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In july, MTV Animation will launch a cyber-video character, Cindy,
hosting her own 30-minute show on the music network. Like MTV's other
animated hosts, Beavis and Butt-Head, she will not only introduce video
clips but comment throughout them. The character voiced by Cindy Brolsma,
production manager on Daria, will be produced and rendered in real-time
using Typhoon, a software created by DreamTeam Ltd. of ISRAEL at
MTV's Digital Research Lab.

Cyber Cindy will air as follows:

8:30 pm Monday, June 30th
5:30 pm Tuesday, July 1st
2:00 am Tuesday, July 1st
9:00 am Wednesday, July 2nd
10:30 pm Thursday, July 4th
8:30 am Saturday, July 5th

For those interested in real-time virtual character solution,
We managed to make to SIGGRAPH.

DreamTeam Ltd. is going to be displaying in booth 3630

It is going to show the only off-the-shelf solution for real-time
virtual characters,  100 % compatible with Alias.


Introducing TYPHOON:

-Runs on all SGI Platforms (Indy,O2,Indigo2,Octane,Onyx,IR)
-Supports multiple characters in real-time
-Renders in real-time characters with 3-D surroundings
-Fastest rendering on the planet (Up to 40,000 polys at 30fps on an
                                 Impact !)
-Real-time shadows
-Real-time special effetcs (Smoke,explosions,texture animation,ripple)
-Full support to Alias (animations, lights,cameras,textures,nurbs,polys)
-Real-time ShapeShifters
-Supports Polhemus and Ascension motion capture magnetic systems.
(Calibration time: 1 Second!!!)
-Full integration into Orad=92s and RT-Set=92s virtual set (Camara movmen=
ts
and masking !!!) - Render set and character on same machine !!!
-Multiple machine operation (one machine for 4 views preview and one
machine for final rendering)
-Geared for live TV productions and live shows


Typhoon is royalty free ! Buy Typhoon, create as many characters as you
want in Alias, and use them as much as you want without paying anyone!


Typhoon prices:

Typhoon ShowTime $30,000
Typhoon ShowTime Pro $40,000
Typhoon Real-Time $80,000
Typhoon Real-Time Pro $100,000


For futher information, please call:

Roni Kass
V.P. Research & Development
DreamTeam Ltd.
3 Maskit Street
Herzliya Pituach
ISRAEL 46733

Tel: +972-9-9559855
Fax: +972-9-9559615
email: dreamt@netvision.net.il

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<HTML>

<PRE>Hi,</PRE>

<PRE>We have received MultiGen II version 1.4.0 a few days ago and we installed</PRE>

<PRE>it immediatly. However flt2dxf like converters don't work and their output is sth like</PRE>

<PRE>rld: fatal error :&nbsp;can not map soname 'libfltdata.so' under any of the file names ....</PRE>

<PRE>
-----------------------------------------------------------------
&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 <A HREF="http://www.turk.net/mderdem/homepage.htm">http://www.turk.net/mderdem/homepage.htm</A>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
-----------------------------------------------------------------</PRE>
</HTML>

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From: "Hendrik-Jan van Veen" <veen@onion.mpik-tueb.mpg.de>
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We run Performer 2.1 on a Onyx2 IR and need to use asymmetric
frustrums. Man pfChannel seems to suggest to use
pfMakePerspChan(pfChannel* chan, float left, float right, float bottom,
float top). I couldn't figure out what coordinate system to use for
left,right,top and bottom though. The example in the manpage seem to
suggest fractions of the total FOV but how to set this? Calling
pfChanFOV didn't seem to make a difference.

                Dr. Hendrik-Jan van Veen

      Max-Planck-Institute for Biological Cybernetics
      Spemannstrasse 38    72076 Tuebingen    GERMANY
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Hi,

Are there shareware converters for flt-dxf, dxf-vrml and the like, for
SGIs and/or PCs? I would appreciate any pointers to those.

Also, what about 3D modelers?

Thanks.
-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
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Hello everyone,

we need to move the monitor, keyboard and mouse of an ir-onyx2 equipped
with a DG5-8 approx. 60 meters away from the main rack. Right now we
don't need to extend all the outputs from the DG5-8, but we might in
the future. I think that I cannot simply extend the cables, so I would
like to receive information on products that would allow us to do that.
Many thanks in advance.

Leonardo Topa, PhD
Massachusetts Institute of Technology
45 Carleton Street
Cambridge, MA 02139
tel. ++1-617/258.7806
fax. ++1-617/253.4811
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From: richard@gossamar.paradigmsim.com (Richard McDonald)
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Date: Tue, 1 Jul 1997 12:22:18 -0500
In-Reply-To: Devrim Erdem <mderdem@turk.net>
        "Converter with 1.4" (Jul  1, 12:06pm)
References: <33B9553B.8B344EB8@turk.net>
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Status: O

On Jul 1, 12:06pm, Devrim Erdem wrote:
> Subject: Converter with 1.4
> <HTML>
>
> <PRE>Hi,</PRE>
>
> <PRE>We have received MultiGen II version 1.4.0 a few days ago and we
installed</PRE>
>
> <PRE>it immediatly. However flt2dxf like converters don't work and their
output is sth like</PRE>
>
> <PRE>rld: fatal error :&nbsp;can not map soname 'libfltdata.so' under any of
the file names ....</PRE>

You need to install their Read/Write API option. Also, I believe that the
converters may be separately licensed options, so ensure that you have that
also. Once installed, you'll need to add the path to your LD_LIBRARY_PATH
environment variable. Add the following to your .cshrc file or .login file:

setenv LD_LIBRARY_PATH $LD_LIBRARY_PATH\:/usr/local/MultiGen/lib

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>-- End of excerpt from Devrim Erdem



-- 
--

   Richard McDonald
___________________________________________________________

   richard@paradigmsim.com   Paradigm Simulation, Inc.
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Subject: Curved Ocean
Status: O

     The issue I would like to address is the idea of rendering ships on 
     the horizon if they are viewed from a periscope. On a flat ocean, they 
     look hokey since in real life they should sink down into the horizon.
     
     My first approach was to simply sink the ships into the ocean based on 
     their distance from the eyepoint and the curvature of the earth. This 
     did lower the ships, but the effect had a hokeyness all its own: There 
     would be water surrounding the partially sunken ship. 
     
     My next kluge was to manipulate the far clip plane so that there was 
     no water behind the partially sunken ship. But what if there was more 
     than one ship out there and the ships were at different distances from 
     the eyepoint.
     
     Enough about my problem. I am wondering about the possibility of 
     modeling the ocean as a curved surface - perhaps a NURB or a set of 
     NURBS. Any ideas of the feasibility of doing that? (I do recall that 
     OpenGL demo that generates a heart shaped object from NURBS - I think 
     it was a glu call. And the relationship of the control points to the 
     curve was not clear in the way it was coded - at least not clear to 
     me.) Of course, if this were done, the ships would have to placed on 
     the nurb based ocean to produce this sinking on the horizon effect. I 
     think that would be an easy calculation.
     
     The other option that comes to mind with a flat ocean is to render the 
     ships correctly out to a certain point near the far clip plane. At 
     that point, depending on how far they are supposed to be away from the 
     eyepoint, then scale them and sink them to get the right perspective.
     
     Any thoughts on this sort of thing?
     

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Bill Myers wrote:
> 
> 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

Try this order:

-lpf_ogl -lpfdu_ogl -lpfui -lpfutil_ogl -limage -lGLU -lGL -lXext -lXmu -lX11 -lXext -lm -lfpe -lfm -lmalloc -lC 

> 
> 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: Tue, 01 Jul 1997 13:34:42 -0700
To: "Hendrik-Jan van Veen" <veen@onion.mpik-tueb.mpg.de>
From: george williams <gcw@best.com>
Subject: Re: Asymmetric Frustrum
Cc: info-performer@sgi.com
Status: O


pfMakePerspChan is indeed the right call to use here.  Note that the default
viewpoint in Performer is as follows (quoted from the Performer Programmer's
Guide, p.95.) :  The default viewpoint is at the origin (0,0,0) looking
along the +Y axis, with +Z up, and +X to the right. 
So, without transforming the eye point and view direction, 'left' and
'right' correspond to X dimension/ 'bottom' and 'top' correspond to Z
dimension.  Also, note that the default eye position still lies along the Y
axis after creating an assymetric viewing frustum.


George Williams
Fakespace, Inc.

At 02:35 PM 7/1/97 +0000, you wrote:
>We run Performer 2.1 on a Onyx2 IR and need to use asymmetric
>frustrums. Man pfChannel seems to suggest to use
>pfMakePerspChan(pfChannel* chan, float left, float right, float bottom,
>float top). I couldn't figure out what coordinate system to use for
>left,right,top and bottom though. The example in the manpage seem to
>suggest fractions of the total FOV but how to set this? Calling
>pfChanFOV didn't seem to make a difference.
>
>                Dr. Hendrik-Jan van Veen
>
>      Max-Planck-Institute for Biological Cybernetics
>      Spemannstrasse 38    72076 Tuebingen    GERMANY
>      tel: +49-7071-601-631     fax: +49-7071-601-616
>             e-mail: veen@mpik-tueb.mpg.de
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>
>

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Date: 1 Jul 97 17:27:00 EST
From: "Robert Reif" <reif@rdvax.ntsc.navy.mil>
Subject: pfEarthSky bug
To: "info-performer" <info-performer@sgi.com>
Status: O

Hi,

I'm having a problem with pfEarthSky when using asymmetrical viewing frusta.
This is a well known bug which has come up before in this newsgroup as far 
back as Oct. 1994.  SGI has no intention of fixing this bug.  They stated
that only a few people have complained about it so it isn't worth fixing.

If anyone else has encountered this bug, please let SGI know so they will
consider fixing it.  

Thanks,

Bob Reif.


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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707011606.ZM6834@multipass.asd.sgi.com>
In-Reply-To: Prakash Mahesh <prakash@DRAWCOMP.COM>
        "dxf, vrml converters" (Jul  1,  1:24pm)
References: <33B93D5C.1CFB@drawcomp.com>
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To: Prakash Mahesh <prakash@DRAWCOMP.COM>, info-performer@sgi.com
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On Jul 1,  1:24pm, Prakash Mahesh wrote:
> Subject: dxf, vrml converters
> Hi,
>
> Are there shareware converters for flt-dxf, dxf-vrml and the like, for
> SGIs and/or PCs? I would appreciate any pointers to those.
>
> Also, what about 3D modelers?
>

We ship a number of 3D convertors, I'm not sure which software component
you need, perhaps Cosmo Worlds which also is a 3D world builder.

Also MultiGen is a modelling package which includes some convertors
including to and from iv & dxf.

Medit is another modeller which is big on convertors.

Designers Workbench also imports and exports a number of common formats.

All of the above supply SGI with scene graph builders, or loaders which
ship with performer.

Cheers,Angus.

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In-Reply-To: Leonardo Topa <lct@ai.mit.edu>
        "far away monitors" (Jul  1, 11:25am)
References: <9707011525.AA29113@vivaldi.mit.edu>
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Status: O

We did about this distance on an RE2 and it seemed to work OK.  The picture
quality was degraded, but not very much - fine for an operator, probably not
good enough for a presentation monitor.  Having said that, we were running at
1280x1024_50 - lower resolutions should degrade less.  We had no problems with
the mouse and keyboard.

Try it - the cable will cost a lot less than any other option.

Cheers,

Hal

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

hal@jhcs.co.uk

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


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From: Sam Chu <c00chu00@nchc.gov.tw>
Message-Id: <199707012357.HAA00458@elc044.dt.nchc.gov.tw>
Subject: Attach Special Effect to moving object?
To: info-performer@sgi.com
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Hi Performers:

   I have read firefly.c from Performer Lab and smoke.c under
Performer/src/lib/libpfutil for special effect, but I can't 
figure out how to attach the special effect to the moving object.

Is there any way I can put the special effect under pfDCS?

   Thank you for any suggestion and help.

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: Tue, 1 Jul 1997 18:01:51 -0700 (PDT)
From: Ryan McKinley <rmckinle@curly.ucsd.edu>
To: info-performer@sgi.com
Subject: array of pfDCS
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Hi -

I'm trying to declare an array of pfDCS's.  I tried:

   pfDCS  dcsArray[4];

and get the error:  "storage size for 'dcsArray' isn't known"

if I try:

   pfDCS  *dcsArray; 
   dcsArray = (pfDCS*) pfCalloc(4, sizeof(pfDCS), NULL );

I get the error:

 "Reference of an expression of void type or an incomplete type."

I think I have all the proper include files and compilation links.  What
am I doing wrong?

Ryan McKinley

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To: info-performer@sgi.com
Subject: Re: far away monitors
Cc: wsherman@ncsa.uiuc.edu
Status: O

> Try it - the cable will cost a lot less than any other option.

And one of the main other options is Lightwave -- which sells
transmitter/reciever pairs that will convey over fiber optics,
signals for the video, keyboard, a serial line or two, and the
stereo signal.

As Hal says, it's not the cheapest option, but not bad either.
They also have smaller boxes for transmitting audio via fiber.
The main caveat is that the wiring for serial connections is
one-way, and unfortunately, doesn't match the RS-232 spec.  The
Tx and Rx are backwards, and the signal ground is on 5.

> Cheers,
> 
> Hal

	Bill

/*************************************************************************/
/* Bill Sherman	 (wsherman@ncsa.uiuc.edu)                                */
/* National Center for Supercomputing Applications                       */
/* University of Illinois at Urbana-Champaign                            */
/*     Og - "You want to do mankind a real service?  Tell funnier jokes" */
/*  Spinner - "but facts don't always reveal the truth"                  */
/*      Robin - "Yeah, but I always figure that's the writers' fault"    */
/*************************************************************************/

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From: "Sharon Clay" <src@rose.engr.sgi.com>
Message-Id: <9707020147.ZM7415@rose.engr.sgi.com>
Date: Wed, 2 Jul 1997 01:47:25 -0700
In-Reply-To: "Robert Reif" <reif@rdvax.ntsc.navy.mil>
        "pfEarthSky bug" (Jul  1,  5:27pm)
References: <199707012129.OAA01436@sgi.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Robert Reif" <reif@rdvax.ntsc.navy.mil>,
        "info-performer" <info-performer@sgi.com>
Subject: Re: pfEarthSky bug
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+>---- On Jul 1,  5:27pm, Robert Reif wrote:
> Subject: pfEarthSky bug
->
->Hi,
->
->I'm having a problem with pfEarthSky when using asymmetrical viewing frusta.
->This is a well known bug which has come up before in this newsgroup as far 
->back as Oct. 1994.  SGI has no intention of fixing this bug.  They stated
->that only a few people have complained about it so it isn't worth fixing.

I think a lot has gotten lost in some translations here, including all 
hint of engineering common sense.

1) EarthSky has had several bugs, this being one.
	Others that have or are being fixed include
	- MP safe-ness with multiple pipes
	- instancing of EarthSky across channels with different viewpoints
	- placement of far polygon against the clip-plane

2) We have NOT stated that we will not fix the bug!!!  The "no intention" aspect
	is absolutely not true.  What is true is that we are trying to release
	Performer2.2 as soon as possible and there are bugs on our list that 
	many people want fixed.  We are trying to achieve a balance of fixing
	as many bugs as possible but not holding off the next release so long that it
	hurts more people than it helps.  
	The asymmetrical viewing frusta pfEarthSky is not currently
	on the list as a reason to delay the release of Performer2.2.

3) We do have planned some future siginificant (needed) enhancements to
	pfEarthSky and rather than hack fixes for difficult bugs into the old code 
	we'd rather do a single larger overhaul of pfEarthSky that yields a
	much more flexible and better looking feature.  We currently are planning 
	this pfEarthSky overhaul for after 2.2.


As always, feedback from folks on this list on this and other issues like this is
most welcome and tremendously valuable to us and hopefully lead us to produce a better 
and more useful product.

Thanx,
src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
To: Performer ML Question <info-performer@sgi.com> (Receipt Notification 
    Requested) (Non Receipt Notification Requested)
Subject:  pfdStoreFile's formats
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Status: O

=0D=0CHi pfPeople,

On our systems, the only supported format for pfdStoreFile is .pfb
Are there any other formats in which we can save run-time made models ? W=
here
can we get the libs ?

I had downloaded a store_iv lib, but I never succeeded in making it work
without a damned "Segmentation fault" :(. I'll try to gather the elements=
 for
posting a pfQuestion on that bug.

We work with Performer 2.0 all patched, IRIX 6.2, on Onyx RE2 and High Im=
pact.

Thx,
Mike

______________________________________________
Michael Boccara                                       ! Aerospatiale
VR & Simulation R&D Engineer                 ! Joint Research 
email :                                                     ! Center - DC=
R/IK
michael.boccara(a)siege.aerospatiale.fr  ! 12 rue Pasteur
Tel : (+33) (0)1 46 97 32 40                    ! 92150 Suresnes
Fax : (+33) (0)1 46 97 32 59                    ! FRANCE
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From: "Hendrik-Jan van Veen" <veen@onion.mpik-tueb.mpg.de>
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Date: Wed, 2 Jul 1997 10:36:59 +0000
In-Reply-To: Leonardo Topa <lct@ai.mit.edu>
        "far away monitors" (Jul  1, 11:25)
References: <9707011525.AA29113@vivaldi.mit.edu>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: Re: far away monitors
Cc: Leonardo Topa <lct@ai.mit.edu>
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On Jul 1, 11:25, Leonardo Topa wrote:
> Subject: far away monitors
>
> we need to move the monitor, keyboard and mouse of an ir-onyx2
> equipped with a DG5-8 approx. 60 meters away from the main rack.

We worked up to 40 meter with very high quality video cables (separate
cables for RGBHV). If you need long distances and high bandwidth (e.g.,
2048x1180_72 gives 174Mpixels/sec) consider the ultra-high quality
videocables that are used for camera's in the television industry. Just
to mention a possibility (no price info):

DIN 47394 96 IEC/75-17-1  2.7/17.3
{2.7mm copper inner conductor, 22mm sheating, 3.6dB attenuation per
100m at 200MHz!}

This is a very FAT cable but it gives you less than 3dB attentuation
with 60m length! You have to solve connector problems though. Standard
BNC won't fit to this cable, but you need to convert from 13W3 to RGBHV
single cables anyway.

The cable solution is probably the cheapest if you consider using
multiple channels from your DG5-8 (otherwise consider Lightwave
devices). Cables solutions for mouse/keyboard/serial tend to be
difficult for long distances. You might need something else here, look
into PC terminal switchers.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                Dr. Hendrik-Jan van Veen

      Max-Planck-Institute for Biological Cybernetics
      Spemannstrasse 38    72076 Tuebingen    GERMANY
      tel: +49-7071-601-631     fax: +49-7071-601-616
             e-mail: veen@mpik-tueb.mpg.de
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Date: Wed, 02 Jul 1997 08:37:09 -0400
To: Prakash Mahesh <prakash@DRAWCOMP.COM>
From: rangan <krangan@mail.vt.edu>
Subject: Re: dxf, vrml converters
Cc: info-performer@sgi.com
Status: O

At 04:06 PM 7/1/97 -0700, you wrote:
>On Jul 1,  1:24pm, Prakash Mahesh wrote:
>> Subject: dxf, vrml converters
>> Hi,
>>
>> Are there shareware converters for flt-dxf, dxf-vrml and the like, for
>> SGIs and/or PCs? I would appreciate any pointers to those.
>>
>> Also, what about 3D modelers?
>>

Check out the web page : www.sdsc.edu/vrml

They have links to 3D modellers and translators.

ciao

Rangan
:-)

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Subject: display lists in cull traversal
To: info-performer@sgi.com
Date: Wed, 2 Jul 1997 09:42:24 -0400 (EDT)
From: "Christopher Geyer" <cgeyer@seas.upenn.edu>
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Regarding the problem that I posted about before.  I'm trying to render a 
shadow volume in  a separate display list from the scene.  It seems that 
I've figured out the problem, but I'm not exactly sure how to fix it.  

As I told you in the cull traversal I'm creating a separate display list 
for my shadow volumes.  So I've created a descendent of pfGeode which 
contains only shadow volume geometry.  It has it's own post & pre cull 
callback.

abbreviated:

static pfDispList *currentDL; // actually a member of my class
static pfDispList *shadVolDL; // init'd elsewhere

preShadVolCullCallback( ... )
{
  currentDL = pfGetCurDList( );
  currentDL->close( );
  shadVolDL->open( );
  return( PFTRAV_CONT ); 
}

// in between capture the draw commands for the shadow volume
// in the shadVolDL

postShadVolCullCallback( ... )
{
  shadVolDL->close( );
  currentDL->open( );
  return( PFTRAV_CONT );
}

drawChannelFunc( ... )
{
  pfDraw( );              // one extra pop
  shadVolDL->draw( );     // one extra push
}
 
So I temporarily bypass the current display list.  Would this not be correct?

What happens is that for some reason a popmatrix() (or apparently the
token DL_POPMAT) does not get appended to the shadVolDL.  It instead gets
appended to currentDL.  So I have an extra pushmatrix() without its
corresponding popmatrix() in a my shadow volume display list; and I have
an extra popmatrix() without a cooresponding pushmatrix() in the scene
display list (this is what I gather from looking at output from gldebug). 

It would seem that AFTER the call to preShadVolCullCallback() a 
pushmatrix() is being added, and that AFTER postShadVolCullCallback() a 
popmatrix() is being added.  Wouldn't it either be before and after, or 
after and before, but not after and after?

Why would that happen?  Obviously I'm not doing things in the right order. 
What would the correct order be? 

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: scott@ht.com (Scott McMillan)
Message-Id: <199707021412.KAA07414@hf.ht.com>
Subject: Re: array of pfDCS
To: rmckinle@curly.ucsd.edu (Ryan McKinley)
Date: Wed, 2 Jul 1997 10:12:32 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <Pine.SGI.3.96.970701174622.11068B-100000@curly.ucsd.edu> from "Ryan McKinley" at Jul 1, 97 06:01:51 pm
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Status: O

> 
> 
> Hi -
> 
> I'm trying to declare an array of pfDCS's.  I tried:
> 
>    pfDCS  dcsArray[4];
> 
> and get the error:  "storage size for 'dcsArray' isn't known"
> 
> if I try:
> 
>    pfDCS  *dcsArray; 
>    dcsArray = (pfDCS*) pfCalloc(4, sizeof(pfDCS), NULL );
> 
> I get the error:
> 
>  "Reference of an expression of void type or an incomplete type."
> 
> I think I have all the proper include files and compilation links.  What
> am I doing wrong?
> 
> Ryan McKinley

The man page states: "...like other pfNodes, pfDCSes are always allocated
from shared memory and cannot be created statically, on the stack or in
arrays."  I am positive you are running into this in the first case and
assume so in the second case too.  The following code dynamically allocates
an array of pfDCS pointers (optionally from the shared arena), and then it
loops through and dynamically allocates each pfDCS (calling the constructor
to boot):

   pfDCS **dcsArray;
   dcsArray = new(pfGetSharedShared()) pfDCS *[4];
   for (int i=0; i<4; i++)
      dcsArray[i] = new pfDCS();

-- 
  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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Date: Wed, 2 Jul 1997 12:31:37 -0400 (EDT)
From: Les Elkins <lese@CapAccess.org>
To: info-performer@sgi.com
cc: lelkins@lnk.com
Subject: Stereo questions...
Message-ID: <Pine.SUN.3.91-FP.970702121919.20679A-100000@cap1.capaccess.org>
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Hello... I've been converting some older code using top/bottom stereo to 
the newer leftbuffer/rightbuffer style, and have been having some 
troubles in the process.  So I have a couple of questions...


First, on an Impact I use, the available stereo formats are 
1024x768_96s.sdb and 1024x768_96s_vs.sdb.  What's the significance
of the '_vs' in the second case?  Also, these formats seem to display
fine on a video projector, but the SGI monitor can't deal with them.
Is there a stereo format that can be displayed normally on a standard 
monitor, and if so how does one find it?

Additionally, I'm using the stereo.c code from the web page as a guide.  On 
the Impact, the line pfQueryPWin(pw, PFQWIN_STEREO, &Shared->stereo);
behaves correctly (setting Shared->stereo to 0 if no stereo mode is 
present, to 1 if the stereo mode is present).  However, on an Onyx IR, it 
merrily returns a '1' regardless of the current managed gfx state.
Any suggestions?

Both machines are 6.2 with 2.1 installed.

Thanks in advance...

-Les

Les Elkins
lelkins@lnk.com

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From: scott@ht.com (Scott McMillan)
Message-Id: <199707021601.MAA07528@hf.ht.com>
Subject: OBJ loader/Builder BUG?
To: info-performer@sgi.com
Date: Wed, 2 Jul 1997 12:01:16 -0400 (EDT)
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I have been playing with the OBJ loader in version 2.0.x and have
encountered what appears to be bug:

When I load an OBJ model without normals (pfdBuilder creates them) and I
specify a material with a reflective texture.  The model has a lot of large
flat surfaces made up of a few triangles.  The reflections are really messed
up -- e.g. coplanar adjacent faces show drastically different reflections.
It is like the normals have not been computed correctly for the texgen
operation.  The normals shown in perfly seem to be correct so I don't know
exactly where the bug(?) is.

I am in the process of writing an OBJ loader that preserves indexed vertex
and normal lists (for future morphing applications).  It doesn't build the
tristrips yet.  It does compute normals (if desired) and reflection maps the
object properly using straight OpenGL calls so I don't think it is a problem
with OpenGL.

So is this an unexpected interaction between generation of normals,
stripifying, smooth shading and reflective textures?  Or is it a real bug.

Thanks in advance,

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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Date: Wed, 2 Jul 1997 10:16:18 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Ryan McKinley <rmckinle@curly.ucsd.edu>
cc: info-performer@sgi.com
Subject: Re: array of pfDCS
In-Reply-To: <Pine.SGI.3.96.970701174622.11068B-100000@curly.ucsd.edu>
Message-ID: <Pine.SGI.3.95.970702100330.7179A-100000@carpenter.evl.uic.edu>
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On Tue, 1 Jul 1997, Ryan McKinley wrote:

> 
> Hi -
> 
> I'm trying to declare an array of pfDCS's.  I tried:
> 
>    pfDCS  dcsArray[4];
> 
> and get the error:  "storage size for 'dcsArray' isn't known"

yikes! Here are some things wrong with this statement. pfNodes can only be
created in the shared arena, while here, you are creating them on the stack.
If you subsequently do a 

        pfNode *nodeArray = dcsArray

nodeArray[1] which is the same as *(nodeArray + sizeof(pfNode)) will not be
what you expect. What you might want is something similar to 
*(nodeArray + sizeof(pfDCS)). Also, 

        delete nodeArray

will not call pfDCS's destructor even though pfNode has a virtual destructor.
Of course, none of these things make sense in the Performer context.

That said, your problem is that you've forgotten to include
<Performer/pf/pfDCS.h> :-)

bye
Swami


> 
> if I try:
> 
>    pfDCS  *dcsArray; 
>    dcsArray = (pfDCS*) pfCalloc(4, sizeof(pfDCS), NULL );
> 
> I get the error:
> 
>  "Reference of an expression of void type or an incomplete type."
> 
> I think I have all the proper include files and compilation links.  What
> am I doing wrong?
> 
> Ryan McKinley
> 
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 

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

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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9707021016.ZM17825@christine.cae.ca>
Date: Wed, 2 Jul 1997 10:16:55 -0400
In-Reply-To: Swapnil Shah<swapnil@teil.soft.net>
        "general func. ptr." (Jun 29,  3:00pm)
References: <199706292030.PAA11773@teil.soft.net>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Swapnil Shah<swapnil@teil.soft.net>
Subject: Re: general func. ptr.
Cc: info-performer@sgi.com
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On Jun 29,  3:00pm, Swapnil Shah wrote:
> Subject: general func. ptr.
> 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!!!
>

My understanding is that it is not possible to save a pointer to a true member
function partly because of the implicit 'this' parameter. I wouldn't be
surprised that it was forcefully prevented during the design of the
C++ language since it is not really "object oriented". Virtual funcs are the
way to go instead.

You can still save pointers to static member functions since they are just
like plain C functions and used them in systems that require you to provide
callbacks. Such a function can be used as an intermediate path to a true member
function provide that you have a way of retrieving a class pointer.

Section 18 of the C++ faq discusses this whole issue in greater details.
(rtfm.mit.edu in /pub/usenet/something)




-- 
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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Date: Wed, 2 Jul 1997 12:31:37 -0400 (EDT)
From: Les Elkins <lese@CapAccess.org>
To: info-performer@sgi.com
cc: lelkins@lnk.com
Subject: Stereo questions...
Message-ID: <Pine.SUN.3.91-FP.970702121919.20679A-100000@cap1.capaccess.org>
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Status: O


Hello... I've been converting some older code using top/bottom stereo to 
the newer leftbuffer/rightbuffer style, and have been having some 
troubles in the process.  So I have a couple of questions...


First, on an Impact I use, the available stereo formats are 
1024x768_96s.sdb and 1024x768_96s_vs.sdb.  What's the significance
of the '_vs' in the second case?  Also, these formats seem to display
fine on a video projector, but the SGI monitor can't deal with them.
Is there a stereo format that can be displayed normally on a standard 
monitor, and if so how does one find it?

Additionally, I'm using the stereo.c code from the web page as a guide.  On 
the Impact, the line pfQueryPWin(pw, PFQWIN_STEREO, &Shared->stereo);
behaves correctly (setting Shared->stereo to 0 if no stereo mode is 
present, to 1 if the stereo mode is present).  However, on an Onyx IR, it 
merrily returns a '1' regardless of the current managed gfx state.
Any suggestions?

Both machines are 6.2 with 2.1 installed.

Thanks in advance...

-Les

Les Elkins
lelkins@lnk.com

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Date: Wed, 2 Jul 1997 14:19:56 -0500 (CDT)
From: Frank Dea <frank@narnia.aero.swri.edu>
To: info-performer@sgi.com
Subject: Using 2 glxMDrawWidget at the same time.
Message-ID: <Pine.LNX.3.95.970702140501.3198A-100000@narnia.aero.swri.edu>
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We have written a Motif application that contains an OpenGL window
(running Performer).  Everything works great until we try to bring up
another window in the same application that also contains an OpenGL
window. Then neither window responds correctly.  The second window
performs no drawing and the first window simply flashes a left over frame
buffer image (i.e., junk).

Note, both OpenGL windows perform normally if brought up individually.


Has any one experienced this with Motif windows containing OpenGL windows?

Let me know if more details are needed.


Frank
--
William Frank Dea
     _________/|__________
    /--------/-/---------/
   /    /   / /   /     /          "If you want to get results ...
  /-   /---/-/---/    -/            try a prayer!"
 /    /   / /   /     /
/--------/-/---------/
    wdea@swri.edu

Research Engineer
Southwest Research Institute
(210) 522-6576

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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9707021520.ZM23887@christine.cae.ca>
Date: Wed, 2 Jul 1997 15:20:22 -0400
In-Reply-To: "Christopher Geyer" <cgeyer@seas.upenn.edu>
        "display lists in cull traversal" (Jul  2,  9:42am)
References: <199707021342.JAA22461@blue.seas.upenn.edu>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Christopher Geyer" <cgeyer@seas.upenn.edu>
Subject: Re: display lists in cull traversal
Cc: info-performer@sgi.com
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On Jul 2,  9:42am, Christopher Geyer wrote:
> Subject: display lists in cull traversal

> What happens is that for some reason a popmatrix() (or apparently the
> token DL_POPMAT) does not get appended to the shadVolDL.  It instead gets
> appended to currentDL.  So I have an extra pushmatrix() without its
> corresponding popmatrix() in a my shadow volume display list; and I have
> an extra popmatrix() without a cooresponding pushmatrix() in the scene
> display list (this is what I gather from looking at output from gldebug).
...
> It would seem that AFTER the call to preShadVolCullCallback() a
> pushmatrix() is being added, and that AFTER postShadVolCullCallback() a
> popmatrix() is being added.  Wouldn't it either be before and after, or
> after and before, but not after and after?
>-- End of excerpt from Christopher Geyer

If what you are describing is really what is happening then how about simply
trying to add the missing push and pop to each display list yourself?

Something like:

> preShadVolCullCallback( ... )
> {
>   currentDL = pfGetCurDList( );

    // add the missing push to currentDL
    pfPushMatrix();

>   currentDL->close( );
>   shadVolDL->open( );
>   return( PFTRAV_CONT );
> }

>
> // in between capture the draw commands for the shadow volume
> // in the shadVolDL
>
> postShadVolCullCallback( ... )
> {

    // add the missing pop to shadVolDL
    pfPopMatrix();

>   shadVolDL->close( );
>   currentDL->open( );
>   return( PFTRAV_CONT );
> }

-- 
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: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9707021015.ZM4662@tracey.triavest.com>
Date: Wed, 2 Jul 1997 10:15:17 -0700
In-Reply-To: "Hendrik-Jan van Veen" <veen@onion.mpik-tueb.mpg.de>
        "Asymmetric Frustrum" (Jul  1,  2:35pm)
References: <9707011435.ZM6751@onion.mpik-tueb.mpg.de>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Hendrik-Jan van Veen" <veen@onion.mpik-tueb.mpg.de>,
        info-performer@sgi.com
Subject: Re: Asymmetric Frustrum
Mime-Version: 1.0
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Status: O

On Jul 1,  2:35pm, Hendrik-Jan van Veen wrote:
> Subject: Asymmetric Frustrum
> We run Performer 2.1 on a Onyx2 IR and need to use asymmetric
> frustrums. Man pfChannel seems to suggest to use
> pfMakePerspChan(pfChannel* chan, float left, float right, float bottom,
> float top). I couldn't figure out what coordinate system to use for
> left,right,top and bottom though. The example in the manpage seem to
> suggest fractions of the total FOV but how to set this? Calling
> pfChanFOV didn't seem to make a difference.


If you mean how to find the four sides of the frustum, here is how:

    pfGetChanNearFar(chan, &near, &far);
    pfChanAspect(chan, PFFRUST_CALC_VERT, aspectRatio);
    x = near * pfTan(camera->horizFOV/2.0f);
    z = x / pfGetChanAspect(chan);
    pfMakePerspChan(chan, -x, x, -z, z);

The Performer book has explainations for the relationship between aspect
ratio and the sides of the frustum. The above code is based on that.

Hope this helps

-anita
kishore@triavest.com

-- 
Anita Kishore
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Subject: Centering the mouse cursor?
To: info-performer@sgi.com (Performer Mailing List)
Date: Wed, 2 Jul 1997 14:21:57 -0400 (EDT)
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Hi,

This has got to be something simple. All I want to do is center the
mouse in the center of the screen before the rest of the perfly type
code. Heres what I'm trying to add in main.c


#include <gl.h>
#include <device.h>

...

 setvaluator (MOUSEX, XMAXSCREEN/2, 0, XMAXSCREEN);
 setvaluator (MOUSEY, YMAXSCREEN/2, 0, YMAXSCREEN);

...


I've tried putting the code fragment in the main and each of the
callbacks. I keep getting seg faults :(

How does one center the mouse?


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From: "Sharon Clay" <src@rose.engr.sgi.com>
Message-Id: <9707021235.ZM9665@rose.engr.sgi.com>
Date: Wed, 2 Jul 1997 12:35:06 -0700
In-Reply-To: "Christopher Geyer" <cgeyer@seas.upenn.edu>
        "display lists in cull traversal" (Jul  2,  9:42am)
References: <199707021342.JAA22461@blue.seas.upenn.edu>
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To: "Christopher Geyer" <cgeyer@seas.upenn.edu>, info-performer@sgi.com
Subject: Re: display lists in cull traversal
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+>---- On Jul 2,  9:42am, Christopher Geyer wrote:
> Subject: display lists in cull traversal
->From guest@holodeck.csd.sgi.com  Wed Jul  2 12:07:01 1997

->As I told you in the cull traversal I'm creating a separate display list 
->for my shadow volumes.  So I've created a descendent of pfGeode which 
->contains only shadow volume geometry.  It has it's own post & pre cull 
->callback.
->
->abbreviated:
->
->static pfDispList *currentDL; // actually a member of my class
->static pfDispList *shadVolDL; // init'd elsewhere
->
->preShadVolCullCallback( ... )
->{
->  currentDL = pfGetCurDList( );
->  currentDL->close( );
->  shadVolDL->open( );
->  return( PFTRAV_CONT ); 
->}
->
->// in between capture the draw commands for the shadow volume
->// in the shadVolDL
->
->postShadVolCullCallback( ... )
->{
->  shadVolDL->close( );
->  currentDL->open( );
->  return( PFTRAV_CONT );
->}
->
->drawChannelFunc( ... )
->{
->  pfDraw( );              // one extra pop
->  shadVolDL->draw( );     // one extra push
->}
-> 
->So I temporarily bypass the current display list.  Would this not be correct?
->
->What happens is that for some reason a popmatrix() (or apparently the
->token DL_POPMAT) does not get appended to the shadVolDL.  It instead gets
->appended to currentDL.  So I have an extra pushmatrix() without its
->corresponding popmatrix() in a my shadow volume display list; and I have
->an extra popmatrix() without a cooresponding pushmatrix() in the scene
->display list (this is what I gather from looking at output from gldebug). 
->
->It would seem that AFTER the call to preShadVolCullCallback() a 
->pushmatrix() is being added, and that AFTER postShadVolCullCallback() a 
->popmatrix() is being added.  Wouldn't it either be before and after, or 
->after and before, but not after and after?
->
->Why would that happen?  Obviously I'm not doing things in the right order. 
->What would the correct order be? 

This looks OK to me so far.  We don't arbitrarily stick on push/pop of
matrices so I assume that you have a pfSCS or pfDCS above this node and 
you are getting caught by some optimization logic we have in flattening the
scene graph with xforms into the dlist.  These matrix ops get tied
to pfGeoSets and are put out with the first pfGeoSet that they affect which
would give you this "after and after" type effect.
This is getting into some ugly details that code inspection does not
verify nearly as well as dbx :-)  If you could dbx your cull and put
a breakpoint in your cull callback and then put one in pfPopMatrix()
and send me the stack trace I can be sure.  If this is it, I think
a post-draw callback on your pfGeode should do the trick to clean 
things out.

This is an interesting case and as it so happens we are currently in
the progress of trying to make such smart cull tricks work a little
better in 2.2 with some node hints since it has come up for other things.
Thanx for your timely post and keep me posted!

src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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Date: Wed, 2 Jul 1997 16:09:49 -0400
To: info-performer@sgi.com
From: ted jordan <tjordan@pyramidsystems.com>
Subject: MI-Detroit:Need OpenGL/Performer/Mkt Development
Status: O

<fontfamily><param>Geneva</param><bigger><bigger>Pyramid Systems, Inc.
the leader in Virtual Reality Displays is expanding 

its operations & needs aggressive and talented people to advance our
CAVE(TM)

& ImmersaDesk(TM) Products from our Suburban Detroit, Michigan
location.


Full-time and Contract positions are available for the following
positions:


	Sales Engineer - Will Support Sales with Demos for customers & 

		Marketing Shows


		Must be skilled in Unix, C++, C, and OpenGL

		Plusses are Performer, Inventor, WTK, JAVA, VRML, UIC CAVE Library

		2+ years customer support experience

		Education Rqd: BS in Engineering (preferably Computer or Electrical)


--

	Software Developer - Will further development of the CAVE Library,
develop

		demos, applications, and documentation


		Must be skilled in Unix, C++, C, and OpenGL

		Plusses are Performer, Inventor, WTK, JAVA, VRML, UIC CAVE Library

		2+ years engineering and design experience

		Education Rqd: MS in Engineering (preferably Computer or Electrical)


--

	Hardware Developer - Will further development of interfaces for the VR
display

		products


		Must be familiar with integrated circuits and design of printed
circuit boards.

		Must be able to design circuit boards

		2+ years engineering and design experience

		Education Rqd: BS in Engineering (Electrical preferred)

		

--

	Field Technicians/Gaffer/Best Boy - Will handle installations of VR
Display products


		Must have solid communication skills, and work well with people

		2+ years customer service experience

		Education Rqd: Associate Degree, Trade Degree, 2 year Degree in
Technology 

			(Computer/Electrical/Mechanical preferred)


--

	Industry Focused Marketing/Business Development - Will work with
government, 

    university, and industrial accounts and expand their business
activity.  


		Must have solid communication skills, and experience in dealing with
government,

		universities, or industry foci

		5+ years government, high level university, or high level industry
experience

		Education Rqd: BA in Business (Marketing or Finance preferred)



www.pyramidsystems.com


Interested parties should contact:


	Ted Jordan, Personnel

	Pyramid Systems, Inc.

	24477 W 10 Mile Road

	Southfield, MI 48034

	810 356 0063 - fax

	tjordan@pyramidsystems.com


No phone calls please

EEO/AA Principals Only Please


                     * CAVE(TM)  &  ImmersaDesk(TM)

                     * Display Systems Integration  

                     * Experiential computing display systems        

                     * Visual simulation display systems

                     * Advanced Visualization Design and Integration

                     * Audio/Visual - Sales, Rental, Service

                     * Consultation Services



            SEE THE FUTURE IN STEREO (SM)


Pyramid Systems, Inc. has the sole rights to market the CAVE &
ImmersaDesk 

VR display systems and the CAVE Library developed by the University of
Illinois 

in Chicago.  





</bigger></bigger></fontfamily>
--

Ted Jordan, Director, Advanced Vizualization Group

Pyramid Systems, Inc.   24477 W 10 Mile Road   Southfield MI 48034 
USA


Distributors of the CAVE(tm) the ImmersaDesk(tm) and the CAVE
Library(tm)

248 356 2662     248 356 0063(f)

www.pyramidsystems.com

tjordan@pyramidsystems.com  <<- not the best way to reach me quickly



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Date: Wed, 2 Jul 1997 18:04:26 -0500 (CDT)
From: Scott McCaskill <scott@paradigmsim.com>
To: Ryan McKinley <rmckinle@curly.ucsd.edu>
cc: info-performer@sgi.com
Subject: Re: array of pfDCS
In-Reply-To: <Pine.SGI.3.96.970701174622.11068B-100000@curly.ucsd.edu>
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On Tue, 1 Jul 1997, Ryan McKinley wrote:

> 
> Hi -
> 
> I'm trying to declare an array of pfDCS's.  I tried:
> 
>    pfDCS  dcsArray[4];
> 
> and get the error:  "storage size for 'dcsArray' isn't known"
> 
> if I try:
> 
>    pfDCS  *dcsArray; 
>    dcsArray = (pfDCS*) pfCalloc(4, sizeof(pfDCS), NULL );
> 
> I get the error:
> 
>  "Reference of an expression of void type or an incomplete type."
> 
> I think I have all the proper include files and compilation links.  What
> am I doing wrong?
> 
> Ryan McKinley
> 

In short: this is bad.  Don't do this.


>From the man page for pfDCS (pf2.0):

  new pfDCS creates and returns a handle to a pfDCS.  Like other pfNodes,
  pfDCSes are always allocated from shared memory and cannot be created
  statically, on the stack or in arrays.  pfDCSes should be deleted using
  pfDelete rather than the delete operator.


For related info on why this is so I recommend the man page for pfMemory.


-=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=- -=-
Scott McCaskill                                   scott@paradigmsim.com

Paradigm Entertainment
(formerly Paradigm Simulation, now two companies)          972 960 2301

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Date: Wed, 2 Jul 1997 15:19:40 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707021519.ZM8155@multipass.asd.sgi.com>
In-Reply-To: WILLIAM_MARINELLI@ntsc.navy.mil
        "Curved Ocean" (Jul  1,  2:42pm)
References: <9706018677.AA867793725@CCMAIL.NTSC.NAVY.MIL>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: WILLIAM_MARINELLI@ntsc.navy.mil, info-performer@sgi.com
Subject: Re: Curved Ocean
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Status: O

I replied to your question on the opengl newsgroup.

See my posting there.

Cheers,Angus.

On Jul 1,  2:42pm, WILLIAM_MARINELLI@ntsc.navy.mil wrote:
> Subject: Curved Ocean
>      The issue I would like to address is the idea of rendering ships on
>      the horizon if they are viewed from a periscope. On a flat ocean, they
>      look hokey since in real life they should sink down into the horizon.
>
>      My first approach was to simply sink the ships into the ocean based on
>      their distance from the eyepoint and the curvature of the earth. This
>      did lower the ships, but the effect had a hokeyness all its own: There
>      would be water surrounding the partially sunken ship.
>
>      My next kluge was to manipulate the far clip plane so that there was
>      no water behind the partially sunken ship. But what if there was more
>      than one ship out there and the ships were at different distances from
>      the eyepoint.
>
>      Enough about my problem. I am wondering about the possibility of
>      modeling the ocean as a curved surface - perhaps a NURB or a set of
>      NURBS. Any ideas of the feasibility of doing that? (I do recall that
>      OpenGL demo that generates a heart shaped object from NURBS - I think
>      it was a glu call. And the relationship of the control points to the
>      curve was not clear in the way it was coded - at least not clear to
>      me.) Of course, if this were done, the ships would have to placed on
>      the nurb based ocean to produce this sinking on the horizon effect. I
>      think that would be an easy calculation.
>
>      The other option that comes to mind with a flat ocean is to render the
>      ships correctly out to a certain point near the far clip plane. At
>      that point, depending on how far they are supposed to be away from the
>      eyepoint, then scale them and sink them to get the right perspective.
>
>      Any thoughts on this sort of thing?
>
>
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From: Allen Bierbaum <bierbaum@cthulhu.engr.sgi.com>
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Subject: Re: general func. ptr.
References: <199706292030.PAA11773@teil.soft.net> <9707021016.ZM17825@christine.cae.ca>
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Status: O

It is possible to do something like this in a more "object oriented"
way.  Look into using functors.  In short functors are objects that act
like functions by storing information about the functions they are going
to call.  Functors can be used to store a class pointer and a mumber
function pointer.  Then you just pass around the functor object or a
pointer to it.  This can be used with templates to allow you to write
code that can operate on any C++ function (static and non-static).  I
use functors to allow sproc'ing of class member functions.

If you want further explaination, I can refer you to some references
when I get some time.

-Allen

Nicolas Gauvin wrote:
> 
> On Jun 29,  3:00pm, Swapnil Shah wrote:
> > Subject: general func. ptr.
> > 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!!!
> >
> 
> My understanding is that it is not possible to save a pointer to a true member
> function partly because of the implicit 'this' parameter. I wouldn't be
> surprised that it was forcefully prevented during the design of the
> C++ language since it is not really "object oriented". Virtual funcs are the
> way to go instead.
> 
> You can still save pointers to static member functions since they are just
> like plain C functions and used them in systems that require you to provide
> callbacks. Such a function can be used as an intermediate path to a true member
> function provide that you have a way of retrieving a class pointer.
> 
> Section 18 of the C++ faq discusses this whole issue in greater details.
> (rtfm.mit.edu in /pub/usenet/something)
> 
> --
> 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
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Thu, 3 Jul 1997 02:18:31 -0500
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Subject: How to make a texture that the size is power of two?
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Status: O

Hello,

	I have a lot of pictures of environment scene. I like to put it into
the my environment model as texture. According to the Performer user's guide,
the size of the texture must be the powers of two. What can I do to make the
texture that I load is the size of powers of two?

	I do some experiment that load the texture that the size is not a
powers of two. It give me the pfTexture::format() - badly sized texture ..., a
run-time warning message and low quality texture. The refresh rate is very very
slow.

	Any ideas and suggestions are welcome. I will appreciate for your help.
Have a great 4th.

-- 

______________________________________________________________________________

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

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Date: Thu, 03 Jul 1997 12:19:51 +0200
From: Eric Chauvineau <eric@anim.uib.es>
Organization: University of Balearic Islands - SPAIN
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Subject: pfdStoreFile_iv
Content-Type: multipart/mixed; boundary="------------167E2781446B"
Status: O

This is a multi-part message in MIME format.

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

I attach to this mail a version of libpfiv (with pfdStoreFile_iv 
function) which runs on Performer 2.1/IRIS 6.3 and with corrections
(thanks to Michael Boccara). 

Eric

PS : I'd like to make a (quite) complete Unofficial Performer Page,
so if you have any interesting web pointer or informations, don't
hesitate. Thanx !

-- 
+-----------------------------------------------+
  Eric Chauvineau              eric@anim.uib.es
  Edifici Anselm Turmeda
  Campus de la Universitat de les Illes Balears 
  E-07071 Palma de Mallorca               SPAIN
  http://dmi.uib.es/people/eric/
+-----------------------------------------------+

--------------167E2781446B
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To:"info-performer"

Hi friends:

Please subscribe me.

I have an application need put a head up display generate from a real HUD
generator with NTSC format together with performer 3D scene.

Is there anyone have such experience?

Please inform me how to do this in SGI O2.

Thanks for your kindness help.

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Hi performer:
	Is it possible to receive the NTSC signal of HUD and overlay it on
other simulation frame? I want to combine the NTSC signal with my visual
simulation. Can someone give some suggestion.

Thanks.

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

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


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Subject: Waves.
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Hi

 I work at DCIEM (a defence/civil reaserach facility in Toronto). We are 
working on a ship simulator, and are currently modelling the ocean.
 I was wondering if anybody knows a way to animate waves in performer. I 
have an article (SIGGRAPH, 1986, vol. 20, no. 4) which explains the 
dynamics and explains (well, sort of) how to do it using ray tracing, but 
that's way to slow. I've tried moving blue cylinders/spheres/etc. through 
a blue sheet, but it just doesn't look realistic.

 Thanks,

	Peter Plachta

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Allen Bierbaum wrote:

> It is possible to do something like this in a more "object oriented"
> way.  Look into using functors.  In short functors are objects that act
> like functions by storing information about the functions they are going
> to call.  Functors can be used to store a class pointer and a mumber
> function pointer.  Then you just pass around the functor object or a
> pointer to it.  This can be used with templates to allow you to write
> code that can operate on any C++ function (static and non-static).  I
> use functors to allow sproc'ing of class member functions.
> 
> If you want further explaination, I can refer you to some references
> when I get some time.
> 
> -Allen
> 

You'll find more on functors at this address

	http://www.sgi.com/Technology/STL/functors.html

Good reading.

-- 
Bernard Leclerc, Technical Leader, 3-D Graphics Applications
CAE Electronics Ltd. (http://www.cae.ca)
8585 Cote De Liesse, Saint-Laurent, Quebec, Canada, H4L-4X4
tel: +1 514 341 2000 extension 2275, fax: +1 514 340 5496
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Date: Thu, 3 Jul 1997 09:57:23 -0700
In-Reply-To: Frank Dea <frank@narnia.aero.swri.edu>
        "Using 2 glxMDrawWidget at the same time." (Jul  2,  2:19pm)
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On Jul 2,  2:19pm, Frank Dea wrote:
> Subject: Using 2 glxMDrawWidget at the same time.
>
> We have written a Motif application that contains an OpenGL window
> (running Performer).  Everything works great until we try to bring up
> another window in the same application that also contains an OpenGL
> window. Then neither window responds correctly.  The second window
> performs no drawing and the first window simply flashes a left over frame
> buffer image (i.e., junk).
>
> Note, both OpenGL windows perform normally if brought up individually.
>
>
> Has any one experienced this with Motif windows containing OpenGL windows?
>
> Let me know if more details are needed.


As far as I know, if you are using Performer to render into both your windows,
then you either need to use two channels or two pipes for
rendering (the Performer book has more details on it). If performer is being
used in only one window, the other is just a Motif window to draw something,
then you need to create them in separate processes.

-anita
kishore@triavest.com

-- 
Anita Kishore
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To: info-performer@sgi.com, "Ren-Jye Yu" <renjye@python.tamu.edu>
From: Roger Morris <rmorris@tswl.co.uk>
Subject: re: How to make a texture that the size is power of two?
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>  From: "Ren-Jye Yu" <renjye@python.tamu.edu>, on 03/07/97 02:18:
>  Hello,
>  
>      I have a lot of pictures of environment scene. I like to put it into
>  the my environment model as texture. According to the Performer user's 
>  guide,
>  the size of the texture must be the powers of two. What can I do to make the
>  texture that I load is the size of powers of two?
>  
The imgworks tool will let you stretch, scale, crop and pad your .rgb file
until it's the correct size.
>  
>      Any ideas and suggestions are welcome. I will appreciate for your help.
>  Have a great 4th.
>  
>  -- 

4th July is when the British celebrate getting rid of the American colonies :->

Roger Morris

==========================
Roger Morris				TRANSFORMATION SOFTWARE
Applications Engineer		Thame Park Road
TEL: 01844 261456			Thame
FAX: 01844 260056			Oxon, OX9 3UQ
E-mail: rmorris@tswl.co.uk
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Subject: Re: display lists in cull traversal
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This is what the code pretty much looks like:

->  preShadVolCullCallback( ... )
->  {
->    currentDL = pfGetCurDList( );
->    printf( "### temporarily closing pfDispList %p\n", currentDL );
->    currentDL->close( );
->    printf( "#### opening shadow pfDispList %p\n", shadowVolDL );
->    shadVolDL->open( );
->    return( PFTRAV_CONT ); 
->  }
->  
->  // in between capture the draw commands for the shadow volume
->  // in the shadVolDL
->  
->  postShadVolCullCallback( ... )
->  {
->    printf( "#### closing shadow pfDispList %p\n", shadVolDL  );
->    shadVolDL->close( );
->    printf( "### re-opening pfDispList %p\n", currentDL );
->    currentDL->open( );
->    return( PFTRAV_CONT );
->  }


Here's the output of dbx.  Put on your parser.

(%%) denotes output from my program

...
(dbx) stop in pfPushMatrix
Process 21500: [3] stop in pfPushMatrix
(dbx) stop in pfPopMatrix
Process 21500: [4] stop in pfPopMatrix
(dbx) stop in MyVeryOwnCullFunc
Process 21500: [5] stop in MyVeryOwnCullFunc
(dbx) cont
[5] Process 21500 (SurfInShade) stopped at [::MyVeryOwnCullFunc(pfChannel*,void*):143 ,0x40e790]
 143  printf( "<-> cull func\n" );
(dbx) where
> 0 ::MyVeryOwnCullFunc(pfChannel*,void*)(chan =
0x18083160,__P273155816 = (nil))
["/tmp_mnt/home/cgeyer/testdrive/SurfInShade.C":143, 0x40e790]
   1 pfChannel::pf_callCullFunc(void)(0x18083160, 0x0, 0x2,
0x18083160) ["../../../lib/libpf/pfChannel.C":1800, 0x9a83528]
   2 threadCull(void)(0x18083160, 0x0, 0x2, 0x18083160)
["../../../lib/libpf/pfProcess.C":3216, 0x9a7d818]
   3 doCull(pfChannel*,pfChannel*)(0x18083160, 0x0, 0x2, 0x18083160)
["../../../lib/libpf/pfProcess.C":3268, 0x9a84328]
   4 appCullDraw(int)(0x0, 0x0, 0x2, 0x18083160)
["../../../lib/libpf/pfProcess.C":2376, 0x9b217d4]
   5 pfFrame(0x18083160, 0x0, 0x2, 0x18083160)
["../../../lib/libpf/pfProcess.C":2727, 0x9b2258c]
   6 main(argc = 1, argv = 0x7fff2f34)
["/tmp_mnt/home/cgeyer/testdrive/SurfInShade.C":327, 0x40f6b4]
   7 __start() ["crt1text.s":133, 0x40dd0c]
(dbx) cont
<-> cull func
 %%   ### temporarily closing pfDispList 180a05c0
 %%   #### opening shadow pfDispList 18076950
[3] Process 21500 (SurfInShade) stopped at [pfPushMatrix:98 +0xc,0x9a844c0]
         Source (of ../../../lib/libpr/xform.C) not available for Process 21500
(dbx) where
>  0 pfPushMatrix(0x1808eb10, 0x0, 0x0, 0x18099f08)
["../../../lib/libpr/xform.C":98, 0x9a844c0]
   1 _pfCuller::pf_applyXform(int)(0x1808eb10, 0x0, 0x0, 0x18099f08)
["../../../lib/libpf/pfCuller.C":1226, 0x9a80428]
   2 _pfCuller::pf_flushStackState(void)(0x1808eb10, 0x0, 0xc4b52890,
0x18099f08) ["../../../lib/libpf/pfCuller.C":399, 0x9a7e11c]
   3 _pfCuller::add(pfGeoSet*)(0x1808eb10, 0x180a04c0, 0x0,
0x18099f08) ["../../../lib/libpf/pfCuller.C":351, 0x9a727d8]
   4 pfGeode::nb_cull(int,int,_pfCuller*)(0x180e70c0, 0x0, 0x1,
0x1808eb10) ["../../../lib/libpf/pfGeode.C":253, 0x9a714a0]
   5 pfGroup::nb_cull(int,int,_pfCuller*)(0x1809faa0, 0xb, 0x1,
0x1808eb10) ["../../../lib/libpf/pfGroup.C":247, 0x9a6dbe4]
   6 pfSCS::nb_cull(int,int,_pfCuller*)(0x1807f770, 0xb, 0x1,
0x1808eb10) ["../../../lib/libpf/pfSCS.C":308, 0x9a877e8]
   7 pfScene::nb_cull(int,int,_pfCuller*)(0x180763a0, 0xb, 0x1,
0x1808eb10) ["../../../lib/libpf/pfScene.C":269, 0x9afacbc]
   8 _pfCuller::nb_cull(void)(0x1808eb10, 0x0, 0x0, 0x18099f08)
["../../../lib/libpf/pfCuller.C":197, 0x9a7ad70]
   9 pfCull(0x1808eb10, 0x0, 0x0, 0x18099f08)
["../../../lib/libpf/pfProcess.C":3319, 0x9a7f1d4]
   10 ::MyVeryOwnCullFunc(pfChannel*,void*)(chan = 0x18083160,
__P273155816 = (nil))
["/tmp_mnt/home/cgeyer/testdrive/SurfInShade.C":144, 0x40e7b4]
   11 pfChannel::pf_callCullFunc(void)(0x1808eb10, 0x0, 0x0,
0x18083160) ["../../../lib/libpf/pfChannel.C":1800, 0x9a83528]
   12 threadCull(void)(0x18083160, 0x0, 0x0, 0x18099f08)
["../../../lib/libpf/pfProcess.C":3216, 0x9a7d818]
   13 doCull(pfChannel*,pfChannel*)(0x18083160, 0x0, 0x0, 0x18099f08)
["../../../lib/libpf/pfProcess.C":3268, 0x9a84328]
   14 appCullDraw(int)(0x0, 0x0, 0x0, 0x18099f08)
["../../../lib/libpf/pfProcess.C":2376, 0x9b217d4]
   15 pfFrame(0x1808eb10, 0x0, 0x0, 0x18099f08)
["../../../lib/libpf/pfProcess.C":2727, 0x9b2258c]
   16 main(argc = 1, argv = 0x7fff2f34)
["/tmp_mnt/home/cgeyer/testdrive/SurfInShade.C":327, 0x40f6b4]
   17 __start() ["crt1text.s":133, 0x40dd0c]
(dbx) cont
 %%   #### closing shadow pfDispList 18076950
 %%   ### re-opening pfDispList 180a05c0
[4] Process 21500 (SurfInShade) stopped at [pfPopMatrix:144 +0xc,0x9a845fc]
         Source (of ../../../lib/libpr/xform.C) not available for Process 21500
(dbx) where
>  0 pfPopMatrix(0x1808eb10, 0xffffffff, 0x0, 0x0)
["../../../lib/libpr/xform.C":144, 0x9a845fc]
   1 _pfCuller::pf_applyXform(int)(0x1808eb10, 0xffffffff, 0x0, 0x0)
["../../../lib/libpf/pfCuller.C":1222, 0x9a8040c]
   2 _pfCuller::nb_cull(void)(0x1808eb10, 0xffffffff, 0x0, 0x0)
["../../../lib/libpf/pfCuller.C":202, 0x9a7ade0]
   3 pfCull(0x1808eb10, 0xffffffff, 0x0, 0x0)
["../../../lib/libpf/pfProcess.C":3319, 0x9a7f1d4]
   4 ::MyVeryOwnCullFunc(pfChannel*,void*)(chan = 0x18083160,
__P273155816 = (nil))
["/tmp_mnt/home/cgeyer/testdrive/SurfInShade.C":144, 0x40e7b4]
   5 pfChannel::pf_callCullFunc(void)(0x1808eb10, 0xffffffff, 0x0,
0x18083160) ["../../../lib/libpf/pfChannel.C":1800, 0x9a83528]
   6 threadCull(void)(0x18083160, 0xffffffff, 0x0, 0x0)
["../../../lib/libpf/pfProcess.C":3216, 0x9a7d818]
   7 doCull(pfChannel*,pfChannel*)(0x18083160, 0xffffffff, 0x0, 0x0)
["../../../lib/libpf/pfProcess.C":3268, 0x9a84328]
   8 appCullDraw(int)(0x0, 0xffffffff, 0x0, 0x0)
["../../../lib/libpf/pfProcess.C":2376, 0x9b217d4]
   9 pfFrame(0x1808eb10, 0xffffffff, 0x0, 0x0)
["../../../lib/libpf/pfProcess.C":2727, 0x9b2258c]
   10 main(argc = 1, argv = 0x7fff2f34)
["/tmp_mnt/home/cgeyer/testdrive/SurfInShade.C":327, 0x40f6b4]
   11 __start() ["crt1text.s":133, 0x40dd0c]
(dbx)


Does this help any?

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: "Salvador Cabaruvias" <sal@sgidev.mdc.com>
Message-Id: <9707030938.ZM14113@sgidev.mdc.com>
Date: Thu, 3 Jul 1997 09:38:46 -0700
In-Reply-To: "Hendrik-Jan van Veen" <veen@onion.mpik-tueb.mpg.de>
        "Re: far away monitors" (Jul  2, 10:36am)
References: <9707011525.AA29113@vivaldi.mit.edu> 
	<9707021037.ZM7967@onion.mpik-tueb.mpg.de>
Reply-to: sal@sgidev.mdc.com
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Subject: Re: far away monitors
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On Jul 2, 10:36am, Hendrik-Jan van Veen wrote:
> Subject: Re: far away monitors
> On Jul 1, 11:25, Leonardo Topa wrote:
> > Subject: far away monitors
> >
> > we need to move the monitor, keyboard and mouse of an ir-onyx2
> > equipped with a DG5-8 approx. 60 meters away from the main rack.
>
> We worked up to 40 meter with very high quality video cables (separate
> cables for RGBHV). If you need long distances and high bandwidth (e.g.,
> 2048x1180_72 gives 174Mpixels/sec) consider the ultra-high quality
> videocables that are used for camera's in the television industry. Just
> to mention a possibility (no price info):
>
> DIN 47394 96 IEC/75-17-1  2.7/17.3
> {2.7mm copper inner conductor, 22mm sheating, 3.6dB attenuation per
> 100m at 200MHz!}
>
> This is a very FAT cable but it gives you less than 3dB attentuation
> with 60m length! You have to solve connector problems though. Standard
> BNC won't fit to this cable, but you need to convert from 13W3 to RGBHV
> single cables anyway.
>
> The cable solution is probably the cheapest if you consider using
> multiple channels from your DG5-8 (otherwise consider Lightwave
> devices). Cables solutions for mouse/keyboard/serial tend to be
> difficult for long distances. You might need something else here, look
> into PC terminal switchers.
>
>

Sorry for being late to the party, but here is my 2 cents, we have our
monitors 200 ft away from IRs, in one case for Motion Base Simulator (MBS) and
the other in Fixed Base Simulator (FBS).  We solved the problem two ways
because of different needs.

For the MBS, we used Covid Video Amplifiers which allows upto 300 ft without
signal loss, and is configured 1 input/4 outputs but doesn't solve the keyboard
and mouse issue. This is okay for MBS since we doen't do development there, so
the video signal is split, SGI monitors stay next to the IR, and video is
sent up to monitors on the MBS.

For the FBS, the oposite is true, we do alot of development there, so we
selected the Lightwave, which provides the video, keyboard, mouse
inputs/outputs.  It is more expensive than any of other solutions mentioned
but I feel is worth it.  Since we are in the simulator developing Performer
code there, having the IR interface right there was a great time saver.
for the MBS


-- 
---------------------------------------------------------------.
Salvador Cabaruvias       |     sal@sgidev.mdc.com             |
---------------------------------------------------------------.
CSSL                      |   "Well I be done seen about every | 
McDonnell Douglas             thing when I see an elephant     |
(310) 593-6719            |   fly"  --Dumbo--                  |
---------------------------------------------------------------:
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Subject: Re: display lists in cull traversal
To: nicolas@cae.ca (Nicolas Gauvin)
Date: Thu, 3 Jul 1997 10:53:53 -0400 (EDT)
From: "Christopher Geyer" <cgeyer@seas.upenn.edu>
Cc: cgeyer@seas.upenn.edu, info-performer@sgi.com
In-Reply-To: <9707021520.ZM23887@christine.cae.ca> from "Nicolas Gauvin" at Jul 2, 97 03:20:22 pm
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> If what you are describing is really what is happening then how about simply
> trying to add the missing push and pop to each display list yourself?

But I don't think I can say that it's always going to happen.  If I don't 
have a pfDCS will it happen?  

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: scott@ht.com (Scott McMillan)
Message-Id: <199707031432.KAA08712@hf.ht.com>
Subject: Re: array of pfDCS (CORRECTION)
To: rmckinle@curly.ucsd.edu
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Oops...a typo:

> The man page states: "...like other pfNodes, pfDCSes are always allocated
> from shared memory and cannot be created statically, on the stack or in
> arrays."  I am positive you are running into this in the first case and
> assume so in the second case too.  The following code dynamically allocates
> an array of pfDCS pointers (optionally from the shared arena), and then it
> loops through and dynamically allocates each pfDCS (calling the constructor
> to boot):
> 
>    pfDCS **dcsArray;
>    dcsArray = new(pfGetSharedShared()) pfDCS *[4];
                               ^^^^^^
                    pfGetSharedArena()

>    for (int i=0; i<4; i++)
>       dcsArray[i] = new pfDCS();
> 

-- 
  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: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: "Jim" <jim@systech.systech.hinet.net>
        "How to merge NTSC signal of HUD in my application" (Jul  3,  7:16pm)
References: <9707031916.ZM6603@systech.systech.hinet.net>
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To: "Jim" <jim@systech.systech.hinet.net>, info-performer@sgi.com
Subject: Re: How to merge NTSC signal of HUD in my application
Cc: chien@systech.systech.hinet.net
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On Jul 3,  7:16pm, Jim wrote:
> Subject: How to merge NTSC signal of HUD in my application
> Hi performer:
> 	Is it possible to receive the NTSC signal of HUD and overlay it on
> other simulation frame? I want to combine the NTSC signal with my visual
> simulation. Can someone give some suggestion.
>

On Jul 3,  6:59pm, chien wrote:
> Subject: as contents

> I have an application need put a head up display generate from a real HUD
> generator with NTSC format together with performer 3D scene.
>
> Is there anyone have such experience?
>
> Please inform me how to do this in SGI O2.

Seems we have a duplicate question.

One method would be to capture the live NTSC video as a texture and
draw this as a quad over the scene with a blend function one, one.
This would add the hud intensity to the rendered scene intensity.

Cheers,Angus.
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In-Reply-To: Peter Plachta <pplachta@sim6.dciem.dnd.ca>
        "Waves." (Jul  3,  8:51am)
References: <Pine.SGI.3.91.970703084455.3587A-100000@sim6.dciem.dnd.ca>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Peter Plachta <pplachta@sim6.dciem.dnd.ca>, info-performer@sgi.com
Subject: Re: Waves.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jul 3,  8:51am, Peter Plachta wrote:
> Subject: Waves.
>
> Hi
>
>  I work at DCIEM (a defence/civil reaserach facility in Toronto). We are
> working on a ship simulator, and are currently modelling the ocean.
>  I was wondering if anybody knows a way to animate waves in performer. I
> have an article (SIGGRAPH, 1986, vol. 20, no. 4) which explains the
> dynamics and explains (well, sort of) how to do it using ray tracing, but
> that's way to slow. I've tried moving blue cylinders/spheres/etc. through
> a blue sheet, but it just doesn't look realistic.

Get a mesh of polygons and animate them.

A phase shifted cylindrical motion on the vertices will produce good
wave-like motion. In performer you'll have to store multiple buffers
of vertex information to avoid cracking due to Multi Processing.

Both Coryphaeus and Paradigm have dynamic sea state graphics
capabilities which they sell, and other companies which have long
since solved this problem on SGI include Marconi Simulation and
Maritime Dynamics.

Cheers,Angus.


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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Thu, 3 Jul 1997 11:28:12 -0700
In-Reply-To: "Nicolas Gauvin" <nicolas@cae.ca>
        "Re: general func. ptr." (Jul  2, 10:16am)
References: <199706292030.PAA11773@teil.soft.net> 
	<9707021016.ZM17825@christine.cae.ca>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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To: info-performer@sgi.com
Subject: Re: general func. ptr.
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Status: O

On Jul 2, 10:16am, Nicolas Gauvin wrote:
> On Jun 29,  3:00pm, Swapnil Shah wrote:
> > 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 ???
>
> My understanding is that it is not possible to save a pointer to a true
member
> function partly because of the implicit 'this' parameter.

It is possible to declare a pointer to a class member. The syntax is described
in "The C++ Programming Language, 2nd Edition", chapter 5.4.5. I don't recall
if any of SGI's C++ compilers support this language feature yet.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Thu, 3 Jul 1997 15:10:36 -0500
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To: info-performer@sgi.com
Subject: Core dumped while running the Performer with TCP/IP connection
Cc: renjye@python.tamu.edu
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Hello,

	We have a Re2. We use this machine to generate all the visual
environment, aircraft math model calculations and received control input from
the cockpit. We also use a TCP/IP connection to send flight data to a PC and
received  HUD info. from the PC.

	We have a problem after we start the TCP/IP connection. The simulator
will have core dumped after running for a while. We track the error through dbx
and it shows the following message :

	dbx version 6.2 Mar  9 1996 15:23:28
Core from signal SIGSEGV: Segmentation violation
(dbx) where
>  0 venice_wait_rdata(0xb, 0x4080000, 0x28, 0x1) ["../VENICE/ven_get.c":195,
0xdaf15c8]
   1 venice_flush_pgs(0xb, 0x4080000, 0x28, 0x1) ["../VENICE/ven_modes.c":115,
0xdaea534]
   2 __glvenim_Finish(0xb, 0x4080000, 0x28, 0x1) ["../VENICE/ven_modes.c":121,
0xdaea594]
   3 appCullDraw(int)(0x5d96, 0x4080000, 0x28, 0x1)
["../../../lib/libpf/pfProcess.C":2436, 0x5e690ad0]
   4 pfFrame(0xb, 0x4080000, 0x28, 0x1) ["../../../lib/libpf/pfProcess.C":2727,
0x5e691640]
   5 main(argc = 3, argv = 0x7fff2e14) ["/usr/people/sim/sim/main.c":332,
0x41354c]
   6 __istart() ["crt1tinit.s":13, 0x412860]
(dbx)

This message is for all the core dumped. Do you have any idea why it always
happens in pfFrame? What is the solution? I will appreciate for your help.

-- 

______________________________________________________________________________

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

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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9707031353.ZM10133@tracey.triavest.com>
Date: Thu, 3 Jul 1997 13:53:00 -0700
In-Reply-To: Peter Plachta <pplachta@sim6.dciem.dnd.ca>
        "Waves." (Jul  3,  8:51am)
References: <Pine.SGI.3.91.970703084455.3587A-100000@sim6.dciem.dnd.ca>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Peter Plachta <pplachta@sim6.dciem.dnd.ca>, info-performer@sgi.com
Subject: Re: Waves.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jul 3,  8:51am, Peter Plachta wrote:
> Subject: Waves.
>
> Hi
>
>  I work at DCIEM (a defence/civil reaserach facility in Toronto). We are
> working on a ship simulator, and are currently modelling the ocean.
>  I was wondering if anybody knows a way to animate waves in performer. I
> have an article (SIGGRAPH, 1986, vol. 20, no. 4) which explains the
> dynamics and explains (well, sort of) how to do it using ray tracing, but
> that's way to slow. I've tried moving blue cylinders/spheres/etc. through
> a blue sheet, but it just doesn't look realistic.
>


How about using 3D texture for the ocean and animating its texture coordinates?
Don't know how it works in Performer. Just a thought.

-anita

kishore@triavest.com

-- 
Anita Kishore
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From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: pfDataPool attach
To: info-performer@sgi.com
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Status: O

Hello all:

I have a process that sets up a pfDataPool.  I wrote another ViewKit based
program that attaches to the pfDataPool.  That works fine.  When I try to
attach to the same pfDataPool with my Performer program I get errors and
cannot attach.
What can I do to attach to this pfDataPool?  Below are errors.
Thank you,

Scott O'Friel



PF Warning/SysErr(16) pfDataPool::attach() by pid 15377 could not map datapool
/usr/tmp/pmSharedData.pfdpool.

PF Required address already in use.  Try attaching earlier in program or call
pfDataPool::setAttachAddr() before pfDataPool::create().

P.S. I had these same errors in my ViewKit program and so I did the attaching
early on in "main" and it worked.  Doing the same for my Performer program did
not make any difference.  





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	(message from Peter Plachta on Thu, 3 Jul 1997 08:51:59 -0400 (EDT))
Subject: Re: Waves.
Status: O

We've modelled open-ocean waves in OpenScene, the stealth used in the
upcoming STOW exercise.  The approach is fairly straightforward: model
the ocean as a gride and the surface spectra as the sum of sine
waves.  Every frame calculate the amplitude at each point in the
grid.  Animate vertices using pfCycleBuffers.

Of course, the details are more involved (e.g., dealing with level of
detail in the surface grid while maintaining a tri-strippable
surface.)

Tim
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Date: Fri, 4 Jul 1997 00:13:29 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Marcus Barnes <marcus@multigen.com>
cc: info-performer@sgi.com
Subject: Re: general func. ptr.
In-Reply-To: <9707031128.ZM11031@logan.engr.multigen.com>
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Status: O


On Thu, 3 Jul 1997, Marcus Barnes wrote:

> On Jul 2, 10:16am, Nicolas Gauvin wrote:
> > On Jun 29,  3:00pm, Swapnil Shah wrote:
> > > 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 ???
> >
> > My understanding is that it is not possible to save a pointer to a true
> > member function partly because of the implicit 'this' parameter.
> 
> It is possible to declare a pointer to a class member. The syntax is described
> in "The C++ Programming Language, 2nd Edition", chapter 5.4.5. I don't recall
> if any of SGI's C++ compilers support this language feature yet.

Pointers to data members and member functions are currently supported. The
question is whether pointers to member functions and pointers to static or
plain ol' functions are interchangeable, which of course, they are not.
However, pointers to member functions in C++ support the virtual function
mechanism, meaning that a call through a base class PMF might actually call a
derived class virtual function. This is one way of having a generic PMF which
can also be used to point to the derived class member functions (with the same
signature). This is not very interesting or flexible.
Options include the generic callback library implemented by Rich Hickey,
function objects (or functors), or just a better design :-)

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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Subject: Re: How to make a texture that the size is power of two?
To: renjye@python.tamu.edu
Date: Fri, 4 Jul 1997 13:03:25 -0530 (IST)
Cc: info-performer@sgi.com
In-Reply-To: <199707041829.MAA29573@teil.soft.net> from "IRIS Performer user group" at Jul 4, 97 12:59:02 pm
From: Swapnil Shah<swapnil@teil.soft.net>
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Content-Transfer-Encoding: 7bit
Content-Length: 1119      
Status: O

Hi,
   I donno whether any function available in Perofmer for this or not! BUT
there is an OpenGL function available for this.

gluscaleimage(GLenum format,
	      GLint widthin,
              GLint heightin,
              GLenum typein,
	      const void *datain,
	      GLint widthout,
	      GLint heightout,
	      GLenum typeout,
	      void *dataout)


Best luck and have fun :)
-swapnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil


> 
> Hello,
> 
> 	I have a lot of pictures of environment scene. I like to put it into
> the my environment model as texture. According to the Performer user's guide,
> the size of the texture must be the powers of two. What can I do to make the
> texture that I load is the size of powers of two?
> 
> 	I do some experiment that load the texture that the size is not a
> powers of two. It give me the pfTexture::format() - badly sized texture ...,a
> run-time warning message and low quality texture. The refresh rate is very
> very slow.
> 
> 	Any ideas and suggestions are welcome. I will appreciate for your help.
> Have a great 4th.
> 
> -- 
> 
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: SCOTT OFRIEL <ofriels1@qmsmtpgw.mugu.navy.mil>, info-performer@sgi.com
Subject: Re: pfDataPool attach
Date: Fri, 04 Jul 1997 08:16:49 GMT
Organization: Pera
Message-ID: <33bfb16c.2899176@post.demon.co.uk>
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Status: O

On 3 Jul 1997 14:54:55 U, Scott wrote:

>Hello all:
>
>I have a process that sets up a pfDataPool.  I wrote another ViewKit =
based
>program that attaches to the pfDataPool.  That works fine.  When I try =
to
>attach to the same pfDataPool with my Performer program I get errors and
>cannot attach.
>What can I do to attach to this pfDataPool?  Below are errors.
>Thank you,

As pfDataPools are based on shared arenas this sounds like the problem
of the default attach address (when the arena (datapool) is created)
not being outside the process address space of all the programs
wishing to attach to it.

If this is the problem, one solution would be to make sure the
datapool is created by your 'largest' process (i.e. make sure you run
your largest program first). Thus the attach address used would be
acceptable to all the programs wishing to attach. (Setting the
environment variable USTRACE before running will give you info on the
attach address selected for the arena when it is created).

Alternatively, do as the warning suggests and explicitly set an attach
address which is acceptable to all your programs. Then you can run
your programs in any order. Instead of hard coding the address, I
would suggest the use of an environment variable. If the variable does
not exist then you can resort to the default behaviour.

>PF Warning/SysErr(16) pfDataPool::attach() by pid 15377 could not map =
datapool
>/usr/tmp/pmSharedData.pfdpool.
>
>PF Required address already in use.  Try attaching earlier in program or=
 call
>pfDataPool::setAttachAddr() before pfDataPool::create().
>
>P.S. I had these same errors in my ViewKit program and so I did the =
attaching
>early on in "main" and it worked.  Doing the same for my Performer =
program did
>not make any difference. =20

I am not sure however, why attaching earlier would make a difference
(other than affecting the outcome of the race condition which exists
when multiple processes are trying to create the arena/datapool). If
this isn't the case, can anybody else please explain?

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: Fri, 4 Jul 1997 18:32:56 -0700
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Status: O


--- Forwarded mail from <jim> ("Jim")

To: info-performer@sgi.com, info-vega@paradigmsim.com
Cc: jim

Hi :

	I use vega3.0 and performer 2.02 on Max Impact.
	I load the Hunter database and loader prompt free() and decompConcave()
warnning.

========================================================================
                MultiGen Inc. OpenFlight (r) loader R15.2d
             for IRIS Performer 2.x $Date: 1996/12/13 23:03:24 $
========================================================================

=>  warn  decompConcave() Could not decompose concave polygon!
=>  warn  pfMemory::free() can't free() non-pfMemory data ( Error 0 )
................................................................
...............................................................
=> warn  pfMemory::free() can't free() non-pfMemory data ( Error 0 )


	Can I solve this warning, or it is database problem?

	Thanks

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

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


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Date: Fri, 4 Jul 1997 06:58:08 -0400
From: brian@hotsauce.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9707040658.ZM13092@hotsauce.clubfed.sgi.com>
In-Reply-To: "Anita Kishore" <kishore@triavest.com>
        "Re: Using 2 glxMDrawWidget at the same time." (Jul  3,  9:57am)
References: <Pine.LNX.3.95.970702140501.3198A-100000@narnia.aero.swri.edu> 
	<9707030957.ZM8875@tracey.triavest.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Anita Kishore" <kishore@triavest.com>,
        Frank Dea <frank@narnia.aero.swri.edu>, info-performer@sgi.com
Subject: Re: Using 2 glxMDrawWidget at the same time.
Mime-Version: 1.0
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Status: O

On Jul 3,  9:57am, Anita Kishore wrote:
> Subject: Re: Using 2 glxMDrawWidget at the same time.
> On Jul 2,  2:19pm, Frank Dea wrote:
> > Subject: Using 2 glxMDrawWidget at the same time.
> >
> > We have written a Motif application that contains an OpenGL window
> > (running Performer).  Everything works great until we try to bring up
> > another window in the same application that also contains an OpenGL
> > window. Then neither window responds correctly.  The second window
> > performs no drawing and the first window simply flashes a left over frame
> > buffer image (i.e., junk).
> >
> > Note, both OpenGL windows perform normally if brought up individually.
> >
> >
> > Has any one experienced this with Motif windows containing OpenGL windows?
> >
> > Let me know if more details are needed.
> 
> 
> As far as I know, if you are using Performer to render into both your windows,
> then you either need to use two channels or two pipes for
> rendering (the Performer book has more details on it). If performer is being
> used in only one window, the other is just a Motif window to draw something,
> then you need to create them in separate processes.
> 
> -anita
> kishore@triavest.com
> 
> -- 
> Anita Kishore
> =======================================================================
> 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 Anita Kishore


You may want to try creating a different ApplicationShell as the 
parent of the second OpenGL drawing area, something like this...

   Widget altWindow = XtAppCreateShell(
         argv[0],     // application name
         "Inventor",  // class name
         applicationShellWidgetClass, // widget class
         theDisplay, 
         NULL, 0);

...I borrowed this from the Inventor sample code, its just a hunch.

Brian

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

Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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From guest  Mon Jul  7 03:05:03 1997
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	 id KAA06055; Mon, 7 Jul 1997 10:20:27 -0530
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Subject: Re: Using 2 glxMDrawWidget at the same time.
To: brian@hotsauce.clubfed.sgi.com
Date: Mon, 7 Jul 1997 10:20:27 -0530 (IST)
Cc: info-performer@sgi.com
In-Reply-To: <199707071547.KAA05939@teil.soft.net> from "IRIS Performer user group" at Jul 7, 97 10:17:35 am
From: Swapnil Shah<swapnil@teil.soft.net>
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Status: O

How about calling 

   glXMakeCurrent(Display *dpy, GLXDrawable drawable, GLXContext ctx)

best luck :)
-swapnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil

> According to Brian Furtaw:
> >From guest@holodeck.csd.sgi.com  Sat Jul  5 00:03:38 1997
> Date: Fri, 4 Jul 1997 06:58:08 -0400
> From: brian@hotsauce.clubfed.sgi.com (Brian Furtaw)
> Message-Id: <9707040658.ZM13092@hotsauce.clubfed.sgi.com>
> In-Reply-To: "Anita Kishore" <kishore@triavest.com>
>         "Re: Using 2 glxMDrawWidget at the same time." (Jul  3,  9:57am)
> References: <Pine.LNX.3.95.970702140501.3198A-100000@narnia.aero.swri.edu> 
> 	<9707030957.ZM8875@tracey.triavest.com>
> Reply-To: brian@sgi.com
> X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
> To: "Anita Kishore" <kishore@triavest.com>,
>         Frank Dea <frank@narnia.aero.swri.edu>, info-performer@sgi.com
> Subject: Re: Using 2 glxMDrawWidget at the same time.
> Mime-Version: 1.0
> Content-Type: text/plain; charset=us-ascii
> 
> On Jul 3,  9:57am, Anita Kishore wrote:
> > Subject: Re: Using 2 glxMDrawWidget at the same time.
> > On Jul 2,  2:19pm, Frank Dea wrote:
> > > Subject: Using 2 glxMDrawWidget at the same time.
> > >
> > > We have written a Motif application that contains an OpenGL window
> > > (running Performer).  Everything works great until we try to bring up
> > > another window in the same application that also contains an OpenGL
> > > window. Then neither window responds correctly.  The second window
> > > performs no drawing and the first window simply flashes a left over frame
> > > buffer image (i.e., junk).
> > >
> > > Note, both OpenGL windows perform normally if brought up individually.
> > >
> > >
> > > Has any one experienced this with Motif windows containing OpenGL windows?
> > >
> > > Let me know if more details are needed.
> > 
> > 
> > As far as I know, if you are using Performer to render into both your windows,
> > then you either need to use two channels or two pipes for
> > rendering (the Performer book has more details on it). If performer is being
> > used in only one window, the other is just a Motif window to draw something,
> > then you need to create them in separate processes.
> > 
> > -anita
> > kishore@triavest.com
> > 
> > -- 
> > Anita Kishore
> > =======================================================================
> > 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 Anita Kishore
> 
> 
> You may want to try creating a different ApplicationShell as the 
> parent of the second OpenGL drawing area, something like this...
> 
>    Widget altWindow = XtAppCreateShell(
>          argv[0],     // application name
>          "Inventor",  // class name
>          applicationShellWidgetClass, // widget class
>          theDisplay, 
>          NULL, 0);
> 
> ...I borrowed this from the Inventor sample code, its just a hunch.
> 
> Brian
> 
> -- 
> o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
> 
> Brian Furtaw  (brian@sgi.com)	
> VisSim  Technical  Consultant
> 12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
> Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
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Date: Mon, 7 Jul 97 14:41:56 -0700
From: terence@systech.systech.hinet.net (Terence Ker)
Message-Id: <9707072141.AA13564@systech.systech.hinet.net>
To: info-performer@sgi.com
Subject: What's ogldebug
Status: O


Hello, Does anyone happen to know a software called
ogldebug? I even not so sure whether its a separate
software product from SGI or just one of the subsystems
that come with OpenGL developer installation?

Or, is it a third-party?

I know this is not quite a good place to ask this so
I apologize and promise not to do it again.


     
                           
                                              -= Terence Ke =-

                                            Systems & Technology
                                            Taipei, Taiwan
                                TEL   : +886-2-698-1599
                                FAX   : +886-2-698-1211
                                e-mail: terence@systech.hinet.net



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From: Pete Willemsen <willemsn@cs.uiowa.edu>
Message-Id: <199707071325.IAA23696@server.cs.uiowa.edu>
Subject: MultiGen II upgrade Flight Loader Problem
To: info-performer@sgi.com
Date: Mon, 7 Jul 1997 08:25:14 -0500 (CDT)
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Status: O

Greetings,

We recently upgraded our MultiGen II to version 15.4.  When we did
this all of our perfly apps either died due to run-time linking
problems, or ran with every polygon color being black.

Has anyone experienced this proble?  Can anyone describe to me why
this happened?

Many thanks!

Pete
----------------------------------------------
Pete Willemsen        Department of Comp. Sci.
willemsn@cs.uiowa.edu       University of Iowa
                      ---
http://www.cs.uiowa.edu/~willemsn
----------------------------------------------
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From: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
Message-Id: <9707071626.ZM4983@imtsg7.epfl.ch>
Date: Mon, 7 Jul 1997 16:26:23 -0600
In-Reply-To: terence@systech.systech.hinet.net (Terence Ker)
        "What's ogldebug" (Jul  7,  2:41pm)
References: <9707072141.AA13564@systech.systech.hinet.net>
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Subject: VRMLtoIv
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Status: O

Hi Performers,

Sorry, this question is not directly linked to Performer, but since I'm using
this list I ask it here : does anyone know where we could find an VRML to
Inventor converter ?

Thanks,

   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: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199707071715.KAA06409@remi.engr.sgi.com>
Subject: Re: display lists in cull traversal
To: src@rose.engr.sgi.com (Sharon Clay)
Date: Mon, 7 Jul 1997 10:15:32 -0700 (PDT)
Cc: cgeyer@seas.upenn.edu, info-performer@sgi.com
In-Reply-To: <9707021235.ZM9665@rose.engr.sgi.com> from "Sharon Clay" at Jul 2, 97 12:35:06 pm
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Sharon Clay wrote:
> 
> ->
> ->What happens is that for some reason a popmatrix() (or apparently the
> ->token DL_POPMAT) does not get appended to the shadVolDL.  It instead gets
> ->appended to currentDL.  So I have an extra pushmatrix() without its
> ->corresponding popmatrix() in a my shadow volume display list; and I have
> ->an extra popmatrix() without a cooresponding pushmatrix() in the scene
> ->display list (this is what I gather from looking at output from gldebug). 
> ->
> ->It would seem that AFTER the call to preShadVolCullCallback() a 
> ->pushmatrix() is being added, and that AFTER postShadVolCullCallback() a 
> ->popmatrix() is being added.  Wouldn't it either be before and after, or 
> ->after and before, but not after and after?
> ->
> ->Why would that happen?  Obviously I'm not doing things in the right order. 
> ->What would the correct order be? 
> 

 May I suggest that you use the Bin mechanism. Setting a bin number on a 
 node makes it going in a display list with the right amount of Push/Pop 
 and state changes.
 pfDrawBin(#) will draw that display list in the draw process.

 Regards.

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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Date: Mon, 07 Jul 1997 10:40:14 -0400
From: Liem Lu <LLU@FALCON.AL.WPAFB.AF.MIL>
To: info-performer@sgi.com
Subject: re: Performance questions
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Hello,

I posted several questions a couple weeks ago on
why paging a FLT file from disk can result in such
a big performance hit on my Performer app.

I'm thrilled to report that your suggestions
worked.  Particularly, the ones that recommended
converting the FLT file to PFB format.  The PFB
files are much smaller also.  That allowed me to
load all the files I need at startup and page from
memory instead (improving the speed even more).

Thanks 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)
Message-Id: <9707071007.ZM14594@multipass.asd.sgi.com>
In-Reply-To: terence@systech.systech.hinet.net (Terence Ker)
        "What's ogldebug" (Jul  7,  2:41pm)
References: <9707072141.AA13564@systech.systech.hinet.net>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: terence@systech.systech.hinet.net (Terence Ker), info-performer@sgi.com
Subject: Re: What's ogldebug
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On Jul 7,  2:41pm, Terence Ker wrote:
> Subject: What's ogldebug
>
> Hello, Does anyone happen to know a software called
> ogldebug? I even not so sure whether its a separate
> software product from SGI or just one of the subsystems
> that come with OpenGL developer installation?
>
> Or, is it a third-party?
>

It's SGI only, it isn't a separate product, it's part of
the gl_dev subsystem.

If you are a developer you'll have it on the Dev CD
somewhare. Chances are you have it installed but maybe haven't
loaded the manual pages, look for:

/usr/sbin/ogldebug

You probably should go back and install the manual for it.

Cheers,Angus.
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Date: Mon, 7 Jul 1997 18:09:03 +0100 (WETDST)
From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
To: Performer Mailing List <info-performer@sgi.com>
Subject: DB Loader
Message-Id: <Pine.HPP.3.96.970707175526.2001A-100000@glup.eleinf.uv.es>
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Hello all!

We have developed a data base loader for our modeling tool, and it works
fine with the old 32 bit libraries. However, when I compile it with the
N32 libraries, the same aplication (now compiled with N32) can't find the
loader and models aren't loaded. Any suggestion about the problem will be
apreciated.

Thanks.

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Joaquin Casillas            | 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, 7 Jul 1997 11:20:43 -0700
In-Reply-To: terence@systech.systech.hinet.net (Terence Ker)
        "What's ogldebug" (Jul  7,  2:41pm)
References: <9707072141.AA13564@systech.systech.hinet.net>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: terence@systech.systech.hinet.net (Terence Ker), info-performer@sgi.com
Subject: Re: What's ogldebug
Mime-Version: 1.0
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Status: O

Ogldebug lets you capture and examine the underlying OpenGL calls of an
application.  It's part of the subsystem gl_dev.sw.ogldebug on the IRIS
Development Option (IDO) but is not installed by default. If you install that
subsystem there's a man page, I've pasted below a Pipeline article I did in the
March/April 1997 Issue which has an overview and some tips, it also points you
to useful online ogldebug info in the insight book 'OpenGL on Silicon Graphics
Systems'.

Cheers
Rob

--------------------------------------------------------------------------
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".


-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Subject: Re: display lists in cull traversal
To: remi@remi.engr.sgi.com (Rémi Arnaud)
Date: Mon, 7 Jul 1997 14:28:57 -0400 (EDT)
From: "Christopher Geyer" <cgeyer@seas.upenn.edu>
Cc: src@rose.engr.sgi.com, cgeyer@seas.upenn.edu, info-performer@sgi.com
In-Reply-To: <199707071715.KAA06409@remi.engr.sgi.com> from "Rémi Arnaud" at Jul 7, 97 10:15:32 am
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> > ->
> > ->What happens is that for some reason a popmatrix() (or apparently the
> > ->token DL_POPMAT) does not get appended to the shadVolDL.  It instead gets
> > ->appended to currentDL.  So I have an extra pushmatrix() without its
> > ->corresponding popmatrix() in a my shadow volume display list; and I have
> > ->an extra popmatrix() without a cooresponding pushmatrix() in the scene
> > ->display list (this is what I gather from looking at output from gldebug). 
> > ->
> > ->It would seem that AFTER the call to preShadVolCullCallback() a 
> > ->pushmatrix() is being added, and that AFTER postShadVolCullCallback() a 
> > ->popmatrix() is being added.  Wouldn't it either be before and after, or 
> > ->after and before, but not after and after?
> > ->
> > ->Why would that happen?  Obviously I'm not doing things in the right order. 
> > ->What would the correct order be? 
> > 
> 
>  May I suggest that you use the Bin mechanism. Setting a bin number on a 
>  node makes it going in a display list with the right amount of Push/Pop 
>  and state changes.
>  pfDrawBin(#) will draw that display list in the draw process.
> 
>  Regards.
> 
>     _  /              _             _ 
>    |_) _ ._ _ o   /\ |_)|\ | /\ | || \
>    | \(/_| | ||  /--\| \| \|/--\|_||_/

For whatever reason, I am unable to get them to work.  I have installed
the patches.  If I set each pfGeoSet of my shadow volume pfGeode to a
separate bin, say starting at 2, the only way I can get anything drawn is
if I call pfDraw().  Any call to pfDrawBin() does not render anything. 

Inspection of chan->binDLists in my channel draw callback shows:

    binDLists = class _pfVoidList {
        end = 0
        asize = 1
        array = 0x18076eb0
    }

indicating, I assume, that there are no display lists for any of the bins.
chan->sceneDList on the other hand is non-null.  I know that the geosets
are part of the scene since they're displayed if pfDraw() is called.  Also
chan->travModes is set to: 

   {
       [0] 0
       [1] 0
       [2] 11
       [3] 1
       [4] 0
   } 

So, PFTRAV_CULL has PFCULL_SORT set.  I have also verified using 
getDrawBin() that the geosets are indeed set to what I want them to be.  
All of the above happens whether or not I call setBinSort() and 
setBinOrder() when initializing my channel.

Sharon, regarding using a post draw callback on my shadow volume geode, 
that does not seem to work.  Why would it if the draw "traveral" is 
separated from the cull traversal?  It is in the cull traversal where the 
stack gets messed up.

Christopher Geyer

----------------------------------------------------------------------------
 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: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9707071046.ZM3728@logan.engr.multigen.com>
Date: Mon, 7 Jul 1997 10:46:43 -0700
In-Reply-To: "Jim" <jim@systech.systech.hinet.net>
        "(Fwd) pfMemory problem of Hunter database" (Jul  4,  6:32pm)
References: <9707041832.ZM9252@systech.systech.hinet.net>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Jim" <jim@systech.systech.hinet.net>
Subject: Re: pfMemory problem of Hunter database
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On Jul 4,  6:32pm, Jim wrote:
> I use vega3.0 and performer 2.02 on Max Impact.
> I load the Hunter database and loader prompt free() and decompConcave()
> warnning.
>
> ========================================================================
>                 MultiGen Inc. OpenFlight (r) loader R15.2d
>              for IRIS Performer 2.x $Date: 1996/12/13 23:03:24 $
> ========================================================================
>
> =>  warn  decompConcave() Could not decompose concave polygon!

This is a warning from pfdGeoBuilder utility. It means that the database
contains a concave polygon that it cannot tessalate. You will have to find this
polygon in the database and triangulate it by hand.

> =>  warn  pfMemory::free() can't free() non-pfMemory data ( Error 0 )

This means that some part of your application is trying to free a piece of
memory that is not derived from pfMemory. I can offer one guess: If you've
assigned a callback function using pfdConverterAttr( "flt", PFFLT_REGISTER_NODE
) then you may be attempting to free CB_CLEAN data erroneously. See the
loader's readme file for an complete explanation.

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: "Rob Jenkins" <robj@quid>
Message-Id: <9707071046.ZM9482@quid.csd.sgi.com>
Date: Mon, 7 Jul 1997 10:46:46 -0700
In-Reply-To: Frank Dea <frank@narnia.aero.swri.edu>
        "Using 2 glxMDrawWidget at the same time." (Jul  2,  2:19pm)
References: <Pine.LNX.3.95.970702140501.3198A-100000@narnia.aero.swri.edu>
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Status: O

The previous responses to this may have done the trick but if you're talking
about Performer PipeWindows ( using OpenGL ) then I've seen exactly this
problem and all that was needed was a missing call to pfpipewindow::addChan for
both pipewins and channels. The bones of the code would be ( detail ommitted ):

foreach window
{
  XtAppCreateShell
  visual = pfChooseFBConfigData
  make a motif drawing area and context
  make a pfPipeWindow
  pfPipeWindow::setWSDrawable and setGLCxt to that of the motif area
  pfpipewindow::addChan
}

If you have the problem I saw then you would have all this except the addChan.

Cheers
Rob

On Jul 2,  2:19pm, Frank Dea wrote:
> Subject: Using 2 glxMDrawWidget at the same time.
>
> We have written a Motif application that contains an OpenGL window
> (running Performer).  Everything works great until we try to bring up
> another window in the same application that also contains an OpenGL
> window. Then neither window responds correctly.  The second window
> performs no drawing and the first window simply flashes a left over frame
> buffer image (i.e., junk).
>
> Note, both OpenGL windows perform normally if brought up individually.
>
>
> Has any one experienced this with Motif windows containing OpenGL windows?
>
> Let me know if more details are needed.
>
>
> Frank
> --
> William Frank Dea
>      _________/|__________
>     /--------/-/---------/
>    /    /   / /   /     /          "If you want to get results ...
>   /-   /---/-/---/    -/            try a prayer!"
>  /    /   / /   /     /
> /--------/-/---------/
>     wdea@swri.edu
>
> Research Engineer
> Southwest Research Institute
> (210) 522-6576
>
> =======================================================================
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>-- End of excerpt from Frank Dea



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From guest  Mon Jul  7 12:27:44 1997
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From: Andreas Schiffler <schiffler@zkm.de>
Organization: ZKM Medienmuseum, Karlsruhe, Germany
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Guten Tag Performers,

I need some help with the (trivial?) task to switch off the mouse cursor
image (or simply blank it) from within the Performer program or just
before the game is started on the shell level. It's a game that uses the
left mouse-key but nothing else from the mouse.

Any ideas are appreciated!

Regards
  Andreas Schiffler
  ZKM Medienmuseum, Karlsruhe, Germany
  schiffler@zkm.de
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9707071502.ZM4531@logan.engr.multigen.com>
Date: Mon, 7 Jul 1997 15:02:07 -0700
In-Reply-To: Pete Willemsen <willemsn@cs.uiowa.edu>
        "MultiGen II upgrade Flight Loader Problem" (Jul  7,  8:25am)
References: <199707071325.IAA23696@server.cs.uiowa.edu>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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Subject: Re: MultiGen II upgrade Flight Loader Problem
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On Jul 7,  8:25am, Pete Willemsen wrote:
>
> We recently upgraded our MultiGen II to version 15.4.  When we did
> this all of our perfly apps either died due to run-time linking
> problems, or ran with every polygon color being black.

Your perfly apps are still using an older OpenFlight loader.

The MultiGenII cdrom contains new loaders in the product image
"MultiGen_Perf_eoe". Install the subsystems that match your system environment
and read the release notes about setting the environment variable
PFLD_LIBRARY_PATH to /usr/local/MultiGen/lib

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: <9707071527.ZM4586@logan.engr.multigen.com>
Date: Mon, 7 Jul 1997 15:27:44 -0700
In-Reply-To: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
        "DB Loader" (Jul  7,  6:09pm)
References: <Pine.HPP.3.96.970707175526.2001A-100000@glup.eleinf.uv.es>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Jul 7,  6:09pm, Joaquin Casillas Melendez wrote:
> We have developed a data base loader for our modeling tool, and it works
> fine with the old 32 bit libraries. However, when I compile it with the
> N32 libraries, the same aplication (now compiled with N32) can't find the
> loader and models aren't loaded.

There are different rld path variables for each ABI:

PFLD_LIBRARY_PATH	# o32
PFLD_LIBRARYN32_PATH	# n32
PFLD_LIBRARY64_PATH	# 64

man pfdloadfile(3pf) for details.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9707071522.ZM4573@logan.engr.multigen.com>
Date: Mon, 7 Jul 1997 15:22:56 -0700
In-Reply-To: "Swaminathan N." <swami@evl.uic.edu>
        "Re: general func. ptr." (Jul  4, 12:13am)
References: <Pine.SGI.3.95.970704001224.12591A-100000@zbox.evl.uic.edu>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: general func. ptr.
Mime-Version: 1.0
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Status: O

On Jul 4, 12:13am, Swaminathan N. wrote:
> On Thu, 3 Jul 1997, Marcus Barnes wrote:
> > On Jul 2, 10:16am, Nicolas Gauvin wrote:
> > > My understanding is that it is not possible to save a pointer to a true
> > > member function partly because of the implicit 'this' parameter.
> >
> > It is possible to declare a pointer to a class member. The syntax is
> > described in "The C++ Programming Language, 2nd Edition", chapter 5.4.5. I
> > don't recall if any of SGI's C++ compilers support this language feature
> > yet.
>
> Pointers to data members and member functions are currently supported. The
> question is whether pointers to member functions and pointers to static or
> plain ol' functions are interchangeable, which of course, they are not.

Correct.

> However, pointers to member functions in C++ support the virtual function
> mechanism, meaning that a call through a base class PMF might actually call a
> derived class virtual function.

Yes that's true ... if the call is made thru an object pointer that points to
an instance of a derived class.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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Date: Mon, 7 Jul 1997 17:39:11 -0500 (CDT)
From: Frank Dea <frank@narnia.aero.swri.edu>
To: info-performer@sgi.com
Subject: Re:  Mouse cursor
Message-ID: <Pine.LNX.3.95.970707173239.10002A-100000@narnia.aero.swri.edu>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

> I need some help with the (trivial?) task to switch off the mouse cursor 
> image (or simply blank it) from within the Performer program or just
> before the game is started on the shell level. It's a game that uses the
> left
>
> Any ideas are appreciated! 
>
> Regards
>  Andreas Schiffler
>  ZKM Medienmuseum, Karlsruhe, Germany
>  schiffler@zkm.de

Try 
     pfuLoadPWinCursor(pw, PFU_CURSOR_OFF);

I call this from within my configuration function callback: 

    _main_pipe_window->setConfigFunc(OnAirConfig); 
    _main_pipe_window->config(); 

    ...


void OnAirConfig(pfPipeWindow *pw)  
{
    
    pw->open(); 

    // turn off X cursor since it doesn't DR well - we will draw our own
    pfuLoadPWinCursor(pw, PFU_CURSOR_OFF); 
    
    
} // End of OnAirConfig


Frank

--
William Frank Dea
     _________/|__________
    /--------/-/---------/
   /    /   / /   /     /          "If you want to get results ...
  /-   /---/-/---/    -/            try a prayer!"
 /    /   / /   /     /
/--------/-/---------/
    wdea@swri.edu

Research Engineer
Southwest Research Institute
(210) 522-6576

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Message-Id: <199707080027.JAA07090@dimwit.dst.nk-exa.co.jp>
To: Andreas Schiffler <schiffler@zkm.de>
Cc: SGI Performer Mailing List <info-performer@sgi.com>
Subject: Re: Mouse cursor 
In-reply-to: Your message of "Mon, 07 Jul 1997 16:07:47 JST"
References: <33C14C93.148EDFB3@zkm.de> 
Date: Tue, 08 Jul 1997 09:27:24 +0900
From: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
Status: O

^^) I need some help with the (trivial?) task to switch off the mouse cursor
^^) image (or simply blank it) from within the Performer program or just
^^) before the game is started on the shell level. It's a game that uses the
^^) left mouse-key but nothing else from the mouse.
^^) 
^^) Any ideas are appreciated!

I think this works.

openPipe()
{
...
  pfPipeWindow* pw;
...
  pw->setConfigFunc( openXWin );
  pw->config();
...
}

openXWin( pfPipeWindow* pw )
{
...
  pfuLoadPWinCursor( pw, PFU_CURSOR_OFF );
...
}

Regards,
--
M.Y.
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Date: Mon, 7 Jul 1997 18:53:26 -0700 (PDT)
From: Ryan McKinley <rmckinle@curly.ucsd.edu>
Reply-To: Ryan McKinley <rmckinle@curly.ucsd.edu>
To: info-performer@sgi.com
Subject: Re: array of pfDCS
In-Reply-To: <Pine.SGI.3.95.970702100330.7179A-100000@carpenter.evl.uic.edu>
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Status: O


Thanks for the help with this problem.

Creating a simple array of pfDCS's on the memory stack works fine for 
this aplication.

Thanks

Ryan

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From: "Doug Price" <doug@ren.paradigmsim.com>
Message-Id: <9707080539.ZM8796@ren.paradigmsim.com>
Date: Tue, 8 Jul 1997 05:39:49 -0500
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To: info-performer@sgi.com
Subject: viewport resizing
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Status: O

	I am trying to perform a two pass rendering of sorts using a single
pfChannel.  The first pass draws a normal perspective channel.  Then when the
first pass is completed, I generate a texture of the perspective image which is
then mapped to a 2-D tmesh.  The channel is then cleared and the 2-D tmesh
drawn as an orthographic image.  This all seems to work fine, however, I would
like to have the ability to have the orthographic image be a different size
(possibly overlapping) the perspective image.  When I call glViewport it seems
to ignore the command.  If I compile irisgl and use viewport instead, my code
works fine.

	Is performer doing something different in regards to viewport resizing
for open gl that would prevent me from doing this?  Has anyone else ran into
this problem?  Is there a way around it?


-- 
     **********************************************************************

	Doug Price			Phone: (972) 960 - 2301
	Program Manager			Fax:   (972) 960 - 9049
	Paradigm Simulation		Email: doug@paradigmsim.com

     **********************************************************************
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From: "Pete Willemsen" <pwillems@ford.com>
Date: Tue, 8 Jul 1997 09:31:56 -0400
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: Performer, IR, and Double Buffering
Mime-Version: 1.0
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Status: O

Greetings,

In regards to double buffering on the IR, where does the memory for
the "back" buffer come from?  I've been doing some calculations
regarding whether or not some of our desired configurations would be
possible on our 1 RM-6. In doing this I became confused as to whether
the memory for the "back" buffer should be included in the
calculation.

My confusion also lead me to wonder if Performer is automatically
using double buffering.  I do not recall specifying that option in our
Performer app.  I do have background in OpenGL and Inventor, both of
which have you specify whether or not to use double buffering.

Back to the calculation... In a sample configuration, if I'm using
small pixels (256 bits) then after all the multi-samplings, RGBA, and
Z-buffers have been accounted for, I have only used 224 bits.

	2 1280 x 1024 Channels on 1 RM-6
		4 samples of each pixel
		10 bits/component for RGBA
		15 bit Z-buffer
		 1 bit stencil buffer
	4 * ( 4*10 + 15 + 1 ) = 224 bits used
	256 - 224 = 32 bits/pixels unused

Out of our 80MB of RM memory, we are utilizing 70MB, leaving us with
10MB of unused memory that I suppose could be used as the back color
buffer.  Is this the case?

What if a configuration uses ALL of the available RM memory, or just
slightly less than all of it, but not enough to fit an extra "back"
buffer in?  Does the system use host memory at that point with a
possible performance hit due to accessing memory outside the RM?

For instance, with 1 1280x1024, 8 samples, 10 bits/component for RGBA,
23-bit Z-buffer, and 1-bit stencil, we use 512 bits/pixel.
	8 * (4*10 + 23 + 1) = 512
Of course, this exhausts all 80MB in the RM.

The only remaining possibility, if performer doesn't use double
buffering, would be for it to basically follow the scan converter
filling in the new frame information immediately after it.  However,
this seems extremely difficult.

Thanks for any information you may be able to provide.

Pete Willemsen




-- 
Pete Willemsen
pwillems@ford.com
Ford Research Lab
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Date: Tue, 8 Jul 1997 08:48:49 -0700
In-Reply-To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
        "Re: far away monitors" (Jul  2,  2:29am)
References: <199707020729.CAA03339@space.ncsa.uiuc.edu>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
Subject: Re: far away monitors
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Do you have any contact info for Lightwave?  I can't seem to find them on the
web?

Thanks,

Sheldon Brown
Visual Arts Dept.
University of California at San Diego
9500 Gilman Drive
La Jolla, CA 92093
voice/fax (619) 534-2423

sgbrown@ucsd.edu
http://www-crca.ucsd.edu/~sheldon


On Jul 2,  2:29am, William Sherman -Visualization wrote:
> Subject: Re: far away monitors
> > Try it - the cable will cost a lot less than any other option.
>
> And one of the main other options is Lightwave -- which sells
> transmitter/reciever pairs that will convey over fiber optics,
> signals for the video, keyboard, a serial line or two, and the
> stereo signal.
>
> As Hal says, it's not the cheapest option, but not bad either.
> They also have smaller boxes for transmitting audio via fiber.
> The main caveat is that the wiring for serial connections is
> one-way, and unfortunately, doesn't match the RS-232 spec.  The
> Tx and Rx are backwards, and the signal ground is on 5.
>
> > Cheers,
> >
> > Hal
>
> 	Bill
>
> /*************************************************************************/
> /* Bill Sherman	 (wsherman@ncsa.uiuc.edu)
                               */
> /* National Center for Supercomputing Applications                       */
> /* University of Illinois at Urbana-Champaign                            */
> /*     Og - "You want to do mankind a real service?  Tell funnier jokes" */
> /*  Spinner - "but facts don't always reveal the truth"                  */
> /*      Robin - "Yeah, but I always figure that's the writers' fault"    */
> /*************************************************************************/
>
> =======================================================================
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>-- End of excerpt from William Sherman -Visualization


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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707081056.ZM16427@multipass.asd.sgi.com>
In-Reply-To: "Doug Price" <doug@ren.paradigmsim.com>
        "viewport resizing" (Jul  8,  5:39am)
References: <9707080539.ZM8796@ren.paradigmsim.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Doug Price" <doug@ren.paradigmsim.com>, info-performer@sgi.com
Subject: Re: viewport resizing
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On Jul 8,  5:39am, Doug Price wrote:
> Subject: viewport resizing
> 	I am trying to perform a two pass rendering of sorts using a single
> pfChannel.  The first pass draws a normal perspective channel.  Then when the
> first pass is completed, I generate a texture of the perspective image which
is
> then mapped to a 2-D tmesh.  The channel is then cleared and the 2-D tmesh
> drawn as an orthographic image.  This all seems to work fine, however, I
would
> like to have the ability to have the orthographic image be a different size
> (possibly overlapping) the perspective image.  When I call glViewport it
seems
> to ignore the command.  If I compile irisgl and use viewport instead, my code
> works fine.
>
> 	Is performer doing something different in regards to viewport resizing
> for open gl that would prevent me from doing this?  Has anyone else ran into
> this problem?  Is there a way around it?

You really don't want to be doing this.

Use a separate pfChannel which is drawn after the first and build geosets &
geostates and add to a separate scene on the second channel.

Cheers,Angus.
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From: "William Sherman -Visualization" <wsherman@ncsa.uiuc.edu>
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Date: Tue, 8 Jul 1997 13:31:12 -0500
In-Reply-To: sbrown@nestor.ucsd.edu
        "Re: far away monitors" (Jul  8,  8:48am)
References: <199707020729.CAA03339@space.ncsa.uiuc.edu> 
	<9707080848.ZM12087@nestor.ucsd.edu>
X-Mailer: Z-Mail (3.2.0 06sep94)
To: sbrown@nestor.ucsd.edu,
        William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
Subject: Re: far away monitors
Cc: info-performer@sgi.com
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On Jul 8,  8:48am, sbrown@nestor.ucsd.edu wrote:
> Subject: Re: far away monitors
> Do you have any contact info for Lightwave?  I can't seem to find them on the
> web?
>
> Thanks,
>
> Sheldon Brown

Their web page is at:
	http://www.lightwavecom.com/


/*************************************************************************/
/* Bill Sherman	 (wsherman@ncsa.uiuc.edu)                                */
/* National Center for Supercomputing Applications                       */
/* University of Illinois at Urbana-Champaign                            */
/*     Og - "You want to do mankind a real service?  Tell funnier jokes" */
/*  Spinner - "but facts don't always reveal the truth"                  */
/*      Robin - "Yeah, but I always figure that's the writers' fault"    */
/*************************************************************************/

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Date: Tue, 8 Jul 1997 15:30:20 -0400 (EDT)
From: Peter Plachta <pplachta@sim6.dciem.dnd.ca>
To: info-performer@sgi.com
Subject: Re: Waves
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Hi
 The response to my question about modelling waves was overwhelming - 
thanks to all who replied!!
 Someone suggested using a pfGeoSet & pfCycleBuffer & that sounds great.

 I do, however, have a related question: how does one draw a pfGeoSet in 
a window (pfPipeWindow, say)? I connected it to a pfGeode & to a pfScene, 
but it crashes when it tries to draw it (or so dbx claims)

 Thanks very much

	Peter
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Date: Tue, 8 Jul 1997 16:33:56 -0400 (EDT)
From: Peter Plachta <pplachta@sim6.dciem.dnd.ca>
To: info-performer@sgi.com
Subject: Re: Waves
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On Tue, 8 Jul 1997, Peter Plachta wrote:

>  I do, however, have a related question: how does one draw a pfGeoSet in 
> a window (pfPipeWindow, say)? I connected it to a pfGeode & to a pfScene, 
> but it crashes when it tries to draw it (or so dbx claims)
> 

I found it - I pfMalloc'ed all data on heap (passing NULL as arena), and 
this caused it to crash. Passing getSharedArena fixed it.

	Thanks,

	Peter

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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9707081536.ZM7049@tracey.triavest.com>
Date: Tue, 8 Jul 1997 15:36:03 -0700
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To: info-performer@sgi.com
Subject: pfChannel and node callbacks
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Status: O

Hi folks:

	Can someone answer the following question?

In my performer application, the channel's position and orientaion at any
instant of time may consist of values from several sources (eg. from GUI
through the user, from a real camera etc.). For a particular geode in the
scenegraph, I do not want the channel to have GUI input values (even though
the user may be changing values from there), ie: this node should only be
affected by real camera values and not GUI values. This can perhaps be done
by assigning pre and post callbacks to the geode. In the pre callback, I
subtract out the GUI contribution to the channel values and in the post, I
reset them back. Is this the right way, and if so, which of APP/CULL/DRAW
traversal callbacks should I use? Any other suggestions?

Thanks for any feedback.

-anita
kishore@triavest.com

-- 
Anita Kishore
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To: sbrown@nestor.ucsd.edu
cc: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>,
        info-performer@sgi.com
Subject: Re: far away monitors 
In-reply-to: Your message of "Tue, 08 Jul 1997 08:48:49 PDT."
             <9707080848.ZM12087@nestor.ucsd.edu> 
Date: Tue, 08 Jul 1997 15:59:09 -0700
From: Indu Bingham <indu@kern>
Status: O

Try http://www.sel-rtp.com/
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Date: Tue, 8 Jul 1997 16:10:15 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707081610.ZM16919@multipass.asd.sgi.com>
In-Reply-To: "Pete Willemsen" <pwillems@ford.com>
        "Performer, IR, and Double Buffering" (Jul  8,  9:31am)
References: <199707081331.AA16313@mailfw1.ford.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Pete Willemsen" <pwillems@ford.com>, info-performer@sgi.com
Subject: Re: Performer, IR, and Double Buffering
Mime-Version: 1.0
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On Jul 8,  9:31am, Pete Willemsen wrote:
> Subject: Performer, IR, and Double Buffering
> Greetings,
>
> In regards to double buffering on the IR, where does the memory for
> the "back" buffer come from?  I've been doing some calculations
> regarding whether or not some of our desired configurations would be
> possible on our 1 RM-6. In doing this I became confused as to whether
> the memory for the "back" buffer should be included in the
> calculation.
>
> My confusion also lead me to wonder if Performer is automatically
> using double buffering.  I do not recall specifying that option in our
> Performer app.  I do have background in OpenGL and Inventor, both of
> which have you specify whether or not to use double buffering.
>
> Back to the calculation... In a sample configuration, if I'm using
> small pixels (256 bits) then after all the multi-samplings, RGBA, and
> Z-buffers have been accounted for, I have only used 224 bits.
>
> 	2 1280 x 1024 Channels on 1 RM-6
> 		4 samples of each pixel
> 		10 bits/component for RGBA
> 		15 bit Z-buffer
> 		 1 bit stencil buffer
> 	4 * ( 4*10 + 15 + 1 ) = 224 bits used
> 	256 - 224 = 32 bits/pixels unused

To this calculation you need to add a 8 bit per component front
and back buffer. The samples have to be summed to somewhere right.

There is no RGBA10 support, only RGBA12 and RGB10 so adjust
your sums for this also.

There's also a 32 bit word you need to add which is used for
overlay, windowing, etc.

Use glxinfo and findvis to investigate supported framebuffer formats
for a given pixel depth. It's not as simple as adding up the numbers,
the visual must be possible & supported. If you have an iR then there's
no need to guesstimate the numbers, you have answers at your fingertips.

Performer defaults to a double buffered visual.

Cheers,Angus.
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Date: Tue, 8 Jul 1997 23:00:11 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707082300.ZM17418@multipass.asd.sgi.com>
In-Reply-To: "Anita Kishore" <kishore@triavest.com>
        "pfChannel and node callbacks" (Jul  8,  3:36pm)
References: <9707081536.ZM7049@tracey.triavest.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Anita Kishore" <kishore@triavest.com>, info-performer@sgi.com
Subject: Re: pfChannel and node callbacks
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jul 8,  3:36pm, Anita Kishore wrote:
> Subject: pfChannel and node callbacks
> Hi folks:
>
> 	Can someone answer the following question?
>
> In my performer application, the channel's position and orientaion at any
> instant of time may consist of values from several sources (eg. from GUI
> through the user, from a real camera etc.). For a particular geode in the
> scenegraph, I do not want the channel to have GUI input values (even though
> the user may be changing values from there), ie: this node should only be
> affected by real camera values and not GUI values. This can perhaps be done
> by assigning pre and post callbacks to the geode. In the pre callback, I
> subtract out the GUI contribution to the channel values and in the post, I
> reset them back. Is this the right way, and if so, which of APP/CULL/DRAW
> traversal callbacks should I use? Any other suggestions?

Wow, you'd likely have to pre-multiply the mviewing matrix by the inverse
transpose of the GUI matrix, and infact it wouldn't be possible if
your matrix was after some portion of viewing and before some other
modelling transform.

An easier way may be to pushmatrix, load identity and go through the
entire modelviewing xform including all DCS nodes, minus the GUI xform,
then popmatrix in the post draw.

Another approach would be to simply have a different channel minus the
GUI and add the graph for the reduced xform node to that.

Have Fun.

Cheers,Angus.
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From: "William Sherman -Visualization" <wsherman@ncsa.uiuc.edu>
Message-Id: <9707090141.ZM11959@pecos.ncsa.uiuc.edu>
Date: Wed, 9 Jul 1997 01:41:03 -0500
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Status: O

Performers,

Can anyone provide me with pointers to sample code that makes
use of a Magellan 6-DOF input device?  I just installed a new
one on my Indigo2 today, and havn't had much luck with it.

Even an OpenGL/GLX demo program would be of tremendous value.
I poked around the web and various ftp sites with sgi software,
but didn't notice anything that looked promising.

The only remote thing I could find was three functions that
refer to the Spaceball in /usr/share/src/OpenGL/samples/EXT/glut.h.

FYI: the Magellan documentation mentions that there are two ways
to install a Magellan on an SGI.  One is to add an X-driver to
the kernel, and the other is to install eoe.sw.optinput, and use
cports to configure a serial port as a Magellan.  I choose the
latter, and tried both serial ports.  The confidence test program
does not list Magellan as a device, and indicates that there is
no spaceball attached when it starts up.

	Thanks,
	Bill

/*************************************************************************/
/* Bill Sherman	 (wsherman@ncsa.uiuc.edu)                                */
/* National Center for Supercomputing Applications                       */
/* University of Illinois at Urbana-Champaign                            */
/*     Og - "You want to do mankind a real service?  Tell funnier jokes" */
/*  Spinner - "but facts don't always reveal the truth"                  */
/*      Robin - "Yeah, but I always figure that's the writers' fault"    */
/*************************************************************************/

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From: "Amaury Aubel" <aubel@lig.di.epfl.ch>
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Hi,


I have a library where I suspect memory leaks occur.
Sometimes the program terminates on:
texture[i] = pfuNewSharedTex(tex_name,pfGetSharedArena());

or

index = (ushort *)pfMalloc(n*sizeof(ushort),pfGetSharedArena());
(where n is reasonably small)
causes corruption of pfGeoSets which are stored elsewhere.

Would anyone know a piece of software that can monitor memory so as to track
down erratic pointers for example? (Even if the memory is pfMalloc'd and not
malloc'd of course)

I have heard of  "purify" but will it work in conjunction with Performer?


Thanks in advance,

Amaury.
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199707090930.LAA01225@s00sn1.fel.tno.nl>
Subject: Re: pfChannel and node callbacks
To: kishore@triavest.com (Anita Kishore)
Date: Wed, 9 Jul 1997 11:30:33 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <9707081536.ZM7049@tracey.triavest.com> from "Anita Kishore" at Jul 8, 97 03:36:03 pm
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Anita Kishore wrote:
> In my performer application, the channel's position and orientaion at any
> instant of time may consist of values from several sources (eg. from GUI
> through the user, from a real camera etc.). For a particular geode in the
> scenegraph, I do not want the channel to have GUI input values (even though
> the user may be changing values from there), ie: this node should only be
> affected by real camera values and not GUI values. This can perhaps be done
> by assigning pre and post callbacks to the geode. In the pre callback, I
> subtract out the GUI contribution to the channel values and in the post, I
> reset them back. Is this the right way, and if so, which of APP/CULL/DRAW
> traversal callbacks should I use? Any other suggestions?

Maybe you can add an extra geode in the graph for each peace of input/info you
want and use the traversal masks to select and deselect a specific node.
And such display the info or not.

Mario
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
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Subject: Re: erratic pointers
To: aubel@lig.di.epfl.ch (Amaury Aubel)
Date: Wed, 9 Jul 1997 09:28:37 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <9707091101.ZM2072@lig.di.epfl.ch> from "Amaury Aubel" at Jul 9, 97 11:01:22 am
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Amaury Aubel wrote:
> 
> Hi,
> 
> 
> I have a library where I suspect memory leaks occur.
> Sometimes the program terminates on:
> texture[i] = pfuNewSharedTex(tex_name,pfGetSharedArena());
> 
> or
> 
> index = (ushort *)pfMalloc(n*sizeof(ushort),pfGetSharedArena());
> (where n is reasonably small)
> causes corruption of pfGeoSets which are stored elsewhere.
> 
> Would anyone know a piece of software that can monitor memory so as to track
> down erratic pointers for example? (Even if the memory is pfMalloc'd and not
> malloc'd of course)
> 
> I have heard of  "purify" but will it work in conjunction with Performer?
> 

 You can use dmalloc (ftp://sgigate.sgi.com/pub/Performer/src/misc/dmalloc.tar).
 This library made by Don Hatch works very well with pfMalloc and MP programs.


    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: "Angus W.S. Henderson" <angus@despair.paradigmsim.com>
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        "erratic pointers" (Jul  9, 11:01am)
References: <9707091101.ZM2072@lig.di.epfl.ch>
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Gauguin was a fairly erotic painter
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Date: Wed, 09 Jul 1997 12:25:33 -0400
From: Randy Sims <randal.sims@srs.gov>
Subject: Pubs on Continuous Adaptive Terrain?
To: info-performer@sgi.com
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Status: O

I found a reference to

	WILLIS,L.R., JONES,M.T, and ZHAO, J. "A Method for Continuous
	Adaptive Terrain". In Proceedings of the 1996 IMAGE
	Conference, June 1996.

Is that paper, or others addressing Performer's terrain
implementation, available in electronic form on the net?

Randy.

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

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



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From: "Anita Kishore" <kishore@triavest.com>
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Date: Wed, 9 Jul 1997 10:26:46 -0700
In-Reply-To: "Amaury Aubel" <aubel@lig.di.epfl.ch>
        "erratic pointers" (Jul  9, 11:01am)
References: <9707091101.ZM2072@lig.di.epfl.ch>
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On Jul 9, 11:01am, Amaury Aubel wrote:
> Subject: erratic pointers
> Hi,
>
>
> I have a library where I suspect memory leaks occur.
> Sometimes the program terminates on:
> texture[i] = pfuNewSharedTex(tex_name,pfGetSharedArena());
>
> or
>
> index = (ushort *)pfMalloc(n*sizeof(ushort),pfGetSharedArena());
> (where n is reasonably small)
> causes corruption of pfGeoSets which are stored elsewhere.
>
> Would anyone know a piece of software that can monitor memory so as to track
> down erratic pointers for example? (Even if the memory is pfMalloc'd and not
> malloc'd of course)
>
> I have heard of  "purify" but will it work in conjunction with Performer?
>

I have used purify a little. Seems to be ok with performer appl.

-anita

-- 
Anita Kishore
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From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: your mail
To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
cc: info-performer@sgi.com, wsherman@ncsa.uiuc.edu
In-Reply-To: <9707090141.ZM11959@pecos.ncsa.uiuc.edu>
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Status: O


Hi,

You might want to consider our VR device API which includes drivers
for a Megellan device. We will add support if not present. Works with
Performer. Check out our web site for more info. www.xtensory.com.

Thanks,

paul

On Wed, 9 Jul 1997, William Sherman -Visualization wrote:

> Performers,
> 
> Can anyone provide me with pointers to sample code that makes
> use of a Magellan 6-DOF input device?  I just installed a new
> one on my Indigo2 today, and havn't had much luck with it.
> 
> Even an OpenGL/GLX demo program would be of tremendous value.
> I poked around the web and various ftp sites with sgi software,
> but didn't notice anything that looked promising.
> 
> The only remote thing I could find was three functions that
> refer to the Spaceball in /usr/share/src/OpenGL/samples/EXT/glut.h.
> 
> FYI: the Magellan documentation mentions that there are two ways
> to install a Magellan on an SGI.  One is to add an X-driver to
> the kernel, and the other is to install eoe.sw.optinput, and use
> cports to configure a serial port as a Magellan.  I choose the
> latter, and tried both serial ports.  The confidence test program
> does not list Magellan as a device, and indicates that there is
> no spaceball attached when it starts up.
> 
> 	Thanks,
> 	Bill
> 
> /*************************************************************************/
> /* Bill Sherman	 (wsherman@ncsa.uiuc.edu)                                */
> /* National Center for Supercomputing Applications                       */
> /* University of Illinois at Urbana-Champaign                            */
> /*     Og - "You want to do mankind a real service?  Tell funnier jokes" */
> /*  Spinner - "but facts don't always reveal the truth"                  */
> /*      Robin - "Yeah, but I always figure that's the writers' fault"    */
> /*************************************************************************/
> 
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Subject: Re: erratic pointers
To: angus@despair.paradigmsim.com (Angus W.S. Henderson)
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Angus W.S. Henderson wrote:
> 
> Gauguin was a fairly erotic painter

 Did you try "Purify" on that ?

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Date: Thu, 10 Jul 1997 16:34:16 +0800
From: tzelin@singapore.sgi.com (Tze Lin Ong)
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To: info-performer@sgi.com
Subject: Clipmap Config Files
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Status: O

Hi all,

Has anyone tried clipmapping with 5551-format tiles (or any other format, for
that matter)?  I'm having a little trouble finding out what to specify in my
image cache (.ic) and clip texture (.ct) files for the texture format.

I thought the answer would be:

ic_version1.0/ct_version1.0

ext_format PFTEX_PACK_8
int_format GL_RGB5_A1_EXT
img_format PFTEX_RGBA
<etc>

...but perfly reports, among others,

PF Warning(2):                 Normal Read of file map.256.r000.c000.raw5551
failed
PF Warning:                    Only Read 32768 of 65536 Texels

...and so on for all the other clip levels.  I've consulted the man pages for
pfTexture and glDrawPixels, etc, but to no avail.

Can anybody shed some light on this?

Thanks v much, in advance!

Cheers,
tzelin


-- 
______________________________________________________________________			   
Ong Tze Lin		   	   Silicon Graphics ASEAN Headquarters	   				   
			   	   89 Science Park Drive  #03-03 to 06	
Systems Engineer	   	   The Rutherford, Singapore 118261
Vissim/Defence Ind. Mktg.	   Tel: 65-7773088 Fax: 65-7793650
				   
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Hi Performers!

I dont now how to use radius in pfChanPick routine,
and pick all objects around mouse position

in my program, I make a Brush for paint on models,
but when a change radius parameter, It change nothing



From guest  Thu Jul 10 07:58:28 1997
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From: "Maurice Kufferath" <momo1@phenix.iiriam.fr>
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Subject: pfChanPick radius(no change)
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Hi Performers !

If anybody used radius with pfPickChan not equal to 0

my code is

int k=Shared->chan[0]->pick(PFPK_M_ALL|
	PFTRAV_IS_BCYL|
	PFTRAV_IS_CULL_BACK|
	PFTRAV_IS_GSET, mx,my,brushSize 
	,&hit);
if (k >  0)
  {
     ..
  }	

but when I change brushSize, Its Change Nothing
Its select PfGeoSet only when pfGeoSet is under mouse


Any ideas are appreciated!

Regards

-- 
Maurice Kufferath RD Manager
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His anyone receive my mail
???
 

-- 
Maurice Kufferath RD Manager
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From: richard@gossamar.paradigmsim.com (Richard McDonald)
Message-Id: <9707101054.ZM4712@gossamar.paradigmsim.com>
Date: Thu, 10 Jul 1997 10:54:02 -0500
In-Reply-To: tzelin@singapore.sgi.com (Tze Lin Ong)
        "Clipmap Config Files" (Jul 10,  4:34pm)
References: <9707101634.ZM14965@sgisgp2.singapore.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: tzelin@singapore.sgi.com (Tze Lin Ong)
Subject: Re: Clipmap Config Files
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

On Jul 10,  4:34pm, Tze Lin Ong wrote:
> Subject: Clipmap Config Files
> Hi all,
>
> Has anyone tried clipmapping with 5551-format tiles (or any other format, for
> that matter)?  I'm having a little trouble finding out what to specify in my
> image cache (.ic) and clip texture (.ct) files for the texture format.
>
> I thought the answer would be:
>
> ic_version1.0/ct_version1.0

OK here.

> ext_format PFTEX_PACK_8

Try ext_format       PFTEX_UNSIGNED_SHORT_5_5_5_1
This has worked for me.

> int_format GL_RGB5_A1_EXT
> img_format PFTEX_RGBA
> <etc>
>
> ...but perfly reports, among others,
>
> PF Warning(2):                 Normal Read of file map.256.r000.c000.raw5551
> failed
> PF Warning:                    Only Read 32768 of 65536 Texels

Also, How big is your file? Presuming that its 256 on a side, for 5551, it
should be 131072 bytes. If you've compressed it any (eg rle, jpeg.etc), then
Performer won't know to decompress.

> ...and so on for all the other clip levels.  I've consulted the man pages for
> pfTexture and glDrawPixels, etc, but to no avail.
>
> Can anybody shed some light on this?
>
> Thanks v much, in advance!
>
> Cheers,
> tzelin
>
>
> --
> ______________________________________________________________________
> Ong Tze Lin		   	   Silicon Graphics ASEAN Headquarters
> 			   	   89 Science Park Drive  #03-03 to 06
> Systems Engineer	   	   The Rutherford, Singapore 118261
> Vissim/Defence Ind. Mktg.	   Tel: 65-7773088 Fax: 65-7793650
>
> =======================================================================
> 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 Tze Lin Ong

Hope this was helpful,




-- 
--

   Richard McDonald
___________________________________________________________

   richard@paradigmsim.com   Paradigm Simulation, Inc.
   voice: (972) 960-2301     14900 Landmark Blvd Ste 400
   fax:   (972) 960-2303     Dallas, TX 75240-6725
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9707101011.ZM18209@quid.csd.sgi.com>
Date: Thu, 10 Jul 1997 10:11:11 -0700
In-Reply-To: "Maurice Kufferath" <momo1@phenix.iiriam.fr>
        "test mail info-performer" (Jul 10, 11:44am)
References: <9707101144.ZM3951@phenix>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: momo1@phenix.iiriam.fr, momo2@glob.iiriam.fr
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On Jul 10, 11:44am, Maurice Kufferath wrote:
> Subject: test mail info-performer
> His anyone receive my mail
> ???
>
>
> --
> Maurice Kufferath RD Manager
> =======================================================================
> 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 Maurice Kufferath

got it, hope you don't get swamped :-) I changed you to be subscribed as
momo2@glob.iiriam.fr as per your request earlier.

Cheers
Rob





-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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I am looking for any information or help available on how to project 
an image from an SGI machine running Performer/Vega onto a curved 
screen.  Since the viewing frustum is (apparently) setup for a flat 
screen, I assume that there must be some compensation made when 
attempting to use a curved screen.   However, the books don't seem to 
address this problem.  Can anyone help me out on this ??

Thanks

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-282-1884
Enzian Technology               FAX:    407-282-3013
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To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
From: croft@nosc.mil (Bryan Croft)
Subject: Re: your mail
Cc: info-performer@sgi.com, wsherman@ncsa.uiuc.edu
Status: O


Hi,

You might want to consider our VR device API which includes drivers
for a Megellan device. We will add support if not present. Works with
Performer. Check out our web site for more info. www.xtensory.com.

Thanks,

paul

On Wed, 9 Jul 1997, William Sherman -Visualization wrote:

> Performers,
> 
> Can anyone provide me with pointers to sample code that makes
> use of a Magellan 6-DOF input device?  I just installed a new
> one on my Indigo2 today, and havn't had much luck with it.
> 
> Even an OpenGL/GLX demo program would be of tremendous value.
> I poked around the web and various ftp sites with sgi software,
> but didn't notice anything that looked promising.
> 
> The only remote thing I could find was three functions that
> refer to the Spaceball in /usr/share/src/OpenGL/samples/EXT/glut.h.
> 
> FYI: the Magellan documentation mentions that there are two ways
> to install a Magellan on an SGI.  One is to add an X-driver to
> the kernel, and the other is to install eoe.sw.optinput, and use
> cports to configure a serial port as a Magellan.  I choose the
> latter, and tried both serial ports.  The confidence test program
> does not list Magellan as a device, and indicates that there is
> no spaceball attached when it starts up.
> 
> 	Thanks,
> 	Bill
> 
> /*************************************************************************/
> /* Bill Sherman	 (wsherman@ncsa.uiuc.edu)                                */
> /* National Center for Supercomputing Applications                       */
> /* University of Illinois at Urbana-Champaign                            */
> /*     Og - "You want to do mankind a real service?  Tell funnier jokes" */
> /*  Spinner - "but facts don't always reveal the truth"                  */
> /*      Robin - "Yeah, but I always figure that's the writers' fault"    */
> /*************************************************************************/
> 
> =======================================================================
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****************************************************************************
*********

                      Bryan Croft
                      NCCOSC RDTE DIV D44206
                      53140 SYSTEMS STREET
                      SAN DIEGO, CA  92152-7560
                      (619)553-3458
                      FAX (619)553-6902
                      croft@nosc.mil

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

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Date: Fri, 11 Jul 1997 09:21:05 +0800
From: tzelin@singapore.sgi.com (Tze Lin Ong)
Message-Id: <9707110921.ZM22539@sgisgp2.singapore.sgi.com>
In-Reply-To: richard@gossamar.paradigmsim.com (Richard McDonald)
        "Re: Clipmap Config Files" (Jul 10, 10:54am)
References: <9707101634.ZM14965@sgisgp2.singapore.sgi.com> 
	<9707101054.ZM4712@gossamar.paradigmsim.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: richard@gossamar.paradigmsim.com (Richard McDonald)
Subject: Re: Clipmap Config Files
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Mime-Version: 1.0
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Status: O

Hi!

Thanks for the speedy posting.

On Jul 10, 10:54am, Richard McDonald wrote:

> >
> > ic_version1.0/ct_version1.0
>
> OK here.
>
> > ext_format PFTEX_PACK_8
>
> Try ext_format       PFTEX_UNSIGNED_SHORT_5_5_5_1

> This has worked for me.

> int_format GL_RGB5_A1_EXT
> img_format PFTEX_RGBA
> <etc>


Right, tried this, but performer sez:

PF Notice:                     pfTexture - bad number of components 65535 - use
pfTexImage to set in range [1-4]
PF Warning:                    pfdLoadClipTexture: Invalid Image Format
PFTEX_UNSIGNED_SHORT_5_5_5_1

...have I not installed something that I should have?  It seems performer
doesn't recognise tokens the man pages say it should, even when I try UNSIGNED
for img_format (which the man page says is a valid token).

BTW my tiles are 512x512 so for 5551 they are 524288 bytes in size (except for
the smaller 256 and below tiles).

Also, my 888 tiles work ok, using the sample config files.  I just want to see
the performance delta using smaller-sized tiles.

Cheers,
tzelin

-- 
______________________________________________________________________			   
Ong Tze Lin		   	   Silicon Graphics ASEAN Headquarters	   				   
			   	   89 Science Park Drive  #03-03 to 06	
Systems Engineer	   	   The Rutherford, Singapore 118261
Vissim/Defence Ind. Mktg.	   Tel: 65-7773088 Fax: 65-7793650
				   
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From: tzelin@singapore.sgi.com (Tze Lin Ong)
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In-Reply-To: richard@gossamar.paradigmsim.com (Richard McDonald)
        "Re: Clipmap Config Files" (Jul 10, 10:54am)
References: <9707101634.ZM14965@sgisgp2.singapore.sgi.com> 
	<9707101054.ZM4712@gossamar.paradigmsim.com>
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Hi

Oops, please disregard my last posting, I tried

> ext_format PFTEX_PACK_8

Try ext_format       PFTEX_UNSIGNED_SHORT_5_5_5_1
This has worked for me.

> int_format GL_RGB5_A1_EXT
> img_format PFTEX_RGBA
> <etc>



... and it works for me too!  My .ct file was messed up and I hadn't fixed
before trying it out.

Thanks for your help!

Cheers,

tzelin

-- 
______________________________________________________________________			   
Ong Tze Lin		   	   Silicon Graphics ASEAN Headquarters	   				   
			   	   89 Science Park Drive  #03-03 to 06	
Systems Engineer	   	   The Rutherford, Singapore 118261
Vissim/Defence Ind. Mktg.	   Tel: 65-7773088 Fax: 65-7793650
				   
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Date: Fri, 11 Jul 1997 8:55:49 -0400
To: info-performer@sgi.com
Message-Id: <970711085549.4e3@mclapo.apo.saic.com>
Subject: 3DS loader in Performer 2.1
Status: O

Howdy Performers!

Has anyone used the 3DS loader in Performer?  If so, how did you get
the loader into Performer?  I've located the proper library (libpf3ds.so),
which has a link to the right version, but when I try to read in a 3ds
file I get:

  pfdFindConverterDSO() - Could not load DSO for extension "3ds"
  pfdFindConverterDSO() - Could not load DSO for extension "3ds"
  pfdLoadFile() - Unable to load file man1.3ds because of problem finding
   pfdLoadFile_3ds

I'm able to read dwb, flt, obj,... files, but no 3ds.  Any ideas?

--Paul
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From: scott@ht.com (Scott McMillan)
Message-Id: <199707111628.MAA02670@hf.ht.com>
Subject: Re: array of pfDCS (CORRECTION - again)
To: bryce@dns.para.co.kr (Byungsung Cho)
Date: Fri, 11 Jul 1997 12:28:56 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <33C5D761.1A4E2A0E@bbs.para.co.kr> from "Byungsung Cho" at Jul 11, 97 03:49:06 pm
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Status: O

> 
> Hi!
> 
> I had similar problem as the original poster of the question.
> As you showed, I wrote codes that make pfSwitch array.
> But I got compile error and cannot figure out how to fix it.
> Can you tell me what I am missing?
> 
> Thank you in advance.
> 
> Byungsung Cho
> rtv@bbs.para.co.kr
> 
> --------------------------------------------
> My code looks like below:
> 
>     // Make switch array
>     pfSwitch **sw;
>     sw = new( pfGetSharedArena() ) pfSwitch * [numEvents];
>     for ( i = 0; i < numEvents; i++ )
>         sw[i] = new pfSwitch();
> 
> And, error message when compiled:
> 
> making OpenGL DSO version of suri
>  /usr/bin/CC        -DIRIX6    -I..  -I../../common
> -I../../../../../../usr/include/   -nostdinc -I/usr/include/CC
> -I/usr/include -mips2 -o32 -O   -MDupdate Makedepend -c ../srScene.C
> "../srScene.C", line 1428: error(3464): no instance of overloaded
>           "operator new" matches these operands
>       sw = new( pfGetSharedArena() ) pfSwitch * [numEvents];
>               ^
> 
> 1 error detected in the compilation of "../srScene.C".
> *** Error code 1
> smake: Error: 1 error
> *** Error code 2

My bad, I thought I understood the overloaded new in pfObject (my C++ is
apparently not even that good).  Try this (I know it will
compile... honest... I tried it myself this time):

    // Make switch array
    int num_events = 10;
    pfSwitch **sw = (pfSwitch **) pfMalloc(num_events*sizeof(pfSwitch *),
		                           pfGetSharedArena()) ;
    for (int i = 0; i < num_events; i++ )
        sw[i] = new pfSwitch();

At this point I start getting paranoid about C++ and shared arena stuff, and
start wondering if the sw variable should be in the shared arena as well.  I
do this by putting sw in a struct that is allocated from the shared arena.

So can someone out there tell me if and how to use the new operators in
pfObject.  Note that the man pages for libpr classes list both new functions
(including the one where you can specify an arena).  On the other hand, libpf
classes inherit from pfUpdatable which in turn inherets from pfObject, but
the man pages only list one new operator which is actually specified in
pfUpdatable (as well as pfObject)....does the override of one new operator in
pfUpdatable hide both new operators in pfObject?

Thanks in advance,
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.

"It's just like having your computer screen lock up on you when
you're using Microsoft Word.  You have to hit the reset button."

 -- Matt Wallace, NASA Rover Coordinator, on the solution to the
    modem problems on Sojourner in The Seattle Times July 6 1997.
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To: Tze Lin Ong <tzelin@singapore.sgi.com>
CC: Richard McDonald <richard@gossamar.paradigmsim.com>,
        info-performer@sgi.com
Subject: Re: Clipmap Config Files
References: <9707101634.ZM14965@sgisgp2.singapore.sgi.com> 
		<9707101054.ZM4712@gossamar.paradigmsim.com> <9707110921.ZM22539@sgisgp2.singapore.sgi.com>
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Status: O

Tze Lin Ong wrote:
> 
> Hi!
> 
> Thanks for the speedy posting.
> 
> On Jul 10, 10:54am, Richard McDonald wrote:
> 
> > >
> > > ic_version1.0/ct_version1.0
> >
> > OK here.
> >
> > > ext_format PFTEX_PACK_8
> >
> > Try ext_format       PFTEX_UNSIGNED_SHORT_5_5_5_1
> 
> > This has worked for me.
> 
> > int_format GL_RGB5_A1_EXT
> > img_format PFTEX_RGBA
> > <etc>
> 
> Right, tried this, but performer sez:
> 
> PF Notice:                     pfTexture - bad number of components 65535 - use
> pfTexImage to set in range [1-4]
> PF Warning:                    pfdLoadClipTexture: Invalid Image Format
> PFTEX_UNSIGNED_SHORT_5_5_5_1
> 
> ...have I not installed something that I should have?  It seems performer
> doesn't recognise tokens the man pages say it should, even when I try UNSIGNED
> for img_format (which the man page says is a valid token).
> 
> BTW my tiles are 512x512 so for 5551 they are 524288 bytes in size (except for
> the smaller 256 and below tiles).
> 
> Also, my 888 tiles work ok, using the sample config files.  I just want to see
> the performance delta using smaller-sized tiles.

This is a known performer bug, which is at least partially fixed
in 2.2 (at least you won't hit it with cliptexture config files).
The problem is that the texture configuration code is order dependent.

To fix it, I think you have to have your config files in the
following order:

ext_format PFTEX_UNSIGNED_SHORT_5_5_5_1
int_format PFTEX_RGB5_A1
img_format PFTEX_RGBA

I may have this wrong. Try permutations of these three. The 2.2
config code is careful to always order the calls correctly.

If this still doesn't work, let me know, and I'll look into the
workaround harder.

		-Tom




> 
> Cheers,
> tzelin
> 
> --
> ______________________________________________________________________
> Ong Tze Lin                        Silicon Graphics ASEAN Headquarters
>                                    89 Science Park Drive  #03-03 to 06
> Systems Engineer                   The Rutherford, Singapore 118261
> Vissim/Defence Ind. Mktg.          Tel: 65-7773088 Fax: 65-7793650
> 
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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Date: Fri, 11 Jul 1997 19:11:19 -0400
From: Charles Vonness <vonness@escape.com>
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Subject: 3DS MAX reader
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Status: O

To all,

	Does anyone know if there is a 3DS MAX reader for Performer??? If so
please tell me where to find it. 


					Thanks in advance,
					  Charlie
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Date: Fri, 11 Jul 1997 20:34:19 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Scott McMillan <scott@ht.com>
cc: Byungsung Cho <bryce@dns.para.co.kr>, info-performer@sgi.com
Subject: Re: array of pfDCS (CORRECTION - again)
In-Reply-To: <199707111628.MAA02670@hf.ht.com>
Message-ID: <Pine.SGI.3.95.970711201428.12638A-100000@kona.evl.uic.edu>
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On Fri, 11 Jul 1997, Scott McMillan wrote:

> > Can you tell me what I am missing?
> > 
> > Thank you in advance.
> > 
> > Byungsung Cho
> > rtv@bbs.para.co.kr
> > 
> > "../srScene.C", line 1428: error(3464): no instance of overloaded
> >           "operator new" matches these operands
> >       sw = new( pfGetSharedArena() ) pfSwitch * [numEvents];

  This error occurs because operator new in pfUpdatable hides operator
new(size_t, void *) in pfObject. However operator new for pfUpdatable and
classes derived from it allocates from the shared arena. So there is no need to
use this syntax. Typical use of the above syntax occurs for classes that use
the PFSTRUCT_DECLARE macro, for example the classes declared in pfLinMath.h.

IMHO, I think this overloading will lead to confusion, especially when
including <new.h> and using placement new. ::operator new(size_t, void *p) 
constructs the object at the spot designated by the pointer p. However, 
pfStruct::operator new(size_t sz, void *p) uses p to allocate sz bytes and constructs
in that space. Passing pfGetSharedArena() as an argument to ::operator new is 
plain wrong. However, since in the statement above you're using operator new []
which is not defined at all in any performer include file, you'll probably be
tempted to include <new.h> and thus, disaster strikes, as it did to me.

> 
> My bad, I thought I understood the overloaded new in pfObject (my C++ is
> apparently not even that good).  

I've been there zillions of times and will probably go there again :-)

bye
Swami


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

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From: jaf@chem.ucsd.edu (Jeremy Friesner)
Message-Id: <199707132211.WAA18054@sdchemw1.ucsd.edu>
Subject: Stupid Performer tricks
To: info-performer@sgi.com
Date: Sun, 13 Jul 1997 15:11:41 -0700 (PDT)
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Hi Performers,

I've got a Performer app that outputs two 640x486
pfChannels into the RE2 MCO frame buffer.

The video outputs from these channels are then fed into
a stereo multiplexer to form a single (frame-sequential) 
stereo image on a TV screen.  As I understand it, the
stereo multiplexer hardware more-or-less drops
every second row of pixels from each pfChannel. 

With that in mind, I want to take some of the load off 
of my draw process by to generating a 640x243 image
for each pfChannel, and then "zooming" the channel by
a factor of two vertically, so that each row of pixels
is duplicated on the next row, and the pfChannel 
still fills the 640x486 area on-screen that the RE2 MCO 
requires.

So--does anyone know how to do this with OpenGL/Performer,
in such a way that it wont take up more draw time then
just rendering every line the regular way would?
(hardware zoom, maybe??)

Thanks in advance for any suggestions,

Jeremy (who is cutting all corners in search of a better frame rate ;))
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Date: Sun, 13 Jul 1997 22:38:42 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707132238.ZM24381@multipass.asd.sgi.com>
In-Reply-To: jaf@chem.ucsd.edu (Jeremy Friesner)
        "Stupid Performer tricks" (Jul 13,  3:11pm)
References: <199707132211.WAA18054@sdchemw1.ucsd.edu>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: jaf@chem.ucsd.edu (Jeremy Friesner), info-performer@sgi.com
Subject: Re: Stupid Performer tricks
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Status: O

This can't be done. You could define an interlaced stipple pattern but
I don't expect it to save you any fill performance. It *may* be worth
a try if you have lots of transparent blended pixels for instance.

On iR you could resize half height channels then
ised the DVR capability to scale to video but on
RE2 this capability doesn't exist.

Cheers,Angus.

On Jul 13,  3:11pm, Jeremy Friesner wrote:
> Subject: Stupid Performer tricks
>
> Hi Performers,
>
> I've got a Performer app that outputs two 640x486
> pfChannels into the RE2 MCO frame buffer.
>
> The video outputs from these channels are then fed into
> a stereo multiplexer to form a single (frame-sequential)
> stereo image on a TV screen.  As I understand it, the
> stereo multiplexer hardware more-or-less drops
> every second row of pixels from each pfChannel.
>
> With that in mind, I want to take some of the load off
> of my draw process by to generating a 640x243 image
> for each pfChannel, and then "zooming" the channel by
> a factor of two vertically, so that each row of pixels
> is duplicated on the next row, and the pfChannel
> still fills the 640x486 area on-screen that the RE2 MCO
> requires.
>
> So--does anyone know how to do this with OpenGL/Performer,
> in such a way that it wont take up more draw time then
> just rendering every line the regular way would?
> (hardware zoom, maybe??)
>
> Thanks in advance for any suggestions,
>
> Jeremy (who is cutting all corners in search of a better frame rate ;))
> =======================================================================
> 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 Jeremy Friesner


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From: "Amaury Aubel" <aubel@lig.di.epfl.ch>
Message-Id: <9707141146.ZM6235@lig.di.epfl.ch>
Date: Mon, 14 Jul 1997 11:46:53 -0600
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To: info-performer@sgi.com
Subject: Purify + pfInit
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Status: O

Hi,


I'm trying to run purify on Performer applications. I started with a fairly
simple Performer one: the sample code "simple.c" shipped with Performer.
I run it on a single-processor machine in APPCULLDRAW mode. I also translated
calls to amalloc, afree, arealloc to their Unix counterparts
malloc,free,realloc.

However, in my Purify window it looks like it never goes farther than the call
to pfInit. Could the fork performed by pfInit account for this? No matter what
option flags I specify (-follow-child-processes=yes for example) it seems to
loop endlessly on pfInit (cpu usage is about 100% then)... I've written aside a
test program which forks a process and Purify behaved normally on that one.

I have read some posts in the archives from people who had *some* success with
purify/Performer. Could they share their experience?


Amaury.

PS: I'm running Purify 4.0.1/Performer 2.0 under Irix 6.2.
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Status: O

Compensation for a curved screen is not as simple as it seems.  There
are three solutions that I am aware of:

1.  A company out of Europe - SEOS Displays, Ltd. builds complete
display systems including hardware distortion mapping for complex curved
screens.  (http://www.seos.co.uk/company.htm)

2.  The software method is to render your scene to the frame buffer,
then copy that frame back to texture memory and map it onto a geometric
representation of your screen.  Equipe Electronics Ltd,
(http://www.equipe.ltd.uk) markets a SGI based SW package which uses
this method and will distort for up to a full dome display system.

3.  The high end projectors produced by Hughes-JVC allow for some manual
distortion of the image in their projectors.

The solution you choose really depends on the curvature you are dealing
with (slight cylindrical curve to full dome display) and how accurate
your display must be.

Greg



Bill Storma wrote:
> 
> I am looking for any information or help available on how to project
> an image from an SGI machine running Performer/Vega onto a curved
> screen.  Since the viewing frustum is (apparently) setup for a flat
> screen, I assume that there must be some compensation made when
> attempting to use a curved screen.   However, the books don't seem to
> address this problem.  Can anyone help me out on this ??
> 
> Thanks
> 
> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
> Bill Storma                     Phone:  407-282-1884
> Enzian Technology               FAX:    407-282-3013
> Orlando, Fl.  32817             e-mail: bills@p3.enzian.com
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com

-- 
**********************************************************************
Greg Larson     (937) 258-5247	*    
Silicon Graphics/Cray Research	*	The definition of insanity is
Systems Engineer->VisSim Focus	*	doing the same thing over and 
DoD High Performance Computing	*	over again looking for 
email: gregl@dayton.sgi.com	* 	different results.   -unknown
**********************************************************************
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From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199707150141.SAA01410@sirssg1.epfl.ch>
To: vonness@escape.com, info-performer@sgi.com
Subject: 3DSMAX
Status: O



Hi Charlie,

I'm not sure that you will find it. But try on these sites:

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

			Hope it helps

			  Tran.


>From: Charles Vonness <vonness@escape.com>
>
>To all,
>
>        Does anyone know if there is a 3DS MAX reader for Performer??? If so
>please tell me where to find it. 



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

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In-Reply-To: "Amaury Aubel" <aubel@lig.di.epfl.ch>
        "Purify + pfInit" (Jul 14, 11:46am)
References: <9707141146.ZM6235@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: Purify + pfInit
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jul 14, 11:46am, Amaury Aubel wrote:
> Subject: Purify + pfInit
> Hi,
>
>
> I'm trying to run purify on Performer applications. I started with a fairly
> simple Performer one: the sample code "simple.c" shipped with Performer.
> I run it on a single-processor machine in APPCULLDRAW mode. I also translated
> calls to amalloc, afree, arealloc to their Unix counterparts
> malloc,free,realloc.
>
> However, in my Purify window it looks like it never goes farther than the
call
> to pfInit. Could the fork performed by pfInit account for this? No matter
what
> option flags I specify (-follow-child-processes=yes for example) it seems to
> loop endlessly on pfInit (cpu usage is about 100% then)... I've written aside
a
> test program which forks a process and Purify behaved normally on that one.
>
> I have read some posts in the archives from people who had *some* success
with
> purify/Performer. Could they share their experience?
>

I have used Purify with Pf in multi process mode on RE2 (multi-processor)
which is fine, but on a single processor machine like Indigo2 I have the same
problem. I do not get purify windows for each process of Pf like I do on RE2.

-anita

-- 
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From: "Anita Kishore" <kishore@triavest.com>
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Subject: model view matrix and rotation
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Hi :

	I am confused with the following:

I have a Pf application where the channel's view point pos = (x,y,z), and
orientaion = (0,0,0). The graphics object that it is looking at is at the
origin. This object's geode has pre and post draw callbacks. In the pre
callback I do :

	- set mmode to mviewing
	- push matrix
	- getmatrix
	- print matrix

As far as I understand, this matrix that I get is a composite transformation
matrix for view point. Which means that its transpose will be of the form:

	a11  a12  a13  tx
	a21  a22  a23  ty
	a31  a32  a33  tz
	0    0    0    1


tx, ty, tz are the translation part and the upper LHS 3X3 sub-matrix contains
the rotation and scale parts, right? But eventhough I do not have any rotation
or scale for the view point, the sub-matrix porion has some numbers in it and
when I do pfGetOrthoMatCoord(mat, dst), dst->xyz is fine, just as I set the
view point's position, but dst->hpr shows pitch = -90. Why is this not 0?
Why isn't the above matrix of the form:

	1  0  0  tx
	0  1  0  ty
	0  0  1  tz
	0  0  0  1        ???


Another related question is : what is the equivalent of getmatrix() in OpenGL?
The porting guide says GLGet(), but I can't find any man page or info in the
OPenGL book.

Thanks for any insight into this.

-anita

kishore@triavest.com

-- 
Anita Kishore
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Status: O





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Date: Mon, 14 Jul 1997 17:30:47 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: info-performer@sgi.com
Subject: possible bug in intersection with PFTRAV_IS_PATH
Message-ID: <Pine.SGI.3.95.970714172317.6707B-100000@carpenter.evl.uic.edu>
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Status: O


Hullo, I think that I may have discovered a possible bug while intersecting
deeply nested grouping nodes. For instance, adding the following code
to intersect.C results in a core dump with the following partial stack trace.
I can't do a pfFlatten, since I need to preserve the scene graph hierarchy.
Can anyone suggest work arounds?

Thanks
Swami

-- intersect.C --

    // Create group node to hold SCS's; attach it to scene 
    pfGroup *root = new pfGroup();
    pfGroup *saveroot = root;
    scene->addChild(root);
   
    pfGroup *group = new pfGroup(), *tmpgrp;
    root->addChild(group);
    // create a chain of 30 pfGroups
    for (loop=0; loop < 30; loop++)
    {
      tmpgrp = new pfGroup;
      group->addChild(tmpgrp);
      group = tmpgrp;
    }
    root = group;

    // Create 10 SCS nodes, spaced equally apart.  Make each one
    //   a child of 'root', and make 'geode' a child of each SCS    
    pfGeode *geode = new pfGeode();
    for (loop=0; loop < 10; loop++)
    {
        mat.makeTrans(0.0f, (float) loop * 10.0f + 10.0f, 0.0f);
        scs[loop] = new pfSCS(mat);
        scs[loop]->addChild(geode);
        root->addChild(scs[loop]);

        // set up SCS's (and their children) for intersections 
        scs[loop]->setTravMask(PFTRAV_ISECT, 1, PFTRAV_SELF,
                               PF_SET);
    }
    root = saveroot;

    // further down
    segset.mode = PFTRAV_IS_PRIM|PFTRAV_IS_NORM|PFTRAV_IS_CULL_BACK|PFTRAV_IS_PATH;


-- stack trace --

(dbx) where
>  0 _lfree(0x0, 0x18040000, 0x1, 0x180ee310) ["amalloc.c":799, 0xfa9f788]
   1 _afree(0x180eab40, 0x18040000, 0x1, 0x180ee310) ["amalloc.c":89, 0xfa9f4a8]
   2 pfMemory::operator delete(void*)(0x180eab40, 0x180eab30, 0x1, 0x180ee310) ["../../../lib/libpr/pfMemory.C":193, 0x5ea365b0]
   3 pfMemory::~pfMemory(void)(0x180eab40, 0x180eab30, 0x1, 0x180ee310) ["../../../lib/libpr/pfMemory.C":210, 0x5ea36684]
   4 pfMemory::realloc(unsigned int)(0x180eab40, 0x100, 0x180ee280, 0x180ee310) ["../../../lib/libpr/pfMemory.C":357, 0x5ea37028]
   5 pfMemory::realloc(void*,unsigned int)(0x180eab40, 0x100, 0x1, 0x180ee310) ["../../../lib/libpr/pfMemory.C":469, 0x5ea375e0]
   6 pfList::setNum(int)(0x180eab00, 0x22, 0x1, 0x180ee310) ["../../../lib/libpr/pfList.C":297, 0x5ea32ebc]
   7 pfGeode::pf_discFunc(pfHit*)(0x180eab40, 0x180eab30, 0x1, 0x180ebc80) ["../../../lib/libpf/pfGeode.C":792, 0x5e975020]
   8 pfGeoSet::_pitIsectTri(_prIsectTrav*,pfVec3&,pfVec3&,pfVec3&)(0x7ffb0bd0, 0x180e211c, 0x180e2140, 0x180e214c) ["../../../lib/libpr/pfGeoSet.C":2600, 0x5ea14da8]
   9 pfGeoSet::pr_isect(_prIsectTrav*)(0x180e2290, 0x7ffb0bd0, 0x1, 0x0) ["../../../lib/libpr/pfGeoSet.C":2999, 0x5ea14378]
   10 pfGeoSet::isect(pfSegSet*,pfHit***)(0x180e2290, 0x7ffb4440, 0x7ffb112c, 0x180ee310) ["../../../lib/libpr/pfGeoSet.C":1894, 0x5ea12074]
   11 pfGeode::nb_intersect(_pfIsector*)(0x180979b0, 0x7fff2190, 0x1, 0x1) ["../../../lib/libpf/pfGeode.C":484, 0x5e973f60]
   12 pfSCS::nb_intersect(_pfIsector*)(0x180e14b0, 0x7fff2190, 0x1, 0x180ee310) ["../../../lib/libpf/pfSCS.C":423, 0x5e9a66b0]



 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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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Hi Performers


	Where can I get a VRML to IV converter?.


thanks

sasi



-- 
Sasikumar Kutti
kvsasi@iastate.edu
http://www.eng.iastate.edu/~kvsasi
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: "Anita Kishore" <kishore@triavest.com>
        "model view matrix and rotation" (Jul 14,  2:06pm)
References: <9707141406.ZM29096@tracey.triavest.com>
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To: "Anita Kishore" <kishore@triavest.com>, info-performer@sgi.com
Subject: Re: model view matrix and rotation
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On Jul 14,  2:06pm, Anita Kishore wrote:
> Subject: model view matrix and rotation
> Hi :
>
> 	I am confused with the following:
>
> I have a Pf application where the channel's view point pos = (x,y,z), and
> orientaion = (0,0,0). The graphics object that it is looking at is at the
> origin. This object's geode has pre and post draw callbacks. In the pre
> callback I do :
>
> 	- set mmode to mviewing
> 	- push matrix
> 	- getmatrix
> 	- print matrix
>
> As far as I understand, this matrix that I get is a composite transformation
> matrix for view point. Which means that its transpose will be of the form:
>
> 	a11  a12  a13  tx
> 	a21  a22  a23  ty
> 	a31  a32  a33  tz
> 	0    0    0    1
>
>
> tx, ty, tz are the translation part and the upper LHS 3X3 sub-matrix contains
> the rotation and scale parts, right? But eventhough I do not have any
rotation
> or scale for the view point, the sub-matrix porion has some numbers in it and
> when I do pfGetOrthoMatCoord(mat, dst), dst->xyz is fine, just as I set the
> view point's position, but dst->hpr shows pitch = -90. Why is this not 0?

Because you read the GL matrix. Performer does a world coordinate conversion
from (GL) Y = up to (pf) Z = up which is the 90 degree rotation about x ie
pitch, although I wouldn't call it that since it's a different multiplicaton
order.

>
> Another related question is : what is the equivalent of getmatrix() in
OpenGL?
> The porting guide says GLGet(), but I can't find any man page or info in the
> OPenGL book.
>

GLfloat matarray[16];

glGetFloatv(GL_MODELVIEW_MATRIX, matarray);

Cheers,Angus.
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To: info-performer@sgi.com
Cc: andoh@dst.nk-exa.co.jp
Subject: Re: VRML to IV !
In-Reply-To: Your message of "Mon, 14 Jul 1997 20:30:03 -0500".
	<33CAD29B.41C6@icemt.iastate.edu>
From: andoh@dst.nk-exa.co.jp (Yukio Andoh)
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Status: O

Hi!

kvsasi@icemt.iastate.edu writes:
|> 	Where can I get a VRML to IV converter?.

VRML1.0 ---------------------------------------
Please change file header.
"#VRML V1.0 ascii" -> "#Inventor V2.1 ascii"

VRML2.0 ---------------------------------------
Use "CASUS Presenter" VRML Browser
http://www.igd.fhg.de/CP/index.html

Best Regards,

 // Yukio Andoh  andoh@dst.nk-exa.co.jp andoh@opengl.com  //
//  www.opengl.com/andoh/  www.webcity.co.jp/info/andoh/ //               TT
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9707150921.ZM3102@quid.csd.sgi.com>
Date: Tue, 15 Jul 1997 09:21:48 -0700
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To: info-performer@sgi.com
Subject: straw poll: chat room
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Status: O

Hi

Hopefully most recipients of this already think that info-performer is a pretty
useful resource :-) I'm looking into the feasibility of creating a Performer
chatroom off www.sgi.com

The benefit I see is that you might get instant response to some questions:
info-performer can get rather backed up at the moment now it's so large, if
some simpler questions migrated to the chat room then it might ease the load (
and the email traffic you all get ).

We could also think about scheduling specific times for discussion of a given
subject, or maybe SGI people could schedule specific times they'd be 'in the
room' for any questions.

Before going any further I wondered if there was any support for this idea, to
save sparking too much traffic on the subject *please respond to me directly*
and I will post a summary at the end of the week as to what the general opinion
was, unless of course you have some opinion/suggestion that you think needs to
be posted to all.

o Does this sounds useful to you ?
o Would you use it ?

To be clear: this would be *in addition* to the mailing list.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199707151718.TAA29291@s00sn1.fel.tno.nl>
Subject: Re: 3DS loader in Performer 2.1
To: BLANCHARD@mclapo.apo.saic.com
Date: Tue, 15 Jul 1997 19:18:45 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <970711085549.4e3@mclapo.apo.saic.com> from "BLANCHARD@mclapo.apo.saic.com" at Jul 11, 97 08:55:49 am
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Status: O

> Has anyone used the 3DS loader in Performer?  If so, how did you get
> the loader into Performer?  I've located the proper library (libpf3ds.so),
> which has a link to the right version, but when I try to read in a 3ds
> file I get:
> 
>   pfdFindConverterDSO() - Could not load DSO for extension "3ds"
>   pfdFindConverterDSO() - Could not load DSO for extension "3ds"
>   pfdLoadFile() - Unable to load file man1.3ds because of problem finding
>    pfdLoadFile_3ds
> 
> I'm able to read dwb, flt, obj,... files, but no 3ds.  Any ideas?

Rob Jenkins wrote a mail with a possible explanation on 11 Jul 1996

=====================================================================
Subject: Re: C++ API
From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Date: Thu, 11 Jul 1996 14:47:47 +0100
To: Ion Barosan <I.Barosan@urc.tue.nl>, info-performer@sgi.com

On Jul 11,  2:52pm, Ion Barosan wrote:
> Subject: C++ API
> My question is, why does the pfdFindConverterDSO not find the pfdLoadFile_3ds
function ?
>

Ian

You could check you've installed il_eoe.sw.c

( NOTE elfdump -Dl /usr/lib/libpfdb/libpf3ds_igl.so shows that it links to
libcil.so which is in il_eoe.sw.c and isn't always installed ).

Cheers
Rob

--
________________________________________________________________
Rob Jenkins, Software Support Group, Silicon Graphics UK Ltd.
Forum 1, Station Road, Theale, Reading, UK, RG7 4SB.
tel 01734 257736, fax 01734 257553, email robj@reading.sgi.com,

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Date: Tue, 15 Jul 1997 15:30:04 -0500
From: Sasikumar Kutti <kvsasi@icemt.iastate.edu>
Organization: Iowa State University
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Status: O

Hi Performers


My VRML file consists the following line 

#VRML V2.0 utf8

WorldInfo {
  info	[ "Created in CosmoWorlds",
	    "Packaged by CosmoPackage" ]
}

Is it possible to convert this file into Inventor format?


(I heard  that for #VRML V1.0 ascii file it is just enough to change to
#Inventor V2.0 ascii)




Is there any VRML 2.0  to  VRML 1.0 converters?

(I know this question belong some other mailing list. I do not know
which , any help?.)


Thanks in advance


sasi


-- 
Sasikumar Kutti
kvsasi@iastate.edu
http://www.eng.iastate.edu/~kvsasi
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From: verdi@piano.ucsd.edu (Tom Impelluso)
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To: info-performer-request@sgi.com
Subject: sproc vs Performers version
Status: O

Hello,

I will be working on an 2,3 or 4 CPU Octane.
I want to do the normal app-cull-draw of Performer.

I would like to reserve one CPU for a numerical code
to be sproc'd by the Performer code before the main loop.

Basically...

/******************************

performer.c

******************************/

main() {

	sproc(crunch, PR_SALL, (void *) &data);

	set-up-performer()

	while(!exitFlag) {
                pfuGetMouse(&mouse);
                pfiUpdateXformer(xformer);
                pfFrame();
                getmore();
	}
}


void crunch(void *data){

	sysmp (MP_MUSTRUN, (int) choose_cpu); /* <---------------  This alone */
	crunch_some_numbers()

}


Basically,

I would like to ALWAYS use one CPU for a number crucher and NOTHING ELSE.

Sometimes, I will have 3 CPUS for the remaining Performer code.
Sometimes 1, or 2.

I will likely add the lines: pfMultiprocess( (int) atoi( argv[2] ));
or something to choose how many CPU's will run the viz part.

Regardless...


I want to ensure that the Octane's load balancing system
does not USE a designated  CPU for anything else except what I say.

I understand that Performer will do internal sproc's, but I do not
want some sort of sproc collision?

Could someone advise me?

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Date: 15 Jul 1997 12:06:55 -0500
From: "Jerry Edsall" <jedsall@fasainteractive.com>
Subject: Re: model view matrix and r
To: info-performer@sgi.com
Status: O

RE>>model view matrix and rotatio
So how do you convert from a gl matrix to a performer matrix?

Jerry
------------------------------
Date: 7/15/97 7:04 AM
To: Edsall, Jerry
From: Angus Dorbie

On Jul 14,  2:06pm, Anita Kishore wrote:
> Subject: model view matrix and rotation
> Hi :
>
> 	I am confused with the following:
>
> I have a Pf application where the channel's view point pos = (x,y,z), and
> orientaion = (0,0,0). The graphics object that it is looking at is at the
> origin. This object's geode has pre and post draw callbacks. In the pre
> callback I do :
>
> 	- set mmode to mviewing
> 	- push matrix
> 	- getmatrix
> 	- print matrix
>
> As far as I understand, this matrix that I get is a composite transformation
> matrix for view point. Which means that its transpose will be of the form:
>
> 	a11  a12  a13  tx
> 	a21  a22  a23  ty
> 	a31  a32  a33  tz
> 	0    0    0    1
>
>
> tx, ty, tz are the translation part and the upper LHS 3X3 sub-matrix contains
> the rotation and scale parts, right? But eventhough I do not have any
rotation
> or scale for the view point, the sub-matrix porion has some numbers in it and
> when I do pfGetOrthoMatCoord(mat, dst), dst->xyz is fine, just as I set the
> view point's position, but dst->hpr shows pitch = -90. Why is this not 0?

Because you read the GL matrix. Performer does a world coordinate conversion
from (GL) Y = up to (pf) Z = up which is the 90 degree rotation about x ie
pitch, although I wouldn't call it that since it's a different multiplicaton
order.

>
> Another related question is : what is the equivalent of getmatrix() in
OpenGL?
> The porting guide says GLGet(), but I can't find any man page or info in the
> OPenGL book.
>

GLfloat matarray[16];

glGetFloatv(GL_MODELVIEW_MATRIX, matarray);

Cheers,Angus.
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        "model view matrix and rotation" (Jul 14,  2:06pm)
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Date: Wed, 16 Jul 1997 08:30:56 +0800 (HKT)
From: David Chan <tfchan@cse.cuhk.edu.hk>
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To: info-performer <info-performer@sgi.com>
Subject: multigen loader problem
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Status: O

Hi,
        I encounter a message while loading multigen model (version 15.1)
by using performer 2.2 and OpenFlight loader R15.3 BETA_07:

PF Notice/Assert: convTree(filename.flt) unexpected record 0 "undefined"
found.

There can be many this kind of Notice while loading a model, especially
when I externally read in a model in Multigen.
Is it a problem of loader?

Thanks.
David 


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Date: Tue, 15 Jul 1997 19:03:26 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707151903.ZM27464@multipass.asd.sgi.com>
In-Reply-To: verdi@piano.ucsd.edu (Tom Impelluso)
        "sproc vs Performers version" (Jul 14,  3:29pm)
References: <199707142229.PAA11121@imm.ucsd.edu>
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To: verdi@piano.ucsd.edu (Tom Impelluso), info-performer-request@sgi.com,
        info-performer@sgi.com, "Rob Jenkins" <robj@quid>
Subject: Re: sproc vs Performers version
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Status: O

On Jul 14,  3:29pm, Tom Impelluso wrote:
> Subject: sproc vs Performers version
> Hello,
>
> I will be working on an 2,3 or 4 CPU Octane.
> I want to do the normal app-cull-draw of Performer.

Octane comes with either 1 or 2 CPUs not 4.

>
> I would like to reserve one CPU for a numerical code
> to be sproc'd by the Performer code before the main loop.
>
> Basically...
>
> /******************************
>
> performer.c
>
> ******************************/
>
> main() {
>
> 	sproc(crunch, PR_SALL, (void *) &data);
>
> 	set-up-performer()
>
> 	while(!exitFlag) {
>                 pfuGetMouse(&mouse);
>                 pfiUpdateXformer(xformer);
>                 pfFrame();
>                 getmore();
> 	}
> }
>
>
> void crunch(void *data){
>
> 	sysmp (MP_MUSTRUN, (int) choose_cpu); /* <---------------  This alone
*/
> 	crunch_some_numbers()
>
> }
>
>
> Basically,
>
> I would like to ALWAYS use one CPU for a number crucher and NOTHING ELSE.
>
> Sometimes, I will have 3 CPUS for the remaining Performer code.
> Sometimes 1, or 2.
>
> I will likely add the lines: pfMultiprocess( (int) atoi( argv[2] ));
> or something to choose how many CPU's will run the viz part.
>
> Regardless...
>
>
> I want to ensure that the Octane's load balancing system
> does not USE a designated  CPU for anything else except what I say.
>
> I understand that Performer will do internal sproc's, but I do not
> want some sort of sproc collision?
>
> Could someone advise me?
>

This is possible but I think you need to fork your process.
You can make performer & the os run on the other processor.
look at the manual page for sysmp, and pfMultiprocess.

Whether this is best for your intended application is a more
complex question.

Cheers,Angus.
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To: info-performer@sgi.com
Subject: How to change Input Window
Date: Wed, 16 Jul 1997 10:53:46 +0900
From: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
Status: O

Hello all,
This might be a proper question for this mailing list, however please let me
ask...

I made 2 simple test programs.

One is the launcher which uses some Xt routines like...

  Widget toplevel = XtInitialize(...);
  Widget fmWidget = XtVaCreateManagedWidget(...xmFormWidgetClass, toplevel,...);
  Widget cfWidget = XtVaCreateManagedWidget(...xmFormWidgetClass, fmWidget,...);
  XtRealizeWidget( toplevel );

  char cmd[512];
  sprintf( cmd, "%s %d", argv[1], XtWindow(cfWidget) );
  system( cmd );
  XtMainLoop();

And another is the performer-based application which is launched by launcher.
In my test, I used complex.C.
I changed it to...

after Shared->pw = new pfPipeWindow(p);,
  Window xWin = (Window)atoi( argv[1] );
  Shared->pw->setWSWindow( XOpenDisplay(0), xWin );

As I don't use InitXInput(), it works well, however it doesn't accept any events.
Otherwise when I use InitXInput(), it doesn't work, so I tried to make new Window
accepting the events, but I couldn't.

Of course there is a way making the launcher process the events, send some commands
to the perf-app, and perf-app reads it with no-wait.
But I want to let the perf-app accept/process the events.

Could anyone please direct me?

Any help will be greatly appreciated!!!

Thanks,
--
M.Y.
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Date: Tue, 15 Jul 1997 19:28:11 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707151928.ZM27487@multipass.asd.sgi.com>
In-Reply-To: "Jerry Edsall" <jedsall@fasainteractive.com>
        "Re: model view matrix and r" (Jul 15, 12:06pm)
References: <9707151916.AA15565@uu10.psi.com>
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To: "Jerry Edsall" <jedsall@fasainteractive.com>, info-performer@sgi.com
Subject: Re: model view matrix and r
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On Jul 15, 12:06pm, Jerry Edsall wrote:
> Subject: Re: model view matrix and r
> RE>>model view matrix and rotatio
> So how do you convert from a gl matrix to a performer matrix?
>
> Jerry

There's just a view orientation difference. So there's no conversion,
there will be a pre viewing 90 degree rotate around x on the mviewing stack
so conceptually y & z mean different things.
As I've said this is for the z up coordinate system imposed by performer.

So

pf_x == gl_x
pf_y == -gl_z
pf_z == gl_y

gl_x == pf_x
gl_y == pf_z
gl_z == -pf_y

If you really insist on using gl coordinates you can add a pfSCS above
the scene graph with a 90 degree x rotate and pre & post multiply the
viewing matrix by +ve & -ve 90 degree x rotations. If you do this
then conceptually you end up with OpenGL style coordinates in all
Channel, DCS & SCS matrices.

This is what I did with Divisions Performer implementation of dPL you
may be familiar with, and why the implementation is able to easily
handle the Y = up coordinates of dPL.

There are simpler ways but performer coordinate stuff like the
isector partitioning & earth sky would suffer as a result (if you
decided you needed them).

BTW I think there is also me a row vs column difference for OpenGL, I'm
not sure about this. But it's easy to figure this part.

Cheers,Angus.
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Subject: how to create ASD terrain file from binary square DEM
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Status: O

Hello,

is there any free soft or informations on creating 
ASD (Active Surface Definition) terrain file. 
My input is a binary square DEM (Digital Elevation Model).

Thanks.
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To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
CC: info-performer@sgi.com
Subject: Re: How to change Input Window
References: <199707160153.KAA15646@dimwit.dst.nk-exa.co.jp>
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Status: O

you can read the x window events of the performer window from anywhere,
also another process. finally performer ends up on a Xwindow, which you
can access. when the performer window is opened you can:
	
performer app:

	pfPipeWindow* pw // is open

		// get the window
	Window xw = pw->getWSWindod();
		// and the X connection
        const char* con = pf->getWSConnectionName();

now the performer app can continue. by some magic IPC you pass w and con
to another process which now can:
	
x event reader and decoder:

		// open your OWN ! connection to Window Manager
    	Display* display = XOpenDisplay(con);
		// ask for the events he want from the Performer Window
    	long e_mask = 	KeyPressMask | KeyReleaseMask |
			ButtonPressMask | ButtonReleaseMask |
                    	PointerMotionMask;
    	XSelectInput(display, xw, e_mask);

		// and forever read events...
    	XEvent e;
    	while(1) {
        	XWindowEvent(display, xw, e_mask, &e);
        	cerr << "e type = " << e.type << endl;
    	}

you now can decode that events in this process and with some more IPC
magic pass higher level Application commands back to your performer
application:

performer app:
	
	while(1) {
		pfFrame();
		
		read_app_commands_from_somewhere();
	}

works for me. and added design benefit is, that the performer app doesnt
really see window manager events any longer. you can log events and play
them back from disk. sometimes quit usefull.
initially more work, but pays back, pretty soon.

dirk.

			



YAMANAKA MASAHIKO wrote:
> 
> Hello all,
> This might be a proper question for this mailing list, however please let me
> ask...
> 
> I made 2 simple test programs.
> 
> One is the launcher which uses some Xt routines like...
> 
>   Widget toplevel = XtInitialize(...);
>   Widget fmWidget = XtVaCreateManagedWidget(...xmFormWidgetClass, toplevel,...);
>   Widget cfWidget = XtVaCreateManagedWidget(...xmFormWidgetClass, fmWidget,...);
>   XtRealizeWidget( toplevel );
> 
>   char cmd[512];
>   sprintf( cmd, "%s %d", argv[1], XtWindow(cfWidget) );
>   system( cmd );
>   XtMainLoop();
> 
> And another is the performer-based application which is launched by launcher.
> In my test, I used complex.C.
> I changed it to...
> 
> after Shared->pw = new pfPipeWindow(p);,
>   Window xWin = (Window)atoi( argv[1] );
>   Shared->pw->setWSWindow( XOpenDisplay(0), xWin );
> 
> As I don't use InitXInput(), it works well, however it doesn't accept any events.
> Otherwise when I use InitXInput(), it doesn't work, so I tried to make new Window
> accepting the events, but I couldn't.
> 
> Of course there is a way making the launcher process the events, send some commands
> to the perf-app, and perf-app reads it with no-wait.
> But I want to let the perf-app accept/process the events.
> 
> Could anyone please direct me?
> 
> Any help will be greatly appreciated!!!
> 
> Thanks,
> --
> M.Y.
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
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From: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
Message-Id: <9707161506.ZM14241@imtsg12.epfl.ch>
Date: Wed, 16 Jul 1997 15:06:30 -0600
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To: info-performer@sgi.com
Subject: Octane problem
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Status: O

Hi Performers,

We have just received an Octane (2 X R10000) and are trying to run our
applications on it. Since it is the first time we are playing with a
multiprocessor machine, we were expecting lots of troubles. We actually got
only one so far : when using textures, the program (that works ok on IRIX 5.3,
6.2 and 6.3 on an Indigo Max Impact, an Impact and an O2) crashes and says :

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

When applying a pfTexEnv. (tenv->apply())

Does anyone has a clue ?

Thanks,

  Didier

-- 
Didier Guzzoni 
VRAI group, 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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Subject: At my wit's end...
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Status: O

Hi Performers,


I have been trying for days to figure out what is wrong in my pf app. To no
avail. As I said in a previous post my app. crashes or corrupts memory when it
tries to allocate a block of memory from the shared arena:

index = (ushort *)pfMalloc(n*sizeof(ushort),pfGetSharedArena());   (*)
(n is reasonably small)

I suspected a possible memory leak occuring prior to this allocation. I used
Purify (wich btw only works on our Onyx and not on Indigos, Impacts etc. as
Anita rightly pointed out)

I got the following error:
      ZPW: Zero page write
      This is occurring while in:
            _lmalloc       [amalloc.c:720]
            _amalloc       [amalloc.c:76]
            pfMemory::operator new(unsigned int,unsigned int,void*)
[pfMemory.C:94]
            pfMemory::malloc(unsigned int,void*) [pfMemory.C:369]
            pfMalloc       [cMemory.C:30]
            ComputeIndex   [Private_libpfRTD.c:534]
      Writing 4 bytes to 0x40

and of course line 534 refers to the line I wrote above and marked with a (*).

The interesting point is that when I redirected the amalloc,afree,arealloc
functions to call their Unix counterparts, thus allocating everything from the
heap and forced the execution in PFMP_APPCULLDRAW mode, the problem vanished!


I would appreciate any hint on this shared memory problem,


Amaury.

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9707160733.ZM6135@quid.csd.sgi.com>
Date: Wed, 16 Jul 1997 07:33:35 -0700
In-Reply-To: =?iso-8859-1?Q?remi=40remi=2Eengr=2Esgi=2Ecom_=28R=E9mi_Arnau?=
 =?iso-8859-1?Q?d=29
 _______=22Re=3A_sproc_vs_Performers_version=22_=28Jul_15=2C_10=3A08pm=29?=
References: <199707160508.WAA18311@remi.engr.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: verdi@piano.ucsd.edu (Tom Impelluso)
Subject: Re: sproc vs Performers version
Cc: info-performer-request@sgi.com
Mime-Version: 1.0
Content-Type: multipart/mixed;
	boundary="PART-BOUNDARY=.19707160733.ZM6135.csd.sgi.com"
Status: O


--PART-BOUNDARY=.19707160733.ZM6135.csd.sgi.com
Content-Description: Text
Content-Type: text/plain ; charset=iso-8859-1
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X-Zm-Decoding-Hint: mimencode -q -u 

You'd also want to make sure you have the latest kernel rollup patch for =
your
OS, ( patch 2121 should be latest for you ). There were some problems ( f=
ixed
in patches ) with scheduling eg lightwieght processes taking too much CPU=
=2E

Cheers
Rob

On Jul 15, 10:08pm, R=E9mi Arnaud wrote:
> Subject: Re: sproc vs Performers version
> Tom Impelluso wrote:
> >
> > Hello,
> >
> > I will be working on an 2,3 or 4 CPU Octane.
>
>  Really ? I thought Octanes were limited to 2 Cpus.
>
> > I want to do the normal app-cull-draw of Performer.
> >
> > I would like to reserve one CPU for a numerical code
> > to be sproc'd by the Performer code before the main loop.
> >
> [... part removed ...]
> >
> > Basically,
> >
> > I would like to ALWAYS use one CPU for a number crucher and NOTHING E=
LSE.
>
>  use sysmp(MP_MUSTRUN_PID,... and sysmp(MP_ISOLATE, cpu);
>  be sure to run the program as 'root'. Only the super user has the righ=
t
>  to isolate cpus.
>
> >
> > Sometimes, I will have 3 CPUS for the remaining Performer code.
> > Sometimes 1, or 2.
> >
> > I will likely add the lines: pfMultiprocess( (int) atoi( argv[2] ));
> > or something to choose how many CPU's will run the viz part.
> >
> > Regardless...
> >
> >
> > I want to ensure that the Octane's load balancing system
> > does not USE a designated  CPU for anything else except what I say.
> >
> > I understand that Performer will do internal sproc's, but I do not
> > want some sort of sproc collision?
>
>  Performer does fork, not sproc.
>
> >
> > Could someone advise me?
>
>  the code is in libpfutil/lockcpu.c
>
>  You have the source, feel free to change it to your own needs.
>
>     _  /              _             _
>    |_) _ ._ _ o   /\ |_)|\ | /\ | || \
>    | \(/_| | ||  /--\| \| \|/--\|_||_/
>
>-- End of excerpt from R=E9mi Arnaud



-- =

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

--PART-BOUNDARY=.19707160733.ZM6135.csd.sgi.com--

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From: verdi@piano.ucsd.edu (Tom Impelluso)
Message-Id: <199707161627.JAA12385@imm.ucsd.edu>
To: info-performer@sgi.com
Subject: sproc FOLLOW-UP
Status: O

Hello,

This is a follow-up to my question on sproc() vs fork() with Performer.

I have now learned that an Octane has only two CPU's  ;-)

next...

Basically, there will be two codes:
finite_element.c
performer.c

(FYI: finite_element is an INTENSE numerical algorithm)

They need to talk.

First question:

Should I have a main that will sproc/fork BOTH finite_element.c
and performer.c
OR
Should performer.c's main()  sprock/fork the finite_element.c
Should finite_element.c's main() sprock/fork the performer.c

That is really stated for rhetorical reasons...
I must admit it is an issue I alone must think about and few can
advise, but I thought I would toss it out.

However, in that context, this question may be more meaninful,
and is troubling me...

Suppose I used fork()
The main would fork() and exec()
the performer() and the finite_element().

But, then, I would have to have shared memory set up to allow the
finite_element() and the perfomer() to communicate.

Then, someone suggested sproc().


As I understand, sproc() is like fork(), but the sproc()'ed  process is
in the same address space.  Thus, I can obviate the necessity for
shared memory.  and all that expensive overhead.

But, from what I read, sproc() is "like" a lightweight thread.

Thus, I would ASSSUME that sproc() is "designed" for such a purpose;
i.e. LIGHTweight.

Now, my spine tingles when I envision finite_element() as a lightweight
process --- far from it.  It is a huge algorithm with MANY MANY variables.

However, so far, it seems that having the performer.c sproc() the
finite_element.c seems reasonable; seems like it should work.

But I fear that I will shortly collide with some internal design problem...
afterall, in a strict philosophical sense, I am using sproc() to 
create a child that is VERY FAR from being a lightweight process.

i.e. I assume sproc CAN be in the same address space but only BECAUSE
it tacitly assumes the sproc`d code will be SMALLER than the daddy.
and that assumption of a smaller child is intinsic to the success of sproc().

Could you tell me if I will encounter a problem?
Should I stick with fork() and shared memory?

Tom


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Date: Wed, 16 Jul 1997 11:29:41 -0700
From: zhz@dandan.engr.sgi.com (Jenny Zhao)
Message-Id: <199707161829.LAA00856@dandan.engr.sgi.com>
To: perfly@segolene.roazhon.inra.fr
Subject: Re: how to create ASD terrain file from binary square DEM
Cc: info-performer@sgi.com
Status: O


mail from perfly@segolene.roazhon.inra.fr
> is there any free soft or informations on creating 
> ASD (Active Surface Definition) terrain file. 
> My input is a binary square DEM (Digital Elevation Model).

in performer 2.2, there will be a pfdu routine that builds
an even grid ASD data structure. the file is pfdBuildASD.c
based on this routine, 2.2 will provide DEM, DTED, ARCINFO,
and sgi black and white image file loaders.

once you receive 2.2, you will be able to load
the square DEM directly into perfly or save it as a .pfb file.
granted that the loader is just a simple example of
how to construct the ASD data structures, it will
get you started.

since it is very simple, uniform grid like structure, 
you will see very obvious morphings as you fly. 
we encourage people to incorporate their own
favorite terrain modeling algorithms into their ASD constructions.

we will also ship a simple sample program, simpleASD.c in pguide,
to demonstrate how ASD triangles morph and fit together.


Jenny Zhao                                   
zhz@engr.sgi.com                    
415 933-5091 (Voice)           
415 965-2658 (Fax)         
Silicon Graphics - IRIS Performer      
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Wed, 16 Jul 1997 15:19:54 -0500
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Subject: pfEarthSky
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Status: O

Howdy,

Two problems:

We have a problem with the pfEarthSky command.  Near the horizon, some pixels
are showing up light blue on the earth and some pixels in the sky are green.
 The dots are fixed in the environment and move as your viewpoint moves.

1.  Is there a known bug with pfEarthSky?


Along the same lines, as we rotate about the x-axis, the horizon line becomes
corrupted in the left and right views.  It seems as if the redraw is not
happening correctly.

2. Any ideas?


Thanks,

Renjye

-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
     (_Y_.)'  ._   )  `._ `. ``-..-'  Phone(O) :(409) 845-0729      
   _..`--'_..-_/  /--'_.' ,'               (H) :(409) 691-8570
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Date: 16 Jul 1997 10:55:11 -0500
From: "Jerry Edsall" <jedsall@fasainteractive.com>
Subject: Re: model view matrix and r
To: "Angus Dorbie" <dorbie@multipass.asd.sgi.com>, info-performer@sgi.com
Status: O

RE>>model view matrix and r
Actualy I'm not using gl's coordinates.  I'm using a multi-platform simulation
architecture that is y up.  We have a very specific and defined layer between
the renderer and simulation.  The idea is that any diffrences between the
simulation and performer is the video layers problem.  I was doing what you just
suggested already, which is :

y=-z
z=y
roll=-roll

But this required me decompose my matrix from the simulation to figure out what
the xyz ypr was.  So what you said about reording the multiplication order helped
and I figured it out.  What I needed to do was a simularity transform on my
simulation matrix.  Since that was orthagonal ( 90 degrees ) I just had to
reorder the matrix and change some signes.  

Thanks for the help.

Jerry


------------------------------
Date: 7/16/97 5:36 AM
To: Edsall, Jerry
From: Angus Dorbie

On Jul 15, 12:06pm, Jerry Edsall wrote:
> Subject: Re: model view matrix and r
> RE>>model view matrix and rotatio
> So how do you convert from a gl matrix to a performer matrix?
>
> Jerry

There's just a view orientation difference. So there's no conversion,
there will be a pre viewing 90 degree rotate around x on the mviewing stack
so conceptually y & z mean different things.
As I've said this is for the z up coordinate system imposed by performer.

So

pf_x == gl_x
pf_y == -gl_z
pf_z == gl_y

gl_x == pf_x
gl_y == pf_z
gl_z == -pf_y

If you really insist on using gl coordinates you can add a pfSCS above
the scene graph with a 90 degree x rotate and pre & post multiply the
viewing matrix by +ve & -ve 90 degree x rotations. If you do this
then conceptually you end up with OpenGL style coordinates in all
Channel, DCS & SCS matrices.

This is what I did with Divisions Performer implementation of dPL you
may be familiar with, and why the implementation is able to easily
handle the Y = up coordinates of dPL.

There are simpler ways but performer coordinate stuff like the
isector partitioning & earth sky would suffer as a result (if you
decided you needed them).

BTW I think there is also me a row vs column difference for OpenGL, I'm
not sure about this. But it's easy to figure this part.

Cheers,Angus.
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707151928.ZM27487@multipass.asd.sgi.com>
In-Reply-To: "Jerry Edsall" <jedsall@fasainteractive.com>
        "Re: model view matrix and r" (Jul 15, 12:06pm)
References: <9707151916.AA15565@uu10.psi.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Jerry Edsall" <jerry_edsall.chic#u#pc@fasainteractive.com>,
info-performer@sgi.com
Subject: Re: model view matrix and r
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9707161321.ZM20641@logan.engr.multigen.com>
Date: Wed, 16 Jul 1997 13:21:41 -0700
In-Reply-To: David Chan <tfchan@cse.cuhk.edu.hk>
        "multigen loader problem" (Jul 16,  8:30am)
References: <Pine.SOL.3.91.970716081350.26425A-100000@sparc53.cs.cuhk.hk>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Jul 16,  8:30am, David Chan wrote:
> I encounter a message while loading multigen model (version 15.1)
> by using performer 2.2 and OpenFlight loader R15.3 BETA_07:
>
> PF Notice/Assert: convTree(filename.flt) unexpected record 0 "undefined"
> found.
>
> Is it a problem of loader?

This is not a problem that I've encountered. I say that you're loading a V15.1
file. This version is most common with E&S and NT versions of MultiGen or
GameGen. Does your file come from an NT machine?

If so it may contain E&S extension records that are unknown to the loader. It's
remotely possible that the file is also little endian, whereas the loader
expects big endian files.

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: Sami Shalabi <Sami.Shalabi@imag.fr>
Organization: MIT Computer Graphics Group
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Status: O

Hi,

I am new to using performer and was wondering if anyone has used
performer with an interface builder before (such as Rapidapp or xforms).
Does using code generated from rapidapp severly slow down performer and
Does it performer easily plug into rapidapp?

Any advice/code examples would be greatly appreciated...

Regards,
Sami

-- 

----------------------------------------------------------------
Sami Shalabi                        shalabi@graphics.lcs.mit.edu
410 Memorial Drive		            shalabi@media.mit.edu
Cambridge MA 02139				  shalabi@mit.edu
USA
	    WWW : http://graphics.lcs.mit.edu/~shalabi/
           Wasting time is an important part of living 

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From guest  Wed Jul 16 19:39:41 1997
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9707161355.ZM2122@quid.csd.sgi.com>
Date: Wed, 16 Jul 1997 13:55:29 -0700
In-Reply-To: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
        "Octane problem" (Jul 16,  3:06pm)
References: <9707161506.ZM14241@imtsg12.epfl.ch>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>, info-performer@sgi.com
Subject: Re: Octane problem
Mime-Version: 1.0
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Status: O

Assuming that all the standard demos run OK in multiproc mode then does your
app run OK if you force single proc mode ( APPCULLDRAW ) ?

Make sure you have the recommended patches ( lists off Silicon Junction ) but
at least including the gfx patch 1945 ( or maybe actually it's replacement,
1953 ).

Cheers
Rob

On Jul 16,  3:06pm, Didier Guzzoni wrote:
> Subject: Octane problem
> Hi Performers,
>
> We have just received an Octane (2 X R10000) and are trying to run our
> applications on it. Since it is the first time we are playing with a
> multiprocessor machine, we were expecting lots of troubles. We actually got
> only one so far : when using textures, the program (that works ok on IRIX
5.3,
> 6.2 and 6.3 on an Indigo Max Impact, an Impact and an O2) crashes and says :
>
>   PF Fatal/SysErr:   _pfDirtCheck: pfRealloc of 0 bytes returned NULL.
>
> When applying a pfTexEnv. (tenv->apply())
>
> Does anyone has a clue ?
>
> Thanks,
>
>   Didier
>
> --
> Didier Guzzoni
> VRAI group, Swiss Federal Institute of Technology
> Phone : ++41 21 693 3823   e-mail : guzzoni@imtsg7.epfl.ch
> Fax   : ++41 21 693 6540
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Didier Guzzoni



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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From guest  Wed Jul 16 22:57:21 1997
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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9707161726.ZM6868@tracey.triavest.com>
Date: Wed, 16 Jul 1997 17:26:52 -0700
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Subject: transparent textures
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Status: O

Hello:

	I am trying to map an image of a neon sign (created in Photoshop)
with alpha onto a geometry. The image has the sign in the middle with neon
like light emanating from it which slowly merges with the blackness around
the sign. This image with its geometry is in an Inventor file which gets
loaded into my application through pfiv (BTW : the version of pfiv that I have
didn't have transparency enabled, so I added the lines :

	if ( numComponents == 4 )
         {
          cbd->dummyGState->setMode(PFSTATE_TRANSPARENCY, PFTR_ON);
	 }

in the routine 'getTexture').

Anyway, the problem is that when this texture gets loaded, the neon light
around the sign appears completely banded with each band having a single
level of colour. The change in colour from the neon light colour to black
(completely transparent) is not smooth at all. What else should I set to make
it smooth?

I have already tried recreating a fresh image of very large size and mapping
that, but to no avail.

I am using OpenGL, RE2, 5.3, pf 2.0.1. I do not have glxinfo to find out the
visual that pf window might actually be using. Doesn't RE2 come with
glxinfo? Is it possible to install it from somewhere?

Thanks for any help.

-anita

kishore@triavest.com

-- 
Anita Kishore
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From guest  Thu Jul 17 00:23:21 1997
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	Wed, 16 Jul 1997 21:39:09 -0400 (EDT)
Message-ID: <33CD7756.191D3173@peril.com>
Date: Wed, 16 Jul 1997 21:37:26 -0400
From: Glenn Waldron <gwaldron@peril.com>
Reply-To: gwaldron@peril.com
Organization: Peril Technologies
X-Mailer: Mozilla 4.01 [en] (Win95; I)
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To: Tom Impelluso <verdi@piano.ucsd.edu>
CC: info-performer@sgi.com
Subject: Re: sproc FOLLOW-UP
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Tom Impelluso wrote:
>
> This is a follow-up to my question on sproc() vs fork() with Performer.
...
> As I understand, sproc() is like fork(), but the sproc()'ed  process is
> in the same address space.  Thus, I can obviate the necessity for
> shared memory.  and all that expensive overhead.
> 
> But, from what I read, sproc() is "like" a lightweight thread.
...
> But I fear that I will shortly collide with some internal design problem...
> afterall, in a strict philosophical sense, I am using sproc() to
> create a child that is VERY FAR from being a lightweight process.

"lightweight" in this context doesn't mean the thread can't do a lot of
work.  Speculation: I believe it means that the system overhead involved
in
maintaining it as a separate thread (context switching, etc) is lower
than
for a formal process.

sproc() is powerful and perfect for applications like yours -- I do it
all the time and it always works great.  BTW, although you don't need
shared
memory, you should still use semaphores to meter access to the data
space
you're sharing.

Also, you can use sysmp(MP_ISOLATE,...) to dedicate a processor.  This
works
for normal processes; I've never tried it on an sproc() thread.  Just
don't
try to isolate to CPU 0..

enjoy, glenn.

-- 
Glenn Waldron - Technical Director
Peril Technologies - 2200 Wilson Blvd Ste 102-328 - Arlington VA 22201
mailto:gwaldron@peril.com - http://www.peril.com - voice: 703.598.7835
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From: David Chan <tfchan@cse.cuhk.edu.hk>
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To: info-performer <info-performer@sgi.com>
Subject: Re: multigen loader problem
In-Reply-To: <9707161321.ZM20641@logan.engr.multigen.com>
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Hi,
	I am using GameGenII for NT. Are there any way to avoid this kind of 
messages? Since sometimes there many this kind of message while loading 
one models, sometime no this kind message. 
	BTW, what is E&S extension records and "little endian of a file"?

	Thanks.
	David.

> > by using performer 2.2 and OpenFlight loader R15.3 BETA_07:
> >
> > PF Notice/Assert: convTree(filename.flt) unexpected record 0 "undefined"
> > found.
> >
> > Is it a problem of loader?
> 
> This is not a problem that I've encountered. I say that you're loading a V15.1
> file. This version is most common with E&S and NT versions of MultiGen or
> GameGen. Does your file come from an NT machine?
> 
> If so it may contain E&S extension records that are unknown to the loader. It's
> remotely possible that the file is also little endian, whereas the loader
> expects big endian files.
> 
> Regards.
> --
> + Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
> + Multigen Inc.                         http://www.multigen.com    +
> + 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
> + Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 

		Bye!

		David


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From: Nigel Jenkins <nej@cs.nott.ac.uk>
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To: Anita Kishore <kishore@triavest.com>
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Subject: Re: transparent textures
References: <9707161726.ZM6868@tracey.triavest.com>
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Anita Kishore wrote:
> 
> Anyway, the problem is that when this texture gets loaded, the neon light
> around the sign appears completely banded with each band having a single
> level of colour. The change in colour from the neon light colour to black
> (completely transparent) is not smooth at all. What else should I set to make
> it smooth?
> 

I've had a similar problem using our Onyx IR, and I found that in our
case it seems to
be caused by antialiasing.  When antialiasing is on you get the baned
transparency, and nice smooth lines on the rest of the model, but with
the antialiasing off you get nice smooth transparency, but nasty jagged
lines on the rest of the model!

What I think is happening (and I could well be completely wrong) is that
the antialiasing somehow reduces the colour depth during its bit of
processing, and so even though the pixel depth of the buffer you are
rendering to is the same as it is with AA off, the colours coming out of
the AA algorithm are at a much lower depth at so you get the bands.

I would be very interested to know if you find any solutions..

Nigel

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


Technical Consultant

CIMI - Centre for Industrial and Medical Informatics

Unit 8 William Lee Buildings
Highfields Science Park
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Nottingham 
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UnitedKingdom

Tel:    +44 (0115) 956 8990
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Good news:

> in performer 2.2, there will be a pfdu routine that builds
> an even grid ASD data structure. the file is pfdBuildASD.c
> based on this routine, 2.2 will provide DEM, DTED, ARCINFO,
> and sgi black and white image file loaders.
> 

when will performer 2.2 be available ?
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From: simon@hal.wgs.estec.esa.nl (Simon Mills)
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To: kishore@triavest.com
Subject: Re: transparent textures
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On Wed, 16 Jul 1997 17:26:52 -0700 "Anita Kishore" <kishore@triavest.com> wrote:

> 	I am trying to map an image of a neon sign (created in Photoshop)
> with alpha onto a geometry. The image has the sign in the middle with neon
> like light emanating from it which slowly merges with the blackness around
> the sign. This image with its geometry is in an Inventor file which gets
> loaded into my application through pfiv (BTW : the version of pfiv that I have
> didn't have transparency enabled, so I added the lines :
> 
> 	if ( numComponents == 4 )
>          {
>           cbd->dummyGState->setMode(PFSTATE_TRANSPARENCY, PFTR_ON);
> 	 }
> 
> in the routine 'getTexture').
> 
> Anyway, the problem is that when this texture gets loaded, the neon light
> around the sign appears completely banded with each band having a single
> level of colour. The change in colour from the neon light colour to black
> (completely transparent) is not smooth at all. What else should I set to make
> it smooth?

I have also encountered problems like this because by default the RE2 uses
multisample transparency since it's faster than alpha transparency. For me
the fix was to explicitly set a pfGeoState that uses alpha transparency with

pfGStateMode(geoState, PFSTATE_TRANSPARENCY,
	PFTR_BLEND_ALPHA | PFTR_NO_OCCLUDE);
	
This allows smooth transitions in transparency and avoids the transparency
quantisation effects in multisample transparency. Hope it helps.

Regards, Simon

----------------------------------------------------------------------------
Simon Mills
System Simulation Section (WAS)
Automation & Informatics Department
European Space Research And Technology Centre (ESTEC)
Postbus 299                           e-mail:   simon@wgs.estec.esa.nl
2200AG Noordwijk                      phone:    +31-(0)71-565-3725
The Netherlands                       fax:      +31-(0)71-565-5419
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: "Anita Kishore" <kishore@triavest.com>
        "transparent textures" (Jul 16,  5:26pm)
References: <9707161726.ZM6868@tracey.triavest.com>
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To: "Anita Kishore" <kishore@triavest.com>, info-performer@sgi.com
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On Jul 16,  5:26pm, Anita Kishore wrote:
> Subject: transparent textures
> Hello:
>
> 	I am trying to map an image of a neon sign (created in Photoshop)
> with alpha onto a geometry. The image has the sign in the middle with neon
> like light emanating from it which slowly merges with the blackness around
> the sign. This image with its geometry is in an Inventor file which gets
> loaded into my application through pfiv (BTW : the version of pfiv that I
have
> didn't have transparency enabled, so I added the lines :
>
> 	if ( numComponents == 4 )
>          {
>           cbd->dummyGState->setMode(PFSTATE_TRANSPARENCY, PFTR_ON);
> 	 }
>
> in the routine 'getTexture').
>
> Anyway, the problem is that when this texture gets loaded, the neon light
> around the sign appears completely banded with each band having a single
> level of colour. The change in colour from the neon light colour to black
> (completely transparent) is not smooth at all. What else should I set to make
> it smooth?
>

The problem is multisample transparency.

You need transparency of PFTR_BLEND_ALPHA in the neon geostate.

There is a better way for neon lights though.

You actually want to specify a blendfunction of one, one
so get rid of all the alpha in the image and force this
glBlendFunc in a callback again with blended transparency.

Cheers,Angus.

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From: "Sharon Clay" <src@rose.engr.sgi.com>
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Date: Thu, 17 Jul 1997 02:19:26 -0700
In-Reply-To: Glenn Waldron <gwaldron@peril.com>
        "Re: sproc FOLLOW-UP" (Jul 16,  9:37pm)
References: <199707161627.JAA12385@imm.ucsd.edu>  <33CD7756.191D3173@peril.com>
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+>---- On Jul 16,  9:37pm, Glenn Waldron wrote:
> Subject: Re: sproc FOLLOW-UP
->
->Tom Impelluso wrote:
->>
->> This is a follow-up to my question on sproc() vs fork() with Performer.
->...
->> As I understand, sproc() is like fork(), but the sproc()'ed  process is
->> in the same address space.  Thus, I can obviate the necessity for
->> shared memory.  and all that expensive overhead.
->> 
->> But, from what I read, sproc() is "like" a lightweight thread.
->...
->> But I fear that I will shortly collide with some internal design problem...
->> afterall, in a strict philosophical sense, I am using sproc() to
->> create a child that is VERY FAR from being a lightweight process.
->
->"lightweight" in this context doesn't mean the thread can't do a lot of
->work.  Speculation: I believe it means that the system overhead involved
->in
->maintaining it as a separate thread (context switching, etc) is lower
->than
->for a formal process.

Yes.  FYI, Creation of a sproced process is also NOT lightweight!
All processes in the share group will take a big hit when one
of them sproce a new process so you want to do all process creation
if at all possible up front.

You also want to do this after pfConfig() so that only the parent 
of the sproc has a the room for this process (stack, etc.) allocated.

->sproc() is powerful and perfect for applications like yours -- I do it
->all the time and it always works great.  BTW, although you don't need
->shared
->memory, you should still use semaphores to meter access to the data
->space
->you're sharing.
->
->Also, you can use sysmp(MP_ISOLATE,...) to dedicate a processor.  This
->works
->for normal processes; I've never tried it on an sproc() thread.  Just

Works fine on a sproc thread.

->don't
->try to isolate to CPU 0..

Right :-)
src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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To: Anita Kishore <kishore@triavest.com>
CC: info-performer@sgi.com
Subject: Re: transparent textures
References: <9707161726.ZM6868@tracey.triavest.com>
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in man pfTexture you find:

          PFTEX_RGBA_4                  16-bit texels.  The default 4
                                        component internal format.

means even when your original texture is a 32 bit image it gets
scrambled into 16 bit texels on default by performer. to my knowledge
the pfiv loader doesnt touch that format bit at all. so two choices:
1. manipulate the loader to explicitly set the internal textures format.
or
2. after loading the scene, traverse the performer scene graph, collect
all pfTextures from all pfGeoStates on all pfGeodes and overwrite the
internal format setting on them.

the default setting is to save precious tex mem resources, so when
possible you should change to RGBA_8 selectivly, not in general. 

dirk.

look for PFTEX_INTERNAL_FORMAT in the man page.

Anita Kishore wrote:
> 
> Hello:
> 
>         I am trying to map an image of a neon sign (created in Photoshop)
> with alpha onto a geometry. The image has the sign in the middle with neon
> like light emanating from it which slowly merges with the blackness around
> the sign. This image with its geometry is in an Inventor file which gets
> loaded into my application through pfiv (BTW : the version of pfiv that I have
> didn't have transparency enabled, so I added the lines :
> 
>         if ( numComponents == 4 )
>          {
>           cbd->dummyGState->setMode(PFSTATE_TRANSPARENCY, PFTR_ON);
>          }
> 
> in the routine 'getTexture').
> 
> Anyway, the problem is that when this texture gets loaded, the neon light
> around the sign appears completely banded with each band having a single
> level of colour. The change in colour from the neon light colour to black
> (completely transparent) is not smooth at all. What else should I set to make
> it smooth?
> 
> I have already tried recreating a fresh image of very large size and mapping
> that, but to no avail.
> 
> I am using OpenGL, RE2, 5.3, pf 2.0.1. I do not have glxinfo to find out the
> visual that pf window might actually be using. Doesn't RE2 come with
> glxinfo? Is it possible to install it from somewhere?
> 
> Thanks for any help.
> 
> -anita
> 
> kishore@triavest.com
> 
> --
> Anita Kishore
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707170429.ZM29822@multipass.asd.sgi.com>
In-Reply-To: David Chan <tfchan@cse.cuhk.edu.hk>
        "Re: multigen loader problem" (Jul 17, 12:01pm)
References: <Pine.SOL.3.91.970717114529.28337A-100000@sparc54.cs.cuhk.hk>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: David Chan <tfchan@cse.cuhk.edu.hk>,
        info-performer <info-performer@sgi.com>
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On Jul 17, 12:01pm, David Chan wrote:
> Subject: Re: multigen loader problem
> Hi,
> 	I am using GameGenII for NT. Are there any way to avoid this kind of
> messages?

Hey, this is info-performer :-)
Surely you have loader source?

> Since sometimes there many this kind of message while loading
> one models, sometime no this kind message.
> 	BTW, what is E&S extension records and "little endian of a file"?
>

E&S == Evans and Sutherland, ie extensions specific to E&S image
generator capabilities which your file parser doesn't recognise or
utilise.

endianness is the byte ordering of binary records which varies across
platforms due to design differences.
ie if I write a binary integer on a PC and read it as a binary integer
on an SGI the high order byte on the PC would end up in the low order
byte space on the SGI, etc, due to the respective assumptions that the
record ordering on the disk matches the native memory system.

Cheers,Angus.

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Date: Thu, 17 Jul 1997 07:54:48 -0400 (EDT)
From: Peter Plachta <pplachta@sim6.dciem.dnd.ca>
To: info-performer@sgi.com
Subject: GeoSets
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Hi

 I have a slight problem with pfGeoSets - I change the colour of 
my pfGeoSet, enable lighting (I set PFSTATE_ENLIGHTING in a pfGeoState 
attached to the scene), attach a light to the scene & attach 
the GeoSet to the scene (through a pfGeode), but my set is not shaded. I 
compute the normals using cross product.

 When run on an Iris-GL, it always results in a white flat-shaded set.
 On an Open-GL, it's the right colour, but it is still flat-shaded.

 Any ideas would be appreciated

 Thanks,

	Peter

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Date: Thu, 17 Jul 1997 13:11:03 +0200 (CEST)
From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
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To: Anita Kishore <kishore@triavest.com>
cc: info-performer@sgi.com
Subject: Re: transparent textures
In-Reply-To: <9707161726.ZM6868@tracey.triavest.com>
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On Wed, 16 Jul 1997, Anita Kishore wrote:

> Hello:
> 
> 	I am trying to map an image of a neon sign (created in Photoshop)
> with alpha onto a geometry. The image has the sign in the middle with neon
> like light emanating from it which slowly merges with the blackness around
> the sign. This image with its geometry is in an Inventor file which gets
> loaded into my application through pfiv (BTW : the version of pfiv that I have
> didn't have transparency enabled, so I added the lines :
> 
> 	if ( numComponents == 4 )
>          {
>           cbd->dummyGState->setMode(PFSTATE_TRANSPARENCY, PFTR_ON);
5q> 	 }
> 
> in the routine 'getTexture').
> 
> Anyway, the problem is that when this texture gets loaded, the neon light
> around the sign appears completely banded with each band having a single
> level of colour. The change in colour from the neon light colour to black
> (completely transparent) is not smooth at all. What else should I set to make
> it smooth?
> 
> I have already tried recreating a fresh image of very large size and mapping
> that, but to no avail.
> 
> I am using OpenGL, RE2, 5.3, pf 2.0.1. I do not have glxinfo to find out the
> visual that pf window might actually be using. Doesn't RE2 come with
> glxinfo? Is it possible to install it from somewhere?
> 
> Thanks for any help.
> 
> -anita
> 
> kishore@triavest.com
> 
> -- 
> Anita Kishore
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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> 

Hello Anita. 

Try changing the transparency mode to PFTR_HIGH_QUALITY in order to get a
smoother change in the neon light colour. I also work with a Onyx RE2 and
had the same problem with transparency. 

Respect to the glxinfo command, it is located in /usr/sbin/glxinfo
(almost, in the RE2 I used to work).

Hope this helps.



_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Joaquin Casillas          | email: jcasilla@glup.eleinf.uv.es            _/
_/ ARTEC (LISITT)            | 					            _/
_/ Dept. Electr. & Informat. | 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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Message-Id: <199707171033.TAA17468@dimwit.dst.nk-exa.co.jp>
To: Dirk Luesebrink <crux@artcom.de>
Cc: info-performer@sgi.com
Subject: Re: How to change Input Window 
In-reply-to: Your message of "Wed, 16 Jul 1997 07:39:07 JST"
References: <199707160153.KAA15646@dimwit.dst.nk-exa.co.jp>  <33CCB2DB.2781@artcom.de> 
Date: Thu, 17 Jul 1997 19:33:29 +0900
From: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
Status: O

Thank you for your reply, Dirk!
However...

^) you can read the x window events of the performer window from anywhere,
^^) also another process. finally performer ends up on a Xwindow, which you
^^) can access. when the performer window is opened you can:

What I want to do is...

motif-app (launcher):
  invoke a performer-app and send the value of XtWindow(widget) to the perf-app.
  after creating some managedWidgets...
    XtRealizeWidget( toplevel );
    Window xWin = XtWindow(widget);
    sprintf( cmd, "perf-app %d", xWin );
    system( cmd );
    XtMainLoop()

perf-app:
  process all of the performer-work such as drawing, event processing, etc.
  after creating Shared->pw...
    Shared->pw->setWSWindow( XOpenDisplay( NULL ), xWin )

I tried this with very very simple motif-app and simple perf-app (complex.C).
In this case, Drawing works very well, but perf-app can't process events because of
an error...

X Error of failed request:  BadAccess (attempt to access private resource denied)
  Major opcode of failed request:  2 (X_ChangeWindowAttributes)
  Serial number of failed request:  153
  Current serial number in output stream:  159

This error occurs at the XSelectInput(pfGetCurWSConnection(),...) in the InitXInput().

I'm not familier with X-development, so I think someone know some workarounds about this...

Thanks,
--
M.Y.

^^) performer app:
^^) 
^^) 	pfPipeWindow* pw // is open
^^) 
^^) 		// get the window
^^) 	Window xw = pw->getWSWindod();
^^) 		// and the X connection
^^)         const char* con = pf->getWSConnectionName();
^^) 
^^) now the performer app can continue. by some magic IPC you pass w and con
^^) to another process which now can:
^^) 	
^^) x event reader and decoder:
^^) 
^^) 		// open your OWN ! connection to Window Manager
^^)     	Display* display = XOpenDisplay(con);
^^) 		// ask for the events he want from the Performer Window
^^)     	long e_mask = 	KeyPressMask | KeyReleaseMask |
^^) 			ButtonPressMask | ButtonReleaseMask |
^^)                     	PointerMotionMask;
^^)     	XSelectInput(display, xw, e_mask);
^^) 
^^) 		// and forever read events...
^^)     	XEvent e;
^^)     	while(1) {
^^)         	XWindowEvent(display, xw, e_mask, &e);
^^)         	cerr << "e type = " << e.type << endl;
^^)     	}
^^) 
^^) you now can decode that events in this process and with some more IPC
^^) magic pass higher level Application commands back to your performer
^^) application:
^^) 
^^) performer app:
^^) 	
^^) 	while(1) {
^^) 		pfFrame();
^^) 		
^^) 		read_app_commands_from_somewhere();
^^) 	}
^^) 
^^) works for me. and added design benefit is, that the performer app doesnt
^^) really see window manager events any longer. you can log events and play
^^) them back from disk. sometimes quit usefull.
^^) initially more work, but pays back, pretty soon.
^^) 
^^) dirk.
^^) 
^^) 			
^^) 
^^) 
^^) 
^^) YAMANAKA MASAHIKO wrote:
^^) > 
^^) > Hello all,
^^) > This might be a proper question for this mailing list, however please let me
^^) > ask...
^^) > 
^^) > I made 2 simple test programs.
^^) > 
^^) > One is the launcher which uses some Xt routines like...
^^) > 
^^) >   Widget toplevel = XtInitialize(...);
^^) >   Widget fmWidget = XtVaCreateManagedWidget(...xmFormWidgetClass, toplevel,...);
^^) >   Widget cfWidget = XtVaCreateManagedWidget(...xmFormWidgetClass, fmWidget,...);
^^) >   XtRealizeWidget( toplevel );
^^) > 
^^) >   char cmd[512];
^^) >   sprintf( cmd, "%s %d", argv[1], XtWindow(cfWidget) );
^^) >   system( cmd );
^^) >   XtMainLoop();
^^) > 
^^) > And another is the performer-based application which is launched by launcher.
^^) > In my test, I used complex.C.
^^) > I changed it to...
^^) > 
^^) > after Shared->pw = new pfPipeWindow(p);,
^^) >   Window xWin = (Window)atoi( argv[1] );
^^) >   Shared->pw->setWSWindow( XOpenDisplay(0), xWin );
^^) > 
^^) > As I don't use InitXInput(), it works well, however it doesn't accept any events.
^^) > Otherwise when I use InitXInput(), it doesn't work, so I tried to make new Window
^^) > accepting the events, but I couldn't.
^^) > 
^^) > Of course there is a way making the launcher process the events, send some commands
^^) > to the perf-app, and perf-app reads it with no-wait.
^^) > But I want to let the perf-app accept/process the events.
^^) > 
^^) > Could anyone please direct me?
^^) > 
^^) > Any help will be greatly appreciated!!!
^^) > 
^^) > Thanks,
^^) > --
^^) > M.Y.
^^) > =======================================================================
^^) > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
^^) >             Submissions:  info-performer@sgi.com
^^) >         Admin. requests:  info-performer-request@sgi.com
^^) =======================================================================
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Date: Thu, 17 Jul 1997 07:56:41 -0400
From: Dirk Luesebrink <crux@artcom.de>
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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: Re: transparent textures
References: <9707161726.ZM6868@tracey.triavest.com>
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Status: O

in man pfTexture you find:
 
           PFTEX_RGBA_4                  16-bit texels.  The default 4
                                         component internal format.
 
 means even when your original texture is a 32 bit image it gets
 scrambled into 16 bit texels on default by performer. to my knowledge
 the pfiv loader doesnt touch that format bit at all. so two choices:
 1. manipulate the loader to explicitly set the internal textures
format.
 or
 2. after loading the scene, traverse the performer scene graph, collect
 all pfTextures from all pfGeoStates on all pfGeodes and overwrite the
 internal format setting on them.
 
 the default setting is to save precious tex mem resources, so when
 possible you should change to RGBA_8 selectivly, not in general.
 
 dirk.
 
 look for PFTEX_INTERNAL_FORMAT in the man page.
 
Anita Kishore wrote:
> 
> Hello:
> 
>         I am trying to map an image of a neon sign (created in Photoshop)
> with alpha onto a geometry. The image has the sign in the middle with neon
> like light emanating from it which slowly merges with the blackness around
> the sign. This image with its geometry is in an Inventor file which gets
> loaded into my application through pfiv (BTW : the version of pfiv that I have
> didn't have transparency enabled, so I added the lines :
> 
>         if ( numComponents == 4 )
>          {
>           cbd->dummyGState->setMode(PFSTATE_TRANSPARENCY, PFTR_ON);
>          }
> 
> in the routine 'getTexture').
> 
> Anyway, the problem is that when this texture gets loaded, the neon light
> around the sign appears completely banded with each band having a single
> level of colour. The change in colour from the neon light colour to black
> (completely transparent) is not smooth at all. What else should I set to make
> it smooth?
> 
> I have already tried recreating a fresh image of very large size and mapping
> that, but to no avail.
> 
> I am using OpenGL, RE2, 5.3, pf 2.0.1. I do not have glxinfo to find out the
> visual that pf window might actually be using. Doesn't RE2 come with
> glxinfo? Is it possible to install it from somewhere?
> 
> Thanks for any help.
> 
> -anita
> 
> kishore@triavest.com
> 
> --
> Anita Kishore
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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Date: Thu, 17 Jul 1997 06:20:07 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707170620.ZM29970@multipass.asd.sgi.com>
In-Reply-To: Nigel Jenkins <nej@cs.nott.ac.uk>
        "Re: transparent textures" (Jul 17,  8:28am)
References: <9707161726.ZM6868@tracey.triavest.com> 
	<33CDC9A7.167E@cs.nott.ac.uk>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Nigel Jenkins <nej@cs.nott.ac.uk>, Anita Kishore <kishore@triavest.com>
Subject: Re: transparent textures
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

On Jul 17,  8:28am, Nigel Jenkins wrote:
> Subject: Re: transparent textures
> Anita Kishore wrote:
> >
> > Anyway, the problem is that when this texture gets loaded, the neon light
> > around the sign appears completely banded with each band having a single
> > level of colour. The change in colour from the neon light colour to black
> > (completely transparent) is not smooth at all. What else should I set to
make
> > it smooth?
> >
>
> I've had a similar problem using our Onyx IR, and I found that in our
> case it seems to
> be caused by antialiasing.  When antialiasing is on you get the baned
> transparency, and nice smooth lines on the rest of the model, but with
> the antialiasing off you get nice smooth transparency, but nasty jagged
> lines on the rest of the model!

Up until now you are exactly correct.

>
> What I think is happening (and I could well be completely wrong) is that
> the antialiasing somehow reduces the colour depth during its bit of
> processing, and so even though the pixel depth of the buffer you are
> rendering to is the same as it is with AA off, the colours coming out of
> the AA algorithm are at a much lower depth at so you get the bands.
>

Good guess but it's actually caused by multisample transparency instead
of blended. The reason AA affects this is that the same framebuffer
multisample mechanism is used for the full scene anti-aliasing as the
multi-sample transparency. For the same reason, fadeLOD capability
is only available when anti-aliasing. The alpha quantizing is due to
the limited number of multisamples, levels of transparency == # samples
because it's a mask. I think fade LOD gives more levels due to an
additional pixel level spatial dither, but alas not transparency.

You could also try a visual with more AA samples to improve transparency
quality. You should be aware that multi-sample transparency gives you more
transparent fill performance and provides order invariant transparency
rendering, so it may be a desirable thing.

Cheers,Angus.
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Date: Thu, 17 Jul 1997 07:32:59 -0700
From: mtj@babar.engr.sgi.com (Michael T. Jones)
Message-Id: <9707170732.ZM17258@babar.engr.sgi.com>
In-Reply-To: Glenn Waldron <gwaldron@peril.com>
        "Re: sproc FOLLOW-UP" (Jul 16,  9:37pm)
References: <199707161627.JAA12385@imm.ucsd.edu>  <33CD7756.191D3173@peril.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Tom Impelluso <verdi@piano.ucsd.edu>
Subject: Re: sproc FOLLOW-UP
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

On Jul 16,  9:37pm, Glenn Waldron wrote:
> Subject: Re: sproc FOLLOW-UP
> Tom Impelluso wrote:
> >
> > This is a follow-up to my question on sproc() vs fork() with Performer.
> ...
> > As I understand, sproc() is like fork(), but the sproc()'ed  process is
> > in the same address space.  Thus, I can obviate the necessity for
> > shared memory.  and all that expensive overhead.
                        ^^^^^^^^^^^^^^^^^^^^^^^^^^^

FYI, there is no expensive overhead for shared memory on SGI systems.


-- 

praesto et persto,  Phone:415.933.1455   Fax:415.965.2658   MS:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Software, SSG
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
120 Mario 64 Stars  OpenGL/ImageVision/OpenInventor/Performer/Cosmo3D
                    CosmoOpenGL/MolecularInventor/OpenGLOptimizer/...
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Subject: problem with textures getting transparent
To: info-performer@sgi.com
Date: Thu, 17 Jul 1997 17:16:50 +0200 (MET DST)
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Hi,

i have a quit nasty problem with textures getting
blended transparent continually.

E.g.:
If i approach a door some parts of the texture get blended transparent
continually, while some parts of the floor texture get blended opaque.

In our application we use OpenGL to display some GUI's for interactive
objects and of course change some of the OpenGL state bits.

My question is: Which OpenGL states can affect textures in Performer?
Or is there any other solution, perhaps resetting the the Performer
GeoStates?


Sorry for sending this problem to your, but i don't know
a bit of OpenGL.


	Carsten Scharfe
	Heinz Nixdorf Institut
	Paderborn, Germany

	dragon@uni-paderborn.de

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9707170918.ZM2390@quid.csd.sgi.com>
Date: Thu, 17 Jul 1997 09:18:21 -0700
In-Reply-To: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
        "Re: transparent textures" (Jul 17,  1:11pm)
References: <Pine.SGI.3.96.970717130105.7831A-100000@eous.eleinf.uv.es>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: transparent textures
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I guess you're transparency problem is sorted but as a side note: I think
findvis ( and glxinfo) are only 6.2+ so you most likely only have xdpyinfo on
5.3 machines. The glxinfo source is around somewhere. On 6.2 at least glxinfo
and findvis are installed from eoe.sw.gltools

A really good tool for seeing what visual an app is actaully using is xwininfo,
use the -tree option to get the whole window list ( quite a few in most
performer apps ) then the -id option to work out which is the main rendering
window. I'm pretty sure xwininfo was around on 5.3

Cheers
Rob

On Jul 17,  1:11pm, Joaquin Casillas Melendez wrote:
> Subject: Re: transparent textures
> On Wed, 16 Jul 1997, Anita Kishore wrote:
>
> > Hello:
> >
> > 	I am trying to map an image of a neon sign (created in Photoshop)
> > with alpha onto a geometry. The image has the sign in the middle with neon
> > like light emanating from it which slowly merges with the blackness around
> > the sign. This image with its geometry is in an Inventor file which gets
> > loaded into my application through pfiv (BTW : the version of pfiv that I
have
> > didn't have transparency enabled, so I added the lines :
> >
> > 	if ( numComponents == 4 )
> >          {
> >           cbd->dummyGState->setMode(PFSTATE_TRANSPARENCY, PFTR_ON);
> 5q> 	 }
> >
> > in the routine 'getTexture').
> >
> > Anyway, the problem is that when this texture gets loaded, the neon light
> > around the sign appears completely banded with each band having a single
> > level of colour. The change in colour from the neon light colour to black
> > (completely transparent) is not smooth at all. What else should I set to
make
> > it smooth?
> >
> > I have already tried recreating a fresh image of very large size and
mapping
> > that, but to no avail.
> >
> > I am using OpenGL, RE2, 5.3, pf 2.0.1. I do not have glxinfo to find out
the
> > visual that pf window might actually be using. Doesn't RE2 come with
> > glxinfo? Is it possible to install it from somewhere?
> >
> > Thanks for any help.
> >
> > -anita
> >
> > kishore@triavest.com
> >
> > --
> > Anita Kishore
> > =======================================================================
> > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
> >             Submissions:  info-performer@sgi.com
> >         Admin. requests:  info-performer-request@sgi.com
> >
>
> Hello Anita.
>
> Try changing the transparency mode to PFTR_HIGH_QUALITY in order to get a
> smoother change in the neon light colour. I also work with a Onyx RE2 and
> had the same problem with transparency.
>
> Respect to the glxinfo command, it is located in /usr/sbin/glxinfo
> (almost, in the RE2 I used to work).
>
> Hope this helps.
>
>
>
> _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
> _/ Joaquin Casillas          | email: jcasilla@glup.eleinf.uv.es
           _/
> _/ ARTEC (LISITT)            |
					            _/
> _/ Dept. Electr. & Informat. | 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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>-- End of excerpt from Joaquin Casillas Melendez



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Thu, 17 Jul 1997 08:58:13 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707170858.ZM147@multipass.asd.sgi.com>
In-Reply-To: Peter Plachta <pplachta@sim6.dciem.dnd.ca>
        "GeoSets" (Jul 17,  7:54am)
References: <Pine.SGI.3.91.970717075117.13938A-100000@sim6.dciem.dnd.ca>
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To: Peter Plachta <pplachta@sim6.dciem.dnd.ca>, info-performer@sgi.com
Subject: Re: GeoSets
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On Jul 17,  7:54am, Peter Plachta wrote:
> Subject: GeoSets
>
> Hi
>
>  I have a slight problem with pfGeoSets - I change the colour of
> my pfGeoSet, enable lighting (I set PFSTATE_ENLIGHTING in a pfGeoState
> attached to the scene), attach a light to the scene & attach
> the GeoSet to the scene (through a pfGeode), but my set is not shaded. I
> compute the normals using cross product.
>
>  When run on an Iris-GL, it always results in a white flat-shaded set.
>  On an Open-GL, it's the right colour, but it is still flat-shaded.
>
>  Any ideas would be appreciated

This is probably caused by the OpenGL symantic of a colour c4f call
disabling lighting with the lmcolour setting to color. This is a
difference between OpenGL and IrisGL and you would have to modify the
performer material colour mode to correct this.

It's not a bug, just a difference between IrisGL & OpenGL specs.

The flat shading is probably the normals you use, you need different
normals and the appropriate attribut binding and information for smooth
shading.

Cheers,Angus.

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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9707171042.ZM25443@logan.engr.multigen.com>
Date: Thu, 17 Jul 1997 10:42:48 -0700
In-Reply-To: David Chan <tfchan@cse.cuhk.edu.hk>
        "Re: multigen loader problem" (Jul 17, 12:01pm)
References: <Pine.SOL.3.91.970717114529.28337A-100000@sparc54.cs.cuhk.hk>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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On Jul 17, 12:01pm, David Chan wrote:
> marcus wrote:
> > This is not a problem that I've encountered. I say that you're loading a
                                                   ^^^
I meant "see".

> > V15.1 file. This version is most common with E&S and NT versions of
MultiGen
> > or GameGen. Does your file come from an NT machine?
> >
> > If so it may contain E&S extension records that are unknown to the loader.
> > It's remotely possible that the file is also little endian, whereas the
> > loader expects big endian files.
>
> I am using GameGenII for NT. Are there any way to avoid this kind of
> messages?

Perhaps you can email a small file the exhibits the problem? I'd like to
examine it ans see exactly what's happening.

> Since sometimes there many this kind of message while loading
> one models, sometime no this kind message.

Is there any common content to the problem files? like BSP's? or instancing? or
rgbmode colors? etc.

> BTW, what is E&S extension records and "little endian of a file"?

Evans & Sutherland oem's MultiGen v1.1 for NT and also extends the OpenFlight
V15.1 format to directly support some features of their Image Generators. The
loader doesn't understand any such extension records.

Endian refers to the ordering of bytes in a word that a cpu reads and writes.
Intel based computers are little endian, while SGI computers are big endian.
The loader can only read big endian files. The reason why I said this was
remotely possible is because  pre-release GameGen v1.0 for NT wrote little
endian OpenFlight files. Since OpenFlight files are always big endian by
definition, this was corrected in the release version.

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: "Anita Kishore" <kishore@triavest.com>
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Date: Thu, 17 Jul 1997 12:02:15 -0700
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To: info-performer@sgi.com
Subject: transparent textures
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Status: O

Wow!

	Thanks to the whole lot who responded to my question about transparent
textures. It does work correctly with transparency mode of PFTR_HIGH_QUALITY
and PFTR_BLEND_ALPHA eventhough I left the internal texture format to 4 texels
per component. I guess one needs higher texel resolution when the image has
too many colours and their variations. I had had texture banding effects on
such textures (with no alpha) before and setting a higher resolution
(PFTEX_RGB_12) removed the bands, though it is terribly slow on RE2, but good
on IR.

-anita

kishore@triavest.com

-- 
Anita Kishore
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Subject: Re: GeoSets
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Peter Plachta wrote:

> Hi
>
>  I have a slight problem with pfGeoSets - I change the colour of
> my pfGeoSet, enable lighting (I set PFSTATE_ENLIGHTING in a pfGeoState
>
> attached to the scene), attach a light to the scene & attach
> the GeoSet to the scene (through a pfGeode), but my set is not shaded.
> I
> compute the normals using cross product.
>

That could account for the flat shaded polygons in IrisGL - if every
polygon has one normal, or if each vertex of a polygon has the same
normal as others, you'll get flat shading. The shading color is computed
for each vertex according to its normal, and then interpolated along the
polygon. In the case of identical normals per polygon, the color will be
the same (unless using specularity), and so the interpolated color will
not vary. You could try to go over you geoset, find identical vertices
(shared by different polygons) and average their normal.

>  When run on an Iris-GL, it always results in a white flat-shaded set.
>
>  On an Open-GL, it's the right colour, but it is still flat-shaded.

Try setting pfMtlColorMode for the material your using, to
PFMTL_AMBIENT_AND_DIFFUSE. That way, your vertex colors will be used as
the ambient and diffuse factors of the material. In IrisGL, if a color
command was the last one sent to the pipe before the vertex, it will
override lighting calculations, unless otherwise specified by the
lmcolor() command (which is the equivalent of pfMtlColorMode ). If a
normal command was sent last, and unless otherwise specified by
lmcolor(), the color of the material will be used for shading instead of
the color specified by c4f, c3f etc.

Ran

 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | 28 Ben Gurion St.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | Hod Hasharon 54200
              _/                     | Israel
-------------------------------------+--------------------------------
At Home :                            | At Work :
                                     |   RT-SET
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http://rtset.co.il/rany


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From: Jillian Michelle Tidd <jmtidd@cs.uiowa.edu>
Message-Id: <199707172019.PAA16682@server.cs.uiowa.edu>
Subject: Assessing stress in Performer
To: info-performer@sgi.com
Date: Thu, 17 Jul 1997 15:19:43 -0500 (CDT)
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hello, 
	I am looking for a way to assess stress in Performer.  I know that the stats graphics display a wavy red line that indicates when the system is stressed by straying outside of a certain boundary, but I am looking for a better way to quantify this measurement.  Is there a variable in pfStats that holds the values used to draw the red line? Any assistance would be appreciated.  
	Sincerely, 
	Jillian Tidd
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From: m200562@fltsim.mdc.com (Tom Jolley)
Message-Id: <199707172248.RAA01421@fltsim.mdc.com>
Subject: dying DBASE process
To: info-performer@sgi.com
Date: Thu, 17 Jul 1997 17:48:28 -0600 (CDT)
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Hi,

I have a Performer application that is dying in the DBASE process.  I have
two versions, each compiled on different machines.  The first version
is compiled on an Onyx2 using Performer version 2.1.  The second version
is compiled on an Indigo2 using Performer version 2.0 with patches 1696 and
1392.

The version compiled on the Indigo2 works fine on the Indigo2 and an O2.
Both versions die in the DBASE process on the Onyx2.  If I don't use
pfAsyncDelete() in the DBASE process, the application runs fine (until all
of the memory is used).

Can anyone provide any clues to why my application is dying?

Here is the stack trace from our Onyx2 with the 2.1 Performer version:

>  0 ::_pfDelId(int,pfType*)(0x3453, 0x18200ef4, 0x5d360000, 0x8010) ["../../../lib/libpr/pfState.C":533, 0x5cd8f830]
   1 pfGeoSet::~pfGeoSet(void)(0x194d59d0, 0x3, 0x5d360000, 0x8010) ["../../../lib/libpr/pfGeoSet.C":101, 0x5cd59218]
   2 pfObject::destroy(void)(0x194d59d0, 0xffffffff, 0x5d360000, 0x8010) ["../../../lib/libpr/pfObject.C":205, 0x5cd89030]
   3 pfBuffer::pf_destroyMem(pfMemory*)(0x194d59d0, 0xffffffff, 0x5d360000, 0x8010) ["../../../lib/libpf/pfBuffer.C":1442, 0x5ccaafac]
   4 pfDBase(0x5db40de0, 0xffffffff, 0x5d360000, 0x8010) ["../../../lib/libpf/pfProcess.C":3058, 0x5cd3b4e4]
   5 ::dbpaging(void*)(data = (nil)) ["dbpaging.C":261, 0x4553cc]
   6 ::mpDBase(void)(0x5db40de0, 0xffffffff, 0x5d360000, 0x8010) ["../../../lib/libpf/pfProcess.C":3157, 0x5cd3b8a0]
   7 pfConfig(0x5db40de0, 0x18200910, 0x5d360000, 0x8010) ["../../../lib/libpf/pfProcess.C":1708, 0x5cd38304]
   8 main(argc = 2, argv = 0x7fff2f64) ["main.C":191, 0x419a14]
   9 __istart() ["crt1tinit.s":13, 0x419690]

-- 
Tom Jolley
jolley@fltsim.mdc.com
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Status: O

Hi,

Can you suggest how to display a performer window that is not full screen, but
that doesn't have any borders - using performer 2.x and OpenGL?

This seems like it should be very simple, but I am missing seeing it.

Gone are the simpler gl days of noborder().

Thanks,

Sheldon Brown
Visual Arts Dept.
University of California at San Diego
9500 Gilman Drive
La Jolla, CA 92093
voice/fax (619) 534-2423

sgbrown@ucsd.edu
http://www-crca.ucsd.edu/~sheldon




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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707172134.ZM1369@multipass.asd.sgi.com>
In-Reply-To: "Anita Kishore" <kishore@triavest.com>
        "transparent textures" (Jul 17, 12:02pm)
References: <9707171202.ZM10286@tracey.triavest.com>
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To: "Anita Kishore" <kishore@triavest.com>, info-performer@sgi.com
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On Jul 17, 12:02pm, Anita Kishore wrote:
> Subject: transparent textures
> Wow!
>
> 	Thanks to the whole lot who responded to my question about transparent
> textures. It does work correctly with transparency mode of PFTR_HIGH_QUALITY
> and PFTR_BLEND_ALPHA eventhough I left the internal texture format to 4
texels
> per component. I guess one needs higher texel resolution when the image has
> too many colours and their variations. I had had texture banding effects on
> such textures (with no alpha) before and setting a higher resolution
> (PFTEX_RGB_12) removed the bands, though it is terribly slow on RE2, but good
> on IR.

use RGB8 instead, you are probably banding due to RGB5 texture use the gl token
if you can't fing a PTFEX one.

Cheers,Angus.
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Date: Thu, 17 Jul 1997 21:32:57 -0700 (PDT)
From: David Chan <tfchan@goldrush.cs.ucla.edu>
To: info-performer <info-performer@sgi.com>
Subject: Re: multigen loader problem
In-Reply-To: <9707171042.ZM25443@logan.engr.multigen.com>
Message-ID: <Pine.SOL.3.95.970717210216.11933B-101000@goldrush.cs.ucla.edu>
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Status: O

  This message is in MIME format.  The first part should be readable text,
  while the remaining parts are likely unreadable without MIME-aware tools.
  Send mail to mime@docserver.cac.washington.edu for more info.

---559023410-1804928587-869200377=:11933
Content-Type: TEXT/PLAIN; charset=US-ASCII

> Perhaps you can email a small file the exhibits the problem? I'd like to
> examine it ans see exactly what's happening.

I attach a mztable.flt file (26KB) by using pine.

> > Since sometimes there many this kind of message while loading
> > one models, sometime no this kind message.
> 
> Is there any common content to the problem files? like BSP's? or instancing? or
> rgbmode colors? etc.

The common contents I encounter are:
1) after delete some faces ( most of time this operation is ok )
2) doing some transformation to some vertex ( most of time this operation OK)
3) I do these operations in following order:
  (1) paste a model say "A.flt" into another model "room.flt". 
  (2) doing some transformations upon pasted model "A.flt" in "room.flt"
window, 
  (3) output the transformated "A.flt" to another model named as "B.flt",
by using the "write select" operation, 
  (4) delete A.flt in "room.flt",
  (5) and then externally read in the B.flt to "room.flt",
so that B.flt is in a right position after externally read in.

(After these operations, every time many that kind of messages will appear
when the model is been loaded into performer)

Note: 
these operations can simply by externally read in the A.flt to
room.flt, and then doing some transformation to A.flt in room.flt window,
and then save the room.flt. But if so I encounter another problem, the
next time when I load room.flt, some transformations will not correct, so
that the A.flt is not in a right position.

Thanks.
David

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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAmRVNYQAAAAEAAABkAAAA
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In-Reply-To: Jillian Michelle Tidd <jmtidd@cs.uiowa.edu>
        "Assessing stress in Performer" (Jul 17,  3:19pm)
References: <199707172019.PAA16682@server.cs.uiowa.edu>
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To: Jillian Michelle Tidd <jmtidd@cs.uiowa.edu>, info-performer@sgi.com
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+>---- On Jul 17,  3:19pm, Jillian Michelle Tidd wrote:
> Subject: Assessing stress in Performer
->From guest@holodeck.csd.sgi.com  Thu Jul 17 21:22:35 1997
->From: Jillian Michelle Tidd <jmtidd@cs.uiowa.edu>
->Subject: Assessing stress in Performer
->To: info-performer@sgi.com
->Date: Thu, 17 Jul 1997 15:19:43 -0500 (CDT)
->X-Mailer: ELM [version 2.4 PL25]
->
->hello, 
->	I am looking for a way to assess stress in Performer.  I know that the stats graphics display a wavy red line that indicates when the system is stressed by straying outside of a certain boundary, but I am looking for a better way to quantify this measurement.  Is there a variable in pfStats that holds the values used to draw the red line? Any assistance would be appreciated.  

pfGetChanLoad() and pfGetChanStress() are the APIs I think you want.  
That wavy red line is actually load which
is evaluated on a per-channel basis based on the goal frame rate and
the amount of frame time a channel is supposed to consume as per
pfChanStressFilter().
Stress is defined as being under or overloaded which is when the load is
above or below the min/max lines set by pfChanStressFilter().
If you enable stress (can do it in the perfly GUI) you'll see that
the stats then show the stress as a white line and print the 
current stress value.

src.


-- 
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From: simon@hal.wgs.estec.esa.nl (Simon Mills)
Message-Id: <199707180739.JAA08679@mercury.wgs.estec.esa.nl>
To: sbrown@nestor.ucsd.edu
Subject: Re: Window options
Cc: info-performer@sgi.com
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On Thu, 17 Jul 1997 16:36:35 -0700 sbrown@nestor.ucsd.edu wrote:

> Can you suggest how to display a performer window that is not full screen, but
> that doesn't have any borders - using performer 2.x and OpenGL?
> 
> This seems like it should be very simple, but I am missing seeing it.
> 
> Gone are the simpler gl days of noborder().

When you create a pfPipeWindow you can specify a window with no border
e.g.

void InitPipe(void) {
    pfPipewindow *pw = new pfPipeWindow(pfGetPipe(0));
    pw->setMode(PFWIN_NOBORDER, 1);
    .
    .
    .
    pw->config();
}

Have a look at the man pages for pfPipeWindow & pfWindow. Hope it helps.

Regards, Simon

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System Simulation Section (WAS)
Automation & Informatics Department
European Space Research And Technology Centre (ESTEC)
Postbus 299                           e-mail:   simon@wgs.estec.esa.nl
2200AG Noordwijk                      phone:    +31-(0)71-565-3725
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From: Mario Veraart <rioj7@fel.tno.nl>
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Subject: Re: Window options
To: sbrown@nestor.ucsd.edu
Date: Fri, 18 Jul 1997 10:28:32 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <9707171636.ZM25762@nestor.ucsd.edu> from "sbrown@nestor.ucsd.edu" at Jul 17, 97 04:36:35 pm
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> Can you suggest how to display a performer window that is not full screen, but
> that doesn't have any borders - using performer 2.x and OpenGL?
> 
> This seems like it should be very simple, but I am missing seeing it.

use a call like
    pfPWinOriginSize(pPWindow,windowOriginX,windowOriginY,
                              windowSizeX, windowSizeY);
    pfPWinMode(pPWindow, PFWIN_NOBORDER, PF_ON);

Mario
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199707181135.NAA20129@s00sn1.fel.tno.nl>
Subject: Re: Assessing stress in Performer
To: jmtidd@cs.uiowa.edu (Jillian Michelle Tidd)
Date: Fri, 18 Jul 1997 13:35:37 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <199707172019.PAA16682@server.cs.uiowa.edu> from "Jillian Michelle Tidd" at Jul 17, 97 03:19:43 pm
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> 	I am looking for a way to assess stress in Performer.  I know that the stats graphics display a wavy red line that indicates when the system is stressed by straying outside of a certain boundary, but I am looking for a better way to quantify this measurement.  Is there a variable in pfStats that holds the values used to draw the red line? Any assistance would be appreciated.  

The stress management in Performer is inherent instable from a control theory
point of view. You have to implement your own stress management
with the functions

float pfGetChanLoad(const pfChannel *chan);
void  pfChanStress(pfChannel *chan, float stress);

Call these inbetween pfSync() and pfFrame()

Mario
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From: simon@hal.wgs.estec.esa.nl (Simon Mills)
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To: info-performer@sgi.com
Subject: How do I change a window's title
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Hello All,

I want to change the title displayed in a Performer window (to show the
current viewpoint name) but pfPipeWindow::setName() doesn't work once the
window has been created. Is this a bug?

The equivalent pfWindow::setName() also doesn't work but resorting to direct
IRIS-GL does (wintitle) so what's going wrong? Can anybody help?

I'm using Performer 2.0.2, IRIX 5.3 on Onyx RE2.

Regards, Simon

----------------------------------------------------------------------------
Simon Mills
System Simulation Section (WAS)
Automation & Informatics Department
European Space Research And Technology Centre (ESTEC)
Postbus 299                           e-mail:   simon@wgs.estec.esa.nl
2200AG Noordwijk                      phone:    +31-(0)71-565-3725
The Netherlands                       fax:      +31-(0)71-565-5419
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Date: Fri, 18 Jul 1997 08:21:40 -0700 (PDT)
From: Chris Mitchell <chris@scotch.physics.ucla.edu>
To: Tom Jolley <m200562@fltsim.mdc.com>
cc: info-performer@sgi.com
Subject: Re: dying DBASE process
In-Reply-To: <199707172248.RAA01421@fltsim.mdc.com>
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> The version compiled on the Indigo2 works fine on the Indigo2 and an O2.
> Both versions die in the DBASE process on the Onyx2.  If I don't use
> pfAsyncDelete() in the DBASE process, the application runs fine (until all
> of the memory is used).
> 
> Can anyone provide any clues to why my application is dying?

For what it's worth, I had the same problem, and replacing pfAsyncDelete()
with just plain old pfDelete() worked for me.  Of course, I have no idea
why.


Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris

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From: verdi@piano.ucsd.edu (Tom Impelluso)
Message-Id: <199707181715.KAA14129@imm.ucsd.edu>
To: info-performer@sgi.com
Subject: bad child + Faq
Status: O


Hi, I am running my code, and I get this warning:

PF Warning/Usage:	pfAddChild: Bad child 0x0


1) How can I determine which child is bad?
2) Could someone tell me where I could have found this in
	the faq and how to extract it
	(I suspect this question must have been asked before)


Thanks,
Tom
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Date: Fri, 18 Jul 1997 16:36:55 -0700 (PDT)
From: David Chan <tfchan@goldrush.cs.ucla.edu>
To: info-performer <info-performer@sgi.com>
Subject: creating transparent textures
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Hi,
	I want to ask what is the best way to creat transparent textures
of .rgb or .int format in SGI platform for performer. I have used a
graphics tools torgba.sh downloaded from SGI, but the effect is not very
good, there are outline effect around opaque section of my texture.
	Sorry for putting not so related problem here.

	Thanks.
	David 

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Date: Fri, 18 Jul 1997 21:33:34 +0900
From: Choi Changrak <fortune@tri.kbs.co.kr>
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Hi,

I have a problem about Video genlock.
The system is ONYX IR, 4xR10000, 2RM, Sirius option.
I connected video source to ONYX IR Genlock IN and Genlock OUT connected
in Sirius Genlock IN.
I set ircombine..
    Ch0: video format = 1280x1024_60.vfo
    Sirius: video format = CCIR601_525.vfo
    Edit Global: Sync source = External, Sync format = CCIR601_525.vfo
When I press "Download Combination" button, the monitor is sync out. (I
mean monitor's LED blinking)

In my system, performer is running in 59.95 frame mode.  When I use
"Edit Global"'s sync source as Internal,
the frame rate is changed to 20Hz after 20 mins. (I used capture mode as
VL_CAP_NONINTERLEAVED)

Another question.
When I move the channel up/down, the model's edge is not correctly
displayed in sirius output.  But
gfx output is good.
I use Anti-alias, 59.97 frame rate.

I hope your replys,
thanks.

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


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Status: O

Hi,

I have a problem about Video genlock.
The system is ONYX IR, 4xR10000, 2RM, Sirius option.
I connected video source to ONYX IR Genlock IN and Genlock OUT connected

in Sirius Genlock IN.
I set ircombine..
    Ch0: video format = 1280x1024_60.vfo
    Sirius: video format = CCIR601_525.vfo
    Edit Global: Sync source = External, Sync format = CCIR601_525.vfo
When I press "Download Combination" button, the monitor is sync out. (I
mean monitor's LED blinking)

In my system, performer is running in 59.95 frame mode.  When I use
"Edit Global"'s sync source as Internal,
the frame rate is changed to 20Hz after 20 mins. (I used capture mode as

VL_CAP_NONINTERLEAVED)

Another question.
When I move the channel up/down, the model's edge is not correctly
displayed in sirius output.  But
gfx output is good.
I use Anti-alias, 59.97 frame rate.

I hope your replys,
thanks.


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


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From: Timothy Moore <moore@WOLFENET.com>
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CC: info-performer@sgi.com
In-reply-to: <199707181715.KAA14129@imm.ucsd.edu> (verdi@piano.ucsd.edu)
Subject: Re: bad child + Faq
Status: O

   Date: Fri, 18 Jul 1997 10:15:05 -0700
   From: verdi@piano.ucsd.edu (Tom Impelluso)

   Hi, I am running my code, and I get this warning:

   PF Warning/Usage:	pfAddChild: Bad child 0x0


   1) How can I determine which child is bad?

What I usually end up doing is putting a conditional breakpoint in
pfAddChild and then getting a stack trace to figure out where my code
is broken.  "No Performer source" you say?  Not a problem :)  In dbx
do:
stop in pfAddChild if $arg1 == 0

This stops if the second argument register contains 0 on entry to
pfAddChild.

If your code is C++ you can use
stop in pfGroup::addChild if $arg1 == 0

to get the same effect.

   2) Could someone tell me where I could have found this in
	   the faq and how to extract it
	   (I suspect this question must have been asked before)

I don't think it's in the faq.  It's one of those problems where a little
assembler knowledge has to substitute for source code.

Tim

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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Sat, 19 Jul 1997 18:07:54 -0500
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Subject: How to obtain the screen position of a point in the environment ??
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Hello,

	Is there a command that allows me to obtain the x,y screen pixel
position of a point in the viewing scene? In other words, how can I obtain the
projection matrix in Performer?

renjye


-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
     (_Y_.)'  ._   )  `._ `. ``-..-'  Phone(O) :(409) 845-0729      
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From: "Annett Ruwoldt" <ruwoldt@iff.fhg.de>
Message-Id: <9707201256.ZM1062@sgi08>
Date: Sun, 20 Jul 1997 12:56:37 -0600
In-Reply-To: "Pleijsant, Jan-Mark" <Pleijsant@vtd.fel.tno.nl>
        "object scale" (Jul 18, 12:43pm)
References: <33CF48EC.41C6@vtd.fel.tno.nl>
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To: info-performer@sgi.com, "Pleijsant, Jan-Mark" <Pleijsant@vtd.fel.tno.nl>
Subject: Re: object scale
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On Jul 18, 12:43pm, Pleijsant, Jan-Mark wrote:
> Subject: object scale
> Hi vgUsers,
>
> Is it possible to scale objects dynamically in only one direction? I
> think the VGOBJ_SCALE cannot be used, because it sets the overall scale.
> Can someone tell me how to do this?
>
> Thanks in advance, regards,
>
> Jan-Mark

I made use of Performer to scale objects. This are the steps:

  #include <pf.h> /* Common Performer definitions */

  pfNode *pnode;
  /* Object to be scaled: vgObject *pobj; */

  pnode = vgGetObjPfNode(pobj);
  if (!strcmp (pfGetTypeName(pnode), "pfDCS")) /* is vgObject dynamic? */
    pfDCSScaleXYZ((pfDCS*)pnode, x, y, z);
  ...

My question is, to make my program easier and nice, can I retrieve these x-, y-
and z-scale values?

Thanks in advance, regards,
Annett

-- 
----------------------------------------------------
Dipl.-Inf. Annett Ruwoldt       ruwoldt@iff.fhg.de
Fraunhofer IFF 
Steinfeldstr. 3                 fon: +49-39203/81591
D-39179 Barleben                fax: +49-39203/81619
Germany
--------<http://wwwue.ue.iff.fhg.de/~ruwoldt/-------
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707200520.ZM2112@multipass.asd.sgi.com>
In-Reply-To: "Ren-Jye Yu" <renjye@python.tamu.edu>
        "How to obtain the screen position of a point in the environment ??" (Jul 19,  6:07pm)
References: <9707191807.ZM12587@python.tamu.edu>
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To: "Ren-Jye Yu" <renjye@python.tamu.edu>, info-performer@sgi.com
Subject: Re: How to obtain the screen position of a point in the environment ??
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On Jul 19,  6:07pm, Ren-Jye Yu wrote:
> Subject: How to obtain the screen position of a point in the environment ?
> Hello,
>
> 	Is there a command that allows me to obtain the x,y screen pixel
> position of a point in the viewing scene? In other words, how can I obtain
the
> projection matrix in Performer?

There's always the pfVec3::xformVec

If you use the modelviewing matrix it should give you coordinates -1 to +1
which you can then scale to match your viewport.


Cheers,Angus.
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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707201124.ZM2564@multipass.asd.sgi.com>
In-Reply-To: "Ren-Jye Yu" <renjye@python.tamu.edu>
        "Re: How to obtain the screen position of a point in the environment ??" (Jul 20, 12:06pm)
References: <9707191807.ZM12587@python.tamu.edu> 
	<9707200520.ZM2112@multipass.asd.sgi.com> 
	<9707201206.ZM14133@python.tamu.edu>
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To: "Ren-Jye Yu" <renjye@python.tamu.edu>
Subject: Re: How to obtain the screen position of a point in the environment ??
Cc: info-performer@sgi.com
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Status: O

Actually I should have posted that you _also_ need to transform the point
through the projection matrix for the visual channel.

What was I thinking :-)


Cheers,Angus.
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9707201500.ZM11717@logan.engr.multigen.com>
Date: Sun, 20 Jul 1997 15:00:15 -0700
In-Reply-To: David Chan <tfchan@goldrush.cs.ucla.edu>
        "Re: multigen loader problem" (Jul 17,  9:32pm)
References: <Pine.SOL.3.95.970717210216.11933B-101000@goldrush.cs.ucla.edu>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Jul 17,  9:32pm, David Chan wrote:
>
> I attach a mztable.flt file (26KB) by using pine.

Your mztable.flt has 60 bytes of garbage data at the end of the file. This must
be a bug in MultiGen 1.1 for NT. I'll forward your bug report to MultiGen
Product Support.

Anyways, I've added some checks to the R15.4c loader to tolerate extra data
after the last POP record in the file. It'll be available from our web site in
a couple weeks or so ...

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: 20 Jul 1997 16:40:49 -0500
From: "Jerry Edsall" <jedsall@fasainteractive.com>
Subject: Re: How to obtain the scree
To: "Angus Dorbie" <dorbie@multipass.asd.sgi.com>, info-performer@sgi.com,
        "Ren-Jye Yu" <renjye@python.tamu.edu>
Status: O

RE>>How to obtain the screen posi
On Jul 19,  6:07pm, Ren-Jye Yu wrote:
> Subject: How to obtain the screen position of a point in the environment ?
> Hello,
>
> 	Is there a command that allows me to obtain the x,y screen pixel
> position of a point in the viewing scene? In other words, how can I obtain
the
> projection matrix in Performer?

>>There's always the pfVec3::xformVec
>>
>>If you use the modelviewing matrix it should give you coordinates -1 to +1
>>which you can then scale to match your viewport.
>>
>>
>>Cheers,Angus.

But woudn't that have to be done in the draw callback?  Isn't there a way to do
it in the application?

Jerry


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From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
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In-Reply-To: "Jerry Edsall" <jedsall@fasainteractive.com>
        "Re: How to obtain the scree" (Jul 20,  4:40pm)
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To: "Jerry Edsall" <jedsall@fasainteractive.com>, info-performer@sgi.com,
        "Ren-Jye Yu" <renjye@python.tamu.edu>
Subject: Re: How to obtain the scree
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On Jul 20,  4:40pm, Jerry Edsall wrote:
> Subject: Re: How to obtain the scree
> RE>>How to obtain the screen posi
> On Jul 19,  6:07pm, Ren-Jye Yu wrote:
> > Subject: How to obtain the screen position of a point in the environment ?
> > Hello,
> >
> > 	Is there a command that allows me to obtain the x,y screen pixel
> > position of a point in the viewing scene? In other words, how can I obtain
> the
> > projection matrix in Performer?
>
> >>There's always the pfVec3::xformVec
> >>
> >>If you use the modelviewing matrix it should give you coordinates -1 to +1
> >>which you can then scale to match your viewport.
> >>
> >>
> >>Cheers,Angus.
>
> But woudn't that have to be done in the draw callback?  Isn't there a way to
do
> it in the application?
>

No, afterall you set your matrices in the application, you have
enough info to do the math.
You could do it in the draw. btw I'll repeat, I should also have
mentioned the projection matrix too.


Cheers,Angus.
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From: "Jorge Juan FERNANDO GROS" <jfer@icsa.es>
To: <info-performer@sgi.com>
Subject: RGB
Date: Mon, 21 Jul 1997 12:34:36 +0200
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Hello.

Is there any way to filter a color component (rgb) throught a pipe or a
channel?
- for example filter the R component in one pipe and the GB components in
the other?

I want to get different views for each eye to get 3D sense.
  (R for left eye & GB for the other)

Thanks in advance.

Jorge Juan FERNANDO GROS.
jfer@icsa.es
Zaragoza, (ARAGON-SPAIN).


		
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Subject: Announce: Iv2POV Converter / Translator
Date: Mon, 21 Jul 1997 13:34:42 -0400
Organization: Cow House Productions
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Announcing:

        Cow House Productions is pleased to announce the release 
of Iv2POV. Iv2POV is a translator / converter for Inventor 2.0 / 
VRML 1.0 files to POVRAY, the popular raytracing program. Both 
source code and an Irix 5.3 executable are available (free!) at 
http://www.cowhouse.com/Home/Converters/converters.html.
        Cow House is also pleased to present a new release of 
Iv2Ray, the Inventor (VRML 1.0) to Rayshade (a different popular 
raytracing program) converter / translator. Iv2Ray is also 
available as an Irix 5.3 binary and as C++ source code.
        While you are at www.cowhouse.com - feel free to take a 
look around, download some samples, and otherwise exercise your 
browser.

-- 
Mark Lasersohn
Cow House Productions
laser@cowhouse.com
http://www.cowhouse.com
330-569-7492
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Subject: Announce: Iv2POV Converter / Translator
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Announcing:

        Cow House Productions is pleased to announce the release 
of Iv2POV. Iv2POV is a translator / converter for Inventor 2.0 / 
VRML 1.0 files to POVRAY, the popular raytracing program. Both 
source code and an Irix 5.3 executable are available (free!) at 
http://www.cowhouse.com/Home/Converters/converters.html.
        Cow House is also pleased to present a new release of 
Iv2Ray, the Inventor (VRML 1.0) to Rayshade (a different popular 
raytracing program) converter / translator. Iv2Ray is also 
available as an Irix 5.3 binary and as C++ source code.
        While you are at www.cowhouse.com - feel free to take a 
look around, download some samples, and otherwise exercise your 
browser.

-- 
Mark Lasersohn
Cow House Productions
laser@cowhouse.com
http://www.cowhouse.com
330-569-7492
=======================================================================
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Subject: Separate parts from node
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Status: O

Hi performers

I need to separate the parts contained in a node into individual
entities to facilitate transformation of the parts . How can I do this?.
Where can I get some example code to do this?.


Thanks 

sasi


-- 
Sasikumar Kutti
kvsasi@iastate.edu
http://www.eng.iastate.edu/~kvsasi
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
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Subject: Re: RGB
To: jfer@icsa.es (Jorge Juan FERNANDO GROS)
Date: Mon, 21 Jul 1997 10:55:30 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <199707211034.KAA01996@icsa.es> from "Jorge Juan FERNANDO GROS" at Jul 21, 97 12:34:36 pm
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Status: O

Jorge Juan FERNANDO GROS wrote:
> 
> Hello.
> 
> Is there any way to filter a color component (rgb) throught a pipe or a
> channel?
> - for example filter the R component in one pipe and the GB components in
> the other?
> 
> I want to get different views for each eye to get 3D sense.
>   (R for left eye & GB for the other)
> 
> Thanks in advance.
> 
> Jorge Juan FERNANDO GROS.
> jfer@icsa.es
> Zaragoza, (ARAGON-SPAIN).
> 

 See glColorMask for OpenGL and RGBwritemask for IrisGL.

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Date: Mon, 21 Jul 1997 11:26:57 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707211126.ZM4922@multipass.asd.sgi.com>
In-Reply-To: "Jorge Juan FERNANDO GROS" <jfer@icsa.es>
        "RGB" (Jul 21, 12:34pm)
References: <199707211034.KAA01996@icsa.es>
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To: "Jorge Juan FERNANDO GROS" <jfer@icsa.es>, <info-performer@sgi.com>
Subject: Re: RGB
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On Jul 21, 12:34pm, Jorge Juan FERNANDO GROS wrote:
> Subject: RGB
> Hello.
>
> Is there any way to filter a color component (rgb) throught a pipe or a
> channel?
> - for example filter the R component in one pipe and the GB components in
> the other?
>
> I want to get different views for each eye to get 3D sense.
>   (R for left eye & GB for the other)
>
> Thanks in advance.

Use glColorMask in the channel draw callback.

Cheers,Angus.
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From: verdi@piano.ucsd.edu (Tom Impelluso)
Message-Id: <199707211852.LAA16230@imm.ucsd.edu>
To: info-performer@sgi.com
Subject: multiple display windows
Status: O

Hi,

I have a performer code that I would like to run and display
on two different windows (on two different computers).

I would like computer-1 to be active (keyboard modifies the image).
Computer-2 is passive -- it sees what computer-1 sees.

Is this an X-window question?  If so, what env variable to set
before running the code?

Can a performer code accepts and parse x-window options?
		performer_code	-display computer2.ucsd.edu:0.0  
						... and so on?

How to do this?

Or is there a way to do this which is performer specific?
And how?

Thanks,
Tom


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

Come and
 - meet with other Performer users
 - talk to Performer engineers
 - hear the latest news about Performer releases and features


Tuesday evening, August 5, 6:00-8:30 pm

Manhattan A&B Meeting Rooms
Hyatt Regency
711 S. Hope Steet
Los Angeles, CA
(213) 681-1234

-- 
       ___   
      |___|	     Chrysa Caulfield, ASD Marketing     415-933-6549 phone
          |	     Silicon Graphics Computer Systems   415-964-8671 fax
         / \	     2011 N. Shoreline Bvd, MS 8L-800
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From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
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Status: O

We are having a  problem with pfFrameRate
which only crops up when our app. is 
ported from IRISGL to OPENGL/X
. The pfFrameRate is set in the main app.
and appears correct on the status line
in the IRISGL version but not the OPENGL
version.
Does anybody know what could cause this
to happen i.e., why the target rate is
being ignored/changed?

Thanks,

Ballard Andrews
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Date: Tue, 22 Jul 1997 00:58:59 +0300 (EET DST)
From: Jukka Vaisanen <vaizki@merlin.iscape.fi>
Reply-To: Jukka.Vaisanen@iscape.fi
To: info-performer@sgi.com
Subject: Making Billboards from pfdLoadFile groups?
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Is there an easy way to make a pfBillBoard out of geometry I've loaded
with the pfdLoadFile function?


Jukka Vaisanen 	 	

Iscape Software		vaizki@iscape.fi	
Tel: +358-9-648686	GSM: +358-40-5007978  

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From: jaf@chem.ucsd.edu (Jeremy Friesner)
Message-Id: <199707220117.BAA15501@sdchemw1.ucsd.edu>
Subject: Sharing a cull traversal between 2 pfChannel's?
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Hi all,

Is there any way to have two pfChannels share the output of one
cull traversal?  I have a pair of pfChannels to do stereo viewing,
and since their frusta are almost the same, it seems a shame to traverse
the whole scene twice per frame...

Jeremy
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From: verdi@piano.ucsd.edu (Tom Impelluso)
Message-Id: <199707221605.JAA17076@imm.ucsd.edu>
To: info-performer@sgi.com
Subject: multiple displays
Status: O


Before the "sense" of my questions gets lost in the realm of
hardware issues, could I re-state?

I only need to run the code on one machine, and have it`
display on two machines.

Something like:
			perf-exed -display machine1:0.0 -display remote.ucsd.edu:0.0

That is all.

THe machines are all connected.

I know I have done this once before with an Xwindow based GUI.
It was quite simple and invovled me not having to learn about
harware cables, and pins, etc.

The whole thing was a software issue.

Tom
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From guest  Tue Jul 22 15:55:54 1997
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Date: Tue, 22 Jul 1997 18:57:23 +0200
From: Eric Chauvineau <eric@anim.uib.es>
Organization: University of Balearic Islands - SPAIN
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Subject: pfWebPage
Content-Type: text/plain; charset=us-ascii
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Status: O

Hi,

To help new pfPeople and/or to avoid always searching the good bookmarks
for Performer stuff, I made a just-begining pfWebPage with some
cool pointers about Performer doc, codes, etc...
So, try it :

http://www.mygale.org/~chauvine/performer.html

And of course any comment is welcome !

Eric

PS : For unwilling reasons, I will have to leave my PhD position soon
and, consequently, will look for a job in Computer Graphics area.
So, if you're looking for a pfGuy.... don't hesitate !

-- 
+-----------------------------------------------+
  Eric Chauvineau              eric@anim.uib.es
  Edifici Anselm Turmeda
  Campus de la Universitat de les Illes Balears 
  E-07071 Palma de Mallorca               SPAIN
+-----------------------------------------------+
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Date: Tue, 22 Jul 1997 16:52:00 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707221652.ZM7142@multipass.asd.sgi.com>
In-Reply-To: verdi@piano.ucsd.edu (Tom Impelluso)
        "multiple displays" (Jul 22,  9:05am)
References: <199707221605.JAA17076@imm.ucsd.edu>
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To: verdi@piano.ucsd.edu (Tom Impelluso), info-performer@sgi.com
Subject: Re: multiple displays
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Status: O

On Jul 22,  9:05am, Tom Impelluso wrote:
> Subject: multiple displays


> I only need to run the code on one machine, and have it`
> display on two machines.
>
> Something like:
> 			perf-exed -display machine1:0.0 -display
remote.ucsd.edu:0.0


Use the pfPipeWindow::setName method.

ie:
AppPWinArray[0]->setName("machine1:0.0");

Cheers,Angus.
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From: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
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Date: Wed, 23 Jul 1997 09:09:13 +0200
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Status: O


Tired of flightsims and wargames ??

How about switching to the toy industri, and get a job at a very well known
company ?

 http://www.lego.com/jobs/generation.html

Also feel free to contac me.


-- 

Regards Svend


********************************************************************
* Svend Tang-Petersen, MSc            	Email: svend@copen.sgi.com *
* Silicon Graphics Denmark		Fax:   (+45) 43438606      *
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Date: Wed, 23 Jul 1997 11:39:22 -0400 (EDT)
From: Peter Plachta <pplachta@sim6.dciem.dnd.ca>
To: info-performer@sgi.com
Subject: Performer in a Canvas.
Message-ID: <Pine.SGI.3.91.970723112359.11904A-100000@sim6.dciem.dnd.ca>
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Hi

 I have a Performer question (unrelated to waves, which are coming along 
great, by the way, thanks to you guys).

 I have a program that has to be compiled on an Onyx & run on an Onyx, 
but the displays (a gui with a canvas where I want Performer to draw 
stuff) run on an Indigo.
 If I compile it using OpenGL it runs but says: 'Xlib:  extension 
"SGI-VIDEO-CONTROL" missing on display "sim3.dciem.dnd.ca:0.0".' 
(obviously) - if I compile it using IrisGL (which I thought would work), 
it says: 'dlg (setwin) : bad window ID ##'. Hmm... the canvas is of type 
OpenGL (that's perhaps why things don't work) - I'm using fdesign.
 
 I use a pipeWindow (PF_WIN_TYPE_X)  & setWSDrawable() & setWSWindow() to 
pass in the canvas (the canvas is created using fl_add_glcanvas() for people who know 
fdesign).


 I would appreciate any help

	Peter

+-------------------------------------------------------------------------+
pplachta@sim6.dciem.dnd.ca              DCIEM,  P.O. Box 2000
Simulator Training Technologies         1133 Sheppard Ave. West
Tel:  (416)-635-2047                    North York, Ont., Canada
Fax:  (416)-635-2104                    M3M 3B9

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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9707231002.ZM22205@tracey.triavest.com>
Date: Wed, 23 Jul 1997 10:02:45 -0700
In-Reply-To: verdi@piano.ucsd.edu (Tom Impelluso)
        "multiple displays" (Jul 22,  9:05am)
References: <199707221605.JAA17076@imm.ucsd.edu>
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To: verdi@piano.ucsd.edu (Tom Impelluso), info-performer@sgi.com
Subject: Re: multiple displays
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On Jul 22,  9:05am, Tom Impelluso wrote:
> Subject: multiple displays
>
> Before the "sense" of my questions gets lost in the realm of
> hardware issues, could I re-state?
>
> I only need to run the code on one machine, and have it`
> display on two machines.
>
> Something like:
> 			perf-exed -display machine1:0.0 -display
remote.ucsd.edu:0.0
>
> That is all.
>
> THe machines are all connected.
>
> I know I have done this once before with an Xwindow based GUI.
> It was quite simple and invovled me not having to learn about
> harware cables, and pins, etc.
>
> The whole thing was a software issue.
>

To have your window display on one remote machine can be done as follows:

Set the environment variable DISPLAY on the machine on which the code runs as:

% setenv DISPLAY machineID:0.0

where machineID is the name of the remote machine.
On the remote machine whose name is machineID, do

% xhost +

which will allow access to all machines to open windows on it. You can also
give the above command followd by the accessing machine name to let only that
machine access it.

Now if you run your program on the first machine, all windows that it opens
will be directed to the second remote machine.

Hope this helps.

-anita
kishore@triavest.com

-- 
Anita Kishore
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Greetings,

I'm having problems with lightpoints on our iR.  The database is built
with MultiGen and is of the Chicago O'Hare Airport.  There are a lot of
lightpoints for taxiway lights, runway lights and building lights.  If
pfuTravSetDListMode is used to set up display list I can get a 60hz
frame rate, but the lightpoints don't work correctly. Some of the
lightpoints fade out and some get huge as you move away from them.  If
I don't set up the display list I get good lightpoint results but the
frame rate drops to 15-20hz.  

I need the 60hz frame rate and for the lightpoints to be correctly
displayed.  Any ideas on how to deal with this problem?

Thanks.


-- 
*****************************************************************************
Steve Elkins
Sterling Software
NASA Ames Research Center
spelk@bert.arc.nasa.gov
*****************************************************************************
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From: "Ken Olsen" <kolsen@fasainteractive.com>
Subject: SubLoaded Textures
To: info-performer@sgi.com
Cc: "Michael Gaertner" <mgaertner@fasainteractive.com>
Status: O

                           Subject:                         Time:   11:56 AM
                           SubLoaded Textures               Date:   7/23/97
We were trying to use the subload mode for textures.  It is our understanding
that 
we should be able to create smaller textures out of allready loaded images/textures
(with setLoadImage, setLoadOrigin, setLoadSize).
Since we were not able to get this working we would like to see some examples
for this mode.

Any help would be greatly appreciated.
Ken Olsen

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From guest  Wed Jul 23 19:49:43 1997
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Date: Wed, 23 Jul 1997 15:47:17 -0400
From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
Message-Id: <199707231947.PAA22728@sirius.ccd.bnl.gov>
Apparently-To: info-performer@sgi.com
Status: O

hi Folks,   

I am getting the following error message from my        
newly ported GL->OGL/X Performer 2.02 app:

X Error of failed request:  BadAccess (attempt to access private resource denied)
  Major opcode of failed request:  2 (X_ChangeWindowAttributes)
  Serial number of failed request:  12
  Current serial number in output stream:  14

I am using the forked event handler method (as per pick.c example).
Everything seems to work fine in the app. except for the
Status line frame rate behaving peculiarly....

Ballard Andrews
Brookhaven National Lab

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From guest  Wed Jul 23 20:22:08 1997
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Date: Wed, 23 Jul 1997 17:07:58 -0400
From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
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Status: O

A while back there was some discussion about 
performance running GL vs. OGL on Infinite Reality
which I deleted.  Does anybody know of any
articles or technical reports comparing the two?

thankd,

Ballard
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Date: Wed, 23 Jul 1997 16:15:34 -0700
From: dorbie@multipass.asd.sgi.com (Angus Dorbie)
Message-Id: <9707231615.ZM985@multipass.asd.sgi.com>
In-Reply-To: Peter Plachta <pplachta@sim6.dciem.dnd.ca>
        "Performer in a Canvas." (Jul 23, 11:39am)
References: <Pine.SGI.3.91.970723112359.11904A-100000@sim6.dciem.dnd.ca>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Peter Plachta <pplachta@sim6.dciem.dnd.ca>, info-performer@sgi.com
Subject: Re: Performer in a Canvas.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Sounds like you are trying to use DVR?

Is your applicatiuon a hacked version of perfly?

I think you can probably label this as a performer 2.1 iR _only_
release issue.

Cheers,Angus.


On Jul 23, 11:39am, Peter Plachta wrote:
> Subject: Performer in a Canvas.
> Hi
>
>  I have a Performer question (unrelated to waves, which are coming along
> great, by the way, thanks to you guys).
>
>  I have a program that has to be compiled on an Onyx & run on an Onyx,
> but the displays (a gui with a canvas where I want Performer to draw
> stuff) run on an Indigo.
>  If I compile it using OpenGL it runs but says: 'Xlib:  extension
> "SGI-VIDEO-CONTROL" missing on display "sim3.dciem.dnd.ca:0.0".'
> (obviously) - if I compile it using IrisGL (which I thought would work),
> it says: 'dlg (setwin) : bad window ID ##'. Hmm... the canvas is of type
> OpenGL (that's perhaps why things don't work) - I'm using fdesign.
>
>  I use a pipeWindow (PF_WIN_TYPE_X)  & setWSDrawable() & setWSWindow() to
> pass in the canvas (the canvas is created using fl_add_glcanvas() for people
who know
> fdesign).
>
>
>  I would appreciate any help
>
> 	Peter
>
> +-------------------------------------------------------------------------+
> pplachta@sim6.dciem.dnd.ca              DCIEM,  P.O. Box 2000
> Simulator Training Technologies         1133 Sheppard Ave. West
> Tel:  (416)-635-2047                    North York, Ont., Canada
> Fax:  (416)-635-2104                    M3M 3B9
>
> =======================================================================
> 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 Peter Plachta


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Infinity Technologies, a visual simulation and multimedia production
company, engaged in transportation and infrastructure development
projects, in a partnership with a national laboratory, is seeking
talented individuals at its Long Island-NY office for:

- 3D COMPUTER GRAPHICS APPLICATION & PRODUCTION
- 3D INTERACTIVE CONTENT & APPLICATION DEVELOPMENT

Candidates should have expertise in any of the following areas:

- 3D modeling and visualization packages including:
        MultiGen, Vega, Alias|wavefront, AutoCAD/3D Studio, etc.
- 2D imaging, design, and digital video editing software including:
        PhotoShop, Illustrator, Composer, etc.
- VR, Web and interactive content/application development.
      
Experience in planning, engineering or architecture applications is
preferable. A college degree and working knowledge in SGI platform are
beneficial.

Full and part-time positions are available for creative independent
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Please send your resume and inquiries to:
*****************************************
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        or
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Message-Id: <9707232226.ZM15156@rose.engr.sgi.com>
Date: Wed, 23 Jul 1997 22:26:05 -0700
In-Reply-To: =?iso-8859-1?Q?_remi=40remi_=28R=E9mi_Arnaud=29
 _______=22Re=3A_Light_point_problems_with_display_lists=22_=28Jul_23=2C__?=
 =?iso-8859-1?Q?6=3A37pm=29?=
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To: remi@remi.engr.sgi.com (=?iso-8859-1?Q?R=E9mi_Arnaud?=),
        spelk@bert.arc.nasa.gov (Steve Elkins)
Subject: Re: Light point problems with display lists
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+>---- On Jul 23,  6:37pm, R=E9mi Arnaud wrote:
> Subject: Re: Light point problems with display lists
->From remi@remi  Wed Jul 23 18:37:47 1997
->From: remi@remi (R=E9mi Arnaud)
->> =

->> Greetings,
->> =

->> I'm having problems with lightpoints on our iR.  The database is buil=
t
->> with MultiGen and is of the Chicago O'Hare Airport.  There are a lot =
of
->> lightpoints for taxiway lights, runway lights and building lights.  I=
f
->> pfuTravSetDListMode is used to set up display list I can get a 60hz
->> frame rate, but the lightpoints don't work correctly. Some of the
->> lightpoints fade out and some get huge as you move away from them.  I=
f
->> I don't set up the display list I get good lightpoint results but the=

->> frame rate drops to 15-20hz.  =

->> =

->> I need the 60hz frame rate and for the lightpoints to be correctly
->> displayed.  Any ideas on how to deal with this problem?
->
-> Light points need (expensive) computation to be done before it can be
-> display. Moving light points in a display list turns off that computat=
ion.


This is true.  However, dlists (and/or vertex arrays) might still =

help your rendering performance on Onyx1 iR.
This putting the lpoints in the dlists was a bug in the libpfutil =

traversal in 2.1.  You can fix this
traversal in libpfutil/trav.c::pfuTravSetDListMode()

	    /* do not compile gset with a lpstate */
	    gs =3D pfGetGSetGState(gset);
     	    if (gs)
		lpstate =3D pfGetGStateAttr(gs,PFSTATE_LPOINTSTATE);
 	    else
		lpstate =3D NULL;

	    if (lpstate =3D=3D NULL)
	        pfGSetDrawMode(gset, PFGS_COMPILE_GL, enable);


src.

-- =

-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@

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Date: Thu, 24 Jul 1997 00:41:11 -0700
In-Reply-To: "Ken Olsen" <kolsen@fasainteractive.com>
        "SubLoaded Textures" (Jul 23, 11:58am)
References: <9707231800.AA10792@uu10.psi.com>
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+>---- On Jul 23, 11:58am, Ken Olsen wrote:
> Subject: SubLoaded Textures
->
->                           Subject:                         Time:   11:56 AM
->                           SubLoaded Textures               Date:   7/23/97
->We were trying to use the subload mode for textures.  It is our understanding
->that 
->we should be able to create smaller textures out of allready loaded images/textures
->(with setLoadImage, setLoadOrigin, setLoadSize).
->Since we were not able to get this working we would like to see some examples
->for this mode.

Did you already graduate past pguide/libpr/C/
	texlist.c 
		try texlist -R -T -r wood.rgb marble.rgb brick.rgba
	mipmap.c - loads into MIPmap levels

Sorry, our examples are still a little 'C' centric.
src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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From: "Marcus Barnes" <marcus@multigen.com>
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In-Reply-To: Steve Elkins <spelk@bert.arc.nasa.gov>
        "Light point problems with display lists" (Jul 23, 10:51am)
References: <33D64488.167E@bert.arc.nasa.gov>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Jul 23, 10:51am, Steve Elkins wrote:
> I'm having problems with lightpoints on our iR.

[munch]

> If pfuTravSetDListMode is used to set up display list I can get a 60hz
> frame rate, but the lightpoints don't work correctly.

If you're using Performer 2.x with pfLPointState features then I don't think
you can create display lists out of the point geosets. The reason is that each
point's alpha and size is adjusted each frame by the cpu (unless you're using
texture modes which don't give good visual results anyways) to achieve all
those wonderfull effects.

The man page for pfLPointState doesn't explicitly forbid calling
pfCompileGSet() and friends, but based upon my experience ... you can't.

In Performer 2.0 and 2.1 there's also a bug wrt pfClear() and PFTR_NO_OCCLUDE
usage. Light points use this transparency flag. You've hit the bug if your
scene is drawn with the Z buffer off, when it should be on.

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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use pfPipeWindow::setWSConnectionName("hostname:0.0");


pfPipeWindow::setName sets the name of the window dear angus :)

setenv DISPLAY will throw ALL the windows on that particular window dear
anita :)


regards,
-swapnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil
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From: "DONKERS H.C." <donh7@fel.tno.nl>
Organization: TNO-FEL
To: info-performer@sgi.com
Date: Thu, 24 Jul 1997 15:07:22 GMT+1
Subject: DBASE process
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Status: O

Hi pfFriends,

As I understand if you want to do database paging in a seperae 
process, you should use the DBASE process.

But is this also a good idea to use this when doing high frequency, 
small modifications to the scene?

--
I would like to have to seperate processes editing two distinct part 
of the scene. This editing is highly frequent on both processes, but 
they don't interfere with each others part of the scene.
Now I understand that I can't just do this in seperate processes, 
because then the pfFrame (called from yet another process) is bound 
to crash.
But my believe is (just a thought; no experience yet) that using the 
DBASE process for both processes, will give me a considerable 
overhead. Is this true, or am I mistaken somewhere along the line of 
reason.

Any ideas?

Kurt

***
The probability of someone watching you is proportional to the
stupidity of your action.
***

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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	Hi pfFolks,

I have a problem using the IV-loader and transparent materials. Attached is a
little file that illustrates the problem.

It contains two objects, one of which (the red one) is transparent, the other
(blue) one is opaque. Using ivview, that is. When using perfly both are
transparent (remember to switch off antialiasing, otherwise multisample
transparency using the same transparency value might hit you).

Apparently for some reason the transparency value cannot be reset to 0 after it
was set to another value. If I put the Cyl1 node before the Mat2 node
everything works fine. But as I'm writing an export option for another biggish
system I'd rather fix the import problem taht try to rearrange all my files.

I'm using the libpfiv that was posted by Eric Chauvineau. Is there a later
version or has anybody else encountered this problem and maybe fixed it?

Thanks a lot

	Dirk

-- 
-- Dirk Reiners                 reiners@ecrc.de, reiners@igd.fhg.de  
-- ZGDV - AR Group                   http://www.igd.fhg.de/~reiners
-- Arabellastr. 17 (ECRC)             
-- D-81925 Muenchen                  All standard disclaimers apply. 
-- Truth is stranger than fiction because fiction has to make sense. 

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From: Zachary Wartell <wartell@ait.nrl.navy.mil>
To: info-performer@sgi.com
Subject: setOriginSize problem and Archive question
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1.  (Performer 2.1, IRIX 6.2, Onyx)

When using pfPipeWindow::setOriginSize the x coordinate of the
window never changed.  The window remained flush with the left hand
side of the window.

I starting using XMoveWindow with pfPipeWindow::getWSWindow and in the
process discovered that replacing ::setOriginSize with the pair:
	pipeWindow->setSize(...);
	pipeWindow->setOrigin(...);

works fine unlike setOriginSize.  So in my final code I use this:

#if 1
  pipeWindow->setSize(window->width(),window->height()); 
  pipeWindow->setOrigin(window->x(),window->y());  
#else
  // Performer 2.1 this fails to change the x coordinate of the window
  //   the above works fine though... 
  pipeWindow->setOriginSize(window->x(),window->y(),window->width(),
     window->height()); 
#endif


2.  The monthly archives on the SGI website seem to go only up
to perf-97-02.  What about the more recent stuff?  Where can I 
find it?
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Date: Thu, 24 Jul 1997 17:37:56 +0000 (GMT)
From: Neil Williams <neil.f.williams@gecm.com>
Subject: Picture wrap-round / genlock problems / video outputs resolutions
To: info-performer@sgi.com
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Hi,

Apologies if I've asked this question before. The problem has been around for
some time and I can't remember whether I posted it. 

I'm using an Onyx VTX to produce a Performer visuals output of 770x576_25i out
of the graphics terminal connection using 'setmon'. A genlock signal is input
into the Onyx in order to sync the output picture to some external equipment.
The problem is that this external equipment (part of a Navy Trainer) can stop
and start its genlock at any time. The output picture remains steady following
this, but is wrapped round horizontally ie the left hand side of the picture
can appear anywhere (randomly) across the screen. The only way I've found to
cure this is to restart the graphics (stopgfx, startgfx) and restart my visual
simulation (undesirable).

Can anyone suggest a cure for this? Alternatively, is it a possibility that I
can leave the graphics in 1280x1024_60 mode and attach an external box of
electronics that will take a portion of the screen and produce a genlocked PAL
video output from this? (I've seen a similar thing done on an RE2 using
'vout').  If so, is it possible to get it to map two windows of the screen to
two seperate genlocked PAL outputs?

Thanks

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Date: Thu, 24 Jul 1997 20:07:03 +0200 (CEST)
From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
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To: Performer Mailing List <info-performer@sgi.com>
Subject: Two Displays
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Hello all.

I'm working with a Onyx2 Reality and I want to do some performer stuff
with two displays. I've attached an additional keyboard and mouse to the
secondary connectors of the Onyx2. I want independent input with
each display, in order to get two persons working at the same time in
different screens and X sessions. Later, I will try to use the two
displays from performer. 

The problem is that the second monitor screen remains black, and anything
happens at all. I have tried ircombine, and I've been able to show the
same channel in the two monitors, but not two channels in each monitor.

Any help about setting up the system would be appreciated.
Thanks.

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Joaquin Casillas          | email: jcasilla@glup.eleinf.uv.es            _/
_/ ARTEC (LISITT)            | 					            _/
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Date: Thu, 24 Jul 1997 11:38:29 -0700
From: "Kaylor, Brett" <Brett.Kaylor@GSC.GTE.Com>
Subject: Onyx RE2 to Onyx2 iR
To: "'=Performer Group'" <info-performer@sgi.com>
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Status: O

All,

We are in the process of porting our Performer (OpenGL based)
application from an 
Onyx RE2 (IRIX 6.2) with 2 pipes to an Onyx 2 iR (IRIX 6.4) and have a
few questions.

- The iR has eight channels.  Is that one pipe with eight channels
similiar to the way
MCO used to work on a pipe?  So in the software we specify one pipe, but
use
portions of the window for each channel?

- We currently have 2 pipes on our Onyx.  We set each pipe to
1280x1024_180qi for input
to our nVision HMD.  We use one pipe for each eye for stereo display.
How do we set 
up the iR to do the same?  Looking at ircombine, we don't quite
understand it.  When using 
the ircombine gui, are the channels supposed to be on top of each other?

- We also have 2 Virtual Technolgy gloves and a Fastrak.  We have been
told
that the serial interface has changed between the two machines.  Has
anyone
experienced any problems moving serial input devices between the two
different machines?

Thanks a bunch.

Brett
brett.kaylor@gsc.gte.com



========================================================
Brett B. Kaylor
Software Engineer

GTE Government Systems          _/_/_/_/_/  _/_/_/_/_/  _/_/_/_/_/
1805 West Drake Drive            _/                         _/
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Tempe, AZ 85283                  _/   _/_/_/            _/
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Tel: 602.777.1725              _/_/_/_/_/            _/
_/_/_/_/_/
Fax: 602.777.1717
eMail: brett.kaylor@gsc.gte.com     http://www.gsc.gte.com
=======================================================
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Subject: Mailing List & error question.
Status: O




We are having problems with performer 2.0  We tried to edit a data base and
know we are
getting these errors.  Does anyone know what this means.


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

Any help would be great.

Jason


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Hi,

   Anyone know of any freely available flight dynamics packages?


Thanks
Eric
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From guest  Thu Jul 24 20:18:48 1997
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Date: Thu, 24 Jul 1997 14:05:17 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9707241405.ZM3097@multipass.asd.sgi.com>
In-Reply-To: "DONKERS H.C." <donh7@fel.tno.nl>
        "DBASE process" (Jul 24,  3:07pm)
References: <89D14253E1E@fel3.fel.tno.nl>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "DONKERS H.C." <donh7@fel.tno.nl>, info-performer@sgi.com
Subject: Re: DBASE process
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Status: O

When you say editing are you just changing vertex information etc, or do
you for example need to create large ammounts of data, do heavy compute &
read from disk?

Sounds like you may be able to do what you need in the application of any
forked process without resorting to the complexitied of pfBuffer::merge.

Cheers,Angus.

On Jul 24,  3:07pm, DONKERS H.C. wrote:
> Subject: DBASE process
> Hi pfFriends,
>
> As I understand if you want to do database paging in a seperae
> process, you should use the DBASE process.
>
> But is this also a good idea to use this when doing high frequency,
> small modifications to the scene?
>
> --
> I would like to have to seperate processes editing two distinct part
> of the scene. This editing is highly frequent on both processes, but
> they don't interfere with each others part of the scene.
> Now I understand that I can't just do this in seperate processes,
> because then the pfFrame (called from yet another process) is bound
> to crash.
> But my believe is (just a thought; no experience yet) that using the
> DBASE process for both processes, will give me a considerable
> overhead. Is this true, or am I mistaken somewhere along the line of
> reason.
>
> Any ideas?
>
> Kurt
>
> ***
> The probability of someone watching you is proportional to the
> stupidity of your action.
> ***
>
> 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
>
>                           oooo$$$$$$$$$$$$oooo
>                       oo$$$$$$$$$$$$$$$$$$$$$$$$o
>                    oo$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$o         o$   $$ o$
>    o $ oo        o$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$o       $$ $$ $$o$
> oo $ $ "$      o$$$$$$$$$    $$$$$$$$$$$$$    $$$$$$$$$o       $$$o$$o$
> "$$$$$$o$     o$$$$$$$$$      $$$$$$$$$$$      $$$$$$$$$$o    $$$$$$$$
>   $$$$$$$    $$$$$$$$$$$      $$$$$$$$$$$      $$$$$$$$$$$$$$$$$$$$$$$
>   $$$$$$$$$$$$$$$$$$$$$$$    $$$$$$$$$$$$$    $$$$$$$$$$$$$$  """$$$
>    "$$$""""$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$     "$$$
>     $$$   o$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$     "$$$o
>    o$$"   $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$       $$$o
>    $$$    $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$" "$$$$$$ooooo$$$$o
>   o$$$oooo$$$$$  $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$   o$$$$$$$$$$$$$$$$$
>   $$$$$$$$"$$$$   $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$     $$$$""""""""
>  """"       $$$$    "$$$$$$$$$$$$$$$$$$$$$$$$$$$$"      o$$$
>             "$$$o     """$$$$$$$$$$$$$$$$$$"$$"         $$$
>               $$$o          "$$""$$$$$$""""           o$$$
>                $$$$o                                o$$$"
>                 "$$$$o      o$$$$$$o"$$$$o        o$$$$
>                   "$$$$$oo     ""$$$$o$$$$$o   o$$$$""
>                      ""$$$$$oooo  "$$$o$$$$$$$$$"""
>                         ""$$$$$$$oo $$$$$$$$$$
>                                 """"$$$$$$$$$$$
>                                     $$$$$$$$$$$$
>                                      $$$$$$$$$$"
>                                       "$$$""""
>
> Life's short,
> Better to have fun while it lasts!
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Date: Thu, 24 Jul 1997 17:46:28 -0400
From: Mark Lasersohn <laser@cowhouse.com>
Organization: Cow House Productions
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To: Dirk Reiners <reiners@ecrc.de>
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Dirk Reiners wrote:
> 
>         Hi pfFolks,
> 
> I have a problem using the IV-loader and transparent materials. Attached is a
> little file that illustrates the problem.
> 
> It contains two objects, one of which (the red one) is transparent, the other
> (blue) one is opaque. Using ivview, that is. When using perfly both are
> transparent (remember to switch off antialiasing, otherwise multisample
> transparency using the same transparency value might hit you).
> 
> Apparently for some reason the transparency value cannot be reset to 0 after it
> was set to another value. If I put the Cyl1 node before the Mat2 node
> everything works fine. But as I'm writing an export option for another biggish
> system I'd rather fix the import problem taht try to rearrange all my files.
> 
> I'm using the libpfiv that was posted by Eric Chauvineau. Is there a later
> version or has anybody else encountered this problem and maybe fixed it?
> 
> Thanks a lot
> 
>         Dirk
> 
> --
> -- Dirk Reiners                 reiners@ecrc.de, reiners@igd.fhg.de
> -- ZGDV - AR Group                   http://www.igd.fhg.de/~reiners
> -- Arabellastr. 17 (ECRC)
> -- D-81925 Muenchen                  All standard disclaimers apply.
> -- Truth is stranger than fiction because fiction has to make sense.
> 
>     ---------------------------------------------------------------
-- 

	Yup, it works as you described (Crimson VGXT) running
Performer 2.0 - but I fixed it by using a explicit Material
statement, instead of referencing a material declared earlier.

#Inventor V2.0 ascii

DEF ROOT Separator {
        Coordinate3 { point [
                1.0000000000 0.0000000000 -1.0000000000, 
                -0.0000000437 1.0000000000 -1.0000000000, 
                -1.0000000000 -0.0000000874 -1.0000000000, 
                0.0000000119 -1.0000000000 -1.0000000000, 
                1.0000000000 0.0000000000 1.0000000000, 
                -0.0000000437 1.0000000000 1.0000000000, 
                -1.0000000000 -0.0000000874 1.0000000000, 
                0.0000000119 -1.0000000000 1.0000000000, 
        ] }        
        DEF Mat1 Material {
                        ambientColor 0.000 0.000 1.000
                        diffuseColor 0.000 0.000 1.000
                        specularColor 0.000 0.000 0.000
                        shininess 0.156
                        transparency 0.0
        }        
        DEF Cyl1 Separator {
                USE Mat1
                IndexedFaceSet { coordIndex [
                        3, 2, 1, 0, -1, 2, 3, 7, 
                        6, -1, 3, 0, 4, 7, -1, 1, 
                        2, 6, 5, -1, 0, 1, 5, 4, 
                        -1, 4, 5, 6, 7, -1, 
                ] }
        }        
        DEF Cyl2 Separator {
        	Material {
                	ambientColor 1.000 0.000 0.000
                       	diffuseColor 1.000 0.000 0.000
                        specularColor 0.000 0.000 0.000
                        shininess 0.156
                        transparency 0.5
        	}
                MatrixTransform {
                        matrix 1.00000 0.00000 0.00000 0.00000
                                   0.00000 0.00000 1.00000 0.00000
                                   0.00000 1.00000 0.00000 0.00000
                                   2.00000 0.00000 0.00000 1.00000
                }
                IndexedFaceSet { coordIndex [
                        3, 2, 1, 0, -1, 2, 3, 7, 
                        6, -1, 3, 0, 4, 7, -1, 1, 
                        2, 6, 5, -1, 0, 1, 5, 4, 
                        -1, 4, 5, 6, 7, -1, 
                ] }
        }
}


Mark Lasersohn
Cow House Productions
laser@cowhouse.com
http://www.cowhouse.com
330-569-7492
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Subject: Re: Two Displays
To: jcasilla@eous.eleinf.uv.es
Date: Fri, 25 Jul 1997 09:28:56 -0530 (IST)
Cc: info-performer@sgi.com
From: Swapnil Shah<swapnil@teil.soft.net>
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> 
> Hello all.
> 
> I'm working with a Onyx2 Reality and I want to do some performer stuff
> with two displays. I've attached an additional keyboard and mouse to the
> secondary connectors of the Onyx2. I want independent input with
> each display, in order to get two persons working at the same time in
> different screens and X sessions. Later, I will try to use the two
> displays from performer. 
> 
> The problem is that the second monitor screen remains black, and anything
> happens at all. I have tried ircombine, and I've been able to show the
> same channel in the two monitors, but not two channels in each monitor.
> 
> Any help about setting up the system would be appreciated.
> Thanks.
> 

I think your question is very similar to tom's one, and last answer to the
mail "Re: help!" will explain you for your problem.


regards,
-swappnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil
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Subject: Re: help!
To: verdi@piano.ucsd.edu (Tom Impelluso)
Date: Fri, 25 Jul 1997 09:26:42 -0530 (IST)
Cc: info-performer@sgi.com
In-Reply-To: <199707241751.KAA19504@imm.ucsd.edu> from "Tom Impelluso" at Jul 24, 97 10:51:45 am
From: Swapnil Shah<swapnil@teil.soft.net>
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According to Tom Impelluso:
> 
> 
> Swapnil
> 
> 
> OK, you have come the closest to answering my question.
> At least you read it!
> 
> You say:
> 
> 	use pfPipeWindow::setWSConnectionName("hostname:0.0");
> 
> 
> 1) I am using C, not C++

USE pfPWinWSConnectionName(pfWindow *, char *)

> 2) I can cause it to dispaly on a remote machine,
> but the PRIMARY question was how to get the display on TWO
> 	machines, and, decide, in advance, which of those
> 	two machines would be controlling the mouse.

This is X question. In X window systerm, each server has got keyboard and
mouse (may be other devices too). So your application (client) will get
events from both servers. If other terminal (display in ur terminology)
don't have keyboard or mouse, it's obviouse that it can't send events. Now
as you are showing same content to both the display, you can modify the
content on both display by processing events of the single keyboard-mouse...

About how to get display on two machines, well, i think you should learn
little more about X windows introductory chapters. It will help you
understand it. The answer resides in the same function
pfPWinWSConnectionName. But what argument should be pased, where, will be
clear after you read first 1 or 2 chapters from any of X window book.

> 
> Please help if you can.
> 
> Thanks
> Tom
> 


regards,
-swappnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil
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From: "Axel Sammet" <axel@luca.hannover.sgi.com>
Message-Id: <9707250933.ZM23699@luca.hannover.sgi.com>
Date: Fri, 25 Jul 1997 09:33:38 +0000
In-Reply-To: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
        "Two Displays" (Jul 24, 20:07)
References: <Pine.SGI.3.96.970724194819.2343A-100000@eous.eleinf.uv.es>
X-Face: +.n!QKG7O5w\:2hJh%S}+iu)$t[N^n/eh9w-}^>U?i6]!O|,ubP5E$:C05Wot=|3?_N&bjk 4w%$@iFnNm&KCFms>NC]uX!T)xVcoM32jd`qO\VWkG6zc(!H)d`?1>CNrT:HOyT2mtxJ$(*M,QBe4d LYJVuvh!kn}3M}wqP6}cd(b0%+q9$.{+kIFC3ECFnZ3/ok|NqVgtG0^/{+9-6i52'n,H::f|!_du_e Gd*A~4xUbln#@
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To: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>,
        Performer Mailing List <info-performer@sgi.com>
Subject: Re: Two Displays
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On Jul 24, 20:07, Joaquin Casillas Melendez wrote:
> Subject: Two Displays
> Hello all.
>
> I'm working with a Onyx2 Reality and I want to do some performer stuff
> with two displays. I've attached an additional keyboard and mouse to the
> secondary connectors of the Onyx2. I want independent input with
> each display, in order to get two persons working at the same time in
> different screens and X sessions. Later, I will try to use the two
> displays from performer.
Joaquin


a single pipe onyx2(reality or ir) will not support two keyboards. each
keyboard is linked to one pipe, thus making it neccessary to have two pipes
for two keyboards to work. you can hook up a separate terminal to one of
the serial ports for non-gfx input to an application running on the second
display.

>
> The problem is that the second monitor screen remains black, and anything
> happens at all. I have tried ircombine, and I've been able to show the
> same channel in the two monitors, but not two channels in each monitor.

if the managed area is limited to the size of one channel(e.g. 1280x1024)
ircombine won't let you arrange the channels side by side. choose "edit
globals" to set the managed area to 2560x1024 and then set the origin of
the second channel to 1280,0. However if your Onyx2 Reality has only one
RM, you will probably not be able to accomplish this due to limited
framebuffer memory. you need to switch to lower resolution/channel.

displaying two channels on each monitor will not work cause a channel is
always equivalent to one physical video output. you should display two
viewports in the channel. that should do the job.

Axel

>
> Any help about setting up the system would be appreciated.
> Thanks.
>
> _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
> _/ Joaquin Casillas          | email: jcasilla@glup.eleinf.uv.es
           _/
> _/ ARTEC (LISITT)            |
					            _/
> _/ Dept. Electr. & Informat. | 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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>             Submissions:  info-performer@sgi.com
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>
>-- End of excerpt from Joaquin Casillas Melendez



-- 

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From: "DONKERS H.C." <donh7@fel.tno.nl>
Organization: TNO-FEL
To: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Date: Fri, 25 Jul 1997 11:02:40 GMT+1
Subject: Re: DBASE process
CC: info-performer@sgi.com
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Status: O

> When you say editing are you just changing vertex information etc, or do
> you for example need to create large ammounts of data, do heavy compute &
> read from disk?
When I said editing, I meant that I do a lot off  pruning and adding 
of nodes within the pfScene.
And I can't prune the graph from a different process than the process 
that calls pfFrame, because then I could have changed the graph from 
the other process between the Cull and Draw phase.
(am I still making sense?)

Why do you want seperate processes then, you might ask.
Well, both processes (not the process calling pfFrame) pruning the 
graph, also do some heave computatioins, and I would like them 
seperately (sproc'd) also for 'maintainability' of my code.

BTW, is adding and removing of nodes the only operation I cannot do 
in a seperate process? I can imagine that I *CAN* change geoset 
information from another process. Maybe that info gets through one 
pfFrame later, but it wouldn't crash the program.
Am I right?
 
> Sounds like you may be able to do what you need in the application of any
> forked process without resorting to the complexitied of pfBuffer::merge.
> 
> Cheers,Angus.
> 
> On Jul 24,  3:07pm, DONKERS H.C. wrote:
> > Subject: DBASE process
> > Hi pfFriends,
> >
> > As I understand if you want to do database paging in a seperae
> > process, you should use the DBASE process.
> >
> > But is this also a good idea to use this when doing high frequency,
> > small modifications to the scene?
> >
> > --
> > I would like to have to seperate processes editing two distinct part
> > of the scene. This editing is highly frequent on both processes, but
> > they don't interfere with each others part of the scene.
> > Now I understand that I can't just do this in seperate processes,
> > because then the pfFrame (called from yet another process) is bound
> > to crash.
> > But my believe is (just a thought; no experience yet) that using the
> > DBASE process for both processes, will give me a considerable
> > overhead. Is this true, or am I mistaken somewhere along the line of
> > reason.
> >
> > Any ideas?
> >
> > Kurt
> >

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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oo $ $ "$      o$$$$$$$$$    $$$$$$$$$$$$$    $$$$$$$$$o       $$$o$$o$
"$$$$$$o$     o$$$$$$$$$      $$$$$$$$$$$      $$$$$$$$$$o    $$$$$$$$
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   o$$"   $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$       $$$o
   $$$    $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$" "$$$$$$ooooo$$$$o
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Better to have fun while it lasts!
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From: "Axel Sammet" <axel@luca.hannover.sgi.com>
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To: jcasilla@glup.eleinf.uv.es
Subject: Re: Two Displays
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Status: O

On Jul 24, 20:07, Joaquin Casillas Melendez wrote:
> Subject: Two Displays
> Hello all.
>
> I'm working with a Onyx2 Reality and I want to do some performer stuff
> with two displays. I've attached an additional keyboard and mouse to the
> secondary connectors of the Onyx2. I want independent input with
> each display, in order to get two persons working at the same time in
> different screens and X sessions. Later, I will try to use the two
> displays from performer.
Joaquin

a single pipe onyx2(reality or ir) will not support two keyboards. each
keyboard is linked to one pipe, thus making it neccessary to have two pipes
for two keyboards to work. you can hook up a separate terminal to one of
the serial ports for non-gfx input to an application running on the second
display.

>
> The problem is that the second monitor screen remains black, and anything
> happens at all. I have tried ircombine, and I've been able to show the
> same channel in the two monitors, but not two channels in each monitor.

if the managed area is limited to the size of one channel(e.g. 1280x1024)
ircombine won't let you arrange the channels side by side. choose "edit
globals" to set the managed area to 2560x1024 and then set the origin of
the second channel to 1280,0. However if your Onyx2 Reality has only one
RM, you will probably not be able to accomplish this due to limited
framebuffer memory. you need to switch to lower resolution/channel.

displaying two channels on each monitor will not work cause a channel is
always equivalent to one physical video output. you should display two
viewports in the channel. that should do the job.

Axel

>
> Any help about setting up the system would be appreciated.
> Thanks.
>
> _/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
> _/ Joaquin Casillas          | email: jcasilla@glup.eleinf.uv.es
           _/
> _/ ARTEC (LISITT)            |
					            _/
> _/ Dept. Electr. & Informat. | Phone: +34 6 360 4484  Fax: +34 6 361 6198
  _/
> _/ University of Valencia    | Address: Hugo de Moncada 4. 46010
Val.(SPAIN)_/
>


-- 

___________________________________________________________________

Axel Sammet                   | HNV Office:  +49 511 9017229
Projektmanager                | Home Office: +49 40 60679230  <----
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From guest  Fri Jul 25 12:00:15 1997
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From: pffred@iris.llogic.com (Frederic Francis)
Message-Id: <199707251257.IAA08328@iris.llogic.com>
Subject: Clip levels with missing tiles
To: info-performer@sgi.com
Date: Fri, 25 Jul 1997 08:57:29 -0400 (EDT)
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Status: O

Hi,

We are implementing a fly-through over a clipmapped terrain.
	
We want to have certain areas with higher resolution clips than others.
Right now the pfImageCache waits when it doesn't find a tile in a clip level.
How can we avoid this behavior both in 2.1 and 2.2.

I believe this is possible since it was mentionned during Sharon Clay's
talk at the '96 Developer Forum.

Thanks in advance,
Fred.

Frederic Francis 
Lateral Logic Inc.
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Date: Fri, 25 Jul 1997 08:46:59 -0500
From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  pfCycleBuffer
Status: O

Performers:

Could someone please clear up my thoughts on pfCycleBuffer.From the 
examples and man pages, I'm a little confused on the implementation.

>From morph.C:

//// This is where the new cycle buffer is created.

    cbuf = new(arena) pfCycleBuffer(nSph * sizeof(pfVec4));

    ncoords = (pfVec3*) pfMalloc(pfGetSize(coords), arena);
    nnorms = (pfVec3*) pfMalloc(pfGetSize(norms), arena);
....
    colors = (pfVec4*) cbuf->getData();

/// How is it possible for cbuf->getData() to return anything since
//// nothing has ever been done to cbuf since it's creation. Where is all 
//// the  information allocated and created from the arena associated with
///// the cycle buffer?



I have large class which in shared memory which I have been using as a
single memory buffer. I'd now like to cycle the data in this buffer for data
consistency. Based on both the example and the man pages, I do not see
how the associate my single object of data to the cycle buffer memory.

Thanks.

- bryan wasileski
  McDonnell Douglas Training Systems
 bwasileski@mdc.com
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To: info-performer@sgi.com
Subject: Cull traversal
Reply-To: jfriesne@UCSD.EDU
From: jaf@chewils034.ucsd.edu (Jeremy Friesner)
Date: Fri, 25 Jul 97 10:04:13 
Organization: Entropiphilic Reorganization Consultants
Status: O

Hi Everyone,

I've got a custom cull node callback in my code that I want to
use to more quickly eliminate certain subgraphs of my pfScene.  My callback
looks something like this:

int preCullNodeCallback(pfTraverser * t, void *)
{
  if (myCustomCullFuncSaysItAintVisible(t->getNode))
  {
    /* skip the children of this node, cause I know they can't be seen */
    pfCullResult(PFIS_FALSE);   
    return PFTRAV_PRUNE;
  }
  else
  {
    return PFTRAV_CONT;
  }
}

This works fine for the most part, but I do get some weirdness--
when I add another node to the root of scene graph (which does not have
this callback attached to it!), it sometimes gets (inappropriately) culled too!
This problem goes away if I change the "return PFTRAV_PRUNE" line
to "return PFTRAV_CONT", but then the cull traversal seems to still traverse
the subgraph below the node with the custom callback, which is what
I was hoping to avoid.

So I'm a little confused--is a cull callback supposed to affect
the traversal of nodes that are not children of the custom node?
If not, is this a bug?

Also, is pfCullResult() supposed to have an effect on the path of
the cull traversal, or does Performer only listen to the PFTRAV_*
return codes?

Thanks,

Jeremy
Jeremy Friesner	  | Amigas will rise again!
jfriesne@ucsd.edu | Why put up with crap?

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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9707251003.ZM10444@logan.engr.multigen.com>
Date: Fri, 25 Jul 1997 10:03:11 -0700
In-Reply-To: "Jason A Alexander"<jaalexan@crnotes.cca.rockwell.com>
        "Mailing List & error question." (Jul 24,  3:08pm)
References: <862564DE.006E68D8.00@crnotes.cca.rockwell.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: Mailing List & error question.
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Status: O

On Jul 24,  3:08pm, Jason A Alexander wrote:
> We are having problems with performer 2.0  We tried to edit a data base and
> know we are getting these errors. Does anyone know what this means.
>
> PF Notice/Assert        convTree() unsupported node 113 "unknown " found

That an OpenFlight V15.1 material record.

Performer 2.0 comes with a V14.2 OpenFlight loader. You have created a V15.1 or
later database. You need to use at least loader revision R15.2 for such
databases.

Visit our web site support area for such downloads.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
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To: info-performer@sgi.com
Subject: Cull traversal
Reply-To: jfriesne@UCSD.EDU
From: jaf@chewils034.ucsd.edu (Jeremy Friesner)
Date: Fri, 25 Jul 97 10:04:13 
Organization: Entropiphilic Reorganization Consultants
Status: O

Hi Everyone,

I've got a custom cull node callback in my code that I want to
use to more quickly eliminate certain subgraphs of my pfScene.  My callback
looks something like this:

int preCullNodeCallback(pfTraverser * t, void *)
{
  if (myCustomCullFuncSaysItAintVisible(t->getNode))
  {
    /* skip the children of this node, cause I know they can't be seen */
    pfCullResult(PFIS_FALSE);   
    return PFTRAV_PRUNE;
  }
  else
  {
    return PFTRAV_CONT;
  }
}

This works fine for the most part, but I do get some weirdness--
when I add another node to the root of scene graph (which does not have
this callback attached to it!), it sometimes gets (inappropriately) culled too!
This problem goes away if I change the "return PFTRAV_PRUNE" line
to "return PFTRAV_CONT", but then the cull traversal seems to still traverse
the subgraph below the node with the custom callback, which is what
I was hoping to avoid.

So I'm a little confused--is a cull callback supposed to affect
the traversal of nodes that are not children of the custom node?
If not, is this a bug?

Also, is pfCullResult() supposed to have an effect on the path of
the cull traversal, or does Performer only listen to the PFTRAV_*
return codes?

Thanks,

Jeremy
Jeremy Friesner	  | Amigas will rise again!
jfriesne@ucsd.edu | Why put up with crap?

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From: Rhonda Roy <Rhonda@medcm.com>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Career track/ Job Opportunity
Date: Fri, 25 Jul 1997 13:45:08 -0400
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Medical Consumer Media (MCM) is a rapidly growing company located in
Reston, VA.  The company offers the opportunity to work with physicians,
educators, medical illustrators, and other 3D software developers to
create world-class games/3D interactive experiences which run on the
next generation of PCs.

MCM has several openings for experienced OpenGL programmers for the
development of interactive health education games which both offer the
full potential of 3D Interactivity AND have fascinating content.

Help build games and interactive experiences using the latest and
greatest software and hardware which both educate and instruct.

MCM offers a state of the art facility in a historic mansion located 5
minutes from Dulles Airport.  

Please contact:

Rhonda B. Roy, MA
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Medical Consumer Media
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Reston, VA  20190
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rhonda@medcm.com
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Subject: 4d textures
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Status: O


Hi -

Does anyone have any experience with 4d textures?  Is there
any example code for using 4d textures with Performer?

pfTexImage does not seem able to accommadate more than 3d...

Thanks in advance for any help!

ken
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Date: Fri, 25 Jul 1997 11:42:04 -0700
From: chris@scotch.physics.ucla.edu (chris)
Message-Id: <199707251842.LAA03249@scotch.physics.ucla.edu>
To: info-performer@sgi.com
Subject: lines or triangles
Status: O


	Hi pfPeople.

	I have written a data visualization program which displays time dependent
vector field, isosurface, etc. data evolution.  The time dependence is updated in
a forked Dbase process.  The machine is an indigo2 max impact.

	I'm finding the following hard to believe.  Rendering a single timestep
of vector field data requires either 22,000 triangles, or 4100 lines, depending
on how I model the arrows.  Both of these absolutely crush my frame rate.  Draw
stage is about 200-300+ milliseconds. 

What amazes me is that while the vector field scene modeled with 22,000 triangles 
gives me about 3Hz frame rate, the vector field scene modeled with 4100 lines only 
gives me 4-5Hz frame rate.  This seems like a pretty negligible improvement!
Is this normal?  I thought lines would be much easier to draw than arrows... I'm 
wrong?




Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris
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Date: Fri, 25 Jul 1997 13:46:08 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9707251346.ZM4574@multipass.engr.sgi.com>
In-Reply-To: "DONKERS H.C." <donh7@fel.tno.nl>
        "Re: DBASE process" (Jul 25, 11:02am)
References: <8B100CE7B6B@fel3.fel.tno.nl>
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To: "DONKERS H.C." <donh7@fel.tno.nl>
Subject: Re: DBASE process
Cc: info-performer@sgi.com
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Status: O

On Jul 25, 11:02am, DONKERS H.C. wrote:
> Subject: Re: DBASE process
> > When you say editing are you just changing vertex information etc, or do
> > you for example need to create large ammounts of data, do heavy compute &
> > read from disk?
> When I said editing, I meant that I do a lot off  pruning and adding
> of nodes within the pfScene.
> And I can't prune the graph from a different process than the process
> that calls pfFrame, because then I could have changed the graph from
> the other process between the Cull and Draw phase.
> (am I still making sense?)
>
> Why do you want seperate processes then, you might ask.
> Well, both processes (not the process calling pfFrame) pruning the
> graph, also do some heave computatioins, and I would like them
> seperately (sproc'd) also for 'maintainability' of my code.
>
> BTW, is adding and removing of nodes the only operation I cannot do
> in a seperate process? I can imagine that I *CAN* change geoset
> information from another process. Maybe that info gets through one
> pfFrame later, but it wouldn't crash the program.
> Am I right?

Yes, although you can build an entire sub graph in a dbase process and
Also any geoset attribute edits happen instantly, unless you used some
buffering mechanism.

Cheers,Angus.


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From: "B. Alex Kekesi" <akekesi@vlasov.gsfc.nasa.gov>
Message-Id: <9707251746.ZM2503@vlasov.gsfc.nasa.gov>
Date: Fri, 25 Jul 1997 17:46:59 -0400
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To: info-performer@sgi.com
Subject: Movie Textures
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Status: O

Hi Performers,

I have a problem, and I was wondering if someone out there in Performer Land
might be able to help me.  I have a modified version of perfly I'm trying to
run on a Onyx2 iR (64 MB Texture Mem).  What I'm trying to do is place "movie
textures" on an arbitrarily loaded object.  For simplicities sake, the single
loaded object will only have one texture already specifed on it when loaded.  I
attempt to strip off the currently loaded texture and replace it with a
sequence of textures that form a movie.  My coding is far from complete, but
I've already hit a snag that I can't get past, and I'm hoping someone out there
can help.

I believe that my texture list is being created/loaded properly, but when I get
to the point where I am to apply the first frame of this new texture list, the
program bombs.  Here's what I get:

monet 47% perfly -W640,480 -Tscriptfile2.txt
PF Info:                       All 4 processors available on this machine.
Loading Script File...
Loading tex flip_simpearthgrid.0000.rgb as frame 0
components: 3  xsize: 1024  ysize: 512  zsize: 1
Loading tex flip_surf_image.0000.rgb as frame 1
components: 3  xsize: 1024  ysize: 512  zsize: 1
Movie List Length: 2
PF Fatal/SysErr:               _pfDirtCheck: pfRealloc of 0 bytes returned
NULL.


I'm attaching the part of my source code where the problem seems to be
occurring.  I'm also attaching a hardware inventory for those of you who like
to know what kind of system I'm working with.

Any help on this will be greatly appreciated!  I will even take recommendations
on where else I might be able to look for more information on movie/video
texturing.  -Or if anyone out there has already done something like this,
PLEASE let me know.  I'm aware of sample codes movietex and texlist, but
haven't been able to find anything closer to what I'm trying to do.

Thanks in Advance!!

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


HARDWARE:

monet 2% hinv
FPU: MIPS R10010 Floating Point Chip Revision: 0.0
CPU: MIPS R10000 Processor Chip Revision: 2.6
4 195 MHZ IP27 Processors
Main memory size: 1024 Mbytes
Instruction cache size: 32 Kbytes
Data cache size: 32 Kbytes
Secondary unified instruction/data cache size: 4 Mbytes
Integral SCSI controller 0: Version QL1040B
  Disk drive: unit 1 on SCSI controller 0
  CDROM: unit 6 on SCSI controller 0
Integral SCSI controller 1: Version QL1040B
IOC3 serial port: tty1
IOC3 serial port: tty2
IOC3 serial port: tty3
IOC3 serial port: tty4
IOC3 parallel port: plp1
Graphics board: InfiniteReality2
Integral Fast Ethernet: ef0, version 1
Iris Audio Processor: version RAD revision 7.0, number 1
IOC3 external interrupts: 1





SOURCE:

/*============= GLOBALS =============*/
struct _FrameInfo {
   char prefix[NORMSTR];
   int start, end;
   char postfix[MINSTR];
} FrameInfo;

struct _EventInfo {
   int time, event;
   struct _FrameInfo *frame;
   struct _EventInfo *next;
} EventInfo;

struct _EventInfo *EventHead, *EventTail;



/* Load texture sequence */
void
loadMovieFiles()
{
 int count=0, framecnt=0, comp, xsize, ysize, zsize;
 struct _EventInfo *currevent=NULL;
 char texname[NORMSTR];
 unsigned int *image;

 /* NOTE: ViewState->tex is of type (pfTexture *) and
	  ViewState->texList is of type (pfList *)  */

 currevent = EventHead;
 pfDelete(ViewState->texList);	/* Annihilate anything that might already be */
 ViewState->tex = pfNewTex(NULL);
 pfTexList(ViewState->tex, pfNewList(sizeof(pfTexture*), 16,
pfGetArena(ViewState->tex)));
 ViewState->texList = pfGetTexList(ViewState->tex);
 pfTexLoadMode(ViewState->tex, PFTEX_LOAD_LIST, PFTEX_LIST_AUTO_SUBLOAD);

 while(currevent!=NULL)
    {

     if(((currevent->event)==FREEZEMOVIE) || ((currevent->event)==PLAYMOVIE))
	{

         for(count=currevent->frame->start; count<=currevent->frame->end;
count++)
	    {
	     strcpy(texname, BLANK);

	     /* Rebuild the texture name */
	     if(count<10)
	        sprintf(texname, "%s.000%d.%s", currevent->frame->prefix,
count,
					     currevent->frame->postfix);
	     else if(count<100)
	        sprintf(texname, "%s.00%d.%s", currevent->frame->prefix, count,
					     currevent->frame->postfix);
	     else if(count<1000)
	        sprintf(texname, "%s.0%d.%s", currevent->frame->prefix, count,
					     currevent->frame->postfix);
	     else
		sprintf(texname, "%s.%d.%s", currevent->frame->prefix, count,
					     currevent->frame->postfix);

             fprintf(stderr, "Loading tex %s as frame %d\n", texname,
framecnt++);

	     ViewState->tex = pfNewTex(NULL);
	     pfLoadTexFile(ViewState->tex, texname);

	     pfGetTexImage(ViewState->tex, &image, &comp, &xsize, &ysize,
&zsize);
	     fprintf(stderr, "components: %d  xsize: %d  ysize: %d  zsize:
%d\n",
	             comp, xsize, ysize, zsize);

	     pfTexFormat(ViewState->tex, PFTEX_FAST_DEFINE, 1);
	     pfTexFilter(ViewState->tex, PFTEX_MINFILTER, PFTEX_BILINEAR);
	     pfAdd(ViewState->texList, ViewState->tex);
	    }

	}

     currevent = currevent->next;
    }

fprintf(stderr, "Movie List Length: %d\n", pfGetNum(ViewState->texList));
pfEnable(PFEN_TEXTURE);


/********************************************************************/
/*  I believe the below 2 lines are where the problem is occurring! */
/********************************************************************/
pfApplyTex(ViewState->tex);
pfApplyTEnv(pfNewTEnv(NULL));
}


/* Initialize the visual database */
void
InitScene(void)
{
    int		 loaded		= 0;
    pfScene	*scene		= NULL;
    pfTexEnv 	*tenv		= NULL;
    double	 startTime	= 0.0f;
    double	 elapsedTime	= 0.0f;

    /* Read in any databases specified on cmd line */
    ViewState->scene = scene = pfNewScene();

    startTime = pfGetTime();

    /* Read in script file specified on command line */
    if(ViewState->ScriptFile!=NULL)
       {
        loadScriptFile();     /* Load user inputted script file */
        loadMovieFiles();     /* Load textures listed in script file */
       }

    /* Get/Create objects for viewing */
    loaded = initSceneGraph(scene);

    /* Set up scene graph for collisions */
    if (loaded)
       pfuCollideSetup(scene, PFUCOLLIDE_STATIC, 0xffffffff);

    /* Initialize EarthSky, fog, and sun model */
    initEnvironment();

    elapsedTime = pfGetTime() - startTime;

    if (loaded)
    {
	pfNotify(PFNFY_INFO, PFNFY_PRINT, "Total scene-graph statistics");
	pfdPrintSceneGraphStats((pfNode *)scene, elapsedTime);
    }
    else
    {
    	pfSphere	bsphere;

	pfNotify(PFNFY_INFO, PFNFY_PRINT, "No Databases loaded");
	pfNotify(PFNFY_INFO, PFNFY_MORE, NULL);

	/* Set a default bounding sphere */
	pfSetVec3(bsphere.center, 0.0f, 0.0f, 0.0f);
	bsphere.radius = BOUND;
	pfNodeBSphere(scene, &bsphere, PFBOUND_DYNAMIC);
    }

    /* Write out nodes in scene (for debugging) */
    if (WriteFile)
    {
	if (!strstr(WriteFile, ".out") && pfdInitConverter(WriteFile))
	{
	    /* it's a valid extension, go for it */
	    if (!pfdStoreFile((pfNode *)scene, WriteFile))
		pfNotify(PFNFY_WARN, PFNFY_RESOURCE,
			 "No store function available for %s\n", WriteFile);
	}
	else
	{
	    /* write the file as ASCII */
	    FILE *fp;
	    if (fp = fopen(WriteFile, "w"))
	    {
		pfPrint(scene, PFTRAV_SELF|PFTRAV_DESCEND, PFPRINT_VB_OFF, fp);
		fclose(fp);
	    }
	    else
		pfNotify(PFNFY_WARN, PFNFY_RESOURCE,
			 "Could not open scene.out for debug printing.");
	}
    }

    /* Set initial view position and angles */
    initView(scene);
}
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Subject: textures that interpolate on RGBA values
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Hi -

I would like to create a texture that is interpolated on the
basis of a vertices RGBA value.  Does anyone have any suggestions
on how to go about this?

Thanks in advance for any help!

ken
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From: scott@ht.com (Scott McMillan)
Message-Id: <199707252217.SAA17121@hf.ht.com>
Subject: Re: pfCycleBuffer
In-Reply-To: <s3d86834.044@mdc.com> from Bryan Wasileski at "Jul 25, 97 08:46:59 am"
To: bwasileski@mdc.com (Bryan Wasileski)
Date: Fri, 25 Jul 1997 18:17:19 -0400 (EDT)
Cc: info-performer@sgi.com
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Status: O

> Performers:
> 
> Could someone please clear up my thoughts on pfCycleBuffer.From the 
> examples and man pages, I'm a little confused on the implementation.
> 
> >From morph.C:
> 
> //// This is where the new cycle buffer is created.
> 
>     cbuf = new(arena) pfCycleBuffer(nSph * sizeof(pfVec4));
> 
>     ncoords = (pfVec3*) pfMalloc(pfGetSize(coords), arena);
>     nnorms = (pfVec3*) pfMalloc(pfGetSize(norms), arena);
> ....
>     colors = (pfVec4*) cbuf->getData();
> 
> /// How is it possible for cbuf->getData() to return anything since
> //// nothing has ever been done to cbuf since it's creation. Where is all 
> //// the  information allocated and created from the arena associated with
> ///// the cycle buffer?
> 

Lemme try and take a stab at this and then some:

line 132: allocate pfCycleBuffer data
        Note: just enough space for a packed array of nSph color vectors.

    cbuf = new(arena) pfCycleBuffer(nSph * sizeof(pfVec4));

line 137: Get a handle to the data buffer:
	Note: I believe any time get data is called it gets a version
        of the data appropriate to which process you are in (APP, CULL,
	DRAW) and which pfMultiprocessing mode you are in (e.g.,
	PFMP_APP_CULL_DRAW) 

    pfVec4  *colors = (pfVec4*) cbuf->getData();

	Again in answer to one of your questions this returns a POINTER
	to the buffer that was allocated in line 132.  You still need to
	set the data as below.

line 159-160: Set the colors and hence the cbuf data:

	colors[i].set(0.0f, 0.0f, 0.0f, 1.0f);
	colors[i][max] = 1.0f;

line 178:. Initialize all the other CycleBuffer copies of this buffer:

    /* Set all pfCycleMemories to the same colors */
    cbuf->init(cbuf->getData());

line 180: Associate this cycle buffer data with the color data of the
	pfGeoSet:

    gset->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, 
		  (void*)cbuf, NULL);

Now you can change your color in the APP process as shown in the
breatheMorphe function:

    colors = (pfVec4*) cbuf->getData();
    for (int i=0; i<nSph; i++)
	colors[i][0] = s;

    cbuf->changed();

And these changes will get propagated down the pipeline AUTOMAGICALLY by
the pfCycleBuffer, and if I understand this correctly... when the draw
process comes along to render the pfGeoSet and accesses the color
information.  The pfCycleBuffer will feed it a pointer to the "correct"
data.

Hope this is right,
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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Subject: Clip map texture
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Status: O

Hi,
Does any one know how to generate the .ct files for clipmap textures.
I have been trying to convert a .tif file with out much success. I have
read the documentation supplied by Performer and I am blowing up on the
rsets program?
-- 
---------------------------------------------------------------
Carol Pawlowski              pawlowsk@ait.nrl.navy.mil
Code 5585, AIT/ITD           
Naval Research Laboratory    Pho: (202)767-3040
Washington, DC  20375-5337   FAX: (202)767-1122
---------------------------------------------------------------
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From guest  Sat Jul 26 07:45:26 1997
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Date: Sat, 26 Jul 1997 19:05:37 +1010 (EST)
From: Simon Bennett <simonb@wormald.com.au>
X-Sender: simonb@murad
To: "Kaylor, Brett" <Brett.Kaylor@GSC.GTE.Com>
Cc: "'=Performer Group'" <info-performer@sgi.com>
Subject: Re: Onyx RE2 to Onyx2 iR
In-Reply-To: <c=US%a=_%p=GTE%l=MTVEX03-970724183829Z-33227@mtvex02.MTN-VIEW>
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On Thu, 24 Jul 1997, Kaylor, Brett wrote:

> All, We are in the process of porting our Performer (OpenGL based)
> application from an Onyx RE2 (IRIX 6.2) with 2 pipes to an Onyx 2 iR (IRIX
> 6.4) and have a few questions.  - The iR has eight channels.  Is that one
> pipe with eight channels similiar to the way MCO used to work on a pipe?
> So in the software we specify one pipe, but use portions of the window for
> each channel?

Yes.  The new DG4-2 and -8 replace the concept of the MCO.  It's much easier
to work with too!


> - We currently have 2 pipes on our Onyx.  We set each pipe to
> 1280x1024_180qi for input to our nVision HMD.  We use one pipe for each
> eye for stereo display.  How do we set up the iR to do the same?  Looking
> at ircombine, we don't quite understand it.  When using the ircombine gui,
> are the channels supposed to be on top of each other?

No.  I think you'll find that your problem is that you need to "Edit
Globals" and make the total display size larger.  For two 1280x1024 size
windows you'll need a total managed area of 2560x1024.   (Assuming you have
the RM's to do this)

> - We also have 2 Virtual Technolgy gloves and a Fastrak.  We have been
> told that the serial interface has changed between the two machines.

Yes it has.  I believe the Onyx2, like the O2 - uses a PC type RS-232 pine
layout now.

> Has anyone experienced any problems moving serial input devices between
> the two different machines?

No.  It's just a matter of rewiring the cables.  The sex has changed too I
think.  Once you've got your cable right, you'll be fine.  The good news is
that you can now use standard PC serial cables.

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

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

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Date: Sat, 26 Jul 1997 10:37:04 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9707261037.ZM5657@multipass.engr.sgi.com>
In-Reply-To: ken sartor <sartor@bur.visidyne.com>
        "textures that interpolate on RGBA values" (Jul 25,  4:59pm)
References: <3.0.32.19970725165949.007b3300@mail.bur.visidyne.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: ken sartor <sartor@bur.visidyne.com>, info-performer@sgi.com
Subject: Re: textures that interpolate on RGBA values
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Status: O

You have pixel texgen on IMPACT systems for this,
You could also send the colour vertex as texture coordinates to the
graphics system but performer won't support 3D or 4D texture coords.

Maybe you could overload the glcolor functions to send texture
coordinates.

Cheers,Angus.

On Jul 25,  4:59pm, ken sartor wrote:
> Subject: textures that interpolate on RGBA values
>
> Hi -
>
> I would like to create a texture that is interpolated on the
> basis of a vertices RGBA value.  Does anyone have any suggestions
> on how to go about this?
>
> Thanks in advance for any help!
>
> ken
> =======================================================================
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>-- End of excerpt from ken sartor


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From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
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In-Reply-To: Simon Bennett <simonb@wormald.com.au>
        "Re: Onyx RE2 to Onyx2 iR" (Jul 26,  7:05pm)
References: <Pine.OSF.3.94.970726190047.18776D-100000@murad>
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To: Simon Bennett <simonb@wormald.com.au>,
        "Kaylor, Brett" <Brett.Kaylor@GSC.GTE.Com>
Subject: Re: Onyx RE2 to Onyx2 iR
Cc: "'=Performer Group'" <info-performer@sgi.com>
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On Jul 26,  7:05pm, Simon Bennett wrote:
> Subject: Re: Onyx RE2 to Onyx2 iR
> On Thu, 24 Jul 1997, Kaylor, Brett wrote:
>
> > - We currently have 2 pipes on our Onyx.  We set each pipe to
> > 1280x1024_180qi for input to our nVision HMD.  We use one pipe for each
> > eye for stereo display.  How do we set up the iR to do the same?  Looking
> > at ircombine, we don't quite understand it.  When using the ircombine gui,
> > are the channels supposed to be on top of each other?
>
> No.  I think you'll find that your problem is that you need to "Edit
> Globals" and make the total display size larger.  For two 1280x1024 size
> windows you'll need a total managed area of 2560x1024.   (Assuming you have
> the RM's to do this)

Yep, just make sure you "save to eeprom" instead of trying to "download
format". You then have to restart graphics for the managed area size changes
to take effect.

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        "Clip map texture" (Jul 25,  6:30pm)
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On Jul 25,  6:30pm, Carol Pawlowski wrote:
> Subject: Clip map texture
> Hi,
> Does any one know how to generate the .ct files for clipmap textures.
> I have been trying to convert a .tif file with out much success. I have
> read the documentation supplied by Performer and I am blowing up on the
> rsets program?

Are you running the rsets program on the .tif file?
That won't work; the file needs to be in SGI .rgb format.
You can use the "imgcopy" program (in imgtools.sw.tools)
to convert from .tif to .rgb first.

Once you have the tiles as .rgb files (using rsets or however else you
do it) you can convert to raw tile files using the to888 or to5551 program.

Note that the .rgb format is scanline-oriented
rather than tile oriented, so its performance can be
pretty lousy on huge files.
The only reason these programs this format is that we
haven't got around to writing anything better.

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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From: "Eli Goldstein" <goldy@rtset.co.il>
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Date: Sun, 27 Jul 1997 15:57:24 +0000
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Subject: problem with Billboard intersection.
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Status: O

Hi,

I tried using the pfNodeIsectSegs function to find intersections in my scene.
I encountered some problems detecting intersections with BillBoard nodes.
I am aware that in the man pages it is stated that their is currently a bug
in the Intersection traversals of pfBillboard's pfGeoSets and that currently
the traversal is been done only on the pfBillboard's bounding volume.
However I didn't manage to find any intersection even when I tried using a
PFTRAV_IS_GEODE as the mode of intersection check.

Is their any solution via Performer to that problem?

I am not a performer news group attendant so please address answers to my
personal e-mail aswell.

Thanks,
	goldy.

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From guest  Mon Jul 28 06:10:39 1997
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From: "R. Krijnen  0278, 3J03, 2-4" <rkrj5@fel.tno.nl>
Organization: TNO-FEL
To: info-performer@sgi.com
Date: Mon, 28 Jul 1997 09:42:49 GMT+1
Subject: Re: Onyx RE2 to Onyx2 iR (Field Sequential)
Reply-to: krijnen@fel.tno.nl
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Status: O

On   Sat, 26 Jul 1997 10:43:01 -0700 Angus Dorbie wrote:

> On Jul 26,  7:05pm, Simon Bennett wrote:
> > Subject: Re: Onyx RE2 to Onyx2 iR
> > On Thu, 24 Jul 1997, Kaylor, Brett wrote:
> >
> > > - We currently have 2 pipes on our Onyx.  We set each pipe to
> > > 1280x1024_180qi for input to our nVision HMD.  We use one pipe
> > > for each eye for stereo display.  How do we set up the iR to do
> > > the same?  Looking at ircombine, we don't quite understand it. 
> > > When using the ircombine gui, are the channels supposed to be on
> > > top of each other?
> >
> > No.  I think you'll find that your problem is that you need to
> > "Edit Globals" and make the total display size larger.  For two
> > 1280x1024 size windows you'll need a total managed area of
> > 2560x1024.   (Assuming you have the RM's to do this)
> 
> Yep, just make sure you "save to eeprom" instead of trying to
> "download format". You then have to restart graphics for the managed
> area size changes to take effect.
>

You can also use one output channel of the iR for driving the HMD.
We are using this method to do stereo on a nVision Hi-Res HMD with 
a resolution of 1280x1024. The advantage is that there is no vertical 
or horizontal delay between the two channels. When using the iR outputs as a 
MCO the horizontal phase shift can be up to several lines.

On "http://www.sgi.com/Products/hardware/Onyx/Tech/sfsc.html"
there is a page describing Stereo Field Sequential using a Infinite 
Reality.

=========================================================
Robbert Krijnen
TNO - Physics and Electronics Laboratory
Oude waaldorperweg 63
Postbus 96864, 2509 JG 'sGravenhage
Tel.   +31 (0)70 374 00 00
Direct +31 (0)70 374 02 78
Fax    +31 (0)70 374 06 52
e-mail: krijnen@fel.tno.nl  http://www.tno.nl/instit/fel
=========================================================
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199707280920.LAA07454@s00sn1.fel.tno.nl>
Subject: Re: pfCycleBuffer
To: scott@ht.com (Scott McMillan)
Date: Mon, 28 Jul 1997 11:20:26 +0200 (MET DST)
Cc: bwasileski@mdc.com, info-performer@sgi.com
In-Reply-To: <199707252217.SAA17121@hf.ht.com> from "Scott McMillan" at Jul 25, 97 06:17:19 pm
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> 
> > Performers:
> > 
> > Could someone please clear up my thoughts on pfCycleBuffer.From the 
> > examples and man pages, I'm a little confused on the implementation.
> > 
> > >From morph.C:
> > 
> > //// This is where the new cycle buffer is created.
> > 
> >     cbuf = new(arena) pfCycleBuffer(nSph * sizeof(pfVec4));
> > 
> >     ncoords = (pfVec3*) pfMalloc(pfGetSize(coords), arena);
> >     nnorms = (pfVec3*) pfMalloc(pfGetSize(norms), arena);
> > ....
> >     colors = (pfVec4*) cbuf->getData();
> > 
> > /// How is it possible for cbuf->getData() to return anything since
> > //// nothing has ever been done to cbuf since it's creation. Where is all 
> > //// the  information allocated and created from the arena associated with
> > ///// the cycle buffer?
> > 
> 
> Lemme try and take a stab at this and then some:
> 
> line 132: allocate pfCycleBuffer data
>         Note: just enough space for a packed array of nSph color vectors.
> 
>     cbuf = new(arena) pfCycleBuffer(nSph * sizeof(pfVec4));

This will allocate for every separate process a block of memory with
size nSph * sizeof(pfVec4). The cycle buffer keeps an array of pointers to
these blocks of memory allocated in shared memory.

> 
> line 137: Get a handle to the data buffer:
> 	Note: I believe any time get data is called it gets a version
>         of the data appropriate to which process you are in (APP, CULL,
> 	DRAW) and which pfMultiprocessing mode you are in (e.g.,
> 	PFMP_APP_CULL_DRAW) 
> 
>     pfVec4  *colors = (pfVec4*) cbuf->getData();
> 
> 	Again in answer to one of your questions this returns a POINTER
> 	to the buffer that was allocated in line 132.  You still need to
> 	set the data as below.
Every process has a global variable that contains the number of the buffer 
in a cyclebuffer to use for this process.
This variable is updates during pfSync/pfFrame.
In all the processes the value is different. So cbuf->getData() checks the
needed buffer number and returns the pointer to the right buffer.

> 
> line 159-160: Set the colors and hence the cbuf data:
> 
> 	colors[i].set(0.0f, 0.0f, 0.0f, 1.0f);
> 	colors[i][max] = 1.0f;
> 
> line 178:. Initialize all the other CycleBuffer copies of this buffer:
> 
>     /* Set all pfCycleMemories to the same colors */
>     cbuf->init(cbuf->getData());
> 
> line 180: Associate this cycle buffer data with the color data of the
> 	pfGeoSet:
> 
>     gset->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, 
> 		  (void*)cbuf, NULL);
> 
> Now you can change your color in the APP process as shown in the
> breatheMorphe function:
> 
>     colors = (pfVec4*) cbuf->getData();
>     for (int i=0; i<nSph; i++)
> 	colors[i][0] = s;
> 
>     cbuf->changed();
> 
> And these changes will get propagated down the pipeline AUTOMAGICALLY by
> the pfCycleBuffer, and if I understand this correctly... when the draw
> process comes along to render the pfGeoSet and accesses the color
> information.  The pfCycleBuffer will feed it a pointer to the "correct"
> data.
> 
> Hope this is right,
Yes you are

> scott

Mario
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Date: Mon, 28 Jul 1997 09:21:31 -0400 (EDT)
From: Melanie Roy <roym01@UQAH.UQuebec.CA>
To: info-performer@sgi.com
Subject: help 
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Hi, 
  my name's Melanie Roy, I'm sumer student and I working for Anne Parent
at NRC (National Recherche Council Canada).  I need help with RapidApp. 
If you don't help me because we don't know this software, please, if we 
can, refers me an other person.  
If you speak french, please answer me in french.  I need this information
rapidely because my project finish soon.  If you know mailing list for
RapidApp, please send me this adress.

First, I need only the Color Editor of the Inventor Material Editor. 
How I can working just with Color Editor Window?  I try with Inventor,
but I find only SoXtMaterialEditor.  Do you help me?

Second, how I can disable and enable control like: Push Button, scale,
dial?  

Thank you very much!

    Melanie


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ld64: FATAL 75: object file /usr/lib64/Performer/Static/libpf_ogl.a(cStruct.o) contains symbol (in
dex 1) which is both LOCAL and UNDEF
ld64: INFO 60: Output file removed because of error.
*** Error code 2
smake: Error: 1 error

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From: "Bob Cowling" <cowling@torus.autometric.com>
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Subject: Stereo Movie Player
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Does anyone know of a stereo movie/image viewer?

Thanks,
Bob
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Date: Mon, 28 Jul 1997 10:42:43 -0400
From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
Message-Id: <199707281442.KAA00082@sirius.ccd.bnl.gov>
Subject: N64libug?
Apparently-To: info-performer@sgi.com
Status: O

I am getting an error when I try to compile
the N64 version of my APP (I have compiled both
the O32 and N32 versions already).    
The machine is an ooRE, here are the versions  
of the libraries I currently have:

versions | grep -i Performer
I  patchSG0001392       05/30/97  Patch SG0001392 : Performer 2.0.2 DEV bug fix patch for Performer 2.0 on IRIX 6.2
I  patchSG0001392.dev_sw  05/30/97  Performer2.0.2 Development Environment
I  patchSG0001392.dev_sw.common_debug_performer  05/30/97  Performer2.0.2 GL-independent Debug DSOs
I  patchSG0001392.dev_sw.common_static_performer  05/30/97  Performer2.0.2 GL-independent Static Libraries
I  patchSG0001392.dev_sw.hdr  05/30/97  Performer2.0.2 Headers
I  patchSG0001392.dev_sw.igl_debug_performer  05/30/97  Performer2.0.2 IrisGL Debug DSOs
I  patchSG0001392.dev_sw.igl_static_performer  05/30/97  Performer2.0.2 IrisGL Static Libraries
I  patchSG0001392.dev_sw.ogl_debug_performer  05/30/97  Performer2.0.2 OpenGL Debug DSOs
I  patchSG0001392.dev_sw.ogl_static_performer  05/30/97  Performer2.0.2 OpenGL Static Libraries
I  patchSG0001392.dev_sw32  05/30/97  Performer2.0.2 N32 Development Environment
I  patchSG0001392.dev_sw32.igl_static_performer  05/30/97  Performer2.0.2 IrisGL Static Libraries (n32)
I  patchSG0001392.dev_sw32.ogl_static_performer  05/30/97  Performer2.0.2 OpenGL Static Libraries (n32)
I  patchSG0001392.man   05/30/97  Performer2.0.2 Dev Documentation
I  patchSG0001392.man.c 05/30/97  Performer2.0.2 C Man Pages
I  patchSG0001392.man.c++  05/30/97  Performer2.0.2 C++ Man Pages
I  patchSG0001392.man.common  05/30/97  Performer2.0.2 Non-Language-Specific Man Pages
I  patchSG0001392.man.relnotes  05/30/97  Performer2.0.2 Dev Release Notes
I  patchSG0001392.src   05/30/97  Performer2.0.2 Sample and Loader Code
I  patchSG0001392.src.sample  05/30/97  Performer2.0.2 Sample Code
I  performer_data       05/27/97  Performer2.0.4 Execution Environment Data Files
I  performer_data.data  05/27/97  Performer2.0.4 Data Files
I  performer_data.data.data  05/27/97  Performer2.0.4 Sample Data and Fonts
I  performer_dev        07/23/97  Performer2.0 Development Software
I  performer_dev.books  05/28/97  IRIS InSight Books, Release 2.2
I  performer_dev.books.Perf_PG  05/28/97  Performer2.0 Programming Guide
I  performer_dev.man    05/28/97  Performer2.0 Documentation
I  performer_dev.man.c  05/28/97  Performer2.0 C Man Pages
I  performer_dev.man.c++  05/28/97  Performer2.0 C++ Man Pages
I  performer_dev.man.common  05/28/97  Performer2.0 Non-Language-Specific Man Pages
I  performer_dev.man.relnotes  05/28/97  Performer2.0 Release Notes
I  performer_dev.src    06/16/97  Performer2.0 Sample and Loader Code
I  performer_dev.src.loader  06/16/97  Performer2.0 Loader Code
I  performer_dev.src.sample  05/28/97  Performer2.0 Sample Code
I  performer_dev.sw     07/17/97  Performer2.0 Development Environment
I  performer_dev.sw.common_debug_performer  05/28/97  Performer2.0 GL-independent Debug DSOs
I  performer_dev.sw.common_debugstatic_performer  07/17/97  Performer2.0 GL-independent Debug Static Libraries
I  performer_dev.sw.common_static_performer  05/28/97  Performer2.0 GL-independent Static Libraries
I  performer_dev.sw.hdr 05/28/97  Performer2.0 Headers
I  performer_dev.sw.igl_debug_performer  05/28/97  Performer2.0 IrisGL Debug DSOs
I  performer_dev.sw.igl_debugstatic_performer  07/17/97  Performer2.0 IrisGL Debug Static Libraries
I  performer_dev.sw.igl_static_performer  05/28/97  Performer2.0 IrisGL Static Libraries
I  performer_dev.sw.ogl_debug_performer  05/28/97  Performer2.0 OpenGL Debug DSOs
I  performer_dev.sw.ogl_debugstatic_performer  07/17/97  Performer2.0 OpenGL Debug Static Libraries
I  performer_dev.sw.ogl_static_performer  05/28/97  Performer2.0 OpenGL Static Libraries
I  performer_dev.sw32   07/17/97  Performer2.0 N32 Development Environment
I  performer_dev.sw32.common_debug_performer  07/17/97  Performer2.0 GL-independent Debug DSOs (n32)
I  performer_dev.sw32.common_debugstatic_performer  07/17/97  Performer2.0 GL-independent Debug Static Libraries (n32)
I  performer_dev.sw32.common_static_performer  05/28/97  Performer2.0 GL-independent Static Libraries (n32)
I  performer_dev.sw32.igl_debug_performer  07/17/97  Performer2.0 IrisGL Debug DSOs (n32)
I  performer_dev.sw32.igl_debugstatic_performer  07/17/97  Performer2.0 IrisGL Debug Static Libraries (n32)
I  performer_dev.sw32.igl_static_performer  05/28/97  Performer2.0 IrisGL Static Libraries (n32)
I  performer_dev.sw32.ogl_debug_performer  07/17/97  Performer2.0 OpenGL Debug DSOs (n32)
I  performer_dev.sw32.ogl_debugstatic_performer  07/17/97  Performer2.0 OpenGL Debug Static Libraries (n32)
I  performer_dev.sw32.ogl_static_performer  05/28/97  Performer2.0 OpenGL Static Libraries (n32)
I  performer_dev.sw64   07/23/97  Performer2.0 N64 Development Environment
I  performer_dev.sw64.debug_performer  07/17/97  Performer2.0 Debug DSOs (n64)
I  performer_dev.sw64.debugstatic_performer  07/17/97  Performer2.0 Debug Static Libraries (n64)
I  performer_dev.sw64.static_performer  07/23/97  Performer2.0 Static Libraries (n64)
I  performer_eoe        07/23/97  Performer2.0 Execution Environment
I  performer_eoe.sw     07/23/97  Performer2.0 Execution Software
I  performer_eoe.sw.performer1_2  07/23/97  Performer 1.2 Compatibility DSOs
I  performer_eoe.sw32   07/23/97  Performer2.0 N32 Execution Software
I  performer_eoe.sw32.common_performer  07/23/97  Performer2.0 GL-independent DSOs (n32)
I  performer_eoe.sw32.igl_performer  07/23/97  Performer2.0 IrisGL DSOs (n32)
I  performer_eoe.sw32.ogl_performer  07/23/97  Performer2.0 OpenGL DSOs (n32)
I  performer_eoe.sw64   07/23/97  Performer2.0 N64 Execution Software
I  performer_eoe.sw64.performer  07/23/97  Performer2.0 DSOs (n64)
I  performer_eoe        05/27/97  Performer2.0.4 Execution Environment
I  performer_eoe.man    05/27/97  Performer2.0.4 EOE Documentation
I  performer_eoe.man.relnotes  05/27/97  Performer2.0.4 EOE Release Notes
I  performer_eoe.sw     05/27/97  Performer2.0.4 Execution Software
I  performer_eoe.sw.common_performer  05/27/97  Performer2.0.4 GL-independent DSOs
I  performer_eoe.sw.demo  05/27/97  Performer2.0.4 Demos
I  performer_eoe.sw.igl_performer  05/27/97  Performer2.0.4 IrisGL DSOs
I  performer_eoe.sw.ogl_performer  05/27/97  Performer2.0.4 OpenGL DSOs

The error message is:

Ld64: FATAL 75: object file /usr/lib64/Performer/Static/libpf_ogl.a(cStruct.o) contains symbol (index 1) which is both LOCAL and UNDEF

Is there a bug in the N64 libraries?

Ballard Andrews
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Date: Mon, 28 Jul 1997 08:48:40 -0800
To: info-performer@sgi.com
From: "Brian Kramer" <brian@eideticscorp.com>
Subject: Re: Onyx RE2 to Onyx2 iR
Message-Id: <19970728084015.3cad7e63.in@mercury.eideticscorp.com>
Status: O

>On Jul 26,  7:05pm, Simon Bennett wrote:
>> Subject: Re: Onyx RE2 to Onyx2 iR
>> On Thu, 24 Jul 1997, Kaylor, Brett wrote:
>>
>> > - We currently have 2 pipes on our Onyx.  We set each pipe to
>> > 1280x1024_180qi for input to our nVision HMD.  We use one pipe for each
>> > eye for stereo display.  How do we set up the iR to do the same?  Looking
>> > at ircombine, we don't quite understand it.  When using the ircombine gui,
>> > are the channels supposed to be on top of each other?
>>
>> No.  I think you'll find that your problem is that you need to "Edit
>> Globals" and make the total display size larger.  For two 1280x1024 size
>> windows you'll need a total managed area of 2560x1024.   (Assuming you have
>> the RM's to do this)
>
>Yep, just make sure you "save to eeprom" instead of trying to "download
>format". You then have to restart graphics for the managed area size changes
>to take effect.


We have had good results using the nVision DataVisor 80 and the iR in a
different configuration. Originally I set up ircombine as described above
and had bad syncronization between the two channels. Instead, try using the
iR in true stereo mode where the left and right eye sit on top of each
other in the frame buffer. The ircombine setup is simple. Select Ch0 and
the then the video format (1280x1024_180qi). Then select Ch1 and the same
format. Both channels should use pixels 0 to 1280 and 0 to 1024. The only
other difference is select both sync on red _and_ green (two check boxes)
in the "Channel Attributes" panel. The physical connection needed is to
connect the right eye to the red wire on channel 0 and the left to green.
Then you will also have to modify your code slightly. We don't currently
use Performer :(  (sorry folks), but for GVS and OpenGL the changes are
limited to reqesting an X-Window visual with stereo (GLX_STEREO) and then
choosing the left or right eye's buffer with glDrawBuffer() set to either
GL_BACK_LEFT or GL_BACK_RIGHT. Sorry, I don't know the appropriate "pf"
calls. This setup works with a single RM system. If you have another
machine networked with your iR you may also want to run ircombine from
there so you can just "download format" back and forth as often as you need
without restarting the pipe... same managed area ("./ircombine -target
ir:0.0 -display indy:0.0"). Good luck!

Brian

____________________________________________________________________________

Brian R. Kramer                            Eidetics Corporation
Director                                   3425 Lomita Blvd.
Advanced Technology Development            Torrance CA 90505 USA
(310) 326-8228 ext 22                      (310) 326-9358 fax

                       mailto:brian@eideticscorp.com
____________________________________________________________________________


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From guest  Mon Jul 28 16:26:06 1997
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199707281708.KAA01832@remi.engr.sgi.com>
Subject: Re: lines or triangles
To: chris@scotch.physics.ucla.edu (chris)
Date: Mon, 28 Jul 1997 10:08:26 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <199707251842.LAA03249@scotch.physics.ucla.edu> from "chris" at Jul 25, 97 11:42:04 am
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Status: O

chris wrote:
> 
> 
> 	Hi pfPeople.
> 
> 	I have written a data visualization program which displays time dependent
> vector field, isosurface, etc. data evolution.  The time dependence is updated in
> a forked Dbase process.  The machine is an indigo2 max impact.
> 
> 	I'm finding the following hard to believe.  Rendering a single timestep
> of vector field data requires either 22,000 triangles, or 4100 lines, depending
> on how I model the arrows.  Both of these absolutely crush my frame rate.  Draw
> stage is about 200-300+ milliseconds. 
> 
> What amazes me is that while the vector field scene modeled with 22,000 triangles 
> gives me about 3Hz frame rate, the vector field scene modeled with 4100 lines only 
> gives me 4-5Hz frame rate.  This seems like a pretty negligible improvement!
> Is this normal?  I thought lines would be much easier to draw than arrows... I'm 
> wrong?

 Yes, wrong.
 Lines does not use the same drawing algorithm than polygons. 
 They have a glLineWidth, and a surface based aproximation antialiasing
 algorithm, compared to no antialiasing on surfaces for indigo2 and brute
 force multisampling on RE2 and IR. They also can have a glLineStipple...

 So lines are more expensive than triangles.
 In practice, when you have too many polygon in a database, 
 you may think about changing the Hardware (22000 triangles
 is a lot, it will run at 60HZ on a IR class HW only), or reducing
 the polygon count using LOD or/and replacing some complex polygons models
 with less polygons and textures.

 Regards


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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9707281224.ZM1995@tracey.triavest.com>
Date: Mon, 28 Jul 1997 12:24:35 -0700
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Subject: parallel-in for IR live video
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Status: O

Hi:

I am having two sirius related problems on IR:

1.	I have a performer program to map live video in from sirius as
textures and display it on a geometry. Works fine for RE2 and IR with
sirial-in video data. But the program doesn't seem to show live video when
the input is parallel-in on the Sirius box for IR (works as before for RE2).
The "live video input" program started from the vcp works fine for this
parallel
input. What changes do I need to make in the program for this to work?

Does a RE2 machine upgraded to IR behave (sirius wise) in exactly the same
way as an original IR?

2. 	The above program on IR (with sirial-in data) has very poor image
quality when zoomed close onto it. The video image keeps jittering (about one
scan line) vertically, ie: the whole image seems to be jittering up and down
by a scan line. How can I correct this?

The machine in question has Sirius rollup patch #1431 on it. The program has
set vlCaptureType = VL_CAPTURE_NONINTERLEAVED for IR and VL_CAPTURE_INTERLEAVED
for RE2 - if that's of any help.

thanks for any help.

-anita
kishore@triavest.com

-- 
Anita Kishore
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9707281053.ZM29310@logan.engr.multigen.com>
Date: Mon, 28 Jul 1997 10:53:20 -0700
In-Reply-To: pffred@iris.llogic.com (Frederic Francis)
        "Clip levels with missing tiles" (Jul 25,  8:57am)
References: <199707251257.IAA08328@iris.llogic.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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Subject: Re: Clip levels with missing tiles
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Tim Hanes <tim@multigen.com> replies:
> >On Jul 25,  8:57am, Frederic Francis wrote:
> >> We want to have certain areas with higher resolution clips than others.
> >> Right now the pfImageCache waits when it doesn't find a tile in a clip
> >> level. How can we avoid this behavior both in 2.1 and 2.2.
>
> In 2.1, performer waits for tiles to be read in before continuing to render.
> There is no way that I know of to override this in 2.1.  High res areas don't
> work at all in 2.1.
>
> In 2.2, if a tile is not in memory when it's time to render, a lower level in
> the mipmap will be rendered in it's place.  This is what makes high res areas
> work in 2.2.  I don't believe there is any to change this behavior either.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
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Date: Mon, 28 Jul 1997 15:15:09 -0400
From: brian@hotsauce.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9707281515.ZM18248@hotsauce.clubfed.sgi.com>
In-Reply-To: Melanie Roy <roym01@UQAH.UQuebec.CA>
        "help" (Jul 28,  9:21am)
References: <Pine.SOL.3.91.970728092025.27880G-100000@saturne>
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To: Melanie Roy <roym01@UQAH.UQuebec.CA>, info-performer@sgi.com
Subject: Re: help
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Status: O

On Jul 28,  9:21am, Melanie Roy wrote:
> Subject: help
> 
> Hi, 
>   my name's Melanie Roy, I'm sumer student and I working for Anne Parent
> at NRC (National Recherche Council Canada).  I need help with RapidApp. 
> If you don't help me because we don't know this software, please, if we 
> can, refers me an other person.  
> If you speak french, please answer me in french.  I need this information
> rapidely because my project finish soon.  If you know mailing list for
> RapidApp, please send me this adress.
> 
> First, I need only the Color Editor of the Inventor Material Editor. 
> How I can working just with Color Editor Window?  I try with Inventor,
> but I find only SoXtMaterialEditor.  Do you help me?
> 
> Second, how I can disable and enable control like: Push Button, scale,
> dial?  
> 
> Thank you very much!
> 
>     Melanie
> 
> 
> =======================================================================
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>-- End of excerpt from Melanie Roy


Take a look at the SgColorChooser man page I think that it is what
you want. Can you elaborate on your second question?

Brian

-- 
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From guest  Mon Jul 28 20:02:33 1997
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From: Jan Barglowski <jan@euryale.chinalake.navy.mil>
Posted-Date: Mon, 28 Jul 1997 20:26:35 GMT
Message-Id: <199707282026.UAA22056@cyclops>
Subject: pfFile, how does it work?
To: info-performer@sgi.com
Date: Mon, 28 Jul 1997 13:26:35 -0700 (PDT)
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Status: O

Hi all!

I'm trying to get the pfFile object working in C++.  Here's some
code:

---
#include <Performer/pr/pfFile.h>

static pfFile *fp;

fp->open("/cyclops1/vpf/otwC/saft2/dork.out", O_WRONLY);
fp->write((char *) &t, sizeof(float));
fp->close();
---

This produces no output file!  I have tried the pfFile::create()
method as well and get an empty file.  I've found that there is
no constructor for pfFile, as well.

I saw in the pfFile man pages that new code should use the AIO 
functions, but is the pfFile stuff broken???

IRIX 6.2, Performer 2.1, iR

Thanks!

jan

-- 
Jan Anthony Barglowski	              jan@chinalake.navy.mil
Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (619) 927-1057
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From guest  Mon Jul 28 20:29:41 1997
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From: "Ruediger Polster" <ruediger@tuennes.echtzeit.de>
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Subject: Technical question
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Status: O

Hi,

we think about an upgrade of our ONYX INFINTE Reality2
for using two DIVO Videoboards for working with two Mono-Videostreams
as an INPUT an generating Stereo in Performer with two Livevideos.

does anybody have any expirience with ONYX2 and two DIVO BOARDS ?

the new architecture from an ONYX2 allow such a Configuration but
a have never seen it on a running system or nobody in Germany has been testet
such a Installation.


thank you

ruediger polster

-- 
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Subject: Timing between pfDCS and pfSetChannel
To: info-performer@sgi.com (Performer Mailing List)
Date: Mon, 28 Jul 1997 17:22:21 -0400 (EDT)
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Status: O

Hi, 

    I'm working on a flight simulator. I've loaded an aircraft model 
into a DSC node which I use pfDSCTrans and pfDSCRotate to position.
I'm also moving the channel view to I have an inside out view. I'm
using perfly a the basis of this code. 

void
updateSim(pfChannel *chan)
{
   /* ... all the perfly updateSim code ... */
   /* ... Stuff to read stick inputs and call the f15 dynamics ... */
   /* ... ship->rot contains current rotation ... */
   /* ... ship->pos contains current translation ... */
   
   pfDCSTrans(ship->dcs,ship->pos[0],ship->pos[1],ship->pos[2]);
   pfDCSRot(ship->dcs,ship->rot[0],ship->rot[1],ship->rot[2]);

   pfChanViewOffsets(Chan[0],ship->pos,ship->rot);
}
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Date: Mon, 28 Jul 1997 18:04:13 -0400
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Status: O

Sorry,

The error message got truncated;

Here it is again:

ld64: FATAL 75: object file /usr/lib64/Performer/Static/libpf_ogl.a(cStruct.o) contains symbol (in
dex 1) which is both LOCAL and UNDEF

Has anybody seen this before?

Ballard Andrews
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
Message-Id: <9707281755.ZM6548@python.tamu.edu>
Date: Mon, 28 Jul 1997 17:55:31 -0500
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To: info-performer@sgi.com
Subject: Side views through MCO
Cc: drobbins@python.tamu.edu, renjye@python.tamu.edu
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Status: O

We are using three projectors to project our flight simulation onto three
separate screens ,all having the same aspect ratio.  Our MCO is set to
1280x1024 center screen resolution, and 640x480 left and right screen
resolution.

We are unable to make the center screen edge match the side screen edge.  In
other words, center view and left or right view edges do not line up.

We ran without the MCO (to the monitor) and the edges matched but as we rolled
the horizon did not remain parallel across both screens.  The right view had a
larger roll angle than the center view.

Within Performer, we set each chan to have a horizontal FOV of 45 degrees and a
default vertical FOV.  We set the side channels to have a 45 degree horizontal
offset.

We tried playing with the FOV and offset to make the views match but shouldn't
Performer align the views as long as the FOV are the same for each channel and
the offsets are correct?


Any ideas?



-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
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Subject: Q: When does pfDCS & pfSetChannelOffset occure?
To: info-performer@sgi.com (Performer Mailing List)
Date: Mon, 28 Jul 1997 19:06:15 -0400 (EDT)
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Status: O

Hi, 

    I'm working on a flight simulator using perfly a the basis of this
code. . I've loaded an aircraft model into a DCS node which I use
pfDSCTrans and pfDSCRotate to move the aircraft around. I'm using 
pfChanViewOffsets to have the camera move in response to the aircraft.
Using the following updateSim I expect the viewpoint to be somewhere 
inside the model, instead the viewpoint seems to be trailing one 
frame behind the model. The model and viewpoint seems to be
translating and rotating correctly.

void
updateSim(pfChannel *chan)
{
   /* ... all the perfly updateSim code ... */
   /* ... Stuff to read stick inputs and call the f15 dynamics ... */
   /* ... ship->rot contains current h,p,r rotations ... */
   /* ... ship->pos contains current x,y,z translations ... */
   
   pfDCSTrans(ship->dcs,ship->pos[0],ship->pos[1],ship->pos[2]);
   pfDCSRot(ship->dcs,ship->rot[0],ship->rot[1],ship->rot[2]);

   pfChanViewOffsets(Chan[0],ship->pos,ship->rot);
}

Thanks for any advise you may have.
Eric

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To: "Brian Kramer" <brian@eideticscorp.com>, info-performer@sgi.com
Subject: Re: Onyx RE2 to Onyx2 iR
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On Jul 28,  8:48am, Brian Kramer wrote:

> calls. This setup works with a single RM system. If you have another
> machine networked with your iR you may also want to run ircombine from
> there so you can just "download format" back and forth as often as you need
> without restarting the pipe... same managed area ("./ircombine -target
> ir:0.0 -display indy:0.0"). Good luck!
>


It't important to realise that if you change the managed area you need to
restart graphics reguardless of how you run ircombine.

Cheers,Angus.
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Date: Tue, 29 Jul 1997 01:00:00 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9707290100.ZM2824@multipass.engr.sgi.com>
In-Reply-To: "Ren-Jye Yu" <renjye@python.tamu.edu>
        "Side views through MCO" (Jul 28,  5:55pm)
References: <9707281755.ZM6548@python.tamu.edu>
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To: "Ren-Jye Yu" <renjye@python.tamu.edu>, info-performer@sgi.com
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Cc: drobbins@python.tamu.edu
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On Jul 28,  5:55pm, Ren-Jye Yu wrote:
> Subject: Side views through MCO

> We ran without the MCO (to the monitor) and the edges matched but as we
rolled
> the horizon did not remain parallel across both screens.  The right view had
a
> larger roll angle than the center view.
>
> Within Performer, we set each chan to have a horizontal FOV of 45 degrees and
a
> default vertical FOV.  We set the side channels to have a 45 degree
horizontal
> offset.
>
> We tried playing with the FOV and offset to make the views match but
shouldn't
> Performer align the views as long as the FOV are the same for each channel
and
> the offsets are correct?
>

Performer can't read your mind, if the pixel aspect is the same then
you'll get lucky, but with any projection system you should set hvof
& vfov explicitly to match your physical display as viewed from the
design eyepoint.

You need to think about your display GEOMETRY in relation to your
frustum GEOMETRY.

Don't expect things to work sitting three monitors side by side if you
use channel heading offsets. The geometry of the display is just wrong,
you'd have to rotate the monitors to face a common viewing position in
the middle and stick your head there for viewing.

What is the geometry of your display surface like?

Cheers,Angus.
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Date: Tue, 29 Jul 1997 01:04:09 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9707290104.ZM2856@multipass.engr.sgi.com>
In-Reply-To: Eric Heft <eheft@dnaco.net>
        "Q: When does pfDCS & pfSetChannelOffset occure?" (Jul 28,  7:06pm)
References: <199707282306.TAA21636@picard.dnaco.net>
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Subject: Re: Q: When does pfDCS & pfSetChannelOffset occure?
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This isn't what view offsets are for, you are probably encountering
a shared memory buffer latency as a result.

Instead use:

pfChanView(Chan[0],ship->pos,ship->rot);

Cheers,Angus.


On Jul 28,  7:06pm, Eric Heft wrote:
> Subject: Q: When does pfDCS & pfSetChannelOffset occure?
> Hi,
>
>     I'm working on a flight simulator using perfly a the basis of this
> code. . I've loaded an aircraft model into a DCS node which I use
> pfDSCTrans and pfDSCRotate to move the aircraft around. I'm using
> pfChanViewOffsets to have the camera move in response to the aircraft.
> Using the following updateSim I expect the viewpoint to be somewhere
> inside the model, instead the viewpoint seems to be trailing one
> frame behind the model. The model and viewpoint seems to be
> translating and rotating correctly.
>
> void
> updateSim(pfChannel *chan)
> {
>    /* ... all the perfly updateSim code ... */
>    /* ... Stuff to read stick inputs and call the f15 dynamics ... */
>    /* ... ship->rot contains current h,p,r rotations ... */
>    /* ... ship->pos contains current x,y,z translations ... */
>
>    pfDCSTrans(ship->dcs,ship->pos[0],ship->pos[1],ship->pos[2]);
>    pfDCSRot(ship->dcs,ship->rot[0],ship->rot[1],ship->rot[2]);
>
>    pfChanViewOffsets(Chan[0],ship->pos,ship->rot);
> }
>
> Thanks for any advise you may have.
> Eric
>
> =======================================================================
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>-- End of excerpt from Eric Heft


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Melanie Roy wrote:
> 
> Hi,
>   my name's Melanie Roy, I'm sumer student and I working for Anne Parent
> at NRC (National Recherche Council Canada).  I need help with RapidApp.
> If you don't help me because we don't know this software, please, if we
> can, refers me an other person.
> If you speak french, please answer me in french.  I need this information
> rapidely because my project finish soon.  If you know mailing list for
> RapidApp, please send me this adress.
> 
> First, I need only the Color Editor of the Inventor Material Editor.
> How I can working just with Color Editor Window?  I try with Inventor,
> but I find only SoXtMaterialEditor.  Do you help me?
> 
> Second, how I can disable and enable control like: Push Button, scale,
> dial?
> 
> Thank you very much!
> 
>     Melanie
> 
> 


Bonjour Melanie
Si vous avez une version suffisamment recente de Rapidapp, la palette
windows doit contenir un widget nomme Color Dialog qui rend les memes
services que le Color Editor de Inventor.
Sinon vous pouvez aller voir les sources normalement situes sous
/usr/share/src/Inventor/samples/widgets si Inventor est correctement
installe sur votre machine.
Ces sources correspondent a tous les widget un peu speciaux que vous
avez dans l'utilitaire SceneViewer.
Regardez en particulier le fichier MyColEd.c++ qui devrait contenir ce
que vous cherchez.
Enfin, pour rendre inaccessible un widget comme un PushButton ou un
Scale, il suffit d'appeler :
XtVaSetValues(widget, XmNsensitive, False, NULL);
si "widget" est le pointeur sur le widget a devalider.
Bon courage !


And now in (poor) english :
Hi Melanie
If you've got a release of RapidApp recent enough, you can find a Color
Dialog widget in Windows Palette, which is similar in terms of
functionality with the color editor of Inventor.
If not, take a look at the directory
/usr/share/src/Inventor/samples/widgets if Inventor is correctly
installed on your host.
The sources correspond to all special widgets that you can see in
SceneViewer and MyColEd.c++ should contain all relevant information for
your color editor.
To invalidate a widget like a pushbutton or a scale, just call :
XtVaSetValues(widget, XmNsensitive, False, NULL);
with "widget" being the pointer on the widget you want to invalidate.




				Philippe Poutignat
				Thomson Training & Simulation
				ZA Les Boutries
				78703 Conflans Sainte Honorine
				FRANCE






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From: kristian.lunde@ks-t.no (Kristian Lunde)
To: "'Performer mailing list'" <info-performer@sgi.com>
Subject: Mixing GLUT library and Performer ?  
Date: Tue, 29 Jul 1997 13:04:27 +0200
Encoding: 14 TEXT
Status: O

I am looking for a way to read input from a spaceball in my performer application.
I have tried to use the OpenGL Utility Toolkit (GLUT),  which have routines for reading 
input from a spaceball, without any success. 

My questions are:
1. Is it inappropriate to use GLUT routines in a performer application ?
2. If possible how do I initialize the GLUT library in a performer application ?

Thanks,
Kristian
--
Kristian Lunde, Kongsberg Simulation & Training AS, 3600 Kongsberg,  Norway
Email : kristian.lunde@ks-t.no
Phone +47 32735766 at work, +47 32736230 at home, Fax +47 32736965

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From: Sylvain Mayer <mayer@poster.cae.ca>
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To: Eric Heft <eheft@dnaco.net>
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Subject: Re: Q: When does pfDCS & pfSetChannelOffset occure?
References: <199707282306.TAA21636@picard.dnaco.net>
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Eric Heft wrote:
> pfChanViewOffsets to have the camera move in response to the aircraft.

Hi Eric,

you want to use pfChanViewOffsets only once in the channelSetup() 
routine to place your channel where you want (into the plane).

> void
> updateSim(pfChannel *chan)
> {
>    /* ... all the perfly updateSim code ... */
>    /* ... Stuff to read stick inputs and call the f15 dynamics ... */
>    /* ... ship->rot contains current h,p,r rotations ... */
>    /* ... ship->pos contains current x,y,z translations ... */
> 
>    pfDCSTrans(ship->dcs,ship->pos[0],ship->pos[1],ship->pos[2]);
>    pfDCSRot(ship->dcs,ship->rot[0],ship->rot[1],ship->rot[2]);
> 
>    pfChanViewOffsets(Chan[0],ship->pos,ship->rot);
> }

In the updateSim() routine, change the call to pfChanViewOffsets for
a call to pfChanView.

Your channel will always be updated with the same position as your 
ship and will be added its offset to place it where you really want.

hope this help,
-- 
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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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
To: Performer ML Question <info-performer@sgi.com> (Receipt Notification 
    Requested) (Non Receipt Notification Requested)
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Status: O

=0D=0CpfHi,

In several of our sims, we have a very strange phenomenon occuring i 
relation with monitor interruptions
I run an app, I don't move so my scene does not change, and suddenlly:
- the framerate drops from 30 Hz to 5 Hz, 
- the redline of the stats obtained with chan->drawStats() gets mad
- in gr_osview -a the yelloy part in CPU 0 ocuppies all the space (this b=
and
is called "intr" and is associated with monitor interruptions according t=
o
gr_osview man page.

We run with Performer 2.0 all patched, IRIX 6.2, and the problem occurs o=
n an
Onyx RE2.

Panic on board, please help

Michael Boccara
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To: "Ren-Jye Yu" <renjye@python.tamu.edu>, <info-performer@sgi.com>
Subject: Re: Side views through MCO
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----------
> From: Ren-Jye Yu <renjye@python.tamu.edu>
> To: info-performer@sgi.com
> Cc: drobbins@python.tamu.edu; renjye@python.tamu.edu
> Subject: Side views through MCO
> Date: 28 July 1997 23:55
> 
> We are using three projectors to project our flight simulation onto three
> separate screens ,all having the same aspect ratio.  Our MCO is set to
> 1280x1024 center screen resolution, and 640x480 left and right screen
> resolution.
> 
> We are unable to make the center screen edge match the side screen edge. 
In
> other words, center view and left or right view edges do not line up.
> 
> We ran without the MCO (to the monitor) and the edges matched but as we
rolled
> the horizon did not remain parallel across both screens.  The right view
had a
> larger roll angle than the center view.

Are the screens configured with the same angular offset as the frustum ?
(i.e. 45 degrees).
For this system to be edge-matched and geometrically correct the screen
segments 
should subtend the same angle from the Design-Eye-Point as the viewing
frustum from Performer.
 
> Within Performer, we set each chan to have a horizontal FOV of 45 degrees
and a
> default vertical FOV.  We set the side channels to have a 45 degree
horizontal
> offset.
>
> We tried playing with the FOV and offset to make the views match but
shouldn't
> Performer align the views as long as the FOV are the same for each
channel and
> the offsets are correct?
> 
> 
> Any ideas?
> 
> 
> 
> -- 
> 
>
____________________________________________________________________________

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

___
> 
> =======================================================================
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Date: Tue, 29 Jul 1997 12:44:10 -0400
From: Rodney Hoinkes <rhoinkes@imm-studios.com>
Organization: Immersion Studios Inc.
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Subject: Movie flickering
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Status: O

Hello,

We have a performer app (loosely built upon perfly) in which we use the
movielibrary to play some QuickTimes on surfaces. Technically this works
- we use mvReadFrames and then pfTexImage to apply each frame.

But then there is the problem. Usually when we get close to the
movie-textured poly it gets erratic - showing a frame, then an
untextured gray polygon, then textured. When we back out it shows
smoothly again. (the gray is not an unfilled image buffer, we make sure
to zero it to black before each fill)

This is on an Onyx2 IR IRIX 6.4.1, 512MB RAM, 2x64MB RM boards,
Performer 2.2.

We are doing the updates in the app process.

If some guidance or code samples exist for doing this (is it a sync
issue between texture update and draw process?) properly it would be
greatly appreciated.

Thank for any help in advance!

Rodney Hoinkes
VP Technology
Immersion Studios Inc.
e rhoinkes@imm-studios.com
t 416-535-6007
f 416-535-9388
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9707291702.ZM28715@quid.csd.sgi.com>
Date: Tue, 29 Jul 1997 17:02:53 -0700
In-Reply-To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
        "Monitor interruptions" (Jul 29,  6:53pm)
References: <199707291516.IAA10246@sgi.sgi.com>
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To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>,
        Performer ML Question <info-performer@sgi.com>
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Subject: Re: Monitor interruptions
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The gr_osview man page is a little misleading, when it says 'intr      -
monitor interrupts' it means monitor in the sense of 'watch for interrupts'.
For serious system monitoring I would recommend osview, no pretty pictures but
there is more information and you don't introduce gfx context switches but
having the gr_osview window running. The man page for osview is clearer, the
number for intr in the CPU usage section is the proportion of the available
processor
cycles spent handling interrupts.

If something on you system is generating enough interrupts to saturate a CPU (
CPU 0 is used for lot's of system things ) then you might see the bahaviour you
describe. You could look at what's going on with par, something like:

par -rQQt<N seconds> where N is long enough to capture the behaviour you see (
run that while your app is running ). You could also add the -SS option to get
system call traces.

If this is independant of your application then you should see the same thing
with perfly running. Are you running your application as root and with pf procs
locked down to certian CPUs ( not CPU 0 ) ? The pfuLockDown...() functions
would help if not ( perfly has these options too so source is there ).

Cheers
Rob

On Jul 29,  6:53pm, BOCCARA Michael wrote:
> Subject: Monitor interruptions
>
> [ plain text
>   Encoded with "quoted-printable" ] :
pfHi,
>
> In several of our sims, we have a very strange phenomenon occuring i
> relation with monitor interruptions
> I run an app, I don't move so my scene does not change, and suddenlly:
> - the framerate drops from 30 Hz to 5 Hz,
> - the redline of the stats obtained with chan->drawStats() gets mad
> - in gr_osview -a the yelloy part in CPU 0 ocuppies all the space (this band
> is called "intr" and is associated with monitor interruptions according to
> gr_osview man page.
>
> We run with Performer 2.0 all patched, IRIX 6.2, and the problem occurs on an
> Onyx RE2.
>
> Panic on board, please help
>
> Michael Boccara
> 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



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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In-Reply-To: Rodney Hoinkes <rhoinkes@imm-studios.com>
        "Movie flickering" (Jul 29, 12:44pm)
References: <33DE1DDA.794B@imm-studios.com>
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The fact that behaviour changes as you get close to the polygon sounds
significant: It might be that as you get close, your fill load goes up and you
miss a frame which shows up a sync problem between your movie read, texture
update and the draw. If you watch the stats, is it clear that draw load (
specifically fill load - a raised, thick dark segment on the draw line of the
gfx stats graph ) is extending ? Do you miss frames around the time the texture
goes ? If this ( guess ) has any foundation then you should be able to make it
work more by reducing the size of the window right down ( that doesn't help
you, just a test ).

Sounds like you should be able to get this working, the closest example code I
know that ships with performer would be
/usr/share/Performer/src/pguide/libpr/C/movietex.c if you used mediaconvert to
make you Quicktimes into a list of RGB files then you have the code to use them
in there.

Cheers
Rob

On Jul 29, 12:44pm, Rodney Hoinkes wrote:
> Subject: Movie flickering
> Hello,
>
> We have a performer app (loosely built upon perfly) in which we use the
> movielibrary to play some QuickTimes on surfaces. Technically this works
> - we use mvReadFrames and then pfTexImage to apply each frame.
>
> But then there is the problem. Usually when we get close to the
> movie-textured poly it gets erratic - showing a frame, then an
> untextured gray polygon, then textured. When we back out it shows
> smoothly again. (the gray is not an unfilled image buffer, we make sure
> to zero it to black before each fill)
>
> This is on an Onyx2 IR IRIX 6.4.1, 512MB RAM, 2x64MB RM boards,
> Performer 2.2.
>
> We are doing the updates in the app process.
>
> If some guidance or code samples exist for doing this (is it a sync
> issue between texture update and draw process?) properly it would be
> greatly appreciated.
>
> Thank for any help in advance!
>
> Rodney Hoinkes
> VP Technology
> Immersion Studios Inc.
> e rhoinkes@imm-studios.com
> t 416-535-6007
> f 416-535-9388
> =======================================================================
> 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 Rodney Hoinkes



-- 
________________________________________________________________
Rob Jenkins mailto:robj@csd.sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Tue, 29 Jul 1997 22:12:50 -0400
From: pffred@iris.llogic.com (Frederic Francis)
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Status: O

   Hello all,

   How does one go about making rectangular virtual cliptextures ?
   
   I'm struggling trying to setup the config files. 

   Do the mipmaps have to be rectangular ? 

   Does someone have a ct (and ic) file where I could see the 
   relation between the relevant parameters:
   virt_size clip_size tile_size valid_region and the sizes 
   that the image files have to be.


   			Much obliged,

				     Fred.   

Frederic Francis 
Lateral Logic
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Status: O

Hello All:

	We have a database that was given to us that has problems with 
coplanar faces.  The area in question consists of the terrain skin with a 
dry lakebed on top.  Is there a way to tag the faces to tell performer to 
draw the lakebed last possibly with Z-buffering turned off.  The problem 
manifests itself in realtime with flashing faces on the lakebed.  Any help 
you could give would be greatly appreciated!

thanks in advance!
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Status: O

Hi,

I have been using Performer 2.0 for developing an application using
Perfly. Now I switched over to Performer 2.2 beta. The lighting is
totally off. Especially when I use PFGS_POLYS. Is there some significant
difference between the versions in terms of normals, lighting, Perfly
etc.? 
I haven't changed any of my code for this port.

Please let me know about anything that has changed in this context.

Thanks.
-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
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Date: Wed, 30 Jul 1997 09:26:31 -0700 (PDT)
From: Chris Mitchell <chris@scotch.physics.ucla.edu>
To: info-performer@sgi.com
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Status: O


Hi Performers.

This subject may be verboten, but I'm wondering
if SGI has any plans to port Perfomer (or VRML
or whatever) to other Unix Platforms.  This seems
like a good idea to me... wondering if it seems like
a good idea to anyone whose opinion actually matters.


Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Wed, 30 Jul 1997 14:14:38 -0500
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To: info-performer@sgi.com
Subject: Will pthread conflict with Performer??
Cc: drobbins@python.tamu.edu
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Status: O

Hello,

	I am using pthread to create a TCP/IP connection in my Performer code.
After running the program for a while, it will core dump deep in pfFrame().

> Core from signal SIGSEGV: Segmentation violation
> (dbx) where
> >  0 venice_wait_rdata(0xb, 0x4080000, 0x28, 0x1) ["../VENICE/ven_get.c":195,
> 0xdaf15c8]
>    1 venice_flush_pgs(0xb, 0x4080000, 0x28, 0x1)
["../VENICE/ven_modes.c":115,
> 0xdaea534]
>    2 __glvenim_Finish(0xb, 0x4080000, 0x28, 0x1)
["../VENICE/ven_modes.c":121,
> 0xdaea594]
>    3 appCullDraw(int)(0x5d96, 0x4080000, 0x28, 0x1)
> ["../../../lib/libpf/pfProcess.C":2436, 0x5e690ad0]
>    4 pfFrame(0xb, 0x4080000, 0x28, 0x1)
["../../../lib/libpf/pfProcess.C":2727,
> 0x5e691640]
>    5 main(argc = 3, argv = 0x7fff2e14) ["/usr/people/sim/sim/main.c":332,
> 0x41354c]
>    6 __istart() ["crt1tinit.s":13, 0x412860]
> (dbx)


 Does anyone have any experience using pthread  with Performer? Can I use
pthread with Performer? If you can use pthread, are there settings to insure
Performer does not affect the pthread are vice versa.  If we can't use pthread,
is there another way to spawn child processes such as a TCPIP module using
shared memory.  We are using threads because are refresh rate is our primary
concern.  We do not want to slow the Performer process by adding a TCPIP module
into the loop.


Thanks for you help.

renjye

-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         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: Wed, 30 Jul 1997 21:14:57 +0200
From: Jan Springer <jan.springer@informatik.uni-weimar.de>
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To: Kristian Lunde <kristian.lunde@ks-t.no>
CC: info-performer@sgi.com
Subject: Re: Mixing GLUT library and Performer ?
References: <01BC9C1F.F61EBCA0@PC165>
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Status: O

Kristian Lunde wrote:
> 
> I am looking for a way to read input from a spaceball in my performer application.
> I have tried to use the OpenGL Utility Toolkit (GLUT),  which have routines for reading
> input from a spaceball, without any success.
> 
> My questions are:
> 1. Is it inappropriate to use GLUT routines in a performer application ?
> 2. If possible how do I initialize the GLUT library in a performer application ?
> 
> Thanks,
> Kristian
> --
> Kristian Lunde, Kongsberg Simulation & Training AS, 3600 Kongsberg,  Norway
> Email : kristian.lunde@ks-t.no
> Phone +47 32735766 at work, +47 32736230 at home, Fax +47 32736965
> 
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com

kristian,

in general i would avoid mixing glut with performer but hadn't had
a chance to test the both together.

glut must be initialized by calling glutInit():

     NAME
          glutInit - initialize the GLUT library.

     SYNTAX
          void glutInit(int *argcp, char **argv);

     ARGUMENTS
          argcp     A pointer to the program's unmodified argc
                    variable from main.  Upon return, the value
                    pointed to by argcp will be updated, because
                    glutInit extracts any command line options
                    intended for the GLUT library.

          argv      The program's unmodified argv variable from main.
                    Like argcp, the data for argv will be updated
                    because glutInit extracts any command line options
                    understood by the GLUT library.

     DESCRIPTION
          glutInit will initialize the GLUT library and negotiate a
          session with the window system. During this process,
          glutInit may cause the termination of the GLUT program with
          an error message to the user if GLUT cannot be properly
          initialized.  Examples of this situation include the failure
          to connect to the window system, the lack of window system
          support for OpenGL, and invalid command line options.

          glutInit also processes command line options, but the
          specific options parse are window system dependent.

if you want to get any events for some device you have to make
sure this device has been properly initialized _and_ you have to
register a callback function (glutDeviceGet (GLUT_HAS_SPACEBALL),
glutSpaceballMotionFunc ()).

just try it.

	j.

p.s: as ov version 3.2 (i think) you _must_ register an display
     callback function. without doing this glut will exiting.
     this could be a problem when trying to initialize performer
     rendering too in the same application.

	j.

-- 
+---------------------------------------+-----------------------+
| jan springer                          | this                  |
| student of applied computer science   |    space              |
| bauhaus-university germany            |        reserved       |
+---------------------------------------+               for     |
| jan.springer@informatik.uni-weimar.de |                 quote |
+---------------------------------------+-----------------------+
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199707310047.RAA08503@remi.engr.sgi.com>
Subject: Re: Will pthread conflict with Performer??
To: renjye@python.tamu.edu (Ren-Jye Yu)
Date: Wed, 30 Jul 1997 17:47:31 -0700 (PDT)
Cc: info-performer@sgi.com, drobbins@python.tamu.edu
In-Reply-To: <9707301414.ZM10825@python.tamu.edu> from "Ren-Jye Yu" at Jul 30, 97 02:14:38 pm
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Status: O

Ren-Jye Yu wrote:
> 
> Hello,
> 
> 	I am using pthread to create a TCP/IP connection in my Performer code.
> After running the program for a while, it will core dump deep in pfFrame().
> 
> > Core from signal SIGSEGV: Segmentation violation
> > (dbx) where
> > >  0 venice_wait_rdata(0xb, 0x4080000, 0x28, 0x1) ["../VENICE/ven_get.c":195,
> > 0xdaf15c8]
> >    1 venice_flush_pgs(0xb, 0x4080000, 0x28, 0x1)
> ["../VENICE/ven_modes.c":115,
> > 0xdaea534]
> >    2 __glvenim_Finish(0xb, 0x4080000, 0x28, 0x1)
> ["../VENICE/ven_modes.c":121,
> > 0xdaea594]
> >    3 appCullDraw(int)(0x5d96, 0x4080000, 0x28, 0x1)
> > ["../../../lib/libpf/pfProcess.C":2436, 0x5e690ad0]
> >    4 pfFrame(0xb, 0x4080000, 0x28, 0x1)
> ["../../../lib/libpf/pfProcess.C":2727,
> > 0x5e691640]
> >    5 main(argc = 3, argv = 0x7fff2e14) ["/usr/people/sim/sim/main.c":332,
> > 0x41354c]
> >    6 __istart() ["crt1tinit.s":13, 0x412860]
> > (dbx)
> 
> 
>  Does anyone have any experience using pthread  with Performer? Can I use
> pthread with Performer? If you can use pthread, are there settings to insure
> Performer does not affect the pthread are vice versa.  If we can't use pthread,
> is there another way to spawn child processes such as a TCPIP module using
> shared memory.  We are using threads because are refresh rate is our primary
> concern.  We do not want to slow the Performer process by adding a TCPIP module
> into the loop.
  
  You should use sproc() instead of pthreads. Performer is not designed
  to support pthread.
  
  Regards

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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Message-Id: <9707310917.ZM25619@imtsg7.epfl.ch>
Date: Thu, 31 Jul 1997 09:17:38 -0600
In-Reply-To: Prakash Mahesh <prakash@DRAWCOMP.COM>
        "Version problems" (Jul 30,  1:41pm)
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Status: O

Hello,

> I have been using Performer 2.0 for developing an application using
> Perfly. Now I switched over to Performer 2.2 beta. The lighting is
> totally off. Especially when I use PFGS_POLYS. Is there some significant
> difference between the versions in terms of normals, lighting, Perfly
> etc.?
> I haven't changed any of my code for this port.
>
> Please let me know about anything that has changed in this context.
>

We are having exactly the same problem with the 2.2 beta (when using
PFGS_POLYS), the only solution we found is not to scale the loaded objects. We
scale them directly in their description files (Inventor, obj) but we display
them in our Performer based application with a size of 1.0, so lightnings are
correctly done. It sounds weird, but it is the only way we found.

I hope this will help you,

  Cheers, Didier

-- 
Didier Guzzoni 
VRAI group, 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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To: v-humans@ece.uwaterloo.ca
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Subject: SIGGRAPH:  PERFORMANCE ANIMATION SOCIETY /  SGI OPEN MEETING...
Status: O


************  IMPORTANT SIGGRAPH MEETING ANNOUNCEMENT   **************

THE  (PAS), SILICON GRAPHICS
and others will co-host an exciting meeting / "Birds Of a Feather" Group
and Workshop in Motion Capture, Performance Animation and Real-Time
CG Characters during the upcoming SIGGRAPH'97 CONFERENCE in LA, CA.

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

TIME & PLACE:

Tuesday, August 5th in the BEVERLY HILTON HOTEL, Beverly Hills, CA
in the MONACO ROOM. The meeting will begin at 8:00 PM and will
last until 10 PM.

MEETING AGENDA:

This meeting / workshop gives participants intensive hands-on
experience with nearly all commercial motion capture technologies
currently available: mechanical, optical, and electromagnetic.

  Sponsoring exhibitors include:

- Motion Analysis: multi-camera optical tracking system
- Polhemus: electromagnetic body motion tracking system
- Analogus: mechanical body motion tracking machine
- X-Ist Realtime/Vierte-Art: Optical Face Tracking

Audience members will split into four groups and rotate through a
set of stations where they will have a chance to directly interact
with the technologies.

Realtime animation software vendors will bring their latest and best
characters to the session:

- Alias/Wavefront: Poweranimator/Maya
- Protozoa: Alive!
- SimGraphics: VActor
- X-Ist Realtime/Vierte-Art: Vuppetmaster

Ron Fischer, Realtime Animation Specialist - Silicon Graphics
and Bay Area-PAS Chapter Director, will direct this exciting evening
event and Performance Animation / Motion Capture workshop.

Richard Cray, Founding Director of the PAS encourages all performing
artists to attend this unique, hands-on opportunity for exposure to
these new tools for creative expression. Richard will be on hand to
welcome PAS members and their guests and answer questions.

This meeting is sponsored by: Silicon Graphics, Motion-Analysis,
Polhemus, Analogus, X-Ist Realtime, Alias/Wavefront, Protozoa,
SimGraphics Engineering and the Performance Animation Society.

ALL ARE WELCOME, Admission is FREE, compliments of Silicon Graphics
the sponsoring vendors and the Performance Animation Society.

Please join us for this exciting SGI / PAS / SIGGRAPH get together!

For more information please vist the Performance Animation Society
website at:
                       www.pasociety.org

***********************************************************************
           THE PERFORMANCE ANIMATION SOCIETY:              *


















                                                                            *
     "IMAGINING THE FUTURE OF PERFORMING ARTISTS"    *


















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

PLEASE PAS the word !!
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From: kristian.lunde@ks-t.no (Kristian Lunde)
To: "'Jan Springer'" <jan.springer@informatik.uni-weimar.de>
Cc: "'Performer mailing list'" <info-performer@sgi.com>
Subject: RE: Mixing GLUT library and Performer ?
Date: Thu, 31 Jul 1997 14:45:04 +0200
Encoding: 110 TEXT
Status: O

Jan,
former I have tried what you suggested. The problem is that GLUT must first 
create a window  to be able to read the input devices, which sounds 
reasonable. Then maybe there is one or another way to attach a window 
created by GLUT to a Performer window pointer, or reverse ?

thanks
--
Kristian Lunde, Kongsberg Simulation & Training AS, 3600 Kongsberg,  Norway
Email : kristian.lunde@ks-t.no
Phone +47 32735766 at work, +47 32736230 at home, Fax +47 32736965

-----Original Message-----
From:	Jan Springer [SMTP:jan.springer@informatik.uni-weimar.de]
Sent:	30. juli 1997 21:15
To:	Kristian Lunde
Cc:	info-performer@sgi.com
Subject:	Re: Mixing GLUT library and Performer ?

Kristian Lunde wrote:
>
> I am looking for a way to read input from a spaceball in my performer 
application.
> I have tried to use the OpenGL Utility Toolkit (GLUT),  which have 
routines for reading
> input from a spaceball, without any success.
>
> My questions are:
> 1. Is it inappropriate to use GLUT routines in a performer application ?
> 2. If possible how do I initialize the GLUT library in a performer 
application ?
>
> Thanks,
> Kristian
> --
> Kristian Lunde, Kongsberg Simulation & Training AS, 3600 Kongsberg, 
 Norway
> Email : kristian.lunde@ks-t.no
> Phone +47 32735766 at work, +47 32736230 at home, Fax +47 32736965
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com

kristian,

in general i would avoid mixing glut with performer but hadn't had
a chance to test the both together.

glut must be initialized by calling glutInit():

     NAME
          glutInit - initialize the GLUT library.

     SYNTAX
          void glutInit(int *argcp, char **argv);

     ARGUMENTS
          argcp     A pointer to the program's unmodified argc
                    variable from main.  Upon return, the value
                    pointed to by argcp will be updated, because
                    glutInit extracts any command line options
                    intended for the GLUT library.

          argv      The program's unmodified argv variable from main.
                    Like argcp, the data for argv will be updated
                    because glutInit extracts any command line options
                    understood by the GLUT library.

     DESCRIPTION
          glutInit will initialize the GLUT library and negotiate a
          session with the window system. During this process,
          glutInit may cause the termination of the GLUT program with
          an error message to the user if GLUT cannot be properly
          initialized.  Examples of this situation include the failure
          to connect to the window system, the lack of window system
          support for OpenGL, and invalid command line options.

          glutInit also processes command line options, but the
          specific options parse are window system dependent.

if you want to get any events for some device you have to make
sure this device has been properly initialized _and_ you have to
register a callback function (glutDeviceGet (GLUT_HAS_SPACEBALL),
glutSpaceballMotionFunc ()).

just try it.

	j.

p.s: as ov version 3.2 (i think) you _must_ register an display
     callback function. without doing this glut will exiting.
     this could be a problem when trying to initialize performer
     rendering too in the same application.

	j.

--
+---------------------------------------+-----------------------+
| jan springer                          | this                  |
| student of applied computer science   |    space              |
| bauhaus-university germany            |        reserved       |
+---------------------------------------+               for     |
| jan.springer@informatik.uni-weimar.de |                 quote |
+---------------------------------------+-----------------------+
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From guest  Thu Jul 31 12:36:59 1997
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Date: Thu, 31 Jul 1997 10:00:21 -0400
From: Jean BENOIT <vsm_mrs@compuserve.com>
Subject: Texture processing
To: info-performer <info-performer@sgi.com>
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Status: O

I have some questions about textures on SGI
- The pfQuerySys fct with PFQSYS_MAX_TEXTURE_SIZE return the max size
texture can be loaded in hardware. What's could be happen if the size of =
a
texture is more that this value ( change the resolution of the texture, t=
he
number of components) ?

- How can we explain that a O2 can load a texture of 20 Mbyte !!!

- Something else, the pfTexFormat function only format the texture or
format and load it  in the hardware ?

Thanks a lot !!! =

Yoel
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To: info-performer@sgi.com
Date: Thu,  31 Jul 97 15:35:12 ITA
Subject: Stereo_in_Performer
Status: O

Hello,
I'd like have some informations about STEREO with Performer on
a Maximum Impact R10000 with 1 processor.
In the Insight book there are only two line about stereo!!!
Is it necessary having a Silicon with 2 processor?
What are the functions to use in a C program?
How can I see a real time stereo scene graph?
Are there some books or scripts about STEREO in Performer?
Are there some examplews?
I've made stereo with images using 'setmon 1280x1024_120s'
and some gl functions.

Is it possible have the 'bump' texture in Performer?

Thanks for all
Margherita Gorgerino
STA Computer Grafica
Torin, ITALY

I wait for a reply as soon as possible!
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Date: Thu, 31 Jul 1997 10:36:24 -0400
From: Daniel Williams <dcw@sarnoff.com>
Organization: Systems & Scientific Software
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To: Prakash Mahesh <prakash@DRAWCOMP.COM>
CC: info-performer@sgi.com
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References: <33DF7CDE.167E@drawcomp.com>
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Status: O

Prakash Mahesh wrote:
> 
> Hi,
> 
> I have been using Performer 2.0 for developing an application using
> Perfly. Now I switched over to Performer 2.2 beta. The lighting is
> totally off. Especially when I use PFGS_POLYS. Is there some significant
> difference between the versions in terms of normals, lighting, Perfly
> etc.?
> I haven't changed any of my code for this port.
> 
> Please let me know about anything that has changed in this context.
> 
> Thanks.
> --
>   Prakash Mahesh
>   prakash@drawcomp.com

Try adding this to a pipe initialization or channel drawing callback:

#if !defined(IRISGL) && (PF_MAJOR_VERSION >= 2) && (PF_MINOR_VERSION >=
2)
    glEnable (GL_NORMALIZE);
#endif


--
Daniel Williams, Systems & Scientific Software
Voice: (215) 885-1573    Email: dan@sass.com
Consultant to: David Sarnoff Research Center
Voice: (609) 734-2153    Email: dcw@sarnoff.com
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Date: Thu, 31 Jul 1997 09:05:45 -0700
From: chrysa@gaia.asd.sgi.com (Chrysa Caulfield)
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To: info-performer@sgi.com
Subject: SIGGRAPH - Friends of Performer meeting
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Status: O


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

Come and
 - meet with other Performer users
 - talk to Performer engineers
 - hear the latest news about Performer releases and features


Tuesday evening, August 5, 6:00-8:30 pm

Manhattan A&B Meeting Rooms
Hyatt Regency
711 S. Hope Steet
Los Angeles, CA
(213) 681-1234

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

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Date: Thu, 31 Jul 1997 09:26:51 -0700
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Subject: cout & Performer 2.0 crashes
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Status: O

I just started using Performer and I have run into a big problem.

I cannot use the cout stream in Performer applications. Whenever cout is
called the program core dumps. Debugger inspection shows that the crash
happens at the operator<< function. My development work cannont continue
until I can solve this.

Certainly there is a way to work around this?

I am using Performer 2.0 on an Indigo2.

Thanks in advance.


-- 

Ethan Phelps-Goodman
ethan@coral.arc.nasa.gov
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Date: Thu, 31 Jul 1997 11:13:01 -0700 (PDT)
From: Ryan McKinley <rmckinle@curly.ucsd.edu>
Reply-To: Ryan McKinley <rmckinle@curly.ucsd.edu>
To: info-performer@sgi.com
Subject: constant animations
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Hi -

I'm working on a problem that I'm confident has a slick solution. (and has
alredy been solved)

I want to start someting animating and have it run for a specific time.  I
want this time to be constant regardless of how fast the application is
running.  

Should I make this a time based problem using: gettimeofday(), or base the
animation the frame rate and count ~ pfGetFrameCount()?

Any suggestions?

Thanks

Ryan





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From guest  Thu Jul 31 17:01:41 1997
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Date: Thu, 31 Jul 1997 09:52:41 -0700 (PDT)
From: Chris Mitchell <chris@scotch.physics.ucla.edu>
To: info-performer@sgi.com
Subject: Re: performer on the move
In-Reply-To: <3e0bf6a0@cc.tacom.army.mil>
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On Thu, 31 Jul 1997 tidrowd@cc.tacom.army.mil wrote:

>      Have you checked out the developments in OpenGL++?  My understanding is 
> that it comprises the core scene graph concepts of Performer, Inventor, etc.  I 
> believe SGI is pushing to have it included as part of OpenGL, which would make 
> something like "OpenPerformer" a lot easier to do.  Check out SGI's web site for
> more info.

Couldn't find anything on the homepage.
Does anyone know the URL?

> Besides, haven't you heard that Unix is dead? (snicker... ;)

OK, how about NT?


Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris


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Date: Thu, 31 Jul 1997 15:45:48 -0400
To: info-performer@sgi.com
From: Dwight Meglan <dwight@merl.com>
Subject: Mipmapping video stream in realtime under Performer
Status: O

The subject says it all:

Is it possible to create a program with Performer that generates mipmaps of
a live video feed through Sirius or Octane video in realtime ?

Thanks,
--dwight

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dwight Meglan, PhD
Project Leader, Medical Applications

Mitsubishi Electric
Information Technology Center of America
201 Broadway, 8th Floor
Cambridge, MA 02139
617 621 7522 / 7550:fax


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Date: Thu, 31 Jul 1997 22:06:06 -0500
From: Sasikumar Kutti <kvsasi@icemt.iastate.edu>
Organization: Iowa State University
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To: info-performer@sgi.com
Subject: error in pfb?
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Status: O

Hi Performers


I am having trouble with the intersection test of my pfb dbs. If I load
the flt(v 15.2) files directly it works all right. But the intersection
tests are erratic if I use the pfb files( got by pfconv of the same flt
files). Has anyone faced this problem before?. I am wondering if there
is some option that I need to switch on to correct this error. What do
performers think?

sasi

-- 
Sasikumar Kutti
kvsasi@iastate.edu
http://www.eng.iastate.edu/~kvsasi
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