onyx IR running IRIX 6.2.  I am running Performer 2.1 also.  


				Thanks in advance,
				   Charlie
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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:  Bins 'n Zeebuf
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=0D=0CHi pfOlks,

Machine : REII 2CPU 1RM4 IRIX6.2 Performer 2.0.2 allpatched
               and HighImpact idem.

I am using bins, but it is making me troubles.
Here are my 3 questions, the last concerning more z buffer mechanisms.

I have set a special bin number to a part of my geosets.

1 : setBinOrder
When I call pfChannel::setBinOrder it works on our RE2, but it crashes on=
 the
HighImpact at the fisrt pfFrame call, preciselier in the CULL stage, at t=
he
_pfCuller::cull_Lsources function
NB : I am calling setBinOrder for existing BIN numbers
What is happening in this damned _pfCuller function ?

2: pfDrawBin
When I call pfDrawBin(BIN_1) it lets my screen black, although there are
geosets associated with BIN_1.
WhenI replace it by pfDraw, all my scene is normally drawn, including the=

BIN_1-geosets.
Did I forget something about pfDrawBin ?

3: ZBuffer
I am calling the GL function zbuffer(FALSE), or the correponding glDisabl=
e
OPENGL function, into the preDraw callback for a part of my scene which i=
s
veru far away, in order to avoid the zbuffer errors for confused polygons=
. It
works, and there are no far-problems anymore.
But I would like to store the Z values of this far geometry into the ZBuf=
fer,
without taking the results into account for drawing this geometry. I will=
 use
the result later in frame, after re-enabling Z buffer for other simpler
geometry (lines, in fact).
Was I clear, and if yes, is there any OPENGL minded person who could help=
 me
? I am from the Pf generation, not the gl.

Thank you,

Mike

Michael Boccara
Aerospatiale - Joint Reasearch Center.
michael.boccara(a)siege.aerospatiale.fr
Tel : +33 (0)1 46 97 32 40
Fax : +33 (0)1 46 97 32 59
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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
To: info-performer@sgi.com (info-performer)
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Organization: Lockheed Martin Engineering & Sciences
Date: Mon, 16 Jun 1997 12:30:24 -0700
Subject: Dynamic Volumes
Status: O


     I have a group of dynamic volumes, that have half or all of the 
vertices changing every frame.  What is the best way to render this?  I have 
normally use OpenGL commands to "add" these to the scene in a post-render 
routine, however, I was wondering if a Performer GSet was capable of 
handling it's vertices change every frame or any other Performer object 
could.  Would rendering this in Performer save any time vs. rendering it in 
OpenGL...?  Our application is running borderline on 20hz Performance and I 
am trying to make sure we are applying everything in the most efficient 
manor.  All of the volumes rendered require transparent solid and wire-frame 
rendering so that the controller can understand the current shape of the 
object.  I'm sorry to say the object is not rendered by itself, it is 
inserted into a full simulation with landscape and models, through which the 
operator can move through to see events happening in real-time....

A related question, what is the fastest mode for transparency rendering on 
the Infinite Reality?

System Configuration:    Infinite Reality Onyx with 16 R10000 Processors
               dual pipe (only one pipe in use for this application)
               4 RM-6s per pipe.
               IRIX 6.2

Software:           Coryphaeus Easyscene V3.0 (4.0 Beta is available)
               Performer 2.1 (2.2 beta is available if necessary)
               Patches should be current (I hope)

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

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To: performer <info-performer@sgi.com>
Subject: lights during day??
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Status: O

Hi!

I'm running Vega modules--vega2.0,,vegamarine 2.0 and base 2.0-

I set up light points in my sim with a .lp file that lists the x,y,z
coordinates for the lights,thier flash times,etc...

All is good except that my lights flash during the daytime
run!(ie,they're
constantly on regardless)...

these lights are on buoys and such, but still I would only like to 

see them on during dusk,evening,nightime,etc..

Is there a way to control this???

thanks in advance for any help

                                  sincerely;

                               Joe :-)
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From: "Rob Jenkins" <robj@quid>
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In-Reply-To: "=?euc-kr?B?sei3ocf2?=" <dochi@chopin.kist.re.kr>
        "VideoTexturing" (Jun 16, 10:13pm)
References: <199706161320.XAA19044@chopin.kist.re.kr>
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To: "=?euc-kr?B?sei3ocf2?=" <dochi@chopin.kist.re.kr>,
        <info-performer@sgi.com>
Subject: Re: VideoTexturing
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/usr/share/Performer/src/pguide/libpr/C/movietex.c should be a good start (
along with the dmedia prog guide ).

Cheers
Rob

On Jun 16, 10:13pm, =?euc-kr?B?sei3ocf2?= wrote:
> Subject: VideoTexturing
> Hi performers!
>
> I'm working video texture on an Onyx RE2 with Sirius boards and running
> IRIX6.2 and Performer2.1.
> But I don't know how to do video texturing.
>
> I needs source code for video texturing to start.
> Pleazzzzz..  Help me.
>
> Thank you in advance.
>
> Regards,
>
> KIM.
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>    SGI DevForum 97 info:  http://www.sgi.com/Forum97/
>-- End of excerpt from =?euc-kr?B?sei3ocf2?=



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From guest  Mon Jun 16 18:00:37 1997
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From: Jillian Michelle Tidd <jmtidd@cs.uiowa.edu>
Message-Id: <199706162004.PAA28304@server.cs.uiowa.edu>
Subject: stereo performer
To: info-performer@sgi.com
Date: Mon, 16 Jun 1997 15:03:59 -0500 (CDT)
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Hello, 
  I am trying to get the stereo.c file to work for performer 2.0, and I'm not having much luck. What do I need to do to the program to get it to display a stereo image? I have tried different .flt files and doing a setmon STR_BOT, STR_RECT commands. I'm using a Indigo Impact and CrystalEyes.
Any advice would be very welcome!
Jillian Tidd
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199706170023.RAA06022@remi.engr.sgi.com>
Subject: Re: transparency in lod switching
To: ceti@worldnet.net (ceti)
Date: Mon, 16 Jun 1997 17:23:40 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <199706120631.IAA09136@centaure.worldnet.net> from "ceti" at Jun 12, 97 08:31:42 am
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ceti wrote:
> 
> I'm not familiar with new SGI graphic boards.
> Here is my question:
> Execpt RE2 and IR, witch are the boards that allows me to have transparency
> when switching between load?
> 
 Performer uses msalpha transparency to blend LOD nodes, so this works
 only if the pipe has multisamples, so only on RE and IR graphics.

 Now, you can use bending transparency to do the same, but then
 you have to sort the object and this is more complex database design,
 but will work on O2 as well as Impact

 Bon courage

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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199706170015.RAA05990@remi.engr.sgi.com>
Subject: Re: Projected Texture Advice
To: baranowski@marklynn.demon.co.uk (Mark Baranowski)
Date: Mon, 16 Jun 1997 17:15:45 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <33a51795.11906829@post.demon.co.uk> from "Mark Baranowski" at Jun 16, 97 11:05:32 am
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Mark Baranowski wrote:
> 
> Hi Performers,
> 
> I am looking for some advice/info from those of you who are familiar
> with the projected texture mode for a pfLightSource.
> 
> I want to use this feature to implement a spotlight which is part of a
> childs toy. The (very detailed) toy model will contain about 90% of
> the triangles in the scene, is untextured and will never be
> illuminated by the spotlight. The other 10% of triangles will be
> textured.
> 
> The man page for pfLightsource says that textured geometry is rendered
> twice when using PROJTEX mode. Can I safely assume that the toy model
> will not be part of the second pass. If not is there anything I can do
> to stop the toy being considered in the second pass (e.g. something
> clever with traversal masks and/or traversal mode PFTRAV_MULTIPASS)?
> 
> Thanks in advance for any advice,
> 


 You could set the object Emissive, so no lights are applied to it using
 the PFMPASS_EMISSIVE_PASS bit in the PFTRAV_MULTIPASS flag, and set the
 material of the toy to be emissive. 

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Date: Mon, 16 Jun 1997 17:57:00 -0400
In-Reply-To: "=?euc-kr?B?sei3ocf2?=" <dochi@chopin.kist.re.kr>
        "VideoTexturing" (Jun 16, 10:13pm)
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Subject: Re: VideoTexturing
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Kim,

There's a sample program called movietex.c.  It should be under something like:
/usr/share/Performer/src/pguide/libpr/C or C++ (Of course, system installations
may vary.)  It should give you a good start.

Alex Kekesi				email: B.A.Kekesi.1@gsfc.nasa.gov
Hughes STX Corp.
NASA Goddard Space Flight Center
Scientific Visualization Studio
Code 935, Bldg. 28, Rm. S121
Greebelt, MD  20771

On Jun 16, 10:13pm, =?euc-kr?B?sei3ocf2?= wrote:
> Subject: VideoTexturing
> Hi performers!
>
> I'm working video texture on an Onyx RE2 with Sirius boards and running
> IRIX6.2 and Performer2.1.
> But I don't know how to do video texturing.
>
> I needs source code for video texturing to start.
> Pleazzzzz..  Help me.
>
> Thank you in advance.
>
> Regards,
>
> KIM.

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To those of you who are doing database paging:

What kind of performance hit do you get when you
do database paging compared to when you are not?

On our machine (Onyx RE, 8 150MHZ R4400 CPUs, 128
MB memory, 4MB tex mem, 3 pipes), the update rate
went from 30Hz to 15Hz every time I page in a FLT
file of approximately 500 polygons.  The App
process was locked on CPU #1, the three Cull
processes and three Draw processes were locked on
CPU #2,3,4,5,6, and 7 respectively.  I forced the
dbase process to run on CPU #0.  That didn't help
much.  

Is that the kind of performance I should expect
when database paging?

Also, I've noticed that even though the CPUs were
locked for my Performer processes as above, the
update rate would go down when someone run an unix
app such as the emacs editor or make.  This
happens even when I wasn't doing database paging. 
What's up with that? Isn't the pfuLockDown{App,
Cull, Draw} command supposed to lock the CPUs away
from other apps from disturbing the Performer
processes?

I'd appreciate any suggestions you may have.

Thanks,

Liem Lu
Logicon Technical Services, Inc.
P.O. Box 317258
Dayton, OH 45437 USA
llu@al.wpafg.af.mil
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199706170006.RAA05900@remi.engr.sgi.com>
Subject: Re: Dynamic Volumes
To: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
Date: Mon, 16 Jun 1997 17:06:55 -0700 (PDT)
Cc: info-performer@sgi.com, csi-users@smtp.coryphaeus.com
In-Reply-To: <1997Jun16.112200.1074.27769@MKTPO.mkt.lesc.lockheed.com> from "Jeff Brickley" at Jun 16, 97 12:30:24 pm
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Jeff Brickley wrote:
> 
> 
>      I have a group of dynamic volumes, that have half or all of the 
> vertices changing every frame.  What is the best way to render this? 

 pfCycleBuffers (pfFlex in 2.2) should be used to handle the vertices
 (or anything else) that change in real time

> I have 
> normally use OpenGL commands to "add" these to the scene in a post-render 
> routine, however, I was wondering if a Performer GSet was capable of 
> handling it's vertices change every frame or any other Performer object 
> could.  Would rendering this in Performer save any time vs. rendering it in 
> OpenGL...? 

 It doesn't make any difference if your OpenGL code is as optimized than
 the OpenGL calls performer does. 

> Our application is running borderline on 20hz Performance and I 
> am trying to make sure we are applying everything in the most efficient 
> manor.  All of the volumes rendered require transparent solid and wire-frame 
> rendering so that the controller can understand the current shape of the 
> object. 
 
  WireFrame is slow, it is faster to draw a polygon than a line. 

> I'm sorry to say the object is not rendered by itself, it is 
> inserted into a full simulation with landscape and models, through which the 
> operator can move through to see events happening in real-time....
> 
> A related question, what is the fastest mode for transparency rendering on 
> the Infinite Reality?

  Multisample transparency is the easiest way to handle transparency
  as it avoid sorting the database.

> 
> System Configuration:    Infinite Reality Onyx with 16 R10000 Processors
>                dual pipe (only one pipe in use for this application)
>                4 RM-6s per pipe.
>                IRIX 6.2
> 
> Software:           Coryphaeus Easyscene V3.0 (4.0 Beta is available)
>                Performer 2.1 (2.2 beta is available if necessary)
>                Patches should be current (I hope)
> 
> Jeffry J. Brickley
> 3D Systems Programmer
> Lockheed Martin
> White Sands Missile Range, NM
> 

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        "Spotlights and Shadows" (Jun 16, 11:47am)
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On Jun 16, 11:47am, Charles Vonness wrote:
> Subject: Spotlights and Shadows
> If anyone has any source code of an example of how to do spotlights that
> cast shadows in Performer I would greatly appreciate it.  I am running
> on an Onyx IR running IRIX 6.2.  I am running Performer 2.1 also.
>


Here is the smaple code that is distributed with performer 2.0.1 for RE2.
Hope this helps.

-anita
kishore@triavest.com

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/*
 * Copyright 1995, Silicon Graphics, Inc.
 * ALL RIGHTS RESERVED
 *
 * UNPUBLISHED -- Rights reserved under the copyright laws of the United
 * States.   Use of a copyright notice is precautionary only and does not
 * imply publication or disclosure.
 *
 * U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
 * Use, duplication or disclosure by the Government is subject to restrictions
 * as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
 * in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
 * in similar or successor clauses in the FAR, or the DOD or NASA FAR
 * Supplement.  Contractor/manufacturer is Silicon Graphics, Inc.,
 * 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
 *
 * Permission to use, copy, modify, distribute, and sell this software
 * and its documentation for any purpose is hereby granted without
 * fee, provided that (i) the above copyright notices and this
 * permission notice appear in all copies of the software and related
 * documentation, and (ii) the name of Silicon Graphics may not be
 * used in any advertising or publicity relating to the software
 * without the specific, prior written permission of Silicon Graphics.
 *
 * THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
 * WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
 *
 * IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL,
 * INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY
 * DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
 * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY
 * THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE
 * OR PERFORMANCE OF THIS SOFTWARE.
 *
 * shadows.c: Performer program to demonstrate use of pfLightSource shadowing
 *		and projected texturing.
 *        Based on simple.c
 *
 * $Revision: 1.7 $ $Date: 1995/12/03 23:53:00 $ 
 *
 */

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

/*------------------------------------------------------------------*/

void 
OpenPipeWin (pfPipeWindow *pw)
{
    pfLightModel	*lm;
    int            	numSamples = 16;

    pfOpenPWin(pw);

#ifdef IRISGL
    /* Shadows require a 32 bit non-multisampled zbuffer */
    do
    {
	zbsize(32);
	stensize(1);
	mssize(numSamples, 32, 1);
	gconfig();

	numSamples >>= 1;

    } while (PF_ABS(getgconfig(GC_BITS_ZBUFFER)) < 32 && numSamples > 0);

    if (numSamples > 0)
	multisample(1);
    else
    {
	RGBsize(12);
	mssize(0, 0, 0);
	zbsize(32);
	stensize(1);
	gconfig();
	multisample(0);
    }

    pfNotify(PFNFY_NOTICE, PFNFY_RESOURCE, 
	     "mssize(%d, %d, %d) zbsize(%d) Zrange 0x%x - 0x%x\n",
	     getgconfig(GC_MS_SAMPLES),
	     getgconfig(GC_BITS_MS_ZBUFFER),
	     getgconfig(GC_BITS_MS_STENCIL),
	     getgconfig(GC_BITS_ZBUFFER),
	     getgconfig(GC_MS_ZMIN), getgconfig(GC_MS_ZMAX));
#endif

    lm = pfNewLModel(NULL);
    pfLModelLocal(lm, 1);
    pfApplyLModel(lm);

    pfCullFace(PFCF_BACK);
}

void 
DrawChannel (pfChannel *chan, void *data)
{
    pfVec4	clr;

    pfSetVec4(clr, .2f, .2f, .2f, 1.0f); 
    pfClear(PFCL_COLOR|PFCL_DEPTH, clr);
    pfDraw();
}

/*
 *	Usage() -- print usage advice and exit. This
 *      procedure is executed in the application process.
 */
static void
Usage (void)
{
    pfNotify(PFNFY_FATAL, PFNFY_USAGE, "Usage: shadows file.ext ...\n");
    exit(1);
}

/* Compute matrix so +Y axis of DCS is pointing at 'at' */
static void
lookAt(pfDCS *dcs, pfVec3 at)
{
    pfVec3		v, pos;
    pfMatrix		mat;
    static pfVec3	yaxis = {0.0f, 1.0f, 0.0f};	
    
    /* v is origin of dcs */
    pfGetMatRowVec3(*pfGetDCSMatPtr(dcs), 3, pos); 
    
    /* v is direction vector from dcs to 'at' */
    pfSubVec3(v, at, pos);
    pfNormalizeVec3(v);

    /* Rotate y-axis onto v */
    pfMakeVecRotVecMat(mat, yaxis, v);
    pfSetMatRowVec3(mat, 3, pos); /* restore dcs origin */
    pfDCSMat(dcs, mat);
}

#define SPOT_SIZE	256
#define SPOT_RADIUS	64

/*
 * Create circular image for projected spotlight texture.
*/
static pfTexture*
initSpotTex(void)
{
    long            	i, j, win;
    pfTexture		*tex;
    unsigned short 	*image;

    image = pfMalloc(sizeof(unsigned short) * SPOT_SIZE * SPOT_SIZE,
		     pfGetSharedArena());

    for (i = 0; i < SPOT_SIZE / 2; i++)
    {
	for (j = 0; j < SPOT_SIZE / 2; j++)
	{
	    unsigned long   val;

	    val = 0;

	    /* See if corners of texel are within circle. This antialiases
	     * the edge of the circle somewhat. */
	    if ((i * i + j * j) <= SPOT_RADIUS * SPOT_RADIUS)
		val += 0xffff;
	    if (((i + 1) * (i + 1) + j * j) <= SPOT_RADIUS * SPOT_RADIUS)
		val += 0xffff;
	    if (((i + 1) * (i + 1) + (j + 1) * (j + 1)) <= SPOT_RADIUS * SPOT_RADIUS)
		val += 0xffff;
	    if ((i * i + (j + 1) * (j + 1)) <= SPOT_RADIUS * SPOT_RADIUS)
		val += 0xffff;

	    val >>= 2;

	    /* Set all 4 quadrants to val */
	    image[(SPOT_SIZE / 2 - i) * SPOT_SIZE + (SPOT_SIZE / 2 - j)] =
		image[(SPOT_SIZE / 2 - i) * SPOT_SIZE + (SPOT_SIZE / 2 + j)] =
		image[(SPOT_SIZE / 2 + i) * SPOT_SIZE + (SPOT_SIZE / 2 + j)] =
		image[(SPOT_SIZE / 2 + i) * SPOT_SIZE + (SPOT_SIZE / 2 - j)] =
		val;
	}
    }

    tex = pfNewTex(pfGetSharedArena());
    pfTexImage(tex, (uint*) image, 2, SPOT_SIZE, SPOT_SIZE, 0);
    pfTexFormat(tex, PFTEX_INTERNAL_FORMAT, PFTEX_IA_8);
    pfTexRepeat(tex, PFTEX_WRAP, PFTEX_CLAMP);

    return tex;
}

#define FOV		60.0f
#define NEAR		1.0f
#define SQRT2INV	.7071067811865475244

static pfDCS 		*shadDCS, *projDCS;

static pfGroup*
initLSources(pfSphere *bsphere)
{
    pfFrustum 		*shadFrust;
    pfLightSource 	*shad, *proj;
    pfTexture 		*tex;
    pfGroup		*group;
    float		d;
    pfMatrix		mat;
    void		*arena = pfGetSharedArena();

    /* Create and configure shadow frustum. Fit frustum tightly to scene. */
    shadFrust = pfNewFrust(arena);
    pfMakeSimpleFrust(shadFrust, FOV);

    d = bsphere->radius / sinf(PF_DEG2RAD(FOV/2.0f));
    d = PF_MAX2(d, NEAR + bsphere->radius);

    pfFrustNearFar(shadFrust, NEAR, d + 1.1f * bsphere->radius);

    /* Create and configure white shadow casting light source */
    shad = pfNewLSource();
    pfLSourceMode(shad, PFLS_SHADOW_ENABLE, 1);
    pfLSourceAttr(shad, PFLS_PROJ_FRUST, shadFrust);
    pfLSourceColor(shad, PFLT_DIFFUSE, 1.0f, 1.0f, 1.0f);
    pfLSourceVal(shad, PFLS_INTENSITY, .5f);
    pfLSourcePos(shad, 0.0f, 0.0f, 0.0f, 1.0f);	/* Make light local */

    /* Create and configure blue spotlight */
    proj = pfNewLSource();
    tex = initSpotTex();
/* You can load your own spotlight texture if you wish 
*    tex = pfNewTex(arena);
*    pfLoadTexFile(tex, "spotlight.inta");
*/
    pfLSourceMode(proj, PFLS_PROJTEX_ENABLE, 1);
    pfLSourceAttr(proj, PFLS_PROJ_FRUST, shadFrust);
    pfLSourceAttr(proj, PFLS_PROJ_TEX, tex);
    pfLSourceColor(proj, PFLT_DIFFUSE, 0.0f, 0.0f, 1.0f);
    pfLSourceVal(proj, PFLS_INTENSITY, .5f);
    pfLSourcePos(proj, 0.0f, 0.0f, 0.0f, 1.0f);	/* Make light local */

    group = pfNewGroup();

    /* Make DCSes to move lights around */
    shadDCS = pfNewDCS();

    pfMakeTransMat(mat, d*SQRT2INV, 0.0f, d*SQRT2INV);
    pfDCSMat(shadDCS, mat);
    lookAt(shadDCS, bsphere->center);

    pfAddChild(shadDCS, shad);
    pfAddChild(group, shadDCS);

    projDCS = pfNewDCS();

    pfMakeTransMat(mat, -d*SQRT2INV, 0.0f, d*SQRT2INV);
    pfDCSMat(projDCS, mat);
    lookAt(projDCS, bsphere->center);

    pfAddChild(projDCS, proj);
    pfAddChild(group, projDCS);

    return group;
}


static pfGeode*
initFloor(pfSphere *bsphere)
{
    pfGeoSet	*gset;
    pfGeoState	*gstate;
    pfGeode	*geode;
    pfVec3	*v;
    pfMaterial	*mtl;
    float	d;
    void	*arena = pfGetSharedArena();

    gset = pfNewGSet(arena);
    gstate = pfNewGState(arena);
    geode = pfNewGeode();

    v = (pfVec3*)pfMalloc(sizeof(pfVec3) * 4, arena);
    d = 3.0f * bsphere->radius; 
    pfSetVec3(v[0], -d, -d, -d/3.0f);
    pfSetVec3(v[1],  d, -d, -d/3.0f);
    pfSetVec3(v[2],  d,  d, -d/3.0f);
    pfSetVec3(v[3], -d,  d, -d/3.0f);
    pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, v, NULL);

    v = (pfVec3*)pfMalloc(sizeof(pfVec3), arena);
    pfSetVec3(v[0], 0.0f, 0.0f, 1.0f);
    pfGSetAttr(gset, PFGS_NORMAL3, PFGS_OVERALL, v, NULL);

    pfGSetPrimType(gset, PFGS_QUADS);
    pfGSetNumPrims(gset, 1);

    mtl = pfNewMtl(arena);    
    pfMtlColorMode(mtl, PFMTL_BOTH, PFMTL_CMODE_OFF);
    pfGStateAttr(gstate, PFSTATE_FRONTMTL, mtl);
    pfGStateMode(gstate, PFSTATE_ENLIGHTING, 1);

    pfGSetGState(gset, gstate);
    pfAddGSet(geode, gset);

    return geode;
}

int
main (int argc, char *argv[])
{
    double     t = 0.;
    
    pfScene     *scene;
    pfNode	*root;
    pfDCS	*dcs;
    pfPipe      *p;
    pfPipeWindow *pw;
    pfChannel   *chan;
    pfSphere 	bsphere;
    pfCoord	view;
    pfMatrix	mat, orbit;
    pfList	*texList;
    int		ret;


#ifndef IRISGL
    printf("Sorry, shadows doesn't work in OPENGL\n");
    return 0;
#endif
    if (argc < 2)
	Usage();

    /* Initialize Performer */
    pfInit();	

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

    /* Use default multiprocessing mode based on number of
     * processors.
     */
    pfMultiprocess(PFMP_DEFAULT);

    /* Load all loader DSO's before pfConfig() forks */
    pfdInitConverter(argv[1]);

    /* Configure multiprocessing mode and start parallel
     * processes.
     */
    pfConfig();			

    /* Append to PFPATH additional standard directories where 
     * geometry and textures exist 
     */
    pfFilePath(".:/usr/share/Performer/data");

    /* Do not use FLAT_ primitives because they look bad 
     * with local lighting.
    */
    pfdBldrMode(PFDBLDR_MESH_LOCAL_LIGHTING, 1);

    /* Read a single file, of any known type. */
    if ((root = pfdLoadFile(argv[1])) == NULL) 
    {
	pfExit();
	exit(-1);
    }

    /* Create and attach loaded subgraph to a pfScene. */
    scene = pfNewScene();
    dcs = pfNewDCS();
    pfMakeRotMat(mat, 30.0f, 1.0f, 0.0f, 0.0f);
    pfDCSMat(dcs, mat);
    pfAddChild(dcs, root);
    pfAddChild(scene, dcs);

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

    /* Create pfLightSources and add to scene */
    pfAddChild(scene, initLSources(&bsphere));

    /* Create "floor" for shadows */
    pfAddChild(dcs, initFloor(&bsphere));

    /* Configure and open GL window */
    p = pfGetPipe(0);
    pw = pfNewPWin(p);
    pfPWinName(pw, argv[0]);
    pfPWinConfigFunc(pw, OpenPipeWin);	
    pfPWinOriginSize(pw, 0, 0, 500, 500);
    pfConfigPWin(pw);	

    /* Create and configure a pfChannel. */
    chan = pfNewChan(p);	
    pfChanScene(chan, scene);
    pfChanNearFar(chan, 1.0f, 5.0f * bsphere.radius);
    pfChanFOV(chan, 45.0f, 0.0f);
    pfCopyVec3(view.xyz, bsphere.center);
    view.xyz[PF_Y] -= 3.0f * bsphere.radius;
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f); 
    pfChanView(chan, view.xyz, view.hpr);
    pfChanTravFunc(chan, PFTRAV_DRAW, DrawChannel);

    /* If scene is non-textured then we can save an entire rendering pass */
    texList = pfuMakeSceneTexList(scene);
    if (pfGetNum(texList) == 0)
    {
	pfChanTravMode(chan, PFTRAV_MULTIPASS, PFMPASS_NONTEX_SCENE);
	pfNotify(PFNFY_NOTICE, PFNFY_PRINT, 
		 "Scene is non-textured! Using PFMPASS_NONTEX_SCENE "
		 "optimization");
    }

    pfMakeRotMat(orbit, 1.0f, 0.0f, 0.0f, 1.0f);

    /* Simulate for twenty seconds. */
    while (t < 20.0f)
    {
	/* Spin light sources around object */
	pfMultMat(mat, *pfGetDCSMatPtr(projDCS), orbit);
	pfDCSMat(projDCS, mat);
	lookAt(projDCS, bsphere.center);

	pfMultMat(mat, *pfGetDCSMatPtr(shadDCS), orbit);
	pfDCSMat(shadDCS, mat);
	lookAt(shadDCS, bsphere.center);

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

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

    return 0;
}


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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199706170018.RAA06003@remi.engr.sgi.com>
Subject: Re: O2 problem
To: guzzoni@imtsg14.epfl.ch (Didier Guzzoni)
Date: Mon, 16 Jun 1997 17:18:40 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <9706121529.ZM10458@imtsg12.epfl.ch> from "Didier Guzzoni" at Jun 12, 97 03:29:49 pm
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Didier Guzzoni wrote:
> 
> Hi performers,
> 
> We are porting our Performer based application from a Max Impact (R10000,
> running IRIX 6.2) into an O2 station (R5000, running IRIX 6.3).
> 
> The program that works perfeclty on the Impact generates a core (segmentation
> fault) on the O2 when performing the first pfFrame().
> 
> So, my question is : which parameters shall I check before the pfFrame is
> executed (scene, geosets, ... ) in order to know where the problem comes from.
> 
> Thanks in advance,

 You should use the debug library from performer, and then look
 where the core is using 'dbx yourapp core' to know where is the 
 problem.

 This could be a misaligned double problem, which is a difference
 between R5000 and R4000 (thanks domi for the tip)

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Date: Mon, 16 Jun 1997 17:49:57 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706161749.ZM25551@multipass.asd.sgi.com>
In-Reply-To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
        "Bins 'n Zeebuf" (Jun 16,  9:25pm)
References: <199706161729.KAA13470@sgi.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>,
        Performer ML Question <info-performer@sgi.com>
  (Receipt Notification Requested) (Non Receipt Notification Requested)
Subject: Re: Bins 'n Zeebuf
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In that case you want to do something like glDepthFunc(GL_ALWAYS);

for your first bin but keep depth buffering enabled.

Cheers,
Angus

On Jun 16,  9:25pm, BOCCARA Michael wrote:
> Subject: Bins 'n Zeebuf
>
> [ plain text
>   Encoded with "quoted-printable" ] :
Hi pfOlks,
>
> Machine : REII 2CPU 1RM4 IRIX6.2 Performer 2.0.2 allpatched
>                and HighImpact idem.
>
> I am using bins, but it is making me troubles.
> Here are my 3 questions, the last concerning more z buffer mechanisms.
>
> I have set a special bin number to a part of my geosets.
>
> 1 : setBinOrder
> When I call pfChannel::setBinOrder it works on our RE2, but it crashes on the
> HighImpact at the fisrt pfFrame call, preciselier in the CULL stage, at the
> _pfCuller::cull_Lsources function
> NB : I am calling setBinOrder for existing BIN numbers
> What is happening in this damned _pfCuller function ?
>
> 2: pfDrawBin
> When I call pfDrawBin(BIN_1) it lets my screen black, although there are
> geosets associated with BIN_1.
> WhenI replace it by pfDraw, all my scene is normally drawn, including the
> BIN_1-geosets.
> Did I forget something about pfDrawBin ?
>
> 3: ZBuffer
> I am calling the GL function zbuffer(FALSE), or the correponding glDisable
> OPENGL function, into the preDraw callback for a part of my scene which is
> veru far away, in order to avoid the zbuffer errors for confused polygons. It
> works, and there are no far-problems anymore.
> But I would like to store the Z values of this far geometry into the ZBuffer,
> without taking the results into account for drawing this geometry. I will use
> the result later in frame, after re-enabling Z buffer for other simpler
> geometry (lines, in fact).
> Was I clear, and if yes, is there any OPENGL minded person who could help me
> ? I am from the Pf generation, not the gl.
>
> Thank you,
>
> Mike
>
> Michael Boccara
> Aerospatiale - Joint Reasearch Center.
> michael.boccara(a)siege.aerospatiale.fr
> Tel : +33 (0)1 46 97 32 40
> Fax : +33 (0)1 46 97 32 59
> 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 BOCCARA Michael



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From: Sam Chu <c00chu00@nchc.gov.tw>
Message-Id: <199706170037.IAA00350@elc044.dt.nchc.gov.tw>
Subject: example for Infrared channel using multigen's model
To: info-performer@sgi.com
Date: Tue, 17 Jun 1997 08:37:52 +0800 (CST)
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Status: O


For those who want to implement the Infrared Ray channel using MultiGen's
models may be have a interest in the following codes. The code is used 
the program from Performer's Lab exercise as skeleton and added the code 
segment from the articles written by Marcus Barnes in The MultiGen Newletter 
Vol 3.1, 3.2 and 4.1. 
Of course, you need a multigen's model with IR material value. and
compile with libpfflt_[io]go.so under /usr/lib/libpfdb


I still try to figure out how to display texture for some special
objects(trees)using this method. Maybe someone can give me a advise?
thanks.

/*--------------------------------------------------------------
 * irsim.c - Skeleton program for lab exersizes
 *           Adding the code segment from the MultiGen Newletter
 *           Vol 3-1, 3-2 and 4-1
 */


#include <Performer/pf.h>
#include <Performer/pfui.h>
#include <Performer/pfutil.h>
#include <Performer/pfdu.h>
#include <Performer/pfdb/pfflt.h>

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


/*==================
 * Types
 *=================*/

typedef struct {
   void             *arena;
   pfScene          *pScene;
   pfDCS            *pSceneDCS;          /* DCS for trackball interface */
   pfPipeWindow     *pPWindow;
   int              winType;
   int              inputType;
   pfChannel        *pMainChannel;
   pfChannel        *pIRChannel;
   float            near, far;
   pfCoord          startPos;
   pfiTDFXformer    *pXformer;
   pfuMouse         mouse;
   pfuEventStream   events;
   int              exitFlag;
   int              litFlag;
   int              txtFlag;
} SharedState;



/*========================
 * Prototypes
 *========================*/
void            setupSharedState(void);
void            setupWindow(void);
void            openPipeWindowCB(pfPipeWindow *);
void            setupSceneGraph(void);
void            setupChannel(void);
void            initViewPos(void);
void            printBBoxSize(pfBox *);
float           calcMaxSize(pfBox *);
void            setupInputHandling(void);
void            updateView(void);
void            updateSim(void);
void            processKeybdInput(void);
void            showHelp(void);
void initInfraredChan(pfChannel *);
void InfraRedMaterials(fltSharedPalette *);
void SetEmissive(pfMaterial *, int);
void            drawCB(pfChannel *, void*);
void            changeStates(void);


/*=====================
 * Globals
 *====================*/
SharedState    *pState;
int            notifyLevel = PFNFY_WARN;     /* Level of msgs printed */
char           title[256];


/*=======================
 * main()
 *=======================*/
int main(int argc, char *argv[])
{
   pfPipe           *pPipe;
   

   /****************************************************************
    * Initialize performer and shared info
    ****************************************************************/
   pfInit();				    /* Init performer (pf) */
   
   pfNotifyLevel(notifyLevel);
   pState = (SharedState*)pfCalloc(1, sizeof(SharedState), pfGetSharedArena());
   setupSharedState();
   pfMultiprocess(PFMP_APP_CULL_DRAW);

   pfConfig();				    /* fork? processes */
   
   pfiInit();				    /* Init input processing (pfui) */
   pfuInitUtil();			    /* Init utilities (pfutil) */

   
   /*********************************************
    * Set up simulation
    *********************************************/
   sprintf(title, "%s   MOUSE: L=accel M=steer R=decel"
	   "  KEYS: <h> help", argv[0]);

   setupWindow();			    /* Create & open a window */
   setupSceneGraph();   		    /* Build database */
   setupChannel();			    /* Set up a view into database */
   setupInputHandling();		    /* Prepare to handle input */
   pfChanTravFunc(pState->pMainChannel, PFTRAV_DRAW, drawCB);
   pfChanTravFunc(pState->pIRChannel, PFTRAV_DRAW, drawCB);

   
   /*********************************************
    * Simulation loop
    *********************************************/
   while ( !pState->exitFlag ) {
      updateSim();			    /* Handle rest of info */
      pfSync();				    /* Wait until next frame */
      
      updateView();			    /* Collect time critical info */
      pfFrame();			    /* Process/draw the frame */

   }

   
   /********************************************
    * Clean-up
    ********************************************/
   pfuExitUtil();
   pfuExitGUI();
   pfuExitInput();
   pfExit();
   
   return 0;
}


/*===============================
 * Shared Memory Functions
 *===============================*/
void setupSharedState(void)
{
   pState->arena     = pfGetSharedArena();
   pState->winType   = PFWIN_TYPE_X;
   pState->inputType = PFUINPUT_X;
   pState->near      = 0.5f;
   pState->far       = 10.0f;
   pState->litFlag   = 1;
}



/*=============================
 * Window functions
 *============================*/

void setupWindow(void)
{
   pState->pPWindow = pfNewPWin(pfGetPipe(0));
   pfPWinName(pState->pPWindow, title);
   pfPWinType(pState->pPWindow, pState->winType);
   pfPWinOriginSize(pState->pPWindow, 0, 0, 1000, 800);
   pfPWinConfigFunc(pState->pPWindow, openPipeWindowCB);
   pfConfigPWin(pState->pPWindow);

   pfFrame();
}


/**** openPipeWindow(): callback to create window *********/
void openPipeWindowCB(pfPipeWindow *pw)
{
   pfOpenPWin(pw);
}

/**** Draw Process Callback ******/
void drawCB(pfChannel *chan, void *data)
{

   /* Make GL state changes in draw process */
   changeStates();

   /* You must asked to clear your own framebuffer */
   pfClearChan(chan);

   /* You must ask to draw your scene */
   pfDraw();

   (data);
}


void changeStates(void)
{
   static int    lastLitFlag=1;
   static int    lastTxtFlag=1;

   if ( pState->litFlag != lastLitFlag ) {
      if ( pState->litFlag ) {
         /* Enable lighting for lit objects */
         pfOverride(PFSTATE_ENLIGHTING, PF_OFF);
         pfEnable(PFEN_LIGHTING);
         printf("Enable lighting\n");
      } else {
         /* Disable lighting for all objects */
         pfOverride(PFSTATE_ENLIGHTING, PF_OFF);
         pfDisable(PFEN_LIGHTING);
         pfOverride(PFSTATE_ENLIGHTING, PF_ON);
         printf("Disable lighting\n");
      }
      lastLitFlag = pState->litFlag;
   }
   if ( pState->txtFlag != lastTxtFlag ) {
      if ( pState->txtFlag ) {
         /* Enable texture for texture objects */
         pfOverride(PFSTATE_ENTEXTURE, PF_OFF);
         pfEnable(PFEN_TEXTURE);
         printf("Enable texture\n");
      } else {
         /* Disable texture for all objects */
         pfOverride(PFSTATE_ENTEXTURE, PF_OFF);
         pfDisable(PFEN_TEXTURE);
         pfOverride(PFSTATE_ENTEXTURE, PF_ON);
         printf("Disable texture\n");
      }
      lastTxtFlag = pState->txtFlag;
   }
}


/*=============================
 * Scene graph functions
 *============================*/

void setupSceneGraph(void)
{
   pfNode           *pModelRoot;
   pfLightSource    *pSun;
   char             *filename;
   
   pfFilePath("."
	      ":../data"
	      ":../pf_data"
	      ":../pf_friends/town/orig/pfmodel"
	      ":../pf_friends/town/orig/pftexture"
	      ":../pf_friends/town/orig/pftown"
	      ":/usr/share/Performer/data"
	      ":/usr/share/Performer/friends/town/orig/pfmodel"
	      ":/usr/share/Performer/friends/town/orig/pftexture"
	      ":/usr/share/Performer/friends/town/orig/pftown"
	      );
   
   pState->pScene = pfNewScene();
   pSun = pfNewLSource();		    /* Create a light to see by */
   pfAddChild(pState->pScene, pSun);
   pState->pSceneDCS = pfNewDCS();
   pfAddChild(pState->pScene, pState->pSceneDCS);

   pfdConverterMode("flt", PFFLT_GSTATE_TABLES,2);  /* IR */
   filename = "m48_ir1.flt";
   if ( (pModelRoot = pfdLoadFile_flt(filename)) == NULL ) {
      pfNotify(PFNFY_FATAL, PFNFY_USAGE, "Failed to read %s\n", filename);
   }
   pfAddChild(pState->pSceneDCS, pModelRoot);

}


/*=============================
 * Channel/view functions
 *============================*/
void setupChannel(void)
{
        pfList                  *gsList;
        fltSharedPalette        *palette;
        fltRenderMap            *rendMap;

  
   /*** Create and connect channel to window & scene graph ****/
   pState->pMainChannel = pfNewChan(pfGetPipe(0));
   pfChanScene(pState->pMainChannel, pState->pScene);

   pState->pIRChannel = pfNewChan(pfGetPipe(0));
   pfChanScene(pState->pIRChannel, pState->pScene);

   /**** Set channel's viewing volume and position ****/
   initViewPos();
   pfChanFOV(pState->pMainChannel, 45.0f, -1.0f);
   pfChanViewport(pState->pMainChannel, 0.0f, 0.5f, 0.0f, 1.0f);
   pfChanNearFar(pState->pMainChannel, pState->near, pState->far);
   pfChanView(pState->pMainChannel, pState->startPos.xyz,
	      pState->startPos.hpr);

   pfChanFOV(pState->pIRChannel, 45.0f, -1.0f);
   pfChanViewport(pState->pIRChannel, 0.5f, 1.0f, 0.0f, 1.0f);
   pfChanNearFar(pState->pIRChannel, pState->near, pState->far);
   pfChanView(pState->pIRChannel, pState->startPos.xyz,
	      pState->startPos.hpr);

   /* for normal and IR Channel's shared object sutup*/
   palette = fltGetCurSharedPalette();
   rendMap = palette->rendMap;
   gsList = pfGet(rendMap->renditions, 0);
   pfChanGStateTable(pState->pMainChannel, gsList);
   gsList = pfGet(rendMap->renditions, 1);
   pfChanGStateTable(pState->pIRChannel, gsList);
   InfraRedMaterials(palette);

}


/**** initViewPos(): calculates starting view position ***********/
void initViewPos(void)
{
   pfBox        sceneBBox;
   float        goodViewDist;
   pfNode       *pModelRoot;

   /**** Find size of scene *****/
   pfuTravCalcBBox(pState->pScene, &sceneBBox);
   printBBoxSize(&sceneBBox);

   /**** Calculate center of database ********/
   pfAddVec3(pState->startPos.xyz, sceneBBox.min, sceneBBox.max);
   pfScaleVec3(pState->startPos.xyz, 0.5f, pState->startPos.xyz);

   /**** Pull back for good view ****/
   goodViewDist = 1.3 * calcMaxSize(&sceneBBox);
   pState->far =  3.8 * goodViewDist;
   pState->startPos.xyz[PF_Y] -= goodViewDist;

   /**** Set direction of view ****/
   pfSetVec3(pState->startPos.hpr, 0.0f, 0.0f, 0.0f);
}


void printBBoxSize(pfBox *pb)         /* Prints box size for debugging */
{
   pfNotify(PFNFY_NOTICE, PFNFY_PRINT, "Bounding box of object is:\n");
   pfNotify(PFNFY_NOTICE, PFNFY_MORE, "\t\tAxis:  Minimum\tMaximum\n");
   pfNotify(PFNFY_NOTICE, PFNFY_MORE, "\t\t-------------------------\n");
   pfNotify(PFNFY_NOTICE, PFNFY_MORE, "\t\t   X: %8.2f\t%8.2f\n",
	    pb->min[PF_X], pb->max[PF_X]);
   pfNotify(PFNFY_NOTICE, PFNFY_MORE, "\t\t   Y: %8.2f\t%8.2f\n",
	    pb->min[PF_Y], pb->max[PF_Y]);
   pfNotify(PFNFY_NOTICE, PFNFY_MORE, "\t\t   Z: %8.2f\t%8.2f\n",
	    pb->min[PF_Z], pb->max[PF_Z]);
   pfNotify(PFNFY_NOTICE, PFNFY_MORE, "\n");
}


float calcMaxSize(pfBox *pb)          /**** calc length of longest dim ****/
{
   float      result;
   
   result = pb->max[PF_X] - pb->min[PF_X];
   result = PF_MAX2(result, pb->max[PF_Y] - pb->min[PF_Y]);
   result = PF_MAX2(result, pb->max[PF_Z] - pb->min[PF_Z]);

   return result;
}



/*=====================================
 * Simulation/input functions
 *=====================================*/

void setupInputHandling(void)
{
   /**** Set the type of input processing. X or GL? ****/
   pfuInitInput(pState->pPWindow, pState->inputType);

   /**** Create a transformer ****/
   pState->pXformer = (pfiXformer *)pfiNewTDFXformer(pfGetSharedArena());

   /**** Set initial and reset position for xformer ****/
   pfiXformerCoord(pState->pXformer, &pState->startPos);

   /**** Xformer will get its input from buffers mouse & events ****/
   pfiXformerAutoInput(pState->pXformer, pState->pMainChannel,
		       &pState->mouse, &pState->events);
   pfiXformerNode(pState->pXformer, pState->pScene);
   pfiXformerResetCoord(pState->pXformer, &pState->startPos);

   /**** Xformer's results automatically change channels position ****/
   pfiXformerAutoPosition(pState->pXformer, pState->pMainChannel, pState->pSceneDCS);

   /**** Use TRACKBALL model ****/
   pfiSelectXformerModel(pState->pXformer, PFITDF_TRACKBALL);
}



void updateView(void)                   /**** Time sensitive updates ****/
{
   pfCoord    view;
  
   pfuGetMouse(&pState->mouse);             /* Record mouse position */
   pfiUpdateXformer(pState->pXformer);      /* Update Xformer */
   pfiGetIXformCoord(pState->pXformer, &view);
   pfChanView(pState->pIRChannel, view.xyz, view.hpr);
}


void updateSim(void)                     /****  Costlier updates ****/
{
   pfuGetEvents(&pState->events);	    /* Read keyboard events */
   processKeybdInput();			    /* Process these events */
}


void processKeybdInput(void)
{
   int              i, j;
   int              key, dev, val, numDevs;
   pfuEventStream   *pEvents;

   pEvents = &pState->events;
   numDevs = pEvents->numDevs;

   for ( j=0; j < numDevs; ++j) {
      dev = pEvents->devQ[j];
      val = pEvents->devVal[j];

      if ( pEvents->devCount[dev] > 0 ) {
	 switch ( dev ) {
	    
	  case PFUDEV_REDRAW:
	    pEvents->devCount[dev] = 0;
	    break;

	  case PFUDEV_WINQUIT:
	    pState->exitFlag = 1;
	    pEvents->devCount[dev] = 0;
	    break;

	  case PFUDEV_KEYBD:
	    for ( i=0; i < pEvents->numKeys; ++i ) {
	       
	       key = pEvents->keyQ[i];
	       if ( pEvents->keyCount[key] ) {

		  switch ( key ) {
		   case 27:		    /* ESC key. Exits prog */
		     pState->exitFlag = 1;
		     break;

		   case 'R':
		   case 'r':		    /* Reset position */
		     pfiStopXformer(pState->pXformer);
		     pfiResetXformerPosition(pState->pXformer);
		     break;

		   case 'H':
		   case 'h':
		     showHelp();
		     break;

                   case 'L':
                   case 'l':
                     pState->litFlag = !pState->litFlag;
                     break;

                   case 'T':
                   case 't':
                     pState->txtFlag = !pState->txtFlag;
                     break;
		     
		   default:
		     break;
		  }
	       }
	    }
	    pEvents->devCount[dev] = 0;
	    break;
	    
	  default:
	    break;
	 }
      }
   }
   pEvents->numKeys = 0;
   pEvents->numDevs = 0;
}


void showHelp(void)
{
   system("xconfirm "
	  " -h Help"
	  " -icon info"
	  " -t \"Esc    Quit\""
	  " -t \"r/R    Reset position\""
	  " -t \"h/H    Help\""
	  " -font \"-*-screen-bold-r-*-*-15-*-*-*-*-*-*-*\""
	  " > /dev/null &");
}

static void
SetEmissive(pfMaterial *mtl, int keyValue)
{
	float red = 0.0f;
	float gre = 0.0f;
	float blu = 0.0f;

	printf("(SetEmissive) keyValue = %d\n", keyValue);
	switch (keyValue) { /*	face IR Material index */
		case 1:	/*	white hot */
			red = 1.0f;
			gre = 1.0f;
			blu = 1.0f;
			break;
		case 2:	/*	red warm */
			red = 0.7f;
			gre = 0.1f;
			blu = 0.1f;
			break;
		case 3:	/*	blue cool */
			red = 0.1f;
			gre = 0.1f;
			blu = 0.5f;
			break;
		case 4:	/*	dark grey cold */
			red = 0.1f;
			gre = 0.1f;
			blu = 0.1f;
			break;
		case 100:	/*	Tank ir color */
			red = 0.0f;
			gre = 0.7f;
			blu = 0.2f;
			break;
		case 101:	/*	Tank ir color  */
			red = 0.8f;
			gre = 0.3f;
			blu = 0.4f;
			break;
	}
	pfMtlColor(mtl, PFMTL_EMISSION, red, gre, blu);
}

static void 
InfraRedMaterials(fltSharedPalette *palette)
{
	pfList *matList = palette->matList;
	int howMany = pfGetNum(matList);
	int which;

	for (which = 0; which < howMany; ++which) {
		fltSharedObj *obj = pfGet(matList, which);
                printf("which=%d\n", which);
		if (obj->key.attr == FLTA_IRMATERIAL) {
			/*material mode is PFMTL_CMODE_COLOR */
			pfMaterial *mtl = (pfMaterial *)obj->object;
			SetEmissive(mtl, obj->key.value);
		}
	}
}
Sam Chu 
National Center for High-Performance Computing 
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
=======================================================================
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Date: Mon, 16 Jun 1997 18:06:10 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706161806.ZM25588@multipass.asd.sgi.com>
In-Reply-To: "Neil Matson" <matson@vulcan.ncsc.navy.mil>
        "Z Buffer Trick for Flickering" (Jun 16, 11:28am)
References: <9706161128.ZM18420@vulcan.ncsc.navy.mil>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Neil Matson" <matson@vulcan.ncsc.navy.mil>, info-performer@sgi.com
Subject: Re: Z Buffer Trick for Flickering
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 16, 11:28am, Neil Matson wrote:
> Subject: Z Buffer Trick for Flickering
>

>
> This basically draws the front frustum on top of the back frustum, with only
> a Z clear.  Notice that you can get color information from the back channel
> (blending purposes) but at the seam, the translucent polygons get rendered
> twice so they are twice as dark.  Basically, if you overlay the frustums,
> you will see the seam only on translucent polygons (at certain angles).
> If they are "exactly" matched you will see cracks in the polygons at the seam
> (again, at certain angles).  Thus, this works really well for opaque
polygons,
> but messes up on translucent ones at the seam.  I implemented this a while
ago
> in GL, but also found it works great in Performer.
>

This has been suggested before in this forum.

To avoid transparency problems & clipping crack problems, you might try
to implement an overlap where you could guarantee no object required to be
rendered to both channels and would therefore never be clipped by either.
You have to start worrying about extraneous depth complexity then and you'll
probably find that > 2 channels is worth exploring to accomodate small
objects transiting the overlap region while allowing efficient pixel fill
with 2 channel clipping on terrain. Also multisample transparency would not
suffer from the double contribution you describe.

With small or no overlap you may also get lighting/clipping &
gouraud/perspective shading problems.

Cheers,Angus.

-- 
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http://www.intergraph.com/press97/q197.htm
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Date: Tue, 17 Jun 1997 02:00:10 -0700
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Subject: Re: Projected Texture Advice
From: "Remi Arnaud" <remi@sgi.com>
X-Face: #u?+;>p{-Ci})Ft+l6j@MS8ff>3#392Sq^]=)^Y8lB#9eb~aI26hmrSMC(/4$76Y3H16cujkD,ajsB:J"Jm7~/Xg"{KutuwfAN.L5JlSnlRu9#{b?EhRYXM6=-wA[?4wr0$ix<Afi$-b=<Y:F6d`D0s*E`No@|8Q_\%(l!`3,~BiG;W:LzR"VgyEC9;v(;
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Hi,

 I will not be in Mountain View up to Monday 23rd. I'll check my voicemail,
 but will not have easy access to my e-mail.

 See you

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

Bonjour,

 Je suis absent pendant 2 semaines, et ne pourrai pas facilement lire mon e-mail.

 Je vais essayer de verifier mon repondeur tous les jours, donc vous pouvez
 me laisser un message telephonique.

 -- Remi


           o o  Remi ARNAUD - Silicon Graphics, Advanced Systems Dev    o o 
           o o  Mail Stop 590 - 2011 N. Shoreline Boulevard             o o 
           o o  Mountain View, California 94043-1389, USA               o o 
           o o  Tel: (415) 933 6208      Fax: (415) 965 2658            o o 

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From: "Ruediger Polster" <ruediger@schael.echtzeit.de>
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Date: Tue, 17 Jun 1997 10:27:12 +0200
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Subject: Interface Touchscreen ?
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Status: O

Hallo,

For people who do not like work on the Computer Screen but just downloading
some Scenes into Performer or Performerbased Applikation we are seeking for
an Interface like a Touchscreen which gives a form like an editorial office.

has somebody any expierience to connect a touchscreen to SGI-IRON ?
and wrote an interface for Performer.

Thank you in Advance


ruediger polster

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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: Rmi Arnaud <remi@remi.engr.sgi.com>
Cc: info-performer@sgi.com
Subject: Re: Projected Texture Advice
Date: Tue, 17 Jun 1997 08:46:29 GMT
Organization: Pera
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On Mon, 16 Jun 1997 17:15:45 -0700 (PDT), Remi wrote:

<snip>
>>=20
>> The man page for pfLightsource says that textured geometry is rendered
>> twice when using PROJTEX mode. Can I safely assume that the toy model
>> will not be part of the second pass. If not is there anything I can do
>> to stop the toy being considered in the second pass (e.g. something
>> clever with traversal masks and/or traversal mode PFTRAV_MULTIPASS)?
>>=20
>> Thanks in advance for any advice,
>>=20
>
>
> You could set the object Emissive, so no lights are applied to it using
> the PFMPASS_EMISSIVE_PASS bit in the PFTRAV_MULTIPASS flag, and set the
> material of the toy to be emissive.=20

You have me slightly confused. I thought this *would* introduce
another rendering pass on the toy (which is definitely what I don't
want). Are you saying that the toy would only be rendered once in this
situation?

If so, I do not want the toy to glow in the dark, so would have to
make the emmisive properties small. Would the toy still be illuminated
by other light sources (I anticipate having one other infinite light
source in the scene).

Thanks,

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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Subject: C++
To: info-performer@sgi.com
Date: Tue, 17 Jun 1997 15:19:30 -0530 (IST)
From: Swapnil Shah<swapnil@teil.soft.net>
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hi,
do someone know any mailing list LIKE THIS for C++ related stuff?
of anyother kind of thing where they discuss C++ related stuff!!
thanks,
-swapnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil
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Hello,

We have a database with textures that are not powers of two. When we
look at the scene with perfly_igl, the scene is correctly textured. When
we use perfly_ogl, the textures are skewed.

Some facts:
We are using RE2 Onyx, Performer_eoe 2.0.4 and performer_dev 2.0.2, all
recommended patches installed. 

We never noticed this effect with the older Performer 2.0 version, so I
guess this might be a bug.

/)avid
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Hello,

We need to have Multisampling on an Onyx2 with IR at Full Overscan PAL
resolution.
How many and which rastermanagers do we need for this ? What are the
differences between RM6, RM7 and RM8 ?

/)avid
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Subject: Spotlights that Cast Shadows
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I know that I asked a very similiar question before but does anyone have
any example code of how to do spotlights that cast shadows in Performer
2.1 using OpenGL (that is what I did not realize before that you could
not use IRISGL in 2.1).  I am running IRIX 6.2 on an iR machine.  




					Thanks again,
					  Charlie
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199706171655.JAA07762@remi.engr.sgi.com>
Subject: Re: Projected Texture Advice
To: info-performer@sgi.com
Date: Tue, 17 Jun 1997 09:55:49 -0700 (PDT)
In-Reply-To: <33a64a19.3345759@post.demon.co.uk> from "Mark Baranowski" at Jun 17, 97 08:46:29 am
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Mark Baranowski wrote:
> 
> On Mon, 16 Jun 1997 17:15:45 -0700 (PDT), Remi wrote:
> 
> <snip>
> >>=20
> >> The man page for pfLightsource says that textured geometry is rendered
> >> twice when using PROJTEX mode. Can I safely assume that the toy model
> >> will not be part of the second pass. If not is there anything I can do
> >> to stop the toy being considered in the second pass (e.g. something
> >> clever with traversal masks and/or traversal mode PFTRAV_MULTIPASS)?
> >>=20
> >> Thanks in advance for any advice,
> >>=20
> >
> >
> > You could set the object Emissive, so no lights are applied to it using
> > the PFMPASS_EMISSIVE_PASS bit in the PFTRAV_MULTIPASS flag, and set the
> > material of the toy to be emissive.=20
> 
> You have me slightly confused. I thought this *would* introduce
> another rendering pass on the toy (which is definitely what I don't
> want). Are you saying that the toy would only be rendered once in this
> situation?
> 
> If so, I do not want the toy to glow in the dark, so would have to
> make the emmisive properties small. Would the toy still be illuminated
> by other light sources (I anticipate having one other infinite light
> source in the scene).
> 
 No, the toy will not have any light source applied to it. the result
 will be the same as if you turn off lights in performer. You will have
 to change the colors of the object, using pfColortable for example.
 the object will be rendered once after the multipass algorithm that
 will be applied on all non emissive objects.
 If you want to do something specific, you will have to use bins,
 and pfDrawBins, and do your own multipass algorithm.


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        "IR Onyx2 which rastermanager ?" (Jun 17,  2:24pm)
References: <33A69E29.DD93EA53@luc.ac.be>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: David Nouls <dnouls@luc.ac.be>, info-performer@sgi.com
Subject: Re: IR Onyx2 which rastermanager ?
Mime-Version: 1.0
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Status: O

On Jun 17,  2:24pm, David Nouls wrote:
> Subject: IR Onyx2 which rastermanager ?
> Hello,
>
> We need to have Multisampling on an Onyx2 with IR at Full Overscan PAL
> resolution.
> How many and which rastermanagers do we need for this ? What are the
> differences between RM6, RM7 and RM8 ?
>
> /)avid
> --
> This sig has been *CENSORED*
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>-- End of excerpt from David Nouls

You can use ircombine to work out how deep your pixels can be ( run on any
machine, just specify target HW - see ircombine user guide ), set up your vof
and see how deep you pixels are: small, medium, large etc ( 256, 512, and 1024
bits and so on ). I think you'd get at least 4 samples at PAL res with 1 RM6.
An example of working this out by hand is, ( once you know pixel depth ):

1.Estimate the number of bits of framebuffer memory required for the
previously-chosen Visual.
          eg.
              32 bits for pixel tag word
            + 30 bits for RGB10 front buffer
            + 30 bits for RGB10 back buffer
            + 4 samples *
               ( 24 bits for RGB8 color
               + 23 bits for Z
               + 1 bit for stencil )
            = 284 bits


RM6 supports pixel depths of 256, 512, and 1024 bits. Round up the number of
bits to the closest depth. eg. 284 rounds up to 512 so if you had medium pixels
you could have RGB10 + 4 samples + 23 bit Z + 1 stencil

There's more to this if you need to think about fill rate etc, if you already
have a machine ( as opposed to working out what HW you need to buy ) then the
easiest thing would be to load your vof with ircombine then run 'findvis' on
the machine and look at the visuals available with multisamples, if you don't
see enough samples ( in a visual that has the other things you need too ) then
you need more RM.

I *think* this is right:

RM6 is Onyx RM, can be 16 or 64MB
RM7 is Onyx2 RM, like RM6 just laid out differently, can be 16 or 64 MB
RM8 is Onyx2 'Reality' RM, it's an RM7 with it's wings clipped, it's cheaper
and has up to 4 multisamples at reduced performance, similar non-multisample
performance, shallower max pixel config.

You'd be looking at RM 7s then.

Cheers
Rob


-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9706171252.ZM1710@sixty.asd.sgi.com>
Date: Tue, 17 Jun 1997 12:52:50 -0700
In-Reply-To: David Nouls <dnouls@luc.ac.be>
        "IR Onyx2 which rastermanager ?" (Jun 17,  2:24pm)
References: <33A69E29.DD93EA53@luc.ac.be>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: David Nouls <dnouls@luc.ac.be>, info-performer@sgi.com
Subject: Re: IR Onyx2 which rastermanager ?
Mime-Version: 1.0
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RM6 --- RasterManagers used in Onyx InfiniteReality (not Onyx2)
RM7 --- RasterManagers used in Onyx2 InfiniteReality
RM8 --- RasterManagers used in Onxy2 Reality

In your case (Onyx2 IR), one RM7 is capable of two 1280x1024 channels with 4
multisamples, therefore for PAL resolution(I dont quite understand what you
mean with Full Overscan) or any resolution under 1280x1024 8 multisamples will
be available.

Off course is you use quad bufferred stereo, p buffers ... etc then the number
of available ms refered above might be reduced.

-Javier

On Jun 17,  2:24pm, David Nouls wrote:
> Subject: IR Onyx2 which rastermanager ?
> Hello,
>
> We need to have Multisampling on an Onyx2 with IR at Full Overscan PAL
> resolution.
> How many and which rastermanagers do we need for this ? What are the
> differences between RM6, RM7 and RM8 ?
>
> /)avid
> --
> This sig has been *CENSORED*
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from David Nouls



-- 
*************************************************************************
* Javier Castellar Arribas          * Email:         javier@asd.sgi.com *                 
*                                   * Vmail:            	 3-1589 *            
* Member of Technical Staff         * Phone:  415-933-1589 / 2108 (lab) *
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"Violence is the last refuge of the incompetent"
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From: Jeremy Eccles <image@iastate.edu>
Organization: The Iowa Center for Emerging Manufacturing Technology
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To: David Nouls <dnouls@luc.ac.be>
CC: info-performer@sgi.com
Subject: Re: Textures not powers of 2 ?
References: <33A69792.2131F565@luc.ac.be>
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Status: O

I have an executable that will go through an entire directory of
textures and convert them to powers of two.  I am using MultiGen II to
create my databases.  Due to the nature of it's texture mapping, it will
not affect the database at all to have the dimensions of the textures
changed.

If anyone is interested in a power of two converter, I will make it
available.


soli Deo gloria
-jeremy






-- 

--------------------------------------------------------------------------------
                              jeremy samuel eccles
                      http://www.public.iastate.edu/~image
                               image@iastate.edu

         The Iowa Center for Emerging Manufacturing Technology (ICEMT)
                        Iowa State University, Ames, IA
                         http://www.icemt.iastate.edu/
--------------------------------------------------------------------------------
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Date: Tue, 17 Jun 1997 13:22:09 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706171322.ZM26700@multipass.asd.sgi.com>
In-Reply-To: David Nouls <dnouls@luc.ac.be>
        "IR Onyx2 which rastermanager ?" (Jun 17,  2:24pm)
References: <33A69E29.DD93EA53@luc.ac.be>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: David Nouls <dnouls@luc.ac.be>, info-performer@sgi.com
Subject: Re: IR Onyx2 which rastermanager ?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 17,  2:24pm, David Nouls wrote:
> Subject: IR Onyx2 which rastermanager ?
> Hello,
>
> We need to have Multisampling on an Onyx2 with IR at Full Overscan PAL
> resolution.
> How many and which rastermanagers do we need for this ? What are the
> differences between RM6, RM7 and RM8 ?

RM6 - ONYX iR
RM7 - ONYX2 iR
RM8 - ONYX2 Reality

You have ONYX2 iR so your choice is RM7 with 16 or 64 Mb texture memory.

The Display Generator on Infinite Reality can scan convert and
encode 1280x1024 to pal y/c or composite video.
1 RM7 can comfortably do 1280x1024 with 4 or 8 sample anti-aliasing.
This can be scan converted in the display generator so the quality of
anti-aliasing will be much greater. You may also want to use an external
scan convertor/encoder.

If you just want PAL RGB straight from the framebuffer then 1 RM7 on iR
can also do this.

Cheers,Angus.
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In-reply-to: <s3a575dc.095@FALCON.AL.WPAFB.AF.MIL> (message from Liem Lu on
	Mon, 16 Jun 1997 17:20:03 -0400)
Subject: Re: Performance questions
Status: O

   Date: Mon, 16 Jun 1997 17:20:03 -0400
   From: Liem Lu <LLU@FALCON.AL.WPAFB.AF.MIL>

   To those of you who are doing database paging:

   What kind of performance hit do you get when you
   do database paging compared to when you are not?

   On our machine (Onyx RE, 8 150MHZ R4400 CPUs, 128
   MB memory, 4MB tex mem, 3 pipes), the update rate
   went from 30Hz to 15Hz every time I page in a FLT
   file of approximately 500 polygons.  The App
   process was locked on CPU #1, the three Cull
   processes and three Draw processes were locked on
   CPU #2,3,4,5,6, and 7 respectively.  I forced the
   dbase process to run on CPU #0.  That didn't help
   much.  

   Is that the kind of performance I should expect
   when database paging?

Most people doing database paging use the .pfb binary format or a
custom file format.  Flight is not very database-paging friendly.


   Also, I've noticed that even though the CPUs were
   locked for my Performer processes as above, the
   update rate would go down when someone run an unix
   app such as the emacs editor or make.  This
   happens even when I wasn't doing database paging. 
   What's up with that? Isn't the pfuLockDown{App,
   Cull, Draw} command supposed to lock the CPUs away
   from other apps from disturbing the Performer
   processes?

Are you using pfuPrioritizeProcs and running as root?

Tim
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Date: Tue, 17 Jun 1997 13:08:18 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706171308.ZM26688@multipass.asd.sgi.com>
In-Reply-To: David Nouls <dnouls@luc.ac.be>
        "Textures not powers of 2 ?" (Jun 17,  1:56pm)
References: <33A69792.2131F565@luc.ac.be>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: David Nouls <dnouls@luc.ac.be>, info-performer@sgi.com
Subject: Re: Textures not powers of 2 ?
Mime-Version: 1.0
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On Jun 17,  1:56pm, David Nouls wrote:
> Subject: Textures not powers of 2 ?
> Hello,
>
> We have a database with textures that are not powers of two. When we
> look at the scene with perfly_igl, the scene is correctly textured. When
> we use perfly_ogl, the textures are skewed.
>
> Some facts:
> We are using RE2 Onyx, Performer_eoe 2.0.4 and performer_dev 2.0.2, all
> recommended patches installed.
>
> We never noticed this effect with the older Performer 2.0 version, so I
> guess this might be a bug.

No, you just got lucky before.

Textures should always be a power of 2 on each edge. That is how they
end up in texture memory in anycase so it makes sense to choose your
resize policy.
It can be immensely wastefull to do otherwise, even getting lucky.

Cheers,Angus.

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From: Lea Wittie <lwittie@cs.uiowa.edu>
Message-Id: <199706172148.QAA05653@server.cs.uiowa.edu>
Subject: stereo
To: info-performer@sgi.com
Date: Tue, 17 Jun 1997 16:48:06 -0500 (CDT)
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Hi,
        I was looking at Allan Schaffer's stereo.c and I was wondering if
he (or anyone else) could explain how these code bits worked:

static void
DrawChannel (pfChannel *channel, void *left)
{
                        ......

    /* which buffer to draw into ? */
    if(Shared->stereo) { /* if not stereo, draw to left all the time */
        if(*(int*)left) {
#ifdef IRISGL
            leftbuffer(1);
            rightbuffer(0);
#else
            glDrawBuffer(GL_BACK_LEFT);
#endif
        } else {
#ifdef IRISGL
            leftbuffer(0);
            rightbuffer(1);
#else
            glDrawBuffer(GL_BACK_RIGHT);
#endif
        }
    }
                        ......
}

        I don't understand what "if(*(int*)left)" does. Does it make left
into an integer or look to see if it's already one? I was also wondering if
this meant that the value of left switched between int to non-int every
time this function is called. If so, what causes this?

        Thanks a bunch for any help you can give,

-Lea Wittie
lwittie@cs.uiowa.edu
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From: amit@Discreet.COM (Amit Parghi)
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Date: Tue, 17 Jun 1997 17:46:38 -0400
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In-Reply-To: David Nouls <dnouls@luc.ac.be>
        "IR Onyx2 which rastermanager ?" (Jun 17,  2:24pm)
References: <33A69E29.DD93EA53@luc.ac.be>
Reply-To: amit@Discreet.COM (Amit Parghi)
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: David Nouls <dnouls@luc.ac.be>, info-performer@sgi.com
Subject: Re: IR Onyx2 which rastermanager ?
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David Nouls wrote:
> We need to have Multisampling on an Onyx2 with IR at Full Overscan PAL
> resolution.
> How many and which rastermanagers do we need for this ? What are the
> differences between RM6, RM7 and RM8 ?

There are several questions here. Basically, the short answer is that more
information is needed to give you a useful answer. However, the other short
answer is: If you need 1280x1024 with double-buffered multisampling but
*don't* need stencil planes, accbuffer, etc., then there are several
visuals with 12-bit RGBA and four-sample multisampling that are available
with just one RM7.)

First, for an Onyx2/iR, you will only have RM7 raster managers; the RM7
comes in two models, one with 16MB of texture memory and one with 64MB of
texture memory (use /usr/gfx/gfxinfo to see which you have). Both models of
RM7 have the same amount of frame buffer storage, so this won't affect the
number of RMs needed to achieve a particular pixel depth.

The number of RMs you will need is dependent on the total frame buffer
space you'll need: this in turn is a function of your total "managed area"
(i.e., the total area of frame buffer space across all video channels) and
the "pixel depth" (the number of bits per pixel, generally labelled as
small/medium/large/xl). The pixel depth in turn depends on more than just
multisampling: there are a number of different GLX visual settings
available (for each area/depth combination) that provide different
combinations of:
	- R/G/B/A planes (most at either 10 or 12 bits depth)
	- double-buffering
	- depth (Z) buffering
	- stencil buffers
	- accumulation buffers
	- multisample buffers
	- aux buffers
For a particular managed area setting (as set up and installed with
/usr/gfx/ircombine), you can get a list of the available visuals with
'glxinfo'.

So, what you'll need to determine (in addition to multisampling and "full
overscan PAL") is the total area in the frame buffer (i.e., the console +
any other video channels) and the total depth required (i.e., all the
buffers you need).

Amit
--
   AMIT PARGHI                                             DISCREET LOGIC
   amit@discreet.com                       10, rue Duke, Montreal, Quebec
   +1.514.272.0525                                         Canada H3C 2L7
		   VAPOUR: the best way to cook a fish
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Date: Tue, 17 Jun 1997 21:12:52 -0700
From: Tom McReynolds <tomcat@asd.sgi.com>
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To: Lea Wittie <lwittie@cs.uiowa.edu>
CC: info-performer@sgi.com
Subject: Re: stereo
References: <199706172148.QAA05653@server.cs.uiowa.edu>
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Lea Wittie wrote:
> 
> Hi,
>         I was looking at Allan Schaffer's stereo.c and I was wondering if
> he (or anyone else) could explain how these code bits worked:


Don't blame poor Allan for this monstrosity. I'm the guilty one! :-)

> 
> static void
> DrawChannel (pfChannel *channel, void *left)
> {
>                         ......
> 
>     /* which buffer to draw into ? */
>     if(Shared->stereo) { /* if not stereo, draw to left all the time */
>         if(*(int*)left) {
> #ifdef IRISGL
>             leftbuffer(1);
>             rightbuffer(0);
> #else
>             glDrawBuffer(GL_BACK_LEFT);
> #endif
>         } else {
> #ifdef IRISGL
>             leftbuffer(0);
>             rightbuffer(1);
> #else
>             glDrawBuffer(GL_BACK_RIGHT);
> #endif
>         }
>     }
>                         ......
> }
> 
>         I don't understand what "if(*(int*)left)" does. Does it make left
> into an integer or look to see if it's already one? I was also wondering if
> this meant that the value of left switched between int to non-int every
> time this function is called. If so, what causes this?

I was just being anal. I use channel data so the draw call back
can tell the left channel from the right. If you look up earlier
in the code, I alloc an int of channel data for each channel,
then set the left channel's data to 1, the right to zero.

The callback uses a void* argument, so I just cast it back to
an int * then dereference to get the original 0 or 1 value.

The cast should be free, and it avoids any compiler warnings, or
(unlikely) problems if a void * is a different size from
an int *. To be honest, I didn't put a lot a thought into it :-).

		-Tom


		

> 
>         Thanks a bunch for any help you can give,
> 
> -Lea Wittie
> lwittie@cs.uiowa.edu
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Date: Wed, 18 Jun 1997 10:28:16 +0100 (WETDST)
From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
To: Performer Mailing List <info-performer@sgi.com>
Subject: Onyx2 & Antialiasing
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Hello Performers.

We have recently adquired an Onyx2 with Reality graphics and two RM8
boards. We have tried some models with perfly and noticed that
antialiasing is not working. When I run the gfxinfo utility, I get
something like this:

	Graphics board 0 is "KONAL" graphics.
        Managed (":0.0") 1280x1024 
        Display has 2 channels
        2 GEs (of 2), occmask = 0x03
        4MB external BEF ram, 32bit path
        2 RM8 boards (of 2) 1/1/0/0
        Texture Memory: 16MB/16MB/-/-
        Small pixel depth
        32K cmap

It would be very appreciated if someone could help me about configuring
the system, in order to get antialiasing working correctly.

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Date: Wed, 18 Jun 1997 09:32:33 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Lea Wittie <lwittie@cs.uiowa.edu>
cc: Performer List <info-performer@sgi.com>
Subject: Re: stereo
In-Reply-To: <199706172148.QAA05653@server.cs.uiowa.edu>
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> I don't understand what "if(*(int*)left)" does.
> [...]
> DrawChannel (pfChannel *channel, void *left)

"left" is therefore a pointer to void.

>         if(*(int*)left) {

"(int *)left" casts this pointer to a pointer to an integer.

"*(int *)left" then dereferences this pointer to return the actual integer
that is pointed to by left.

if this value is TRUE (!=0), then the first section of the if statement is
performed. Otherwise, if the integer is FALSE (0), then the else bit is
performed.

> Does it make left into an integer or look to see if it's already one? 

i.e. it returns the integer pointed to by left (it doesn't change left in
any way, so be careful when saying things like "make left into an
integer").

Martin.


---------------------------------------------------------------------------
Martin Reddy                                   SRI International, AI Center
                                               Menlo Park, CA 94025-3493
reddy@ai.sri.com                               Tel. +44 131 650 5164 (temp)
http://www.ai.sri.com/~reddy                   Fax. +44 131 667 7209 (temp)

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From: "Hendrik-Jan van Veen" <veen@chicory.mpik-tueb.mpg.de>
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Date: Wed, 18 Jun 1997 10:38:54 +0000
In-Reply-To: Jeremy Eccles <image@iastate.edu>
        "Re: Textures not powers of 2 ?" (Jun 17, 14:02)
References: <33A69792.2131F565@luc.ac.be>  <33A6DF2F.41C6@iastate.edu>
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Subject: Re: Textures not powers of 2 ?
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On Jun 17, 14:02, Jeremy Eccles wrote:
> Subject: Re: Textures not powers of 2 ?
> If anyone is interested in a power of two converter, I will make it
> available.

Yes, I'm certainly interested in such a converter. How did you
implement things (I guess not just a crop to the nearest smaller power
of 2..): anisotropic scaling, isotropic scaling introducing borders,
something else?

Hendrik-Jan van Veen
MPI Biological Cybernetics, Tuebingen, Germany
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Re: Projected Texture Advice
Date: Wed, 18 Jun 1997 09:18:14 GMT
Organization: Pera
Message-ID: <33a79846.2869558@post.demon.co.uk>
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On Tue, 17 Jun 1997 09:55:49 -0700 (PDT), Remi wrote:

<snip>

>> > You could set the object Emissive, so no lights are applied to it =
using
>> > the PFMPASS_EMISSIVE_PASS bit in the PFTRAV_MULTIPASS flag, and set =
the
>> > material of the toy to be emissive.=3D20
>>=20
>> You have me slightly confused. I thought this *would* introduce
>> another rendering pass on the toy (which is definitely what I don't
>> want). Are you saying that the toy would only be rendered once in this
>> situation?
>>=20
>> If so, I do not want the toy to glow in the dark, so would have to
>> make the emmisive properties small. Would the toy still be illuminated
>> by other light sources (I anticipate having one other infinite light
>> source in the scene).
>>=20
> No, the toy will not have any light source applied to it. the result
> will be the same as if you turn off lights in performer. You will have
> to change the colors of the object, using pfColortable for example.
> the object will be rendered once after the multipass algorithm that
> will be applied on all non emissive objects.
> If you want to do something specific, you will have to use bins,
> and pfDrawBins, and do your own multipass algorithm.

If the toy is not illuminated by the other (infinite) light source
then I don't think the emissive material approach you describe is
suitable for us.

I was hoping to avoid having to implement our own projected texture
approach, as Performer does it anyway. Does anyone else have any
suggestions?

Am I correct in assuming that using the normal PROJTEX pfLightsource
behaviour will result in the toy being rendered twice (even though it
is not textured)?

Just in case we end up having to do something specific ourselves, is
there a description of the algorithm for projected textures anywhere?
(we haven't got the example gl code which used to be under
/usr/people/4Dgifts on our machines).

Thanks again for any help.
--=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: mayer@cae.ca (Sylvain Mayer)
Message-Id: <199706181146.HAA08788@graffiti.cae.ca>
To: swapnil@teil.soft.net
Subject: Re: C++
Cc: info-performer@sgi.com
Status: O

Swapnil Shah wrote:
> 
> hi,
> do someone know any mailing list LIKE THIS for C++ related stuff?
> of anyother kind of thing where they discuss C++ related stuff!!

Hi ,
I got the following newsgroups at this URL
http://www.bconnex.net/~coldcorn/c.htm

comp.lang.c++
comp.std.c++
comp.lang.c++.leda
comp.lang.c++.moderated
ctdl.lang.c++
hepnet.lang.c++
fj.lang.c++
nersc.c++

good luck
Sylvain Mayer, Software Developer, 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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To: info-performer@sgi.com
Subject: stereo on very large scene
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Status: O

Hello,

has someone ever worked on stereo with very large scene
using Digital Elevation Model and satellite image textures
or something like that ?
is stereo interisting on this very large scene ?

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From: "Jim" <jim@systech.hinet.net>
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Date: Wed, 18 Jun 1997 21:46:52 -0700
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To: info-performer@sgi.com, info-vega@paradigmsim.com
Subject: pfMemory problem
Cc: jim@systech.hinet.net
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Status: O

Hi :

	I use vega3.0 and performer 2.02 on Max Impact.

	Don't know somehow it prompt warnning as below when I preview
any adf file with vega. But it didn't before. Can you explain it for me?

	Thank you!

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

           V  E  G  A  (MP) --  Version  3.0  Dec  5 1996 07:53:24
     ---------------------------------------------------------------------


=> warn  warning: line 203 should have a ";" at the end
entityid  0       0       0       0       0       0       0       0;
=> warn  invalid float:'on', got confused at 'on' on line 415
=> warn   -> Expected a float

========================================================================
                MultiGen Inc. OpenFlight (r) loader R15.2d
             for IRIS Performer 2.x $Date: 1996/12/13 23:03:24 $
========================================================================

=> warn  pfMemory::free() can't free() non-pfMemory data ( Error 0 )
................................................................
...............................................................
=> warn  pfMemory::free() can't free() non-pfMemory data ( Error 0 )
=> warn  pfMemory::free() can't free() non-pfMemory data ( Error 0 )
impact 2%


in my adf file:

observer Default {
        channel Default;
        scene   Default;
        gfx     Default;
        env     Default;
        awChannel       Default;
        state   1;
        tether  3       0;
        stressstate     on;
        stressparam     0.05    0.91    0.1;
        stereosep       0.05;
        stereorng       30;
        share   0x3;
        lookat  0;
        awstate on;
        modelflags      0x2F;
        splmin  40;
        splmax  140;
        dis     off;
        capabilities    0x0;
        entityid  0    0    0    0    0    0    0    0;  ->line 203
	.................

vg_dis {
        state   0;
        address 0.0.0.0;
        timetype        0;
        siman   off;
        filter  on   on   1000 1    1    0xFFFFFFFF;  ->line 415
        .................




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

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


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Date: Wed, 18 Jun 1997 09:33:19 -0500 (CDT)
From: Rachael Brady <rbrady@ncsa.uiuc.edu>
Message-Id: <199706181433.JAA20224@mayflower.ncsa.uiuc.edu>
To: info-performer@sgi.com
Subject: Dynamic Bounding Sphere's on pfText nodes
Status: O


I'm new to performer and I'm working my way through a few of the example
programs.  In the text3D.C example in the libpf/C++ directory, I wanted to
see the bounding sphere change as the text strings get longer.

To do this, I've put the following calls into the main loop of the program:
(i.e., these get called every frame)

scene->setBound(NULL, PFBOUND_DYNAMIC);
scene->getBound(&bsphere);

The problem is that the bounding sphere's size never changes.  It's correct
at the begining of the program, but as the text strings get longer, the
bounding sphere does not increase.

Has anyone tested bounding spheres on 3D text?

Thanks,

Rachael Brady
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Date: Wed, 18 Jun 1997 10:05:54 -0400
From: Liem Lu <LLU@FALCON.AL.WPAFB.AF.MIL>
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Status: O

Thank you for the responses to my performance
questions.  I'm still in the process of trying out
your suggestions.  I'll post the result when it is
done.

To answer some of your questions:

Yes, I'm running as root.
I've tried using pfuPrioritizeProcs and
restricting the cpus using mpadmin, none of those
seem to have helped.  Maybe I wasn't doing it
correctly.  I'll look into that again.

Liem Lu
Logicon Technical Services, Inc.
P.O. Box 317258
Dayton, OH 45437 USA
llu@al.wpafb.af.mil
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Subject:  Interfacing Vk-rapidapp with pf
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=0D=0CHello Performers,

We are trying to link rapidapp-made windows with the Performer pipewindow=

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Date: Wed, 18 Jun 1997 11:46:57 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706181146.ZM28452@multipass.asd.sgi.com>
In-Reply-To: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
        "Onyx2 & Antialiasing" (Jun 18, 10:28am)
References: <Pine.HPP.3.96.970618095917.1737A-100000@glup.eleinf.uv.es>
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To: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>,
        Performer Mailing List <info-performer@sgi.com>
Subject: Re: Onyx2 & Antialiasing
Mime-Version: 1.0
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Status: O

The Reality only has 40 Mb of framebuffer, that is why you have
small pixel depth. Even small pixels should be enough for 4 sample
anti-aliasing but remember anti-aliased rendering is significantly
slower on Reality graphics, unlike Infinite Reality.

Use glxinfo or findvis to list the visuals which support
multisamples.

Try:

findvis | grep samples

Cheers,Angus.

On Jun 18, 10:28am, Joaquin Casillas Melendez wrote:
> Subject: Onyx2 & Antialiasing
> Hello Performers.
>
> We have recently adquired an Onyx2 with Reality graphics and two RM8
> boards. We have tried some models with perfly and noticed that
> antialiasing is not working. When I run the gfxinfo utility, I get
> something like this:
>
> 	Graphics board 0 is "KONAL" graphics.
>         Managed (":0.0") 1280x1024
>         Display has 2 channels
>         2 GEs (of 2), occmask = 0x03
>         4MB external BEF ram, 32bit path
>         2 RM8 boards (of 2) 1/1/0/0
>         Texture Memory: 16MB/16MB/-/-
>         Small pixel depth
>         32K cmap
>
> It would be very appreciated if someone could help me about configuring
> the system, in order to get antialiasing working correctly.
>
> =======================================================================
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>-- End of excerpt from Joaquin Casillas Melendez


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From: "Daniel E. Small" <desmall@isrc.sandia.gov>
Organization: Intelligent Systems and Robotics Center, Sandia National Labs
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Subject: projective texturing/blending
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Status: O

Hello performers,

I have an infrared camera image that I'd like to project into a scene
with other textured geometry.  I would like to perform an addition
between the projected image and the textures on the geometry to produce
geometry texture that looks brighter (i.e. higher intensity) in the
'hot' (or white) spots of the infrared image. In the gl demo 'projtex.c'
blending of the textures is controlled thru direct manipulation of the
multipass process.  Is there some combination of blending functions that
would give me this desired effect?

thanks for any and all help,

Dan

-- 
____________________________________________________
Dan Small    Intelligent Systems and Robotics Center
smail: SNL Org 9622 MS 1010 POBox 5800 ABQ, NM 87123
email: desmall@sandia.gov   v:505.844.5301 x6161 fax
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From: Lea Wittie <lwittie@cs.uiowa.edu>
Message-Id: <199706182040.PAA22401@server.cs.uiowa.edu>
Subject: stereo
To: info-performer@sgi.com
Date: Wed, 18 Jun 1997 15:40:10 -0500 (CDT)
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Hi,
        thanks for all the responses to my last question. I've got another
one that's puzzling me. My program should run with one pipe, and 2
channels. Each channel should call the drawChannel function repeatedly.
        On an Indy SGI R5000 which isn't stereo capable (I asked with
glGetBooleanv(GL_STEREO, &param)) both channels call the function but use
only one buffer (because it is not stereo capable), producing mono.
        On an Onyx SGI (stereo capable), only one channel ever calls the
drawChannel function so only one buffer is used, producing mono. 
        Any ideas why this happens?

thanks,
-lea
lwittie@cs.uiowa.edu
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: Squivid@segolene.roazhon.inra.fr
        "stereo on very large scene" (Jun 18,  3:14pm)
References: <9706181314.AA07171@segolene.roazhon.inra.fr>
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To: Squivid@segolene.roazhon.inra.fr, info-performer@sgi.com
Subject: Re: stereo on very large scene
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Status: O

On Jun 18,  3:14pm, Squivid@segolene.roazhon.inra.fr wrote:
> Subject: stereo on very large scene
> Hello,
>
> has someone ever worked on stereo with very large scene
> using Digital Elevation Model and satellite image textures
> or something like that ?
> is stereo interisting on this very large scene ?

Yes. Stereo is used to generate elevation information. It's also used for
visualisation although in realistic VR environments on large databases
the stereo doesn't buy you much due to the small eye separation relative
to the database. It *seems* to columate everything unless you have some
information in the near distance In a gods eye representation such as
battlefield visualisation the eye separation is artificially large to
make the stereo usefull for perceiving distance.

Display devices like the Fakespace Immersive Workbench are used for
"electric sandtable" applications where the display geometry is scaled
in the virtual world. The changing frustums used for each eye projection
are determined by the physical display device and the relative viewing
position of each eye.

Cheers,Angus


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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706181540.ZM28721@multipass.asd.sgi.com>
In-Reply-To: Liem Lu <LLU@FALCON.AL.WPAFB.AF.MIL>
        "re: Performance questions" (Jun 18, 10:05am)
References: <s3a7b310.032@FALCON.AL.WPAFB.AF.MIL>
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Use mpadmin -s to check the status of the CPUs while you are running.

Cheers,Angus.

On Jun 18, 10:05am, Liem Lu wrote:
> Subject: re: Performance questions
> Thank you for the responses to my performance
> questions.  I'm still in the process of trying out
> your suggestions.  I'll post the result when it is
> done.
>
> To answer some of your questions:
>
> Yes, I'm running as root.
> I've tried using pfuPrioritizeProcs and
> restricting the cpus using mpadmin, none of those
> seem to have helped.  Maybe I wasn't doing it
> correctly.  I'll look into that again.
>
> Liem Lu
> Logicon Technical Services, Inc.
> P.O. Box 317258
> Dayton, OH 45437 USA
> llu@al.wpafb.af.mil
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: "Daniel E. Small" <desmall@isrc.sandia.gov>
        "projective texturing/blending" (Jun 18,  1:20pm)
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On Jun 18,  1:20pm, Daniel E. Small wrote:
> Subject: projective texturing/blending
> Hello performers,
>
> I have an infrared camera image that I'd like to project into a scene
> with other textured geometry.  I would like to perform an addition
> between the projected image and the textures on the geometry to produce
> geometry texture that looks brighter (i.e. higher intensity) in the
> 'hot' (or white) spots of the infrared image. In the gl demo 'projtex.c'
> blending of the textures is controlled thru direct manipulation of the
> multipass process.  Is there some combination of blending functions that
> would give me this desired effect?

Yes, use:

glBlendFunc(GL_ONE, GL_ONE);

in a draw callback for the projective thermal pass.

You'd also have to enable alpha blending but the safest approach in a
performer draw callback would be to do this:

pfTransparency(PFTR_BLEND_ALPHA);
pfOverride(PFSTATE_TRANSPARENCY, PF_ON);
glBlendFunc(GL_ONE, GL_ONE);
// also consider a glPolygonOffsetEXT call if needed, remember to undo

Then in the post draw you probably want to do something like:

pfOverride(PFSTATE_TRANSPARENCY, PF_OFF);

You may also want to issue the normal src alpha, one minus src alpha
in the post draw but that will depend on what else you do in the
application and the scene graph.

Cheers,Angus.

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Is there a Performer loader for SIF database ?

-- 

	**********************************	
	* hanit@bvr.co.il (hanit galili) *
	* Phone - 972-3-5715671		 *
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Subject: thanks C++
To: info-performer@sgi.com
Date: Thu, 19 Jun 1997 14:32:00 -0530 (IST)
From: Swapnil Shah<swapnil@teil.soft.net>
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hi everybody,
  Thanks to all of you who has guided me for C++ site related question.
-swapnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil
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From: IRIS Performer user group <perfers@teil.soft.net>
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Subject: Help for Indexed LineSet 
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Hi Performers,


 we have been using the following code for creating
 indexed lineset without getting the desired result.
 when we specify NULL for the indexed lists the output 
 will be correct (a square polyline).
 when we specify the indexedlist(also in sequence)
 the out put will be different.

 PLEASE HELP !

 Thanks in Advance .

    // Indexed LineSet  

    pfVec3* coords=(pfVec3*)pfMalloc(sizeof(pfVec3)*4,pfGetSharedArena()) ;
    pfVec3* colors=(pfVec3*)pfMalloc(sizeof(pfVec3)*4,pfGetSharedArena()) ;
    int coordIndex[4] ;
    int colorIndex[4] ;
    pfGeoSet * gset = new pfGeoSet ;

    gset->setPrimType(PFGS_LINESTRIPS) ;
    gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, coords,(ushort*)coordIndex);
    gset->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, colors,(ushort*)colorIndex);


    // Setting coordinates
    coords[0].set(-1.0f,  -1.0f,  0.0f );
    coords[1].set( 1.0f,  -1.0f,  0.0f );
    coords[2].set( 1.0f,  1.0f,   0.0f );
    coords[3].set(-1.0f,  1.0f,   0.0f );

    // Setting coordinate indexes
    for(int i = 0;i < 4;i++)
        coordIndex[i] = i ;

    // Setting colors
    colors[0].set(1.0f, 1.0f, 1.0f);
    colors[1].set(0.0f, 0.0f, 1.0f);
    colors[2].set(1.0f, 0.0f, 0.0f);
    colors[3].set(0.0f, 1.0f, 0.0f);

    // Setting color indexes
    for(i = 0;i < 4;i++)
        colorIndex[i] = i ;

    gset->setNumPrims(1);
    gset->setLineWidth(2) ;

    int noOfCoord = pfGetSize(coords) / sizeof(pfVec3) ;
    int *lens = (int*) pfMalloc(sizeof(int), pfGetSharedArena());
    lens[0] = nCoord   ;
    gset->setPrimLengths(lens) ;

    /////////////////////////////
 



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=0D=0CMaybe the previous message was truncated, so I resend it in any cas=
e
________________________________________________________
De: BOCCARA Michael le Mer 18 Juin 1997 16:26
Objet: Interfacing Vk-rapidapp with pf
A: Questions@sgi

Hello Performers,

We are trying to link rapidapp-made windows with the Performer pipewindow=

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To: info-performer@sgi.com, "Hanit Galili" <hanit@bvr.co.il>
Subject: Re: SIF loader
Status: O

     



"Hanit Galili" <hanit@bvr.co.il> asks:
     
>Is there a Performer loader for SIF database ?
     
        None that I know of. There is a Multigen conversion tool. I tried it
        once and it did not work. That lead to the question of whether 
        the Multigen worked properly or whether the data, which I was 
        told was in SIF format, was really valid.
        
        I would be curious if anything useful comes out of your SIF data 
        source.
        
        Cheers, Billyboy

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Subject: How to generate textures from frame buffer?
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Hi Performers,


I have a pfBillboard made up of a few planes. I map onto those planes
transparent textures, which I update from time to time.
What I'd like to do is generate the textures from the frame buffer.
 Unfortunately there's no example source code on the subject to hand.

I tried:
	  pfTexLoadMode(movie->tex,PFTEX_LOAD_SOURCE,
PFTEX_SOURCE_FRAMEBUFFER);
	  pfTexLoadMode(movie->tex, PFTEX_LOAD_LIST, PFTEX_LIST_AUTO_SUBLOAD);
	  pfTexFormat(movie->tex,  PFTEX_SUBLOAD_FORMAT, TRUE);
	  pfTexLoadOrigin(movie->tex,PFTEX_ORIGIN_SOURCE,128,128);
	  pfTexLoadSize(movie->tex,128, 128);

and calling
pfLoadTex(movie->tex);

to load the texture causes a :
PF Notice/Usage:               OpenGL Error 0x502 - invalid operation
PF Warning/Usage:              pfTexture::apply() - bad number of components -1

Has anyone already used the frame buffer as a source for textures?
If yes how is the frame buffer considered by default? As a 4-component -RGBA-
"texture"? If not can it be changed to meet my need?

Thanks for your help,


Amaury.
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From guest  Thu Jun 19 17:45:21 1997
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Date: Thu, 19 Jun 1997 11:36:49 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706191136.ZM249@multipass.asd.sgi.com>
In-Reply-To: "Ran Yakir" <rany@rtset.co.il>
        "(Fwd) Re: Making holes in pfEarthSky." (Jun 19,  2:29pm)
References: <9706191429.ZM1288@eclipse>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Ran Yakir" <rany@rtset.co.il>
Subject: Re: Making holes in pfEarthSky.
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

Oops, egg on my face.

I've just looked & found the paper in the Siggraph 93 proceedings
and the acknowledgments section in "Modeling Soil: Realtime Dynamic
Models for Soil Slippage and Manipulation" by Xin Li et al lists
an old performerite.

His name is Lance Marrou, somehow my pfMemory played a trick and I
thought it was you who had been mentioned, it's been a while since
I read it.

The paper does not specifically credit Lance with the real-time
animation but I remember Lance posting some material on how to
animate deforming geometry in Performer while avoiding MP
problems so I extrapolated a little based on available evidence ;-).

Sorry for the confusion, I waive responsibility for further
pfMemory corruption in this email.

Cheers, Angus.

On Jun 19,  2:29pm, Ran Yakir wrote:
> Subject: (Fwd) Re: Making holes in pfEarthSky.
> Angus ,
>
> Was it Ran Yakir you saw ? or was it Ran Yankir ?
> Did you really see my name on the footnotes of a Siggraph paper ? That comes
as
> a surprise to me. Can you tell me the name of the paper or what it was about
or
> who wrote it ?
>
> Maybe I can start a business of donating my name to people's footnotes, if
it's
> so popular.
>
> Ran
>
>
>
> On Jun 19,  9:05am, Hanit Galili wrote:
> > Subject: (Fwd) Re: Making holes in pfEarthSky.
> >
> > --- Forwarded mail from dorbie@multipass.asd.sgi.com (Angus MacDonald
Dorbie)
> > ....
> >
> >
> > BTW, Ran Yankir may be an expert at visualising diggers 'n stuff,
> > I noticed his name in the footnotes of a SigGraph paper a couple of
> > years ago. He did the real-time visualisation (ie the important bit).
> >
> >
> > .....
> >
> >
> >
> > ---End of forwarded mail from dorbie@multipass.asd.sgi.com (Angus MacDonald
> > Dorbie)
> >
> >
> >
> >
> > ???????  Is that true ????????
> >
> >
> >
> > hanit.
> >
> >-- End of excerpt from Hanit Galili
>
>
>
> --
>  __                                  | Ran Yakir
>  /_)  _  __   \  / _   / o __        | RT-SET Ltd.
> / )_ (_(_) )   \/ (_(_/<_(_)(        |
>               _/                     |
> -------------------------------------+--------------------------------
> Phone :                              | E-mail : rany@rtset.co.il
>   Work : 972-9-9552236  Ext #119     |          rany@netvision.net.il
>   Res. : 972-9-7489974               |
> Fax    : 972-9-9552239               |
>-- End of excerpt from Ran Yakir



-- 
__________________________________________
http://www.intergraph.com/press97/q197.htm
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From guest  Thu Jun 19 20:25:44 1997
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Date: Fri, 20 Jun 1997 05:16:00 +0300
From: Ran Yakir <rany@rtset.co.il>
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Organization: RT-Set
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To: perfers@teil.soft.net
CC: info-performer@sgi.com
Subject: Re: Help for Indexed LineSet
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The index  list should also be allocated from the shared arena using
pfMalloc(). Also, the indexes sould be of tyep ushort and not int. If
you are not multiprocessing, then youhave static arrays for the indexes,
but still, sending ints will result in the wrong look.

Ran


> Hi Performers,
>
>  we have been using the following code for creating
>  indexed lineset without getting the desired result.
>  when we specify NULL for the indexed lists the output
>  will be correct (a square polyline).
>  when we specify the indexedlist(also in sequence)
>  the out put will be different.
>
>  PLEASE HELP !
>
>  Thanks in Advance .
>
>     // Indexed LineSet
>
>     pfVec3*
> coords=(pfVec3*)pfMalloc(sizeof(pfVec3)*4,pfGetSharedArena()) ;
>     pfVec3*
> colors=(pfVec3*)pfMalloc(sizeof(pfVec3)*4,pfGetSharedArena()) ;
>     int coordIndex[4] ;
>     int colorIndex[4] ;
>     pfGeoSet * gset = new pfGeoSet ;
>
>     gset->setPrimType(PFGS_LINESTRIPS) ;
>     gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX,
> coords,(ushort*)coordIndex);
>     gset->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX,
> colors,(ushort*)colorIndex);
>
>     // Setting coordinates
>     coords[0].set(-1.0f,  -1.0f,  0.0f );
>     coords[1].set( 1.0f,  -1.0f,  0.0f );
>     coords[2].set( 1.0f,  1.0f,   0.0f );
>     coords[3].set(-1.0f,  1.0f,   0.0f );
>
>     // Setting coordinate indexes
>     for(int i = 0;i < 4;i++)
>         coordIndex[i] = i ;
>
>     // Setting colors
>     colors[0].set(1.0f, 1.0f, 1.0f);
>     colors[1].set(0.0f, 0.0f, 1.0f);
>     colors[2].set(1.0f, 0.0f, 0.0f);
>     colors[3].set(0.0f, 1.0f, 0.0f);
>
>     // Setting color indexes
>     for(i = 0;i < 4;i++)
>         colorIndex[i] = i ;
>
>     gset->setNumPrims(1);
>     gset->setLineWidth(2) ;
>
>     int noOfCoord = pfGetSize(coords) / sizeof(pfVec3) ;
>     int *lens = (int*) pfMalloc(sizeof(int), pfGetSharedArena());
>     lens[0] = nCoord   ;
>     gset->setPrimLengths(lens) ;
>
>     /////////////////////////////
>
>
> =
> =====================================================================
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--
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | 28 Ben Gurion St.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | Hod Hasharon 54200
              _/                     | Israel
-------------------------------------+--------------------------------
At Home :                            | At Work :
                                     |   RT-SET
  Voice  : +972-9-7489974            |   Voice  : +972-9-9552236
  Fax    : +972-9-7422149            |   Fax    : +972-9-9552239
  E-mail : rany@netvision.net.il     |   E-mail : rany@rtset.co.il


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From guest  Thu Jun 19 21:17:56 1997
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From: Yann Argotti <Yann.Argotti@imag.fr>
Message-Id: <199706192212.AAA08120@safran.imag.fr>
Subject: Offscreen rendering ....
To: info-performer@sgi.com
Date: Fri, 20 Jun 1997 00:12:42 +0200 (MDT)
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	Hi Performers,

	I would to use GLX Pixmap(or Pixel buffer) with Performer
	to make a fast offscreen rendering.
	I don't want to use pfWindow because I don't see how
	I can use it easily with any scene-graphs (or pfScene
	or pfChannel).  
	So, it seems that using a pfPipeWindow should be a
	good way to solve this kind of problem.

	In fact, we can set the right drawable (setWSDrawable(,) )
	with a GLX Pixmap (or a GLXPBufferSGIX ) but in all cases,
	Performer shows our pfPipeWindow. We can't have a PFWIN_TYPE_NOPORT
	when we use a pfPipeWindow.

	Does someone know how to make "real Offscreen rendering" with
	Performer ? (i.e. without to redefine a new traversal of scene-
	-graph to draw it, and without to see the window (open automaticaly
	with the first drawing)).
 
	Should we ever have to see a window for offscreen rendering with
	Performer ? Is it a limitation of Performer ?
	
	Thanks in advance for any answers.

		Yann Argotti.	

-- 
+--------------+----------------------------------------------+
| Yann ARGOTTI | iMAGIS - GRAVIR/IMAG , 220 rue de la chimie  |
|              |    B.P. 53, 38041 Grenoble Cedex (France)    |
+--------------+------------------+---------------------------+
|  e-mail :  Yann.Argotti@imag.fr | fax : +33 4 76 63 55 80   |
+---------------------------------+---------------------------+
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Date: Thu, 19 Jun 1997 21:23:05 -0300
From: Carol Pawlowski <cpawlows@moon.jic.com>
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To: WILLIAM_MARINELLI@ntsc.navy.mil
CC: info-performer@sgi.com, Hanit Galili <hanit@bvr.co.il>
Subject: Re: SIF loader
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WILLIAM_MARINELLI@ntsc.navy.mil wrote:

> What version of MultiGen are you using?  I have converted the images
> using 1.2.2's import SIF and things have worked just fine.

Carol Pawlowski

>

>
>
> "Hanit Galili" <hanit@bvr.co.il> asks:
>
> >Is there a Performer loader for SIF database ?
>
>         None that I know of. There is a Multigen conversion tool. I
> tried it
>         once and it did not work. That lead to the question of whether
>
>         the Multigen worked properly or whether the data, which I was
>         told was in SIF format, was really valid.
>
>         I would be curious if anything useful comes out of your SIF
> data
>         source.
>
>         Cheers, Billyboy
>
> ========================
> ==============================================
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Subject: Thanx,for collision detection
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Hi,
Thanx, for the pointers on collision detection between geodes, am in the
process of working on it!

-----------------------
MADHAVI D R 
Aeronautical Development Agency 
Bangalore 
INDIA

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To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>,
        "info-performer@sgi.com" <info-performer@sgi.com>
Subject: Re: TR: Interfacing Vk-rapidapp with pf
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Hi Michael,

what exactly is the problem ??

interfacing RapidApp structures (ie Viewkit) isn't a problem at all just
remember that Viewkit is Motif => single threaded. So don't go calling viewkit
member functions from another process.

BOCCARA Michael wrote:
> Hello Performers,
> 
> We are trying to link rapidapp-made windows with the Performer pipewindow


best regards,
	Niels Hilbrink
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Sender: niels@nlr.nl
Message-ID: <33AA2255.D8BA612F@nlr.nl>
Date: Fri, 20 Jun 1997 08:25:25 +0200
From: Niels Hilbrink <Hilbrink@nlr.nl>
Organization: National Aerospace Laboratory
X-Mailer: Mozilla 4.0b5C (X11; I; IRIX 5.3 IP22)
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To: "info-performer@sgi.com" <info-performer@sgi.com>
Subject: Performance OpenGL <-> IRISGL
X-Priority: 3 (Normal)
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Status: O

Hello,

I was wondering if someone could shed some light one the subject of performance
as far as the choice bewteen OpenGL and IRIS GL is concerened. I know that
OpenGL is available for 64 bit machine and that Iris GL isn't. But in my
experience IRIS GL appears to be faster than OpenGL in 32 bit mode is that also
true in comparison with the 64 bits version of OpenGL ??


thanks in advance,
	Niels Hilbrink
-- 
      _/     _/ _/       _/_/_/_/   Niels Hilbrink (RS NOP)
     _/     _/ _/       _/    _/    Hilbrink@nlr.nl
    _/_/   _/ _/       _/    _/     tel : (++31)(0)527 248724 (NLR)
   _/ _/  _/ _/       _/_/_/_/            (++31)(0)527 242259 (Home)
  _/   _/_/ _/       _/  _/	        
 _/     _/ _/       _/    _/        National Aerospace Laboratory (NLR)
_/     _/ _/_/_/_/ _/      _/       http://www.nlr.nl
=======================================================================
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From guest  Fri Jun 20 10:10:27 1997
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Date: Fri, 20 Jun 97 07:50:49 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9706201250.AA20687@mred.bgm.link.com>
To: Niels Hilbrink <Hilbrink@nlr.nl>,
        "info-performer@sgi.com" <info-performer@sgi.com>
Subject: Re:  Performance OpenGL <-> IRISGL
Status: O

> I was wondering if someone could shed some light one the subject of performance
> as far as the choice bewteen OpenGL and IRIS GL is concerened. I know that
> OpenGL is available for 64 bit machine and that Iris GL isn't. But in my
> experience IRIS GL appears to be faster than OpenGL in 32 bit mode is that also
> true in comparison with the 64 bits version of OpenGL ??

It depends on which hardware you are using. On all of the more recent
SGI machines, IrisGL is only emulated on top of OpenGL - so it's hard
to imagine how it could be more efficient.

If you have an RE2 though, it's my understanding the both IrisGL and OpenGL
are 'native' implementations, so in theory, there isn't much to choose
between them. However, in my experience, the OpenGL on RE2 is somewhat
flakey - and certainly not as well optimised as IrisGL.

On very ancient machines like VGXT's, there is no native OpenGL - I'm not
sure - but there was talk of an emulation of OpenGL on top of IrisGL.

IMHO: If you are doing anything new, you probably ought to stick with
      OpenGL since IrisGL support is going away *soon*.


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)

** Beware of Geeks bearing GIF's. **


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Date: Fri, 20 Jun 97 07:44:07 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9706201244.AA20490@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: Q: pfLayerModes
Status: O


On Jun 11, 12:43pm, Mark Baranowski wrote:

>> PFDECAL_BASE_HIGH_QUALITY solves the Z fighting problem, but *some* of
>> the subfaces tend to "poke through" when they should be hidden by
>> other parts of the model/scene. Is this is the problem that occurs if
>> the subfaces are not coplanar with, or bounded by, the parent face?

Marcus Barnes <marcus@multigen.com> replied:

> Coplanarity tolerance can be a problem for STENCIL. Performer 2.x requires a
> much tighter (truer) tolerance than 1.x did. 

...I find this hard to believe. Isn't Z buffer testing disabled
when the layer polygon is rendered in STENCIL mode? I thought that was
the entire point of using STENCIL.

That being the case, surely the tolerance is unimportant. So long as the
layered polygons appear to be entirely inside the base polys, there should
be no problem.

[Of course if the layer polygons are a very large distance in front or behind
the base then parallax effects can push the layer outside the base - but
that's an extreme case]

I think Mark Baranowski's problem with STENCIL is more likely to be to
do with the layer polygons not lying entirely inside the base. That causes
some strange behaviour - especially when the layer+base are viewed in front
or behind other STENCIL mode pfLayers.



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)

** Beware of Geeks bearing GIF's. **


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Date: Fri, 20 Jun 1997 11:35:32 -0400 (EDT)
From: Matthew M Mckeon <mmm+@andrew.cmu.edu>
To: info-performer@sgi.com
Subject: Texturing, IRIX >5.2, and OpenGL
Status: O



	I have an interesting problem.

	I've apparently run into some sort of
	bug involving Performer, OpenGL texturing,
	and possibly post-5.3 Irix. 

	Our Onyx RE runs 5.3, and our application 
	(a perfly hack) runs just fine on it. 
	In the localPostDraw() function, I used OpenGL calls to 
	display a translucent overhead map by texturing an 
	alpha-blended poly with rgb data read from a file.
	Worked quite nicely, with little to no affect on
	our refresh rate. 

	I tested it on our other SGI's (I^2s, O2s, and an Octane)
	by running it first remotely, then locally.
	That's when I found myself perplexed.

	When I run the app remotely on a post-5.3 machine 
	and display it on the Onyx console, it works fine. 
	When I run the app locally on a machine running 5.3, 
	it works fine. When I run the app remotely on the 
	Onyx and view it on a post-5.3 console, everything's 
	OK. _However_, when I run it locally on the O2's and
	the Octane (can't set up our post-5.3 I^2 for it 
	just yet), the map texture replaces every other texture
	on the terrain. 

	Did I mention this is only under OpenGL and not IrisGL?
	:,

	Has anyone encountered something similar to this before?
	What can I do about it? I've alread checked, re-checked,
	and triple-checked my code. The OpenGL portion is 
	thoroughly kosher. 

		    Thanks,

--------------------- Matthew M. McKeon ->mckeon@cs.cmu.edu
---------- Research Programmer ----------|www.andrew.cmu.edu/~mmm
- CMU Digital Mapping Project (MAPSlab) -|Feel free to blither now

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Date: Fri, 20 Jun 1997 16:27:57 +0200
From: dick@demeern.sgi.com (Dick Rous)
Message-Id: <9706201627.ZM849@puth.demeern.sgi.com>
In-Reply-To: Niels Hilbrink <Hilbrink@nlr.nl>
        "Performance OpenGL <-> IRISGL" (Jun 20,  8:25am)
References: <33AA2255.D8BA612F@nlr.nl>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Niels Hilbrink <Hilbrink@nlr.nl>,
        "info-performer@sgi.com
 " <info-performer@sgi.com>
Subject: Re: Performance OpenGL <-> IRISGL
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Niels,

You did not mention on which platform you noticed the speed difference between
OpenGL and IRISGL.
All our newer hardware, from Impact and Infinite Reality onwards, is based on
OpenGL, and IRISGL runs through software emulation (IGLOO), which gives OpenGL
a tremendous performance advantage.

Furthermore, support for IRISGL will cease to be in upcoming versions of
Performer.

Regards,

Dick.

On Jun 20,  8:25am, Niels Hilbrink wrote:
> Subject: Performance OpenGL <-> IRISGL
> Hello,
>
> I was wondering if someone could shed some light one the subject of
performance
> as far as the choice bewteen OpenGL and IRIS GL is concerened. I know that
> OpenGL is available for 64 bit machine and that Iris GL isn't. But in my
> experience IRIS GL appears to be faster than OpenGL in 32 bit mode is that
also
> true in comparison with the 64 bits version of OpenGL ??
>
>
> thanks in advance,
> 	Niels Hilbrink
> --
>       _/     _/ _/       _/_/_/_/   Niels Hilbrink (RS NOP)
>      _/     _/ _/       _/    _/    Hilbrink@nlr.nl
>     _/_/   _/ _/       _/    _/     tel : (++31)(0)527 248724 (NLR)
>    _/ _/  _/ _/       _/_/_/_/            (++31)(0)527 242259 (Home)
>   _/   _/_/ _/       _/  _/
>  _/     _/ _/       _/    _/        National Aerospace Laboratory (NLR)
> _/     _/ _/_/_/_/ _/      _/       http://www.nlr.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 Niels Hilbrink



-- 
______________________________________________________________

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

 Silicon Graphics BV          phone....: (31) 30-6696777                               
 Veldzigt 2                   fax......: (31) 30-6696799
 3454 PW De Meern             email....: dick@demeern.sgi.com
 The Netherlands              
______________________________________________________________
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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9706200952.ZM10241@tracey.triavest.com>
Date: Fri, 20 Jun 1997 09:52:53 -0700
In-Reply-To: "Amaury Aubel" <aubel@lig.di.epfl.ch>
        "How to generate textures from frame buffer?" (Jun 19,  6:18pm)
References: <9706191818.ZM19283@lig.di.epfl.ch>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Amaury Aubel" <aubel@lig.di.epfl.ch>, info-performer@sgi.com
Subject: Re: How to generate textures from frame buffer?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 19,  6:18pm, Amaury Aubel wrote:
> Subject: How to generate textures from frame buffer?
> Hi Performers,
>
>
> I have a pfBillboard made up of a few planes. I map onto those planes
> transparent textures, which I update from time to time.
> What I'd like to do is generate the textures from the frame buffer.
>  Unfortunately there's no example source code on the subject to hand.
>


Here is a sample code that I wrote sometime back. This makes a texture out of
the frame buffer and maps it onto a square geometry. This is for RE2, pf 2.0.1,
Irix 5.3, IrisGL.

-anita

kishore@triavest.com

--------------------------------------------------------------------------------
/*  File name : fbTex.c */
--------------------------------------------------------------------------------

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

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

#define WIN_X 720
#define WIN_Y 486

void *arena;
pfTexture **tex;
pfPipe    *p;
pfGeoState *gst;

static float idmat[4][4] = {
    1.0, 0.0, 0.0, 0.0,
    0.0, 1.0, 0.0, 0.0,
    0.0, 0.0, 1.0, 0.0,
    0.0, 0.0, 0.0, 1.0
};

pfGroup *MkScene();
pfGeoSet *MakeTexCube(void);
void channelDraw(pfChannel *chan, void *data);
void setTexParameters();
static int loadTextureMatrixCB(pfGeoState *gs, void *userData);
static int loadIDMatrixCB(pfGeoState *gs, void *userData);


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

        pfChannel       *chan;
        pfScene         *scene;
        pfGroup         *root, *pass1;
        pfCoord         view;
        pfDCS           *dcs;
        pfPipeWindow    *pw;
        int             arg, texFrame = 0;
        int             i=0;
        float           j = 0.0, step = 1.0;

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

        //pfMultiprocess ( PFMP_FORK_DRAW | PFMP_FORK_CULL );
        pfMultiprocess ( PFMP_DEFAULT );
        pfConfig();
        pfuInitUtil();


        *tex = pfNewTex(arena);
        /* set some basic formats for doing dynamic textures */
        pfTexFormat(*tex, PFTEX_SUBLOAD_FORMAT, 1);
        pfTexFilter(*tex, PFTEX_MINFILTER, PFTEX_BILINEAR);
        // load a default texture
        //pfLoadTexFile(*tex, "/disk5/people/ian/candle/zoom/candle0000.rgb");



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

        setTexParameters();

        p = pfGetPipe(0);

        pw = pfNewPWin(p);
        pfPWinType(pw, PFWIN_TYPE_X);
        pfPWinName(pw, "Movie");
        pfPWinOriginSize(pw, 100, 100, WIN_X, WIN_Y);
        pfOpenPWin(pw);

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

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

        pfChanTravFunc(chan, PFTRAV_DRAW, channelDraw );

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

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

                pfDrawChanStats(chan);

        }
        pfuExitUtil();
        pfExit();
        exit(0);
}

void channelDraw(pfChannel *chan, void *data)
{
        pfLoadTex(*tex);

        pfClearChan(chan);
        pfDraw();

}

void setTexParameters()
{
    pfMatrix *tmat;
    float    s_scale, t_scale;
    float    texWidth = 1024.0f, texHeight = 1024.0f;

    tmat  = (pfMatrix*) pfCalloc(sizeof(pfMatrix),
                                 1, pfGetSharedArena());
    pfMakeIdentMat(*tmat);
    s_scale = (float)WIN_X/texWidth;
    t_scale = (float)WIN_Y/texHeight;
    (*tmat)[0][0] =  s_scale;
    (*tmat)[1][1] = -t_scale;   /* invert in y because of video origin */
    (*tmat)[3][1] =  t_scale;   /* this is really a translate */

    pfGStateFuncs(gst, loadTextureMatrixCB, loadIDMatrixCB, tmat);
    pfTexImage(*tex, NULL, 3, texWidth, texHeight, 1);
    pfTexFormat(*tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGB_5);
    pfTexLoadMode(*tex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_FRAMEBUFFER);
    pfTexLoadSize(*tex, WIN_X, WIN_Y);

}

static int
loadTextureMatrixCB(pfGeoState *gs, void *userData)
{
    pfMatrix *tmat = (pfMatrix *)(userData);
    mmode(MTEXTURE);
    pfLoadMatrix(*tmat);
    mmode(MVIEWING);
    return 0;
}

static int
loadIDMatrixCB(pfGeoState *gs, void *userData)
{
    mmode(MTEXTURE);
    pfLoadMatrix(idmat);
    mmode(MVIEWING);
    return 0;
}


pfGroup *MkScene()
{

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

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

        pfAddChild(group,cube);
        return group;

}

#define CUBE_SIZE               1.0f

pfGeoSet *MakeTexCube(void)
{

    pfGeoSet *gset;
    pfTexEnv *tenv;

    static pfVec3         verts[] ={{-2.0f, 0, -1.0f},
                                    { 0.0f, 0, -1.0f},
                                    { 0.0f, 0,  1.0f},
                                    {-2.0f, 0,  1.0f}};

    static ushort         vindex[] ={0, 1, 2, 3};       /* front */

    static pfVec3         norms[] ={{ 0.0f, -1.0f, 0.0f}};

    static ushort         nindex[] ={0};

    static pfVec2         tcoords[] ={{0.0f, 0.0f},
                                      {1.0f, 0.0f},
                                      {1.0f, 1.0f},
                                      {0.0f, 1.0f}};

    static ushort         tindex[] ={0, 1, 2, 3};

    gset = pfNewGSet(arena);

    pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, verts, vindex);
    pfGSetAttr(gset, PFGS_NORMAL3, PFGS_PER_PRIM, norms, nindex);
    pfGSetAttr(gset, PFGS_TEXCOORD2, PFGS_PER_VERTEX, tcoords, tindex);
    pfGSetPrimType(gset, PFGS_QUADS);
    pfGSetNumPrims(gset, 1);

    gst = pfNewGState(arena);
    pfGStateMode(gst, PFSTATE_ENTEXTURE, 1);
    pfGSetGState(gset, gst);

    //*tex = pfNewTex(arena);
    //pfLoadTexFile(*tex,
"/disk4/people/kishore/performer/data/smallGlobeDesat.rgb");

    pfGStateAttr(gst, PFSTATE_TEXTURE, *tex);
    tenv = pfNewTEnv(arena);
    pfTEnvMode(tenv, PFTE_DECAL);
    pfGStateAttr(gst, PFSTATE_TEXENV, tenv);

    return gset;

}

--------------------------------------------------------------------------------
			makefile
--------------------------------------------------------------------------------

#--
#--     definitions
#--

#-- force Make to use a known shell
SHELL   = /bin/sh

#-- provide a list of alternate locations for file searches
UNIQUE  = .

#-- alternate locatins for included files
INCLUDE = \
        -I${UNIQUE} \
        -I/usr/include/Performer

#-- some libraries lack .so versions; so use optimized .a's instead

#SRCLIBOPT= _ogl
SRCLIBOPT= _igl

LIBGL1  = -lgl
#LIBGL1 = -lGL

PERFORMER = \
        -L/usr/src/Performer/lib \
        -lpfdu${SRCLIBOPT} \
        -lpfutil${SRCLIBOPT} \
        -lpf${SRCLIBOPT}


#-- IRIX 4.x uses shared gl {gl_s} library {System-V Make lacks #if tests}
LIBGL2  = ${LIBGL1:.4=_s}
LIBGL   = ${LIBGL2:.5=}

#               .ptu (Performer Terrain Utility)
# This loader requires linking with the ImageVision Libraries(IL)!
# Shoud you want to use the Performer Terrain Utility loader (.ptu)
# then install the image library and un-comment the following two
# definitions of LIBIL and LIBCIL.
#LIBIL   = -lil
#LIBCIL  = -lcil

SYSTEM = \
        -lInventor \
        -lmpc \
        -limage \
        -lfm \
        ${LIBGL} \
        -lX11 \
        -lm \
        -lfpe \
        ${LIBIL} \
        ${LIBCIL} \
        -lC

LIBRARIES = \
        ${PERFORMER} ${SYSTEM}

#-- select c-compiler options
CFLAGS  = -xansi -g -D__STDC__ ${INCLUDE} ${COPT} -Xcpluscomm \
                 -DPF_C_API=1 -DPF_CPLUSPLUS_API=0 \
                 -DIRISGL \
                 -DPF_MAJOR_VERSION=2

#-DIRISGL

#-- base name of program
TARGET  = fbTex

#-- dummy assignment in case pmake is used
EXT=
LIBOPT=
MAJOR=

#-- object files from which target built {some are in the common directory}
OBJECTS = \
        fbTex.o


${TARGET}: ${OBJECTS}
        ${CC} ${CFLAGS} -o $@ ${OBJECTS} ${LIBRARIES}

#-- objects are built from either unique or common files
fbTex.o:        ${UNIQUE}/fbTex.c
        ${CC} ${CFLAGS} -c $?
--------------------------------------------------------------------------------

-- 
Anita Kishore
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From: David Higginbotham <dhigginb@motown.lmco.com>
Received: (dhigginb@localhost) by newton.motown.lmco.com (8.6.11/8.6.6) id JAA03535; Fri, 20 Jun 1997 09:37:29 -0400
Date: Fri, 20 Jun 1997 09:37:29 -0400
Message-Id: <199706201337.JAA03535@newton.motown.lmco.com>
To: info-performer@sgi.com
Subject: cliptextures with Performer and MultiGen
Cc: dhigginb@motown.lmco.com
Status: O

Hello Performers,

Has anyone used cliptextures with MultiGen files under
Performer 2.1 or 2.2.   A .flt file with any size cliptexture (8k, 4k, 2k)
appears distorted in perfly (using MultiGen 15.2d loader).   Specifically,
mipmap levels appear as concentric images like so:

___________________________________
|                                  |
|                                  |
|     ________________________     |
|     |                      |     |
|     |                      |     |
|     |                      |     |
|     |     ___________      |     |
|     |     |         |      |     |
|     |     |         |      |     |
|     |     |         |      |     |
|     |     |         |      |     |
|     |     |         |      |     |
|     |     |_________|      |     |
|     |                      |     |
|     |                      |     |
|     |                      |     |
|     ________________________     |
|                                  |
|                                  |
|__________________________________|


Also, when I attempt to modify clip parameters via perfly controls, the
following warning appears:

PF Warning:                    Can't modify clip parameters because the
pfClipTexture is not being controlled by a pfMPClipTexture

Any shared experience or suggestions would be appreciated.




-- 
------------------------------------------------
   Dennis McGrath   
 
   Lockheed Martin - Government Electronic Systems
   199 Borton Landing Road
   Mail Stop 137-124
   Moorestown, NJ 08057
   E-Mail:    dmcgrath@motown.lmco.com
   Phone:     609-722-3158
   Fax:       609-273-5182

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From: "Greg Larson" <gregl@sgiday.dayton.sgi.com>
Message-Id: <9706201259.ZM5132@sgiday.dayton.sgi.com>
Date: Fri, 20 Jun 1997 12:59:12 -0400
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: RE: Re: SIF loader
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

If you haven't seen it already there is a SIF editing tool for SGI at:

http://sdbf.irk.aetc.af.mil/sdbf2.html

there are also SIF format specifications available at this site.

I have not tried this software...good luck

Greg


-- 
**********************************************************************
Greg Larson	(937) 258-5247    *
Systems Engineer                  *    The definition of insanity is
DoD High Performance Computing    *    doing the same thing over and 
Visual Simulation Focus           *    over again looking for 
email: gregl@dayton.sgi.com       *    different results.   -unknown
**********************************************************************
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Sender: hlo@sgi.com
Message-ID: <33AAAC8B.167E@sgi.com>
Date: Fri, 20 Jun 1997 09:15:07 -0700
From: Howard Lo <hlo@sgi.com>
X-Mailer: Mozilla 3.01 (X11; U; IRIX 6.3 IP32)
MIME-Version: 1.0
To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
CC: "Performer ML Question (Receipt Notification Requested) (Non Receipt Notification Requested)" <info-performer@sgi.com>
Subject: Re: TR: Interfacing Vk-rapidapp with pf
References: <199706191341.GAA12909@sgi.sgi.com>
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

BOCCARA Michael wrote:
> 
> Maybe the previous message was truncated, so I resend it in any case
> ________________________________________________________
> De: BOCCARA Michael le Mer 18 Juin 1997 16:26
> Objet: Interfacing Vk-rapidapp with pf
> A: Questions@sgi
> 
> Hello Performers,
> 
> We are trying to link rapidapp-made windows with the Performer pipewindow


I recompiled an old example, but hopefully it will help. Unfortunately
its not MP ready. 

http://reality.sgi.com/hlo/technical/summary.html

Look for Performer Viewer.

Hope this helps

--hl
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From: "Greg Larson" <gregl@sgiday.dayton.sgi.com>
Message-Id: <9706201316.ZM5247@sgiday.dayton.sgi.com>
Date: Fri, 20 Jun 1997 13:16:22 -0400
In-Reply-To: Niels Hilbrink <Hilbrink@nlr.nl>
        "Performance OpenGL <-> IRISGL" (Jun 20,  8:25am)
References: <33AA2255.D8BA612F@nlr.nl>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Niels Hilbrink <Hilbrink@nlr.nl>
Subject: Re: Performance OpenGL <-> IRISGL
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hardware including Onyx RE2 and previous run IRISGL native, OpenGL emulated...
Hardware including IR graphics and future systems run OpenGL native IRISGL
emulated.

Desktop systems prior to Impact graphics run IRISGL native, OpenGL emulated
Impact (including Octane versions) run OpenGL native, IRISGL emulated.

Hope this resolves some performance questions...

Greg

-- 
**********************************************************************
Greg Larson	(937) 258-5247    *
Systems Engineer                  *    The definition of insanity is
DoD High Performance Computing    *    doing the same thing over and 
Visual Simulation Focus           *    over again looking for 
email: gregl@dayton.sgi.com       *    different results.   -unknown
**********************************************************************
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Date: Fri, 20 Jun 1997 11:19:42 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706201119.ZM3120@multipass.asd.sgi.com>
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: Q: pfLayerModes" (Jun 20,  7:44am)
References: <9706201244.AA20490@mred.bgm.link.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.com
Subject: Re: Q: pfLayerModes
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 20,  7:44am, Steve Baker wrote:
> Subject: Re: Q: pfLayerModes
>
> On Jun 11, 12:43pm, Mark Baranowski wrote:
>
> >> PFDECAL_BASE_HIGH_QUALITY solves the Z fighting problem, but *some* of
> >> the subfaces tend to "poke through" when they should be hidden by
> >> other parts of the model/scene. Is this is the problem that occurs if
> >> the subfaces are not coplanar with, or bounded by, the parent face?
>
> Marcus Barnes <marcus@multigen.com> replied:
>
> > Coplanarity tolerance can be a problem for STENCIL. Performer 2.x requires
a
> > much tighter (truer) tolerance than 1.x did.
>
> ...I find this hard to believe. Isn't Z buffer testing disabled
> when the layer polygon is rendered in STENCIL mode? I thought that was
> the entire point of using STENCIL.
>
> That being the case, surely the tolerance is unimportant. So long as the
> layered polygons appear to be entirely inside the base polys, there should
> be no problem.

I concur.

>
> [Of course if the layer polygons are a very large distance in front or behind
> the base then parallax effects can push the layer outside the base - but
> that's an extreme case]
>
> I think Mark Baranowski's problem with STENCIL is more likely to be to
> do with the layer polygons not lying entirely inside the base. That causes
> some strange behaviour - especially when the layer+base are viewed in front
> or behind other STENCIL mode pfLayers.

Very insightfull, this would be an explanation for "punch through" on
other stencil base geometry but it wouldn't explain any z fighting
problems.

Cheers,Angus.

-- 
__________________________________________
http://www.intergraph.com/press97/q197.htm
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Message-Id: <199706202014.QAA17318@snoopy.cis.ohio-state.edu>
Subject: How to change shading mode in Performer?
To: info-performer@sgi.com
Date: Fri, 20 Jun 1997 16:14:46 -0400 (EDT)
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Hi,

  I know this should be a fairly simple question but I just couldn't get it 
right.

  I need to chnage the global shading model between PFSM_FLAT and PFSM_GOURAUD.
I have tried the follwoing two ways but both gave me 'segmentation fault'.

first approach (got from the 'man' page of 'pfShadeModel'):

  pfShadeModel(PFSM_FLAT);
  pfOverride(PFSTATE_SHADEMODEL, PF_ON);

second approach (got from the insight manual page of Performer):

      pfGeoState  *gstate;
      gstate = pfNewGState(NULL);     
      pfGStateMode(gstate, PFSTATE_SHADEMODEL, PFSM_FLAT);
      pfApplyGState(gstate);

I am using the ported perfly from Performer 1.2 as a base program. I inserted
the above codes between all the initialization done by perfly and the
'while' simulation loop. Does anyone know what's wrong with my code?

Thanks for any help.


Po-Wen Shih
-----------
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From: scott@ht.com (Scott McMillan)
Message-Id: <199706202115.RAA03092@hf.ht.com>
Subject: Re:  Performance OpenGL <-> IRISGL
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Status: O

I have related questions:

Assume an Indigo2 Extreme with IRIX 5.3.  What is the relative performance
difference between IGL and OGL Performer apps (assuming no textures)?  What
sorts of graphics states would significantly affect the relative performance
differences?  Show your work. ;-)

If the machine is upgraded to IRIX 6.2, will that close the performance gap
at all (e.g. a better OGL emulator)?

Regards,
scott

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

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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9706201646.ZM17774@logan.engr.multigen.com>
Date: Fri, 20 Jun 1997 16:46:39 -0700
In-Reply-To: David Higginbotham <dhigginb@motown.lmco.com>
        "cliptextures with Performer and MultiGen" (Jun 20,  9:37am)
References: <199706201337.JAA03535@newton.motown.lmco.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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Subject: Re: cliptextures with Performer and MultiGen
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On Jun 20,  9:37am, David Higginbotham wrote:
> Has anyone used cliptextures with MultiGen files under
> Performer 2.1 or 2.2.

Yes, although 2.1 is troublesome. My experience has been that you must use
".raw8" image tiles and run your application from the directory containing the
image files.

> A .flt file with any size cliptexture (8k, 4k, 2k) appears distorted
> in perfly (using MultiGen 15.2d loader).

The loader requires that the clip texture use a texture mapping entry, meaning
it must be projected. When mapping the texture using "Put Texture" tool, make
sure to check "Add to mapping palette" in the modeler.

Also pfFlatten doesn't handle texture projection (pfTexGen) so you cannot
project texture on transformed geometry and then flatten it. If your geometry
is transformed, disable the loader mode PFFLT_FLATTEN and don't otherwise call
pfFlatten. For example:

% perfly -y flt,1,0 -y flt,20,1 terrain_cliptexture.flt

> Also, when I attempt to modify clip parameters via perfly controls, the
> following warning appears:
>
> PF Warning:                    Can't modify clip parameters because the
>    pfClipTexture is not being controlled by a pfMPClipTexture

Perfly's setup, in 2.1 and early 2.2 alphas, aren't expecting any loader to
handle clip texture centering, so it's not aware of what the OpenFlight loader
has done. You'd have to modify perfly to resolve this.

Perfly 2.2a265 (or there abouts) is fixed to handle this situation (right Tom?
;-) and the OpenFlight loader R15.4b does a better job negotiating with
pfPipe(s) wrt adding pfMPClipTexture's too.

My goal is to make clip texture usage in OpenFlight as simple and automated as
classic texture usage. Comments and requests are welcome.

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, 20 Jun 1997 18:00:53 -0700
In-Reply-To: Matthew M Mckeon <mmm+@andrew.cmu.edu>
        "Texturing, IRIX >5.2, and OpenGL" (Jun 20, 11:35am)
References: <0neeB4W00YUu05uNA0@andrew.cmu.edu>
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Subject: Re: Texturing, IRIX >5.2, and OpenGL
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I've seen exactly this before, replacing the OpenGL texture calls with
pfTexture calls did the trick. Direct calls to OpenGL are normally OK ( with
caution ) from Performer but Performer works hard to manage the current
graphics state efficiently and in the case of the pfuTexList stuff, Performer
tries to implement sharing of texture efficiently. One of the assumptions it
makes is that it knows what gfx state it changed, if your application makes
those changes too ( for example to currently bound texture ) then Performer
doesn't know that and things get messed up. If you didn't change to using
pfTexture stuff ( recommended ) then you might find that doing glGet(
GL_TEXTURE_2D_BINDING_EXT ) and then restoring that after you've done you're
OpenGL thing would work but I doubt it would be as efficient as Performer.
Probably the changes to OpenGL after Irix 5.3 would account for the change in
behaviour.

Cheers
Rob

On Jun 20, 11:35am, Matthew M Mckeon wrote:
> Subject: Texturing, IRIX >5.2, and OpenGL
>
>
> 	I have an interesting problem.
>
> 	I've apparently run into some sort of
> 	bug involving Performer, OpenGL texturing,
> 	and possibly post-5.3 Irix.
>
> 	Our Onyx RE runs 5.3, and our application
> 	(a perfly hack) runs just fine on it.
> 	In the localPostDraw() function, I used OpenGL calls to
> 	display a translucent overhead map by texturing an
> 	alpha-blended poly with rgb data read from a file.
> 	Worked quite nicely, with little to no affect on
> 	our refresh rate.
>
> 	I tested it on our other SGI's (I^2s, O2s, and an Octane)
> 	by running it first remotely, then locally.
> 	That's when I found myself perplexed.
>
> 	When I run the app remotely on a post-5.3 machine
> 	and display it on the Onyx console, it works fine.
> 	When I run the app locally on a machine running 5.3,
> 	it works fine. When I run the app remotely on the
> 	Onyx and view it on a post-5.3 console, everything's
> 	OK. _However_, when I run it locally on the O2's and
> 	the Octane (can't set up our post-5.3 I^2 for it
> 	just yet), the map texture replaces every other texture
> 	on the terrain.
>
> 	Did I mention this is only under OpenGL and not IrisGL?
> 	:,
>
> 	Has anyone encountered something similar to this before?
> 	What can I do about it? I've alread checked, re-checked,
> 	and triple-checked my code. The OpenGL portion is
> 	thoroughly kosher.
>
> 		    Thanks,
>
> --------------------- Matthew M. McKeon ->mckeon@cs.cmu.edu
> ---------- Research Programmer ----------|www.andrew.cmu.edu/~mmm
> - CMU Digital Mapping Project (MAPSlab) -|Feel free to blither now
>
> =======================================================================
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>-- End of excerpt from Matthew M Mckeon



-- 
________________________________________________________________
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Silicon Graphics, Mtn View, California, USA
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9706201933.ZM18361@logan.engr.multigen.com>
Date: Fri, 20 Jun 1997 19:33:50 -0700
Organization: MultiGen Inc.
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On Jun 20,  7:39am, Steve Baker wrote:
> marcus wrote:
> >
> > Coplanarity tolerance can be a problem for STENCIL. Performer 2.x requires
a
> > much tighter (truer) tolerance than 1.x did.
>
> ...I find this hard to believe. Isn't Z buffer testing disabled
> when the layer polygon is rendered in STENCIL mode? I thought that was
> the entire point of using STENCIL.

Yes, but the base geometry defines the Z buffer value for the layer geometry.
Notice that STENCIL mode is the only mode that _requires_ coplanarity
(man pfdecal).

> That being the case, surely the tolerance is unimportant. So long as the
> layered polygons appear to be entirely inside the base polys, there should
> be no problem.

Angus pinged me on this in his earlier reply and I followed up with the history
behind my initial statement. I think that the tighter 2.x displacement
tolerance is not an issue with STENCIL, but true coplanarity is ...

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, 21 Jun 1997 16:44:39 +0300
From: Ran Yakir <rany@rtset.co.il>
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CC: info-performer@sgi.com
Subject: Re: How to change shading mode in Performer?
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Po-Wen Shih wrote:

> Hi,
>
>   I know this should be a fairly simple question but I just couldn't
> get it
> right.
>
>   I need to chnage the global shading model between PFSM_FLAT and
> PFSM_GOURAUD.
> I have tried the follwoing two ways but both gave me 'segmentation
> fault'.
>
> first approach (got from the 'man' page of 'pfShadeModel'):
>
>   pfShadeModel(PFSM_FLAT);
>   pfOverride(PFSTATE_SHADEMODEL, PF_ON);
>
> second approach (got from the insight manual page of Performer):
>
>       pfGeoState  *gstate;
>       gstate = pfNewGState(NULL);
>       pfGStateMode(gstate, PFSTATE_SHADEMODEL, PFSM_FLAT);
>       pfApplyGState(gstate);
>
> I am using the ported perfly from Performer 1.2 as a base program. I
> inserted
> the above codes between all the initialization done by perfly and the
> 'while' simulation loop. Does anyone know what's wrong with my code?

Those are calling GL commands, so they have to be issued from within the
DRAW process. Better to it before the pfDraw().

Ran


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Hello,

	I have a math subroutine which is written by Fortran. I use C++
compiler to compile my Performer program. This math routine is part of my
main(). When I compile this mixed language program, I get a unresolved "routine
name" error.

	I declare this math routine as "extern int simmain()" in main.c. I
compiled it by using f77, Fortran compiler. I put the simmain.o and -lF77,
-lU77, -lI77,-lisam, -lm in the CC command line. I also tried to switch the
location of simmain.o and main.o in the CC command line.

	Do I make any mistake? Or I forgot somethings else? I successed in
compiling the C and Fortran mixed program. I realy need your help. I will very
appreciate for you help. Have a nice day.

p/s : my OS is IRIX 6.2

-- 

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Date: Sun, 22 Jun 1997 10:10:33 -0400 (EDT)
From: Hansong Zhang <zhangh@cs.unc.edu>
To: Ren-Jye Yu <renjye@python.tamu.edu>
cc: info-performer@sgi.com
Subject: Re: How to declare Fortran subroutine in C++ compiler??
In-Reply-To: <9706220012.ZM9827@python.tamu.edu>
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Status: O

> Hello,
> 
> 	I have a math subroutine which is written by Fortran. I use C++
> compiler to compile my Performer program. This math routine is part of my
> main(). When I compile this mixed language program, I get a unresolved "routine
> name" error.
> 
> 	I declare this math routine as "extern int simmain()" in main.c. I
> compiled it by using f77, Fortran compiler. I put the simmain.o and -lF77,
> -lU77, -lI77,-lisam, -lm in the CC command line. I also tried to switch the
> location of simmain.o and main.o in the CC command line.
> 
> 	Do I make any mistake? Or I forgot somethings else? I successed in
> compiling the C and Fortran mixed program. I realy need your help. I will very
> appreciate for you help. Have a nice day.
> 
> p/s : my OS is IRIX 6.2
> 

Try to declare the fortran function as
extern "C" {
 int simmain();
}
which prevents CC from generating signature for the function name and  
making it differnt from the one in your fortran object file.

Besides (and if the above suggestion doesn't work), you can use the f2c
package to translate the fortran program to C. I used to use it for big
fortran math routines and it worked really well. f2c's available from
netlib.

hope this helps,
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)
-------------------------------------------------------------

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From: Jillian Michelle Tidd <jmtidd@cs.uiowa.edu>
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Subject: quadbuffer stereo
To: info-performer@sgi.com
Date: Sun, 22 Jun 1997 14:58:38 -0500 (CDT)
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hello everyone, 
  ok, i have what may or may not be a simple question. how does quadbuffer stereo work? are there 4 channels? in what order are they displayed on the screen? how and why is quadbuff better than top/bottom? i've been confused about this for a while. thanks for any ideas. 
jillian
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Organization: National Aerospace Laboratory
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Dick, 

We're (at the NLR) using a six processor (R10K) Onyx-REII and performer version
2.0.

Best Regards,
	Niels

Dick Rous wrote:
> You did not mention on which platform you noticed the speed difference between
> OpenGL and IRISGL.
> All our newer hardware, from Impact and Infinite Reality onwards, is based on
> OpenGL, and IRISGL runs through software emulation (IGLOO), which gives OpenGL
> a tremendous performance advantage.
> 
> Furthermore, support for IRISGL will cease to be in upcoming versions of
> Performer.



-- 
      _/     _/ _/       _/_/_/_/   Niels Hilbrink (RS NOP)
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Date: Mon, 23 Jun 1997 03:39:31 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: RE:Interface Touchscreen ?
To: info-performer <info-performer@sgi.com>
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Status: O

You have 2 solutions:
First : Make a kernel driver, and your touch screen can replace or to be
added with the mouse.so  you can keep events with pfGetEvent.
Second: You make serial function like flybox.c (
/usr/share/Performer/lib/libpfutil) and you call them in App process.
I use the two solution and I prefer the first ( be careful with system
version)
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From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: RE:Re: How to change shading mode in Performer?
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The first solution has to be called in PreDraw Function, The other one , =
I
don't think so, I think it's have to be a PreApp Function and the GeoStat=
e
must be allocated in Share Memory.

Yoel HALLAKOUN
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Date: Mon, 23 Jun 1997 04:50:24 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: texture paging
To: info-performer <info-performer@sgi.com>
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I need to have a texture paging mecanism, for that I want to use
pfImageCache and pfImageTile. I look for some examples about these
functions, and informations about texture paging.
Thanks.
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From: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
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Subject: Light problem
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Hi Performers,

I have a perfly based application and some light problems to deal with.
Even if the lighting is enabled {pfEnable(PFEN_LIGHTING)}, some pfLighSources
switched on and objects loaded with normals, the are no light effects (such as
shininess or shadings) on my solids.

Does anyone has a clue ?

Thanks in advance,

  Didier

-- 
Didier Guzzoni 
Swiss Federal Institute of Technology
Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch         
Fax   : ++41 21 693 6540 
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From: "Amaury Aubel" <aubel@lig.di.epfl.ch>
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Hi Performers,


I think that what I'm trying to do is not possible. I'd like experienced people
to tell me if I'm wrong...

I want to generate textures on the fly in my app. These textures are then
loaded into TRAM using the PFTEX_SOURCE_FRAMEBUFFER load mode (thanks Anita
btw:-)

1) Ideally, the generated textures should not be visible so they should be
rendered off-screen.
Yet, from what I understand it is not possible to render something off-screen
using hardware acceleration, right?

2) The textures should be transparent. This means I must specify a format like:
    pfTexFormat(tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8);
But in this case what does the "A" refer to? To the Z-buffer in the FB?


Any comments appreciated,

Amaury.
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From: Bernard Leclerc <bleclerc@poster.cae.ca>
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To: Ren-Jye Yu <renjye@python.tamu.edu>
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Subject: Re: How to declare Fortran subroutine in C++ compiler??
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Ren-Jye Yu wrote:

>         I have a math subroutine which is written by Fortran. I use C++
> compiler to compile my Performer program. This math routine is part of my
> main(). When I compile this mixed language program, I get a unresolved "routine
> name" error.
> 
>         I declare this math routine as "extern int simmain()" in main.c. I


	Try declaring your routine

		extern "C" int simmain_(void);

	On SGI, the FORTRAN compiler appends an underscore to the subroutine name.


> compiled it by using f77, Fortran compiler. I put the simmain.o and -lF77,
> -lU77, -lI77,-lisam, -lm in the CC command line. I also tried to switch the
> location of simmain.o and main.o in the CC command line.
> 
>         Do I make any mistake? Or I forgot somethings else? I successed in
> compiling the C and Fortran mixed program. I realy need your help. I will very
> appreciate for you help. Have a nice day.

-- 
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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To: Hansong Zhang <zhangh@cs.unc.edu>, Ren-Jye Yu <renjye@python.tamu.edu>
From: ken sartor <sartor@bur.visidyne.com>
Subject: Re: How to declare Fortran subroutine in C++ compiler??
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At 10:10 AM 6/22/97 -0400, Hansong Zhang wrote:
>> Hello,
>> 
>> 	I have a math subroutine which is written by Fortran. I use C++
>> compiler to compile my Performer program. This math routine is part of my
>> main(). When I compile this mixed language program, I get a unresolved
"routine
>> name" error.
>> 
>> 	I declare this math routine as "extern int simmain()" in main.c. I
>> compiled it by using f77, Fortran compiler. I put the simmain.o and -lF77,
>> -lU77, -lI77,-lisam, -lm in the CC command line. I also tried to switch the
>> location of simmain.o and main.o in the CC command line.
>> 
>> 	Do I make any mistake? Or I forgot somethings else? I successed in
>> compiling the C and Fortran mixed program. I realy need your help. I
will very
>> appreciate for you help. Have a nice day.
>> 
>> p/s : my OS is IRIX 6.2
>> 
>
>Try to declare the fortran function as
>extern "C" {
> int simmain();
>}
>which prevents CC from generating signature for the function name and  
>making it differnt from the one in your fortran object file.
>
>Besides (and if the above suggestion doesn't work), you can use the f2c
>package to translate the fortran program to C. I used to use it for big
>fortran math routines and it worked really well. f2c's available from
>netlib.
>
>hope this helps,
>Hansong

Here is how i have done it in the past...

First declare the function...

extern "C" {
extern void     ttest_(int* T1, int* T2, float* T3);
}

Then call the function...

        ttest_(&t1, &t2, &t3);

Good luck.  (Note that in this case, i am passing the addresses
of the variables.  This is to allow the returning values to 
be passed back into the calling routine.  If this were not 
necessary, then of course you could just pass in the values.)

ken
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From: Rachael Brady <rbrady@ncsa.uiuc.edu>
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To: info-performer@sgi.com
Subject: 3D textures in Performer
Cc: sartor@bur.visidyne.com
Status: O


I am trying to use a 3D texture in Performer.  I'm sure people have
been successfully doing this for some time.  If anyone has some working
sample code, I'd appreciate seeing it.  Otherwise, below is a modified
section of the texture.C example in the /usr/share space.
Everything works beautifully if the third dimension of the texture is
set to 1.  As soon as I increase that value to some power of two, I
get an image which is equivalent to the first line of the 3D texture
replicated down the polygon.

Also, I've tried calling pfTexGen::apply() within this code.. that function
never returns. However, the texGen requests are getting applied somehow
because I get different images depending on the plane equations I set
(when using 2D (i.e. sz = 1) or 3D (i.e. sz = 32) textures).

Also note that the MINFILTER and MAGFILTER are not dependant on MIPMAPS.

I'm using an onyx IR system, IRIX 6.2.

Thanks

Rachael Brady
Senior Research Programmer
Biological Imaging Group, NCSA
rbrady@ncsa.uiuc.edu

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

/usr/share/Performer/src/pguide/libpf/C++/texture.C
... begining of file removed ... 
    
    // Set up textures & gstates structures
    pfTexture *tex = new pfTexture;
    pfTexEnv *tev;
    tex->setFilter(PFTEX_MINFILTER, PFTEX_TRILINEAR);
    tex->setFilter(PFTEX_MAGFILTER, PFTEX_TRILINEAR);
    tex->setFormat(PFTEX_INTERNAL_FORMAT, PFTEX_IA_8);
    
    pfGeoState *gstate = new pfGeoState;
    unsigned char *image;
    image = ReadImage()		// returns a 256 x 256 x 32 array
				// (2 bytes per voxel)
    int nc, sx, sy, sz;
	
    nc = 2; sx = 256; sy = 256; sz = 32;
    tex->setImage((uint *) (image), nc, sx, sy, sz);

    gstate->setMode(PFSTATE_TRANSPARENCY, PFTR_BLEND_ALPHA);
    gstate->setMode(PFSTATE_ALPHAFUNC, PFAF_NOTEQUAL);
    gstate->setVal(PFSTATE_ALPHAREF, 0.0f);
    gstate->setAttr(PFSTATE_TEXTURE, tex);
    gstate->setMode(PFSTATE_ENTEXTURE, PF_ON);
    gstate->setMode(PFSTATE_ENLIGHTING,0);
    gstate->setMode(PFSTATE_CULLFACE,PFCF_OFF);
	
    tev = new pfTexEnv;
    gstate->setAttr(PFSTATE_TEXENV, tev);

    // Set up geosets
    pfVec3 *coords = (pfVec3*) new(4*sizeof(pfVec3)) pfMemory;
    coords[0].set(-1.0f,  0.0f,  -1.0f);
    coords[1].set( 1.0f,  0.0f,  -1.0f );
    coords[2].set( 1.0f,  0.0f,   1.0f );
    coords[3].set(-1.0f,  0.0f,   1.0f );
    
    ushort *vertexlist = (ushort*) new(4*sizeof(ushort)) pfMemory;
    vertexlist[0] = 0;
    vertexlist[1] = 1;
    vertexlist[2] = 2;
    vertexlist[3] = 3;
    
    pfVec4 *colors = (pfVec4*) new(4*sizeof(pfVec4)) pfMemory;
    colors[0].set(1.0f, 1.0f, 1.0f, 1.0f);
    colors[1].set(0.0f, 0.0f, 1.0f, 1.0f);
    colors[2].set(1.0f, 0.0f, 0.0f, 1.0f);
    colors[3].set(0.0f, 1.0f, 0.0f, 1.0f);
    
    ushort *colorlist = (ushort*) new(4*sizeof(ushort)) pfMemory;
    colorlist[0] = 0;
    colorlist[1] = 1;
    colorlist[2] = 2;
    colorlist[3] = 3;
    
    // Use TexGen to gain access to 3D texture
    pfTexGen *texgen = new pfTexGen;
    gstate->setMode(PFSTATE_ENTEXGEN, PF_ON);
    gstate->setAttr(PFSTATE_TEXGEN, texgen);
    texgen->setMode(PF_S, PFTG_OBJECT_LINEAR);
    texgen->setMode(PF_T, PFTG_OBJECT_LINEAR);
    texgen->setMode(PF_R, PFTG_OBJECT_LINEAR);
    texgen->setMode(PF_Q, PFTG_OFF);
    texgen->setPlane(PF_S, 0.5f, 0.0f, 0.0f, 0.5f);
    texgen->setPlane(PF_T, 0.0f, 0.0f, 0.5f, 0.5f);
    texgen->setPlane(PF_R, 0.0f, 0.5f, 0.0f, 0.5f);
    
    pfGeoSet *gset = new pfGeoSet;
    gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, coords, vertexlist);
    gset->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, colors, colorlist);
    gset->setPrimType(PFGS_QUADS);
    gset->setNumPrims(1);
    gset->setGState(gstate);

    // set up scene graph
    pfGeode *geode1 = new pfGeode;
    geode1->addGSet(gset);

texture.C sample file continues...
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--PART-BOUNDARY=.19706231219.ZM20148.triavest.com
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For Software Developers

Triavest, a supplier of 3D computer graphics solutions to the broadcast a=
nd
video production industries is seeking software developers for employment=

in its San Francisco facilities.

Candidates should possess practical experience in the development of
software applications using C and C++ under UNIX environments, with a
comprehensive knowledge of 3D computer graphics. Candidates should also
possess applicable experience in one or more of the following areas:

=85 System administration under IRIX operating systems (SGI platform)
=85 Open-GL; Open Inventor and/or Performer
=85 Graphical user-interface design using Motif
=85 Development of peripheral/device drivers

Engineers will work on advanced tools for next-generation television
production environments, including: virtual set authoring tools, on-air
graphics systems, real-time graphics rendering, asset management subsyste=
ms
and development of interfaces to various computer and video hardware
devices. A BSCS degree is required with a minimum of 3-5 years practical
experience.

Triavest offers competitive compensation packages and a creative work
environment. Interested parties should forward resumes to:

Human Resources
Triavest Inc.
2727 Mariposa Street
Studio 100
San Francisco, CA  94110
Fax: 415-252-6741
e-mail: mike@triavest.com

-- =

Anita Kishore

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Message-ID: <33AF160C.3C7DC041@rtset.co.il>
Date: Tue, 24 Jun 1997 03:34:21 +0300
From: Ran Yakir <rany@rtset.co.il>
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Organization: RT-Set
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To: Amaury Aubel <aubel@lig.di.epfl.ch>
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Amaury Aubel wrote:

> Hi Performers,
>
> I think that what I'm trying to do is not possible. I'd like
> experienced people
> to tell me if I'm wrong...
>

On the contrary, it is very much possible.

> I want to generate textures on the fly in my app. These textures are
> then
> loaded into TRAM using the PFTEX_SOURCE_FRAMEBUFFER load mode (thanks
> Anita
> btw:-)
>
> 1) Ideally, the generated textures should not be visible so they
> should be
> rendered off-screen.
> Yet, from what I understand it is not possible to render something
> off-screen
> using hardware acceleration, right?
>

Wrong. You can render either to a pbuffer (look for pbuffer commands in
/usr/include/GL/glx.h), or to an AUX buffer.AUX buffers are easier to
handle - you allocate them in you attribute list for a pfWindow, and
then switch using glDrawBuffer (GL_AUXn), where n is 0 and up.
You will have to allocate alpha bitplanes for your window, also in the
attribute list, in order to support semi-transparent_8 textures..
The advantage of pbuffers is that they can have different size and
attributes from your window, unlike the aux buffers.


Ran


--
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To: info-performer@sgi.com
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Subject: Subclassing of pfDCS
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Somehow this was garbled when sent throughout the news group, so I'll resend.

I've created a subclass of a pfDCS node similar to the example in the
Performer Programmers Manual.  


#include <Performer/pf/pfDCS.h>

class Aircraft: public pfDCS{

protected


public
  Aircraft();


};

I create a DSO file after the compile so that it will link at runtime.  It
compiles fine, however, at runtime I get an unresolved symbol call from rld.  

rld:  Error: unresolved symbol in ./lib/libaircraft.ogl.n32.so:
_vtbl_8Aircraft

I'm using Performer 2.0.2 (patch 1392 installed) on an R10000 O2. If I
remove the ":public pfDCS" (I'm not using any pfDCS functionality yet), It
compiles and runs fine. Is there a header file or patch I'm missing?  Thanx.

Jim

   
*********************************************************
James F. Garrova                 (voice) 619.223.2300 x20
Senior Software Systems Engineer (fax)   619.222.2260
The MITRE Corporation            (email)garrova@mitre.org
*********************************************************

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From: "Daniela Rainer (RUS)" <Daniela.Rainer@RUS.Uni-Stuttgart.DE>
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Date: Tue, 24 Jun 1997 13:52:42 +0000
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Subject: Lighting problem in multiprocessing mode with multiple windows
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Status: O

Hi,

in an application with 4 pfPipeWindows only the first window gets correct
lighting in multiprocessing mode. In singleprocessing mode this problem doesn't
appear.


Thanks for any help,

regards
Daniela

-- 
-------------------------------------------------------------------------
Daniela Rainer                       | email: rainer@rus.uni-stuttgart.de
Rechenzentrum Uni Stuttgart (RUS)    | Tel:   +49 (0) 711 685 5790	
Allmandring 30a, 70550 Stuttgart     | Fax:   +49 (0) 711 682 357
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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9706241432.AA27449@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Transform precision.
Status: O


I'm seeing some peculiar differences in rendering a scene before
and after calling 'pfFlatten'.

I have this:

                     pfScene
                        |
                ________|________
               |                 |
             pfSCS             pfSCS
               |                 |
               |                 |
           Geometry          Geometry

The two sets of geometry are terrain tiles, each modelled with their local
origin at the center of the tile. The two SCS's translate (but don't rotate)
the tiles so that (in theory) they exactly touch along one edge.

I noticed that when the pfScene is 'pfFlatten'ed, the two tiles match up
nicely - with no cracks at the boundaries. However, in actual use, I don't
have enough memory to flatten the scene graph in this manner.

When I *don't* flatten the scene, there is a thin crack between the two tiles
which was not there in the pfFlattened case.

I'm using an iR machine with OpenGL. Could it be that OpenGL is doing the
SCS translation with less precision than Performer?


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

** Beware of Geeks bearing GIF's. **


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Date: Tue, 24 Jun 1997 09:48:09 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: "James F. Garrova" <garrova@mitre.org>
cc: info-performer@sgi.com
Subject: Re: Subclassing of pfDCS
In-Reply-To: <3.0.32.19970623181741.006ddfc8@diego.mitre.org>
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Status: O

On Mon, 23 Jun 1997, James F. Garrova wrote:

> #include <Performer/pf/pfDCS.h>
> 
> class Aircraft: public pfDCS{
> 
> protected
> 
> 
> public
>   Aircraft();
> 
> 
> };
> 
> I create a DSO file after the compile so that it will link at runtime.  It
> compiles fine, however, at runtime I get an unresolved symbol call from rld.  
> 
> rld:  Error: unresolved symbol in ./lib/libaircraft.ogl.n32.so:
> _vtbl_8Aircraft
> 

You need to provide atleast one non-inline non-pure virtual function in
order for the vtbl to be generated. This is a heuristic typically used by
cfront derived compilers to eliminate duplicate vtables.  Are you sure that
you have provided a definition for all virtual functions in the class. The
class as shown above works without any problems for me.

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: Tue, 24 Jun 1997 11:59:52 -0400
From: Prakash Mahesh <prakash@DRAWCOMP.COM>
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Status: O

I know this is not a Performer-specific question....

Is there a way to give an IF directive in Makefiles?
To be more specific, I want to know if an environmental variable is set,
and want to quit from making anything if not set. Please send me a
personal mail, if you have an answer. I'd really appreciate any help.

Thannks.
-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
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           id aa1207329; 24 Jun 97 15:40 BST
From: Gordon Tomlinson <gordon@apollo13.demon.co.uk>
To: Rick Weyrauch <rweyrauch@camus.paradigmsim.com>
Cc: info-vega@camus.paradigmsim.com, info-performer@sgi.com
Subject: Projected Texture Spot Lights
Date: Tue, 24 Jun 1997 14:40:41 GMT
Reply-To: gordon@apollo13.demon.co.uk
Message-ID: <33afda01.3544983@post.demon.co.uk>
References: <33b34829.11911513@post.demon.co.uk> <9706230902.ZM26629@camus.paradigmsim.com>
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Status: O

Hi Rick

Thanks for your example, which works fine and so does my code
but ONLY IN SINGLE THREAD mode if you try it in a Multithreaded mode
than it fails to work like a project light, it seems to revert to a local=
 light source ???

the function is set as a call back  on VGDS_POSTLOAD which is set after =
vgDefineSys but before vgConfigSys

so one question is how can we get this to work in a multithreaded app ???


2) also when the Projected Textures spotlight works in Single Threaded =
mode, there is back lighting effect ( along the -y )
 that is not wanted is there a work around or fix to this effect.


Many thanks in Advance for=20


Gordon.

Heres the function and function call I am using=20




 vgAddFunc(vgGetObjDS(vgFindObj("helicopterObj")), VGDS_POSTLOAD, =
InitProjectedTorch, NULL);



void InitProjectedTorchCB(vgCommon *handle, void *data)
{
pfNode			*node		=3D NULL;
pfDCS			*dtorchDCS	=3D NULL;
pfFrustum		*shadFrust	=3D NULL;
pfTexture		*tex		=3D NULL;

    printf("\n\n Project callback PID =3D %d \n\n\n",  (int) getpid());
    if((node =3D (pfNode *)vgGetDSPfObj((vgDataSet *)handle))=3D=3D =
NULL){
		vgNotify(VG_FATAL, VG_APP, "****InitProjectedTorchProjected: failed to =
get a handle to the dataset's performer node");
		return;
		}


	if(!dtorchDCS) {
		dtorchDCS =3D (pfDCS*) pfFindNode( node ,"dTORCH",pfGetDCSClassType());
	   if( !dtorchDCS ){
		   vgNotify(VG_FATAL, VG_APP, "****InitProjectedTorchProjected: failed =
on Find dtorchDCS part(dTORCH)\a");
				return ;
		  }
		}
   vgNotify(VG_DEBUG, VG_APP, "****InitProjectedTorchProjected: Found =
dTORCH DCS node\n");
	=09
=09
	if((shadFrust =3D pfNewFrust( pfGetSharedArena()))=3D=3D NULL){
		vgNotify(VG_FATAL, VG_APP, "****InitProjectedTorchProjected: failed on =
to create shadFrust\a");=09
		return;
		}

	pfMakeSimpleFrust( shadFrust, 21.0f);
	pfFrustNearFar( shadFrust,  0.01f,  100.0f);
	vgNotify(VG_DEBUG, VG_APP, "****InitProjectedTorchProjected: Created =
shadFrust \n");
=09
	if( (projLight =3D pfNewLSource())=3D=3D NULL ){
		vgNotify(VG_FATAL, VG_APP, "****InitProjectedTorchProjected: failed on =
to create light source for spot\a");=09
		return;		=09
		}
	vgNotify(VG_DEBUG, VG_APP, "****InitProjectedTorchProjected: Created =
lightsource for spot \n");
=09
	=09
	if((tex =3D pfNewTex( pfGetSharedArena())) =3D=3D NULL ){
		vgNotify(VG_FATAL, VG_APP, "****InitProjectedTorchProjected: failed on =
to create Texture for spot\a");=09
		return;					=09
		}
    vgNotify(VG_DEBUG, VG_APP, "****InitProjectedTorchProjected: Created =
Texture for spot \n");

=09
=09
	if(pfLoadTexFile( tex,  "/usr/working/Hasbro/Code/spotlight.inta" ))
		vgNotify(VG_DEBUG, VG_APP, "****InitProjectedTorchProjected: =
spotlight.inta loaded OK");
	else
		vgNotify(VG_DEBUG, VG_APP, "****InitProjectedTorchProjected: Failed to =
Load spotlight.inta");
=09
	pfTexRepeat( tex,  PFTEX_WRAP, PFTEX_CLAMP);
	 =20
	pfLSourceMode( projLight,  PFLS_PROJTEX_ENABLE, PF_ON);
	pfLSourceAttr( projLight,  PFLS_PROJ_FRUST,shadFrust); =20

	pfLSourceAttr( projLight,  PFLS_PROJ_TEX,  tex );
	pfLSourceColor(projLight,  PFLT_AMBIENT,  0.01f, 0.01f, 0.01f );
	pfLSourceColor(projLight,  PFLT_DIFFUSE,  1.0f, 1.0f, 1.0f);
	pfLSourceVal( projLight,  PFLS_INTENSITY, 1.0f);
	pfLSourcePos( projLight,  0.0f,  0.0f, 0.0f, 1.0f);
=20
	pfAddChild(  dtorchDCS,projLight );

	pfLSourceOn(projLight );
=09
	if( pfIsLSourceOn(projLight ) =3D=3D PF_ON )
		vgNotify(VG_DEBUG, VG_APP, "****InitProjectedTorchProjected: projLight =
report ON");
	 else
		vgNotify(VG_DEBUG, VG_APP, "****InitProjectedTorchProjected: projLight =
report OFF");
		=09
    vgNotify(VG_DEBUG, VG_APP, "****InitProjectedTorchProjected: Setup =
Spot light completed adding to dtorchDCS DCS \n");

}


Gordon Tomlinson   =20

***************************************************************
Email: 	gordon@apollo13.demon.co.uk
WWW:	http://www.apollo13.demon.co.uk
***************************************************************
The Truth is out there ...........                 =20
Smoke me a Kipper I'll be back for Breakfast ..... =20
***************************************************************
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Date: 24 Jun 1997 14:57:58 -0400
From: "Shawn Soeder" <shawn_soeder@atdc.northgrum.com>
Subject: vrml 2.0 loader
To: "info-performer" <info-performer@sgi.com>
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Status: O

Performer folks,

Is there a Performer loader for vrml 2.0 files (perhaps excluding script
nodes)?  Is there going to be?

Thanks,
Shawn

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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Transform precision." (Jun 24,  9:32am)
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To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.com
Subject: Re: Transform precision.
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Status: O

On Jun 24,  9:32am, Steve Baker wrote:
> Subject: Transform precision.
>
> I'm seeing some peculiar differences in rendering a scene before
> and after calling 'pfFlatten'.
>
> I have this:
>
>                      pfScene
>                         |
>                 ________|________
>                |                 |
>              pfSCS             pfSCS
>                |                 |
>                |                 |
>            Geometry          Geometry
>
> The two sets of geometry are terrain tiles, each modelled with their local
> origin at the center of the tile. The two SCS's translate (but don't rotate)
> the tiles so that (in theory) they exactly touch along one edge.
>
> I noticed that when the pfScene is 'pfFlatten'ed, the two tiles match up
> nicely - with no cracks at the boundaries. However, in actual use, I don't
> have enough memory to flatten the scene graph in this manner.
>
> When I *don't* flatten the scene, there is a thin crack between the two tiles
> which was not there in the pfFlattened case.
>
> I'm using an iR machine with OpenGL. Could it be that OpenGL is doing the
> SCS translation with less precision than Performer?

You should expect some differences, depending on your luck
with the exact numbers in the SCS nodes. I've seen this sort of thing which
looks almost like a rounding problem using terrain matrices with huge values,
but these were really out in the boonies and I just put it under the general
heading of precision errors in circumstances where I expected such problems.

Remember you are performing a matrix multiplication at least with model
and viewing (or other equivalent) which results in what is probably a
fairly low imprecise number on the stack (youre up close and personal
with your data right) this versus a large number
in the modelview matrix (actually just viewing since you've flattened)
and large coordinates under transformation. So I'd suggest that the
difference is a result of the different process rather than some fp
difference in the GEs, ie you have a model viewing multiplication
followed by a transformation, versus a transformation through model
matrix (the pfflatten) followed by a transformation through viewing in
the GFX pipe.

Presumably your SCS nodes have some pretty huge numbers in them, is this a
"real" problem? It sounds like some curiosity you have discovered while
working on some Large Area Database Management code.


Cheers,Angus.


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Hello performers!
My version of Iris Performer is very old, and I have to compile a code which
has been written for a recent Performer version. So I have a big problem:
can anyone explain me the header file pfdu.h? What is it used for?
Can I change the functions of pfdu.h by functions I already have with my old
version of Performer?

Thanks
Francois

-- 
Francois.Seprey
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Date: Wed, 25 Jun 1997 17:15:10 +0900 (JST)
Message-Id: <199706250815.RAA16327@beguine.dst.nk-exa.co.jp>
To: info-performer@sgi.com
Cc: shawn_soeder@atdc.northgrum.com, andoh@dst.nk-exa.co.jp
Subject: Re: vrml 2.0 loader
In-Reply-To: Your message of "24 Jun 1997 14:57:58 -0400".
	<n1344958139.66110@esplt14m-s.grumman.com>
From: andoh@dst.nk-exa.co.jp (Yukio Andoh)
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Performer/VRML folks,

shawn_soeder@atdc.northgrum.com writes:
|> Is there a Performer loader for vrml 2.0 files (perhaps excluding script
|> nodes)?  Is there going to be?

Please chaeck out the following URL:

http://www.openworlds.com/
Iris Performer-based VRML2.0 browser (built on top of perfly application).

Regards,
Yukio Andoh
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From: Guy Premont <silicon-worlds@calva.net>
Organization: Silicon Worlds S.A.
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Hi performers!


I have a simple mathematical problem with pfMatrix and pfDCS : I would
like to have a pfDCS:: or pfMatrix::getScale() function!

In my app (Performer 2.0.2), my database is read from a config file wich
defines all pfDCS, pfSCS, pfLOD, etc...   I want to record the initial
values of the pfDCS set in the config file for rotation, translation and
scaling.  Rotation and translation are easy to obtain with
dcs->getMatPtr()->getOrthoCoord(&coord).

However, the scaling applied to the pfDCS is lost in the pfMatrix. I
think I could get the uniform scaling with the determinant of the
pfMatrix, but non uniform scaling in X Y and Z are harder to get back.

How could I do it?

Guy

 
===========================================
          Silicon Worlds S.A.  
12, rue de Chatillon    75014 Paris  France
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Subject: description of FLT format
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Hello,

we are working on very large scene with Sattelite textures and Spot 
Digital Elevation Model at 20 meters resolution. If we keep 
this resolution the terrain can have several millions of polygons.
So we've decided to create Traingle Irregular Network to reduce 
the number of polygons.
It seems OK.

Now, we want to generate ourselves the "FLT" file.

1) Where can I have the description of this format ?

2) we are inexperienced in perfomer, may I have
some advices on clipmapping, ASD, meshs and file formats 
for this kind of application ?

Thanks a lot from (little) Brittany

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From: Michelle Fitch <fitch@ivex3d.com>
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Please take this address off the mailing list

Thanks

Michelle

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From: "Amaury Aubel" <aubel@lig.di.epfl.ch>
Message-Id: <9706251747.ZM14465@lig.di.epfl.ch>
Date: Wed, 25 Jun 1997 17:47:48 -0600
In-Reply-To: Ran Yakir <rany@rtset.co.il>
        "Re: Generating textures on the fly" (Jun 24,  3:34am)
References: <9706231523.ZM16313@lig.di.epfl.ch>  <33AF160C.3C7DC041@rtset.co.il>
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On Jun 24,  3:34am, Ran Yakir wrote:
> > I want to generate textures on the fly in my app. These textures are
> > then
> > loaded into TRAM using the PFTEX_SOURCE_FRAMEBUFFER load mode (thanks
> > Anita
> > btw:-)
> >
> > 1) Ideally, the generated textures should not be visible so they
> > should be
> > rendered off-screen.
> > Yet, from what I understand it is not possible to render something
> > off-screen
> > using hardware acceleration, right?
> >
>
> Wrong. You can render either to a pbuffer (look for pbuffer commands in
> /usr/include/GL/glx.h), or to an AUX buffer.AUX buffers are easier to
> handle - you allocate them in you attribute list for a pfWindow, and
> then switch using glDrawBuffer (GL_AUXn), where n is 0 and up.
> You will have to allocate alpha bitplanes for your window, also in the
> attribute list, in order to support semi-transparent_8 textures..
> The advantage of pbuffers is that they can have different size and
> attributes from your window, unlike the aux buffers.

First of all thanks for your help.

I was not aware there was such a thing as pbuffers.
But how could I load something from the pbuffer into the TRAM? That puzzles me
most...

I could use glXMakeCurrentReadSGI to tell openGL to use the pbuffer as a source
for all subsequent glReadPixels, glCopyPixels etc.
But I strongly doubt this will apply to a texture load specified as follows:

    pfTexLoadMode(tex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_FRAMEBUFFER);
    pfTexLoadSize(tex, WIN_X, WIN_Y);
    pfLoadTex(movie->tex);

Does anyone have an idea of what would happen?

An alternative solution would be to transfer a block of pixels from the pbuffer
into CPU memory and then load it to TRAM with a pfTexImage(). Seems awfully
complicated (and slow).

Any idea of how I could do this?


Amaury.
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From: "Ran Yakir" <rany@rtset.co.il>
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Date: Wed, 25 Jun 1997 20:09:14 +0000
In-Reply-To: "Amaury Aubel" <aubel@lig.di.epfl.ch>
        "Re: Generating textures on the fly" (Jun 25,  5:47pm)
References: <9706231523.ZM16313@lig.di.epfl.ch>  <33AF160C.3C7DC041@rtset.co.il> 
	<9706251747.ZM14465@lig.di.epfl.ch>
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On Jun 25,  5:47pm, Amaury Aubel wrote:
>
> I was not aware there was such a thing as pbuffers.
> But how could I load something from the pbuffer into the TRAM? That puzzles
me
> most...
>
> I could use glXMakeCurrentReadSGI to tell openGL to use the pbuffer as a
source
> for all subsequent glReadPixels, glCopyPixels etc.
> But I strongly doubt this will apply to a texture load specified as follows:
>
>     pfTexLoadMode(tex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_FRAMEBUFFER);
>     pfTexLoadSize(tex, WIN_X, WIN_Y);
>     pfLoadTex(movie->tex);
>
> Does anyone have an idea of what would happen?
>

This is exactly the way to do it. glXMakeCurrentReadSGI does apply for
glCopyTexImage2DEXT and glCopyTexSubImage2DEXT, which are encapsulated by
pfLoadTex of SOURCE_FRAMEBUFFER textures.

Ran

-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | RT-SET Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@rtset.co.il
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Subject: Real city models?
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Does anyone know where I can find models of existing cities?
I need at least a few blocks to drive around in of some towns that
match the maps found on some commercial CD-ROM map software.

I imagine there must be some commercial source for these types of
models if there aren't any free ones.  They also need to be in
a Performer2-readable format.

Thanks,
Jim.
-- 
James Klinge    klinge@reality.psych.umn.edu  -  Human Factors Research Lab 
voice:(612)626-7521   fax:(612)625-8867       -  University of Minnesota
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To: info-performer@sgi.com
Subject: RApidapp + performer Interfacing!
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Hi,
I have been able to interface the GUI created using Rapidapp with my
Performer application, and this works fine on the Impacts (R10000)
but fails on the Onyx IR.
 
Basically I have created the MAterial Editor in Rapidapp and interfaced
with the PErformer code, to apply material on any geode in the scene
graph. Although  I am able to seet the values for aMbient, Diffuse,
Specular..., when I use the call to apply the material, the program
crashes with the following error
pfDirtCheck : pfRealloc of 0 bytes returned NULL

Any clues?

Thanx in advance!

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

Madhavi D R 
Project Manager
Aeronautical Development Agency
Bangalore 
India 



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In-Reply-To: perfly@segolene.roazhon.inra.fr
        "description of FLT format" (Jun 25,  3:35pm)
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On Jun 25,  3:35pm, perfly@segolene.roazhon.inra.fr wrote:
> Subject: description of FLT format
> Hello,

> 1) Where can I have the description of this format ?
>

http://www.multigen.com/support/documentation/documentation.htm
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On Wed, 25 Jun 1997 perfly@segolene.roazhon.inra.fr wrote:

> 1) Where can I have the description of this format ?

	I have attached the PDF file describing the FLT15.2 format.

--TMIV
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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9706251541.ZM5190@tracey.triavest.com>
Date: Wed, 25 Jun 1997 15:41:19 -0700
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Subject: Xlib message
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Status: O

Hi :

	In my performer application, after all database is loaded and the
render window is opened, I get the following message sometimes which most
of the time crashes the program.

	Xlib: unexpected async reply (sequence 0x779)!
	Using 60Hz video rate.

Does anyone have any clue as to what could be going wrong? I am using
OpenGL, performer 2.0.1, Irix5.3, Onyx RE2.

The application also has an Inventor/Motif based GUI as another process.
But I think the above message comes from Performer side because by then
GUI creation is done at, least visually. ie: the GUI comes up before the
render window of Performer.

thanks for any help.

-anita

kishore@triavest.com

-- 
Anita Kishore
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Date: Wed, 25 Jun 1997 18:44:57 -0400
From: "Richard M. Spencer" <rspencer@rti.org>
Subject: Child process execution
Sender: rspencer@RCC.RTI.ORG
To: info-vega@paradigmsim.com, info-performer@sgi.com
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Organization: Research Triangle Institute
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Status: O

My Vega app has two serial device readers that require several
milliseconds of app time.  I therefore spawned these two read functions
with sproc and trigger them with semaphores.  I hoped to take advantage
of the time apparently available just before/during vgSyncFrame/pfSync I
assumed was freeing about 10% of the CPU time on my single R10000 Max
Impact.

However, despite where I trigger the read semaphores relative to
vfSyncFrame/pfSync and vgFrame/pfFrame, my Performer statistics now show
a lower gray line after app and before draw corresponding to the
processing time for the readers.  My overall frame time has increased
about 2.5 ms due to process and semaphore overhead. 

I assume (and will confirm) this will work properly on a multiprocessor
machine (I'll eventually make it multithreaded) but what can I do to
force the drivers to run during the single CPU idle time and not hinder
the main simulation process app time?  Any suggestions?

Thanks
-- 
Richard M. Spencer           Research Triangle Institute - CDSE
Research Computer Scientist  3040 Cornwallis Road, Herbert Bldg, Rm 226
rspencer@rti.org             P.O. Box 12194; RTP, NC 27709-2194  USA
http://www.rti.org/vr/       919-541-6733 (voice), 919-541-6515 (fax)
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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9706251636.ZM5561@tracey.triavest.com>
Date: Wed, 25 Jun 1997 16:36:14 -0700
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To: info-performer@sgi.com
Subject: running out of performer shared memory
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Status: O

Hi :

	I am having trouble with performer shared memory after I put new code
to pfMalloc (in its shared arena) some structures in pfList. The message I get
at that line is :

pfMemory::new() Unable to allocate 48 bytes from arena 0x18040000.
        Try using pfSharedArenaSize() to increase the arena size
        (currently 262144.00 KBytes) and check for adequate setrlimit()
        values and available space on swap (or pfTmpDir()).

and the program dumps core after this. The core file also points to the same
problem.


I increased shared arena size to 454288000 bytes (can't increase beyond this).
But I still get the same message even though it gives current size as the new
one. The file that I load is very simple and there should be enough memory
for everything, because very big scenegraph files (minus the new code) have
so far been loading allright. I am sure that the new allocation is not taking
more memory than what would be used when loading big scene graphs (unless a
different arena is used by performer for its nodes?). I made sure that ipcs
output is clean.

Is there a call to check the shared memory usage from the program? How can I
further increase the arena size? Any help on this problem is greatly
appreciated.

thanks a lot
-anita

kishore@triavest.com

-- 
Anita Kishore
=======================================================================
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Date: Wed, 25 Jun 1997 20:05:46 -0700
In-Reply-To: "Ran Yakir" <rany@rtset.co.il>
        "Re: Generating textures on the fly" (Jun 25,  8:09pm)
References: <9706231523.ZM16313@lig.di.epfl.ch>  <33AF160C.3C7DC041@rtset.co.il> 
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Subject: Re: Generating textures on the fly
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Bit of an aside, there's a chapter of the 6.2 gl_dev relnotes:
'Pbuffers_on_Impact' that anyone wanting to use Pbuffers ( esp on Impact )
would find useful.

Cheers
Rob

On Jun 25,  8:09pm, Ran Yakir wrote:
> Subject: Re: Generating textures on the fly
> On Jun 25,  5:47pm, Amaury Aubel wrote:
> >
> > I was not aware there was such a thing as pbuffers.
> > But how could I load something from the pbuffer into the TRAM? That puzzles
> me
> > most...
> >
> > I could use glXMakeCurrentReadSGI to tell openGL to use the pbuffer as a
> source
> > for all subsequent glReadPixels, glCopyPixels etc.
> > But I strongly doubt this will apply to a texture load specified as
follows:
> >
> >     pfTexLoadMode(tex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_FRAMEBUFFER);
> >     pfTexLoadSize(tex, WIN_X, WIN_Y);
> >     pfLoadTex(movie->tex);
> >
> > Does anyone have an idea of what would happen?
> >
>
> This is exactly the way to do it. glXMakeCurrentReadSGI does apply for
> glCopyTexImage2DEXT and glCopyTexSubImage2DEXT, which are encapsulated by
> pfLoadTex of SOURCE_FRAMEBUFFER textures.
>
> Ran
>
> --
>  __                                  | Ran Yakir
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-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Hi Anita,


Xlib: unexpected async reply (sequence 0x779)


this message is typical when you are trying to acces the motif/X11 process from
another process (ie make a call like XmTextSetString from the performer
process). X11 is single thread only so calling X11/Motif function from within
another process is forbidden

kind regards,
	Niels
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Date: Thu, 26 Jun 1997 08:12:06 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: RE:description of FLT format
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You have a description of flt format 14.2 and 15.2 on MultiGen site
//www.multigen.com, MultiGen II give you some API to manipulate your flt
file.


To use very large DB, you have pfDBase function, I'm just start to use it=
,
but I think it's the solution, with a fast format file (pfb file)
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Date: Thu, 26 Jun 1997 08:20:50 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: RE:Re: Generating textures on the fly
To: info-performer <info-performer@sgi.com>
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Status: O

I have the same problem, the only think I find to do this is to load
textures at initialisation, on RAM, with pfLoadTexFile and pfFormatTex. t=
he
pfFormatTex is very slow so unused in real time, but the pfLoadTex seems =
to
be very fast.

I think we have to find information about pfFormatTex, and try to build a=

fonction =

for loading the texture directly on a good format

Yoel HALLAKOUN.
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Please add my name to the IRIS Performer mailing list:
 
      Jose Nazario    te15772@tx.deere.com

Thnak you.

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My question is if someone has the expirience and knowledge in
programming a driver for the "Magellan Space Mouse" in "ANSI C".

I want use the Magellan Space Mouse under IRIS Performer (2.1).

Thanks, 
Norbert
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Subject: pfDraw() in channel draw callback
To: info-performer@sgi.com
Date: Thu, 26 Jun 1997 10:40:27 -0400 (EDT)
From: "Christopher Geyer" <cgeyer@seas.upenn.edu>
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I'm having trouble trying to rendering inside the channel's draw callback.
I'm using IRIX 5.3, Performer 2.0.2.  I'm in PFMP_CULL_DL_DRAW mode.

If I try to do this:

DrawFunc( pfChannel *chan, void *data )
{
  
  pfDraw( )  // draw the entire scene
  
  for( int j = 0; j < DLlist->getNum( ); j++ )
  { 
    pfDispList *dl = ( (pfDispList*) DLlist->get( j ) );

    if( dl )
      dl->draw( );
  }

}

After the pfDraw(), it will not render the geometry in the display 
lists.  However, if I comment out the pfDraw(), it will render the display 
lists.

If I put the pfDraw() after drawing the display lists, it renders as
expected.  But I need to initialize the z-buffer before I render my
display lists. 

What am I doing wrong?  Why is pfDraw() preventing my display lists from 
rendering?

Christopher

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Hi all!

I'm pretty new to performer, (i.e. have only been using it for a couple 
of weeks), and am having difficulty getting anti-alliasing modes working 
on the O2.  I've tried setting attributes in GeoStates and the 
pfAntialias() functions, but with no joy.

Can anyone tell me the simple solution to this problem (I'm aware that 
the O2 only has limited Antialiassing capability)?

Many thanks in advance,

John Sunderland
-- 
John Sunderland  <j.sunderland@dial.pipex.com>
Software Engineer
Lockheed Martin Solartron Systems, Hoddesdon, Herts. UK
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Subject: Re: running out of performer shared memory
To: kishore@triavest.com (Anita Kishore)
Date: Thu, 26 Jun 1997 10:21:55 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <9706251636.ZM5561@tracey.triavest.com> from "Anita Kishore" at Jun 25, 97 04:36:14 pm
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Anita Kishore wrote:
> 
> Hi :
> 
> 	I am having trouble with performer shared memory after I put new code
> to pfMalloc (in its shared arena) some structures in pfList. The message I get
> at that line is :
> 
> pfMemory::new() Unable to allocate 48 bytes from arena 0x18040000.
>         Try using pfSharedArenaSize() to increase the arena size
>         (currently 262144.00 KBytes) and check for adequate setrlimit()
>         values and available space on swap (or pfTmpDir()).
> 
> and the program dumps core after this. The core file also points to the same
> problem.
> 
> 
> I increased shared arena size to 454288000 bytes (can't increase beyond this).
> But I still get the same message even though it gives current size as the new
> one. The file that I load is very simple and there should be enough memory
> for everything, because very big scenegraph files (minus the new code) have
> so far been loading allright. I am sure that the new allocation is not taking
> more memory than what would be used when loading big scene graphs (unless a
> different arena is used by performer for its nodes?). I made sure that ipcs
> output is clean.
> 
> Is there a call to check the shared memory usage from the program? How can I
> further increase the arena size? Any help on this problem is greatly
> appreciated.
> 

 Looks like you have a memory corruption problem. 
 Did you try to dmalloc your application ? In case you do not know this
 tool, it's available from ftp://sgigate.sgi.com/pub/Performer/src/misc/dmalloc.tar

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Date: Thu, 26 Jun 1997 13:29:55 -0700 (PDT)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: Magellan Space Mouse
To: Norbert Kociok <kociok@wetnt7.elektro.uni-wuppertal.de>
cc: info-performer@sgi.com
In-Reply-To: <33B268F1.41C6@wetnt7.elektro.uni-wuppertal.de>
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Status: O


Yes. We provide a VR device API that includes drivers for the Megellan space 
mouse that works under Performer. See info attached.

Thanks,

paul

On Thu, 26 Jun 1997, Norbert Kociok wrote:

> My question is if someone has the expirience and knowledge in
> programming a driver for the "Magellan Space Mouse" in "ANSI C".
> 
> I want use the Magellan Space Mouse under IRIS Performer (2.1).
> 
> Thanks, 
> Norbert
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 
XVS-Link (TM)  
  
A Standard Device Interface for 
Virtual Environments and Applications  

(The software formerly known as SyncLink)

Benefits   
  
XVS-Link (TM) is a C++ class library that simplifies adding and 
maintaining virtual reality (VR) sensor support in existing 
applications.  It provides a standard device interface for 
including virtual environment devices into applications.  
  
Virtual environments have led to the proliferation of 3D devices
with multiple degrees of freedom x, y, z, roll, pitch, yaw).  Each 
device has its own strengths and weaknesses, and the creation
of new devices brings with it a constant improvement in the 
capabilities available.  However, using these devices in 
applications is not easy.  
  
Many of these devices are mutually incompatible.  They have 
different command sets; they use different command syntax for 
the same commands; the output they give to the computer follows 
different binary formats; and the same type of data is presented 
using different coordinate systems.  Until now, the near-total 
lack of standardization of even the simplest virtual reality 
functions has discouraged developers from supporting multiple 
devices, or adding any VR support to their applications at all.
  
XVS-Link takes the load off the application developer by providing
a standardized and portable object-oriented set of VR device 
drivers.  This lets the developer concentrate on the applications, 
rather than the idiosyncracies of each VR device.  
  
Object Oriented

XVS-Link provides an object-oriented interface to VR devices.
There is a single C++ class hierarchy for VR sensors.  This 
hierarchy currently handles 6-D sensors such as the Polhemus 
Fastrak, Logitech 3D Mouse, Ascension Flock of Birds, Spaceball
2003, and the VPL Research DataGlove Model 2.  A second C++ class
for coordinate systems allows the application programmer to
translate automatically between the differing coordinate systems
used by VR devices, 3D rendering systems, and existing applications
and data sets.  In addition, XVS-Link also provides a C interface 
to the C++ libraries.  This enables programming entirely in C and 
calling all the devices from C. 

Common Interface  
  
All devices which provide 6-degree of freedom position and 
orientation data are handled similarly.  XVS-Link's base sensor 
class provides standard operations for opening devices, closing 
devices, and reading position, Euler angles, toggles, and other 
device data.  Common filtering operations are also avaiable in 
the base class, including origin offset, setting tolerance levels,
clipping, modulo, and scaling.  Each device may report data in 
either absolute or relative values, whether it is an isometric 
device like the Spaceball, or an isotonic device like the Fastrak. 
  
While the XVS-Link base class provides a common interface to 
common VR functions across different devices, it does not limit 
the application programmer to the lowest common denominator.  
Device-specific functions are also provided.  For example, Fastrak 
and Flock of Birds users can make use of the multistation 
capabilities of these devices, allowing multiple receivers to be
read from a single serial port.  DataGlove Model 2 programmers 
can calibrate the glove and read and write ASCII-formatted 
calibration tables.  Logitech users may access the fringe and out 
of range settings which warn when the receiver is approaching 
its line-of-sight limits.  
  
Sample application code provided with XVS-Link demonstrates how the 
same source code can be used to control any of the supported sensors. 
  
Switching Sensors 
  
XVS-Link's common interface makes it easy to switch between sensors
from within an application.  Simply close and delete the old sensor 
object, create and open a new sensor object, and reapply the 
application's sensor filters.  Even this level of detail can be 
hidden from the user by the application.  No longer do the 
software incompatibilities between sensors inhibit switching between
them from within an application.  
  
Customized Support   
  
Xtensory provides the services for adding customized device support 
at minimal costs. We will add your device to use the same interface.  
Custom devices can then use the same standard object-oriented interface
as commercial devices, without losing access to the functionality 
that makes the device unique. This enables all devices to share 
the same API.

Maintenance    
  
Xtensory provides support for upgrades and maintains the drivers as 
new devices become available.   
  
Portability  
  
XVS-Link provides portability between different UNIX and POSIX 
platforms.  The same C++ class library is available for Silicon 
Graphics, Kubota Pacific, and Digital Equipment systems.  
  
Devices Supported   
  
Ascension Flock of Birds  
Ascension Extended Range Flock of Birds 
Ascension MotionStar
BG Systems BeeBox
General Reality CyberEye 
General Reality DataGlove
Immersion Probe and Personal Digitizer
Immersion Impulse Engine 2000  
Logitech 3D Mouse, Cyberman and Space Control Mouse/Magellan
Origin Instruments DynaSight  
Polhemus Fastrak, Insidetrak, Isotrak, and 3Ball  
Precision Navigation Wayfinder  
Spacetec Spaceball 2003 and 2003  
Virtual I/O i-glasses!  
Virtual Technologies CyberGlove 
VPL DataGlove Model 2  
5DT 5-Glove

System Requirements  

XVS-Link includes a C wrapper library, C++ object library, C++ 
header files, and sample C++ test software.  XVS-Link requires 
one of the following operating systems:
  
	SGI IRIX 5.2 or later (Irix 6.2 is now supported with 
		CC -n32 -o3 compile option)
	Digital OSF/1 1.3 or later   
	Microsoft Windows NT 3.51 (or later)/Windows 95  
	HP-UX 9.0 or later  
	Sun  
	  
XVS-Link also requires the appropriate C/C++ compiler for 
the platform:

	SGI C++ 3.0  
	Digital C++ 1.3 or later  
	Microsoft Visual C++ 4.0 
	HP  
	Sun  
  
Contact Xtensory regarding support for VR devices or UNIX/POSIX  
operating systems not listed above.  Xtensory will add in specific 
device support for custom devices so that they use the same 
interface API at minimal cost. 
	  
  
Contact

Xtensory Inc     
140 Sunridge Drive     
Scotts Valley, CA 95066
USA  
  
Tel 408/439-0600     
Fax 408/439-8845  
cutt@netcom.com  
www.xtensory.com  

...opening the doors of perception (TM)  
 

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Date: Thu, 26 Jun 1997 15:32:48 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706261532.ZM9940@multipass.asd.sgi.com>
In-Reply-To: "Christopher Geyer" <cgeyer@seas.upenn.edu>
        "pfDraw() in channel draw callback" (Jun 26, 10:40am)
References: <199706261440.KAA13079@blue.seas.upenn.edu>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Christopher Geyer" <cgeyer@seas.upenn.edu>, info-performer@sgi.com
Subject: Re: pfDraw() in channel draw callback
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

What are you trying to draw in the pfDraw and in your display lists?

Without more detail I'd suggest a pushmatrix and popmatrix either side
of the pfDraw would probably be a good idea.

Cheers,Angus.

On Jun 26, 10:40am, Christopher Geyer wrote:
> Subject: pfDraw() in channel draw callback
> I'm having trouble trying to rendering inside the channel's draw callback.
> I'm using IRIX 5.3, Performer 2.0.2.  I'm in PFMP_CULL_DL_DRAW mode.
>
> If I try to do this:
>
> DrawFunc( pfChannel *chan, void *data )
> {
>
>   pfDraw( )  // draw the entire scene
>
>   for( int j = 0; j < DLlist->getNum( ); j++ )
>   {
>     pfDispList *dl = ( (pfDispList*) DLlist->get( j ) );
>
>     if( dl )
>       dl->draw( );
>   }
>
> }
>
> After the pfDraw(), it will not render the geometry in the display
> lists.  However, if I comment out the pfDraw(), it will render the display
> lists.
>
> If I put the pfDraw() after drawing the display lists, it renders as
> expected.  But I need to initialize the z-buffer before I render my
> display lists.
>
> What am I doing wrong?  Why is pfDraw() preventing my display lists from
> rendering?
>
> Christopher
>
> ----------------------------------------------------------------------------
>  Christopher Geyer | CompSci and Math '99 at the University of Pennsylvania
>   215-732-4218 | cgeyer@seas.upenn.edu | http://www.seas.upenn.edu/~cgeyer/
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Christopher Geyer


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Date: Thu, 26 Jun 1997 16:20:39 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706261620.ZM10097@multipass.asd.sgi.com>
In-Reply-To: "Christopher Geyer" <cgeyer@seas.upenn.edu>
        "Re: pfDraw() in channel draw callback" (Jun 26,  7:17pm)
References: <199706262317.TAA13212@red.seas.upenn.edu>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Christopher Geyer" <cgeyer@seas.upenn.edu>
Subject: Re: pfDraw() in channel draw callback
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Why don't you just add the shadow volume to the scene graph?

Cheers,Angus.

On Jun 26,  7:17pm, Christopher Geyer wrote:
> Subject: Re: pfDraw() in channel draw callback
> > What are you trying to draw in the pfDraw and in your display lists?
>
> I'm trying to draw a shadow volume; the display list contains the shadow
> volume for my scene from a light, and is created in the cull stage.
>
> I create it by setting a post & pre cull function for all the nodes
> (pfGeodes) which contain a shadow volume (that's all they contain).  In
> the pre function I close the current display list and open the display
> list that I've created for the shadow volume.  In the post function I
> close that display list and re-open the previously current one (the same
> one closed in the pre function).
>
> > Without more detail I'd suggest a pushmatrix and popmatrix either side
> > of the pfDraw would probably be a good idea.
>
> I've used gldebug and it shows that pushmatrix is successfully called by
> pfDraw() and so is popmatrix, at the end.
>
> It seems that my display list somehow is emptied, because no GL graphics
> commands are executed if pfDraw() has been called before.  Either it's
> emptied for some strange reason or it just doesn't let it get drawn.
>
> Even stranger, if in the stage after which I've now created my shadow
> display list, and after I've re-opened the current display list, I add
> that shadow volume display list (i.e. do shadowVolDL->draw() while the
> display list is open) it correctly draws that shadow volume as part of
> the scene; it ALSO draws the shadow volume when I tell it to draw the
> shadow volume display list, whereas before it wouldn't.
>
> BTW, I'm using an O2, R5000.
>
> Christopher
>
> ----------------------------------------------------------------------------
>  Christopher Geyer | CompSci and Math '99 at the University of Pennsylvania
>   215-732-4218 | cgeyer@seas.upenn.edu | http://www.seas.upenn.edu/~cgeyer/
>-- End of excerpt from Christopher Geyer


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Subject: Re: pfDraw() in channel draw callback
To: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Date: Thu, 26 Jun 1997 19:17:55 -0400 (EDT)
From: "Christopher Geyer" <cgeyer@seas.upenn.edu>
Cc: cgeyer@seas.upenn.edu, info-performer@sgi.com
In-Reply-To: <9706261532.ZM9940@multipass.asd.sgi.com> from "Angus Dorbie" at Jun 26, 97 03:32:48 pm
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Status: O

> What are you trying to draw in the pfDraw and in your display lists?

I'm trying to draw a shadow volume; the display list contains the shadow 
volume for my scene from a light, and is created in the cull stage.  

I create it by setting a post & pre cull function for all the nodes 
(pfGeodes) which contain a shadow volume (that's all they contain).  In 
the pre function I close the current display list and open the display 
list that I've created for the shadow volume.  In the post function I 
close that display list and re-open the previously current one (the same 
one closed in the pre function).

> Without more detail I'd suggest a pushmatrix and popmatrix either side
> of the pfDraw would probably be a good idea.

I've used gldebug and it shows that pushmatrix is successfully called by 
pfDraw() and so is popmatrix, at the end.  

It seems that my display list somehow is emptied, because no GL graphics 
commands are executed if pfDraw() has been called before.  Either it's 
emptied for some strange reason or it just doesn't let it get drawn.

Even stranger, if in the stage after which I've now created my shadow 
display list, and after I've re-opened the current display list, I add 
that shadow volume display list (i.e. do shadowVolDL->draw() while the 
display list is open) it correctly draws that shadow volume as part of 
the scene; it ALSO draws the shadow volume when I tell it to draw the 
shadow volume display list, whereas before it wouldn't.

BTW, I'm using an O2, R5000.

Christopher

----------------------------------------------------------------------------
 Christopher Geyer | CompSci and Math '99 at the University of Pennsylvania
  215-732-4218 | cgeyer@seas.upenn.edu | http://www.seas.upenn.edu/~cgeyer/
=======================================================================
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Date: Thu, 26 Jun 1997 18:32:05 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706261832.ZM1105@multipass.asd.sgi.com>
In-Reply-To: "Christopher Geyer" <cgeyer@seas.upenn.edu>
        "Re: pfDraw() in channel draw callback" (Jun 26,  9:25pm)
References: <199706270125.VAA19073@red.seas.upenn.edu>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Christopher Geyer" <cgeyer@seas.upenn.edu>
Subject: Re: pfDraw() in channel draw callback
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You could also just add to the scene graph and use channel bins
for the rendering order.

Cheers, Angus.

On Jun 26,  9:25pm, Christopher Geyer wrote:
> Subject: Re: pfDraw() in channel draw callback
> > Why don't you just add the shadow volume to the scene graph?
> >
> > Cheers,Angus.
>
> I could, but I don't want to.  I want to be able to first initialize the
> z-buffer using pfDraw() not writing any pixels, just updating the z-buffer.
>
> Then I want to stencil in the shadow volume for each light, hopefully
> using the display list that I've created, then call pfDraw() again,
> turning on the light for that shadow volume.  I will repeat the procedure
> for each light in the scene, each time accumulating light at each pixel.
>
> The total procedure is decribed in "Pipeline Rendering: Interaction and
> Realism tThrough Hardware-Based Multi-Pass Rendering" by Paul Diefenbach
> ("http://www.cis.upenn.edu/~diefenba/" the paper is online if you're
> interested).  Through multi-pass rendering we are able to model
> reflections and shading.  This works in GL; we'd like to convert it to
> Performer.
>
> Thanks for your help,
> Christopher
>
> ----------------------------------------------------------------------------
>  Christopher Geyer | CompSci and Math '99 at the University of Pennsylvania
>   215-732-4218 | cgeyer@seas.upenn.edu | http://www.seas.upenn.edu/~cgeyer/
>-- End of excerpt from Christopher Geyer


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Date: Thu, 26 Jun 1997 18:28:40 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706261828.ZM1092@multipass.asd.sgi.com>
In-Reply-To: Dave Pearce <dpearce@dial.pipex.com>
        "Anti-Aliassing on O2" (Jun 26,  5:35pm)
References: <33B2A849.2064@dial.pipex.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Dave Pearce <dpearce@dial.pipex.com>, info-performer@sgi.com
Subject: Re: Anti-Aliassing on O2
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Status: O

This will only antialias with wireframe pfstate geometry, lines
or points on O2.

If you want AA on O2 you'll have to do something like duplicate the
geosets you want to antialias, make them wireframe and anti-aliased.
This is effectively a second wireframe pass.

For better quality you actually want to remodel the geosets since every
edge will be in twice with this approach. You should also disable the
zbuffer for the wireframe pass.

Another approach is to draw to a large digital media pbuffer and resize
the image to a lower resolution window. O2 is a good machine for this
with hardware accelerated resize and UMA holding all image buffers but
expect considerable overhead.

Cheers,Angus.

On Jun 26,  5:35pm, Dave Pearce wrote:
> Subject: Anti-Aliassing on O2
> Hi all!
>
> I'm pretty new to performer, (i.e. have only been using it for a couple
> of weeks), and am having difficulty getting anti-alliasing modes working
> on the O2.  I've tried setting attributes in GeoStates and the
> pfAntialias() functions, but with no joy.
>
> Can anyone tell me the simple solution to this problem (I'm aware that
> the O2 only has limited Antialiassing capability)?
>
> Many thanks in advance,
>
> John Sunderland
> --
> John Sunderland  <j.sunderland@dial.pipex.com>
> Software Engineer
> Lockheed Martin Solartron Systems, Hoddesdon, Herts. UK
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Dave Pearce


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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: Anita Kishore <kishore@triavest.com>, info-performer@sgi.com
Subject: Re: running out of performer shared memory
Date: Thu, 26 Jun 1997 07:58:22 GMT
Organization: Pera
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Message-ID: <33b21ceb.1391276@post.demon.co.uk>
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On Wed, 25 Jun 1997 16:36:14 -0700, Anita wrote:

>Hi :
>
>	I am having trouble with performer shared memory after I put new code
>to pfMalloc (in its shared arena) some structures in pfList. The message=
 I get
>at that line is :
>
>pfMemory::new() Unable to allocate 48 bytes from arena 0x18040000.
>        Try using pfSharedArenaSize() to increase the arena size
>        (currently 262144.00 KBytes) and check for adequate setrlimit()
>        values and available space on swap (or pfTmpDir()).
>
>and the program dumps core after this. The core file also points to the =
same
>problem.
>
>
>I increased shared arena size to 454288000 bytes (can't increase beyond =
this).
>But I still get the same message even though it gives current size as =
the new
>one. The file that I load is very simple and there should be enough =
memory
>for everything, because very big scenegraph files (minus the new code) =
have
>so far been loading allright. I am sure that the new allocation is not =
taking
>more memory than what would be used when loading big scene graphs =
(unless a
>different arena is used by performer for its nodes?). I made sure that =
ipcs
>output is clean.

Could this be the problem someone (Chris Volpe I think) had at the
beginning of the year. I can't remember the exact details, but I
remember his solution was to put a sbrk(1) function call before
pfInit.

>Is there a call to check the shared memory usage from the program? How =
can I
>further increase the arena size? Any help on this problem is greatly
>appreciated.

I basically asked this at the beginning of the year, and got the
following response from Sharon Clay:

"You can use amallinfo() to get the allocation in the shared arena.
So, you can call amallinfo() before and after you load your scene
and look at how much you grew."

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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Subject: Re: pfDraw() in channel draw callback
To: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Date: Thu, 26 Jun 1997 21:25:00 -0400 (EDT)
From: "Christopher Geyer" <cgeyer@seas.upenn.edu>
Cc: cgeyer@seas.upenn.edu, info-performer@sgi.com
In-Reply-To: <9706261620.ZM10097@multipass.asd.sgi.com> from "Angus Dorbie" at Jun 26, 97 04:20:39 pm
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> Why don't you just add the shadow volume to the scene graph?
> 
> Cheers,Angus.

I could, but I don't want to.  I want to be able to first initialize the 
z-buffer using pfDraw() not writing any pixels, just updating the z-buffer.

Then I want to stencil in the shadow volume for each light, hopefully
using the display list that I've created, then call pfDraw() again,
turning on the light for that shadow volume.  I will repeat the procedure 
for each light in the scene, each time accumulating light at each pixel.

The total procedure is decribed in "Pipeline Rendering: Interaction and
Realism tThrough Hardware-Based Multi-Pass Rendering" by Paul Diefenbach
("http://www.cis.upenn.edu/~diefenba/" the paper is online if you're
interested).  Through multi-pass rendering we are able to model
reflections and shading.  This works in GL; we'd like to convert it to 
Performer. 

Thanks for your help,
Christopher

----------------------------------------------------------------------------
 Christopher Geyer | CompSci and Math '99 at the University of Pennsylvania
  215-732-4218 | cgeyer@seas.upenn.edu | http://www.seas.upenn.edu/~cgeyer/
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: "Christopher Geyer" <cgeyer@seas.upenn.edu>
        "Re: pfDraw() in channel draw callback" (Jun 26,  9:25pm)
References: <199706270125.VAA19073@red.seas.upenn.edu>
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To: "Christopher Geyer" <cgeyer@seas.upenn.edu>
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Status: O

You could do this using multiple overlapping channels.

Cheers,Angus.

On Jun 26,  9:25pm, Christopher Geyer wrote:
> Subject: Re: pfDraw() in channel draw callback
> > Why don't you just add the shadow volume to the scene graph?
> >
> > Cheers,Angus.
>
> I could, but I don't want to.  I want to be able to first initialize the
> z-buffer using pfDraw() not writing any pixels, just updating the z-buffer.
>
> Then I want to stencil in the shadow volume for each light, hopefully
> using the display list that I've created, then call pfDraw() again,
> turning on the light for that shadow volume.  I will repeat the procedure
> for each light in the scene, each time accumulating light at each pixel.
>
> The total procedure is decribed in "Pipeline Rendering: Interaction and
> Realism tThrough Hardware-Based Multi-Pass Rendering" by Paul Diefenbach
> ("http://www.cis.upenn.edu/~diefenba/" the paper is online if you're
> interested).  Through multi-pass rendering we are able to model
> reflections and shading.  This works in GL; we'd like to convert it to
> Performer.
>
> Thanks for your help,
> Christopher
>
> ----------------------------------------------------------------------------
>  Christopher Geyer | CompSci and Math '99 at the University of Pennsylvania
>   215-732-4218 | cgeyer@seas.upenn.edu | http://www.seas.upenn.edu/~cgeyer/
>-- End of excerpt from Christopher Geyer


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Subject: Re: Anti-Aliassing on O2
To: dpearce@dial.pipex.com (Dave Pearce)
Date: Thu, 26 Jun 1997 19:00:32 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <33B2A849.2064@dial.pipex.com> from "Dave Pearce" at Jun 26, 97 05:35:05 pm
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Dave Pearce wrote:
> 
> Hi all!
> 
> I'm pretty new to performer, (i.e. have only been using it for a couple 
> of weeks), and am having difficulty getting anti-alliasing modes working 
> on the O2.  I've tried setting attributes in GeoStates and the 
> pfAntialias() functions, but with no joy.
> 
> Can anyone tell me the simple solution to this problem (I'm aware that 
> the O2 only has limited Antialiassing capability)?
> 

 The only antialiasing available on O2 and Impacts is on lines, not on
 polygons. So it is a little more complex to get an antialiased image
 than turning on pfAntialias(), you will have to set a draw callback
 for every geoset, that will draw the geoset in antiliased line mode
 after it has been done in polygon mode. This works very well, but
 as some caveat due that texture MipMaping does not work the 
 same way on lines than on polygons.

 It would be a very good Performer exercise though.

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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Status: O

Please also remove this address from the mailing list.

Thanks.
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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
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=0D=0CA: Questions@sgi

Hello Performers,

We are trying to link rapidapp-made windows with the Performer pipewindow=

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Subject: C++ DSO
To: info-performer@sgi.com
Date: Fri, 27 Jun 1997 10:14:10 -0530 (IST)
From: Swapnil Shah<swapnil@teil.soft.net>
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hi everybody,
    What's difference to load C++ DSO and C DSO? I have done nicely in C,
but not able to do in C++. It's able to open DSO, but not able to locate the
function in it. :(

Thanks in advance.
-swapnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil
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Date: Sun, 04 May 1997 11:53:29 -0400
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I am going to be out of touch for one month please remove me from the
mail list for that time thank you..


garrett
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	 id JAA25967; Fri, 27 Jun 1997 09:47:30 +0200
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Date: Fri, 27 Jun 1997 09:47:29 +0200
From: Niels Hilbrink <Hilbrink@nlr.nl>
Organization: National Aerospace Laboratory
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To: Norbert Kociok <kociok@wetnt7.elektro.uni-wuppertal.de>
CC: info-performer@sgi.com
Subject: Re: Magellan Space Mouse
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Norbert Kociok wrote:
> My question is if someone has the expirience and knowledge in
> programming a driver for the "Magellan Space Mouse" in "ANSI C".
> 
> I want use the Magellan Space Mouse under IRIS Performer (2.1).

Yes no problem, I did it by reading and writing directly to the serial port to
which the device is attached. First put the mouse in polling mode (each time a
button is pushed or the the dial twisted a message is send), then I installed a
message loop (separate process) which processes the information comming from the
mouse. The whole mouse reading is heavily based on the mglDemo program. If you
like I could send you some stuff.


Kind regards,

niels
-- 
      _/     _/ _/       _/_/_/_/   Niels Hilbrink (RS NOP)
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From guest  Fri Jun 27 13:33:23 1997
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Date: Fri, 27 Jun 1997 16:56:42 +0000
From: Laynat Jean Paul <jp.laynat@ceteaix.equipement.gouv.fr>
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Organization: cetemed
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Hello,

My name is Jean Paul Laynat and I work in an important office of studies
of the state, in France, the CETE Mediterranee.

Our main activity is the study of the great superhighways projects. To
visualize these projects we are using, since little, the software Power
Animator (Alias) on station O2 Studio (Silicon Graphics).We have
discovered PERFLY that, by its exceptional performances, can allow us to
fly over our models.

The version whose we have does not allow to read directly files "wire"
of Power Animator, and I meet real difficulties to use the format object
(.obj).

Models, as "perftoon",  show that PERFLY has to allow to use all the
wealth of functions offered by P.A., and it seems to be regretted to
have to pass by a format of poorer transfer. Can you to tell me if a
development allowing to read directly scene Power Animator is 
anticipated, or has already been realized by one of your users.

I thank you and I pray you to excuse my very imperfect English.

 cordially,

                                        JP Laynat
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From: phychobm@mindspring.com (Special Agent Orange)
To: info-performer@sgi.com
Subject: Quaternions in the Bible
Date: Fri, 27 Jun 1997 14:40:03 GMT
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Status: O

Acts 12:4 -  And when he had apprehended him, he put him in prison,
and delivered him to four quaternions of soldiers to keep him;
intending after Easter to bring him forth to the people.


My ancestors swung by their necks, not their tails.
I suport publick skool

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From: "Amaury Aubel" <aubel@lig.di.epfl.ch>
Message-Id: <9706272011.ZM15384@lig.di.epfl.ch>
Date: Fri, 27 Jun 1997 20:11:29 -0600
In-Reply-To: "Rob Jenkins" <robj@quid.csd.sgi.com>
        "Re: Generating textures on the fly" (Jun 25,  8:05pm)
References: <9706231523.ZM16313@lig.di.epfl.ch>  <33AF160C.3C7DC041@rtset.co.il> 
	<9706251747.ZM14465@lig.di.epfl.ch> 
	<9706252009.ZM1431@oren.rtset.co.il> 
	<9706252005.ZM22276@quid.csd.sgi.com>
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On Jun 25,  8:05pm, Rob Jenkins wrote:
> Bit of an aside, there's a chapter of the 6.2 gl_dev relnotes:
> 'Pbuffers_on_Impact' that anyone wanting to use Pbuffers ( esp on Impact )
> would find useful.
>
> Cheers
> Rob
>-- End of excerpt from Rob Jenkins


Thanks Rob for pointing this out, it was most useful!

At last I managed to generate textures in an off-screen pbuffer with the right
alpha values, load them into TRAM, and map them onto Billboards with
transparency on. Pew! So I almost achieved my goal except that...

it won't work with a Z-buffered pbuffer!
(because it runs out of FB resources)


On our Octanes and O2s, findvis 'rgba Z' gives:

0x2b, RGBA 4/4/4/4, db, Z 24, S 8, accum 16/16/16/16
0x2d, RGBA 4/4/4/4, db, stereo, Z 24, S 8, accum 16/16/16/16
0x2f, RGBA 5/5/5/1, db, Z 24, S 8, accum 16/16/16/16
0x31, RGBA 5/5/5/1, db, stereo, Z 24, S 8, accum 16/16/16/16
0x33, RGBA 8/8/8/8, db, Z 24, S 8, accum 16/16/16/16
0x35, RGBA 8/8/8/8, Z 24, S 8, accum 16/16/16/16

What is the "size" of a pixel in 0x2b, 0x2f, 0x35?
Even if I allocate a tiny (ie 16x16) pbuffer it crashes...

My hardware config. is the following:
Graphics board 0 is "IMPACTSR" graphics.
        Managed (":0.0") 1280x1024
        Product ID 0x3, 2 GEs, 2 REs, 4 TRAMs
        MGRAS revision 1, RA revision 0
        HQ rev B, GE11 rev B, RE4 rev C, PP1 rev A,
        VC3 rev A, CMAP rev E, Heart rev D
        19" monitor (id 0x1)

        Channel 0:
         Origin = (0,0)
         Video Output: 1280 pixels, 1024 lines, 72.24Hz (1280x1024_72)

Do I stand any chance to have a Z-buffered (preferably sb) pbuffer?
Maybe if I change down the screen resolution?


Amaury.
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Date: Fri, 27 Jun 1997 12:11:24 -0700
From: allan (Allan Schaffer)
Message-Id: <199706271911.MAA04481@holodeck.csd.sgi.com>
To: info-performer@sgi.com
Subject: Administrivia
Status: O


Hello Performers,

A reminder:  please use info-performer-request@sgi.com for any
administrative requests (like subscribe/unsubscribe).  There seems to
have been a bunch being posted to the main list over the past few
days.

Also, I'll be leaving for a sabbatical next week, and gone until
September; Rob Jenkins will be handling info-performer-request duties
while I'm gone.  If any problems come up, just send mail to the
administrative address.

Be seeing you,
Allan
----
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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From: "Anita Kishore" <kishore@triavest.com>
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thanks to all those who replied to my shared memory problem. I eventually
found the problem.

-anita

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From: "Anita Kishore" <kishore@triavest.com>
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Thanks to all those who replied to my Xlib problem. Although I haven't yet
found the offending X call which causes it, at least I know what to look for.

-anita
kishore@triavest.com

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Date: Sat, 28 Jun 1997 05:52:35 +0300
From: Ran Yakir <rany@rtset.co.il>
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To: Swapnil Shah <swapnil@teil.soft.net>
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Subject: Re: C++ DSO
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Swapnil Shah wrote:

> hi everybody,
>     What's difference to load C++ DSO and C DSO? I have done nicely in
> C,
> but not able to do in C++. It's able to open DSO, but not able to
> locate the
> function in it. :(

You can turn the :( into a :)
The solution is easy. C++ does weird things to function names. It
includes information about the function arguments along with the
original name in the mangled name it is creating. The reason for that is
that C++ wants you to be able to create several functions with similar
names, that does different things, and are distiguished by their
arguments.
The solution is to tell C++ that the external function you're trying to
finc in the DSO, has a good old C style name. This is done by defining a
prototype for that function in the following manner :

extern "C"
{
void myFuncName (void);
}

where myFuncName is the name of your function. If you look at GL/gl.h
for example you'll see that in case of a C++ compilation, all names are
defined as C names.

Ran


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From guest  Sat Jun 28 00:22:11 1997
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Date: Fri, 27 Jun 1997 18:41:40 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9706271841.ZM1267@multipass.asd.sgi.com>
In-Reply-To: "Amaury Aubel" <aubel@lig.di.epfl.ch>
        "Re: Generating textures on the fly" (Jun 27,  8:11pm)
References: <9706231523.ZM16313@lig.di.epfl.ch>  <33AF160C.3C7DC041@rtset.co.il> 
	<9706251747.ZM14465@lig.di.epfl.ch> 
	<9706252009.ZM1431@oren.rtset.co.il> 
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	<9706272011.ZM15384@lig.di.epfl.ch>
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To: "Amaury Aubel" <aubel@lig.di.epfl.ch>, info-performer@sgi.com
Subject: Re: Generating textures on the fly
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Why do you need to use a pbuffer?

Most folk who use pbuffers think
"I don't want to see it so I must render off screen"

But much of the time they can draw their stuff to the
normal framebuffer and whatever visible channels they have
will subsequently hide the results, ofcourse by then the
information has been read back to memory or TRAM in a post
draw function.

This would allow you to avoid all this pbuffer nonsense and
avoid wasting framebuffer resources.

Cheers,Angus.

On Jun 27,  8:11pm, Amaury Aubel wrote:
> Subject: Re: Generating textures on the fly
> On Jun 25,  8:05pm, Rob Jenkins wrote:
> > Bit of an aside, there's a chapter of the 6.2 gl_dev relnotes:
> > 'Pbuffers_on_Impact' that anyone wanting to use Pbuffers ( esp on Impact )
> > would find useful.
> >
> > Cheers
> > Rob
> >-- End of excerpt from Rob Jenkins
>
>
> Thanks Rob for pointing this out, it was most useful!
>
> At last I managed to generate textures in an off-screen pbuffer with the
right
> alpha values, load them into TRAM, and map them onto Billboards with
> transparency on. Pew! So I almost achieved my goal except that...
>
> it won't work with a Z-buffered pbuffer!
> (because it runs out of FB resources)
>
>
> On our Octanes and O2s, findvis 'rgba Z' gives:
>
> 0x2b, RGBA 4/4/4/4, db, Z 24, S 8, accum 16/16/16/16
> 0x2d, RGBA 4/4/4/4, db, stereo, Z 24, S 8, accum 16/16/16/16
> 0x2f, RGBA 5/5/5/1, db, Z 24, S 8, accum 16/16/16/16
> 0x31, RGBA 5/5/5/1, db, stereo, Z 24, S 8, accum 16/16/16/16
> 0x33, RGBA 8/8/8/8, db, Z 24, S 8, accum 16/16/16/16
> 0x35, RGBA 8/8/8/8, Z 24, S 8, accum 16/16/16/16
>
> What is the "size" of a pixel in 0x2b, 0x2f, 0x35?
> Even if I allocate a tiny (ie 16x16) pbuffer it crashes...
>
> My hardware config. is the following:
> Graphics board 0 is "IMPACTSR" graphics.
>         Managed (":0.0") 1280x1024
>         Product ID 0x3, 2 GEs, 2 REs, 4 TRAMs
>         MGRAS revision 1, RA revision 0
>         HQ rev B, GE11 rev B, RE4 rev C, PP1 rev A,
>         VC3 rev A, CMAP rev E, Heart rev D
>         19" monitor (id 0x1)
>
>         Channel 0:
>          Origin = (0,0)
>          Video Output: 1280 pixels, 1024 lines, 72.24Hz (1280x1024_72)
>
> Do I stand any chance to have a Z-buffered (preferably sb) pbuffer?
> Maybe if I change down the screen resolution?
>
>
> Amaury.
> =======================================================================
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>-- End of excerpt from Amaury Aubel


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Subject: Re: C++ DSO -> WORKS
To: info-performer@sgi.com
Date: Sat, 28 Jun 1997 13:22:29 -0530 (IST)
From: Swapnil Shah<swapnil@teil.soft.net>
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hiya,

Thanks everyone for the guidance. That extern thing works fine.

whoops ran, ur "You can turn the :( into a :)" didn't make me :) but it made
me :))))) hehehehe :)

thanks again everybody,
-swapnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil
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Subject: general func. ptr.
To: info-performer@sgi.com
Date: Sun, 29 Jun 1997 15:00:27 -0530 (IST)
From: Swapnil Shah<swapnil@teil.soft.net>
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hi,

   I know that pointer to function and pointer to method in class is different.
   Now can someone tell me how do i have some general pointer, which can
   point to different methods of different objectes/classes ???
   (This can be similar to base class pointer which can point to any type of
   inherited class)
   OR is this possible atall!!!

thanks,
-swapnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil
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Subject: VRML2.0 Loader ;)
To: info-performer@sgi.com
Date: Mon, 30 Jun 1997 12:54:09 -0530 (IST)
Cc: chandran@teil.soft.net (N. Chandran),
        rsv@teil.soft.net (Dr. R. Srinivasan)
From: Swapnil Shah<swapnil@teil.soft.net>
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Hi performers,
   One good news for all of you who are interested in vrml loader for Iris
performer.

   We at Tata Elxsi (I) Ltd., Bangalore, India. have allready started working
on this. It will get over till 3rd week of september 1997.

Any further queries! please forward to swapnil@teil.soft.net

cheers,
-swapnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil
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To: info-performer@sgi.com
Subject: Unable to carry Manipulators into Performer
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Hi,
  Can someone tell me if it is possible to carry the Manipulator nodes
defined in the Inventor (iv file), into Performer? For I am not able to
get these nodes when I load the iv file in perfly!

Thanx
----------------------------------
MADHAVI D R 
Project Manager
Aeronautical Development Agency
Bangalore 
India


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From: bill@rap.ucar.EDU (Bill Myers)
Message-Id: <199706302136.PAA05814@agincourt.rap.ucar.EDU>
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Subject: Upgrade from 1.x to 2.0 problems
To: info-performer@sgi.com
Date: Mon, 30 Jun 1997 15:36:40 -0600 (MDT)
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Hi,
  I've just started working on Performer stuff again after developing
an application 4 or 5 years ago under Performer 1.x . I now need to
port the software to run on an Indigo2 Max Impact system. It appears
as if an upgrade to Perf 2.0 is necessary (and probably desirable). 
After modifying the funcition names and parameters, I still don't get
a clean compile. Using elfdump -Dc, I get 

tass:
                        ***CONFLICT SECTION***
         Name

.conflict
        [getRef__8pfMemoryFv        ]
        [getUserData__8pfObjectFv   ]
        [getGLHandle__8pfObjectCFv  ]
        [isOfType__8pfMemoryFP6pfType]
        [getData__8pfMemoryCFv      ]
        [isExactType__8pfMemoryFP6pfType]
        [__as__8pfMemoryFPC8pfMemory]
        [__readenv_sigfpe           ]
        [__checktraps               ]
        [                           ]
        [                           ]
        [                           ]


My link library line looks like :
-limage -lfm -lGLU -lGL -lXext -lXmu -lX11 -lfpe -lm -lC -lpf_ogl
-lpfdu_ogl -lpfutil_ogl -lpfui

I also get :
Warning: Quickstart not set for tass since you are using different
versions of libGLU.so

I would like this to be an OGL compiled application, but realize I
don't know whether I'm mixing or matching GL and OGL libraries.
I suspect there are further problems here.. I currently have my
Multigen model loader stubbed out. If I include it, I get an error
indicating that gversion() and getgdesc() are unresolved.


Any suggestions on where to start?

Thanks,
Bill Myers
myers@ncar.ucar.edu
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Date: Mon, 30 Jun 1997 19:14:37 -0400
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Subject: morphing geometry
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hi,

i am trying to do a morph effect, so that objects will smoothly cycle
between geometries. i used the pfMorph class as in the morph.c example,
and i want to load two models and morph between them. i create two
models with the same number of polygons and verteces, but i still have a
problem:

the polygons are being optimized by the loader, so that even if one vert
is different, i get a different order of the polygons (which makes the
morph look pretty strange).

i tried to change my loader to do:
 pfdBldrMode(PFDBLDR_MESH_RETESSELLATE,FALSE);
but it doen't seem to do anything.

also i'm not sure which order the normals appear. they go by unique
vertex. is there an easy way to deal with them? (finding number of
normals and matching to verts).


am i doing the morphing the right way? or is there a better way of doing
it?


thank,


eyal katz
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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9706301634.ZM2987@tracey.triavest.com>
Date: Mon, 30 Jun 1997 16:34:13 -0700
In-Reply-To: "Ramya D." <ramya@giasbga.vsnl.net.in>
        "Unable to carry Manipulators into Performer" (Jun 30,  9:45pm)
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To: "Ramya D." <ramya@giasbga.vsnl.net.in>, info-performer@sgi.com
Subject: Re: Unable to carry Manipulators into Performer
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On Jun 30,  9:45pm, Ramya D. wrote:
> Subject: Unable to carry Manipulators into Performer
>
> Hi,
>   Can someone tell me if it is possible to carry the Manipulator nodes
> defined in the Inventor (iv file), into Performer? For I am not able to
> get these nodes when I load the iv file in perfly!
>

Nope. Performer doesn't have corresponding nodes for manipulators, hence
there is no conversion possible. You can look at the pfiv loader source code to
find out all the nodes that do get converted into performer.

-anita
kishore@triavest.com

-- 
Anita Kishore
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