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Date: Fri, 01 Aug 1997 11:51:36 +0800
From: "Charlie H. Chang" <a00chc00@nchc.gov.tw>
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Subject: looking through a tinted window...
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Hi,

In my application, I need to create several channels and one of them is
viewed
throught some kind of color filter lens.  I tried to use OpenGL and draw
a
transparent color polygon in the draw call-back but the result was that
only polygon
was shown.  Any example code that I can follow?
Thank you in advance!


--
Charlie H. Chang                E-mail: a00chc00@nchc.gov.tw
Voice: 886-3-5776085x209        Fax: 886-3-5773620
Media & Visualization Lab, National Center for High-performance
Computing


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From: "Glasmacher, Georg (MS) (DirSync Requestor RAAB)" <glasmacher@rke.de>
To: "'SGI Info Performer'" <info-performer@sgi.com>,
        "'PSI Info Vega'"
	 <info-vega@paradigmsim.com>
Subject: MultiGen Linkage Editor/Behaviour in Performer
Date: Fri, 1 Aug 1997 13:10:00 +0200
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Hello,

are there any sample codes available to demonstrate the control of
behaviours created with MultiGen II and the Linkage Editor within
Performer?

Regards,

Georg Glasmacher
Visual Simulation and Virtual Reality Division
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Transformation Software Ltd. c/o Raab Karcher Elektronik GmbH
 Loetscher Weg 66,  D-41334 Nettetal,  Germany
 Tel. : +49 (2153) 733-337  FAX : -212   e_mail: gglasmacher@rke.de
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9708011150.AA10661@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re:  looking through a tinted window...
Status: O


Charlie H. Chang <a00chc00@nchc.gov.tw> asked about implementing:

> ... some kind of color filter lens.  I tried to use OpenGL and draw a
> transparent color polygon in the draw call-back but the result was that
> only polygon was shown.

That should have worked if you implemented it right - but it would be
very costly on pixel fill.

>  Any example code that I can follow?

If you are *really* lucky and your filter is always a primary colour
(RED, GREEN, BLUE) or a combination of primaries (CYAN, MAGENTA, YELLOW)
then you can get a good effect for free using glColorMask - set it just
before pfDraw and restore it afterwards if you plan on doing any other
non-3D stuff like GUI, etc.

If your filter is not a primary colour then you can still do it for free
in a full-screen application by messing with the colour gamma tables to
attenuate some of the colours more strongly than the others.

For IRIX 6.2 and later, check out:

    XSGIvcStoreGammaColors16

...and...

    XSGIvcSetChannelGammaMap

...Once you have this set up, the per-frame cost is exactly zero.


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

** Beware of Geeks bearing GIF's. **


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Date: Fri, 1 Aug 1997 04:37:58 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708010437.ZM2637@multipass.engr.sgi.com>
In-Reply-To: "Charlie H. Chang" <a00chc00@nchc.gov.tw>
        "looking through a tinted window..." (Aug  1, 11:51am)
References: <33E15D47.B5379A0@nchc.gov.tw>
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To: "Charlie H. Chang" <a00chc00@nchc.gov.tw>, info-performer@sgi.com
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On Aug 1, 11:51am, Charlie H. Chang wrote:
> Subject: looking through a tinted window...
> Hi,
>
> In my application, I need to create several channels and one of them is
> viewed
> throught some kind of color filter lens.  I tried to use OpenGL and draw
> a
> transparent color polygon in the draw call-back but the result was that
> only polygon
> was shown.  Any example code that I can follow?
> Thank you in advance!

I bet you drew the polygon before you called pfDraw.

Try drawing it afterwards, this will about the zbuffer occlusion
I expect you are encountering.

Also if your glass is a promary colour you'd be much faster
using colour masks.

Cheers,Angus.

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From: hilmi@demeern.sgi.com (Hilmi Ortadeveci)
Message-Id: <199708010915.LAA06036@creil.demeern.sgi.com>
Subject: OpenGL / Performer Video Texture mapping.
To: info-performer@sgi.com
Date: Fri, 1 Aug 1997 11:15:16 +0200 (MEST)
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Status: O



To use video-texture mapping under OpenGL you have to setup
a GLX VIDEO SOURCE.
This is done using the function: 'glXCreateGLXVideoSourceSGIX()'
and then Select it into the current context of the OpenGL rendering
thread using: 'glXMakeCurrentReadSGI()'

When I use Performer the same trick work's only the texture settup is
done using Performer instead of OpenGL function's.

So far so good.

If Performer uses an Overlay-window then after every context switch the
current read source of it's MAIN OpenGL context (main window) has
changed !!!.
This problem is solved using glXMakeCurrentReadSGI() after every
pfSelectWin().

Now I have tested my setup on 2 ONYX's, a Reality Engine and a VTX.
And on my Max-Impact (with double buffering for textures.)
Everything work's UNTIL I use seperare CULL and DRAW processing.

As long as Performer put's the CULL and DRAW in the same process
the current Readsource remain's as I have set it it.
When CULL and DRAW are different processes after each frame, Performer
looses the current READ source and I have to call:
 glXMakeCurrentReadSGI() every frame.

THIS is too slow for realtime-performance (50/60 HZ).

My question:
How does it loose it's read source ?

Another question:
  What are the constraint's on:
  glHint(GL_TEXTURE_MULTI_BUFFER_HINT_SGIX,GL_FASTEST);

It seems to crash the entire system if I use the glBindTextureEXT() on
another texture then the 2 created for video texturing or if I use
glPushAttrib() / glPopAttrib() followd by a glDisable(GL_TEXTURE_2D)

Thx!

Hilmi
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From: Prakash Mahesh <prakash@drawcomp.com>
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** OPEN WORLDS DEMOS **

There will be demos of the new Human-Animation Working Group
(h-anim) specification at Siggraph in the CAL being demonstrated
for the course "Virtual Humans: Behaviors and Physics, 
Acting and Reacting." chaired by Dr. Norman Badler.
In addition,  you can see the some h-anim humans at the OpenWorlds'
Performer demo at the SGI demo booth.

These CAL demos will show VRML 2.0 running in the Transom
Jack software through extensions using DRaW's OpenWorlds VRML
libraries.  One demo shows an h-anim-compatible Jack human
figure animated by Jack's inverse kinematics driving other 
h-anim humans within Jack, as well as creating VRML animation
files which can be used in other browsers. 

In addition, another demo will show the Jack figure 
being driven by h-anim VRML animations created by other
animators on other systems (such as motion-capture).

**See Jack and floops acting together in an animation too!**

Stop by and see the h-anim spec in action, as well as how OpenWorlds
can be used to add VRML capabilities to any application, such
as Transom Technologies' Jack system.

Stop by the SGI booth and see another application using OpenWorlds.
This is a VRML 2.0 browser running on top of Performer's perfly
application, with the ability to load in VRML 2.0 wrl files as
well as dxf, flt, etc.  

**See Egghead (and his evil brother Sam) visit Performer town!**


-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
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From: "B. Alex Kekesi" <akekesi@vlasov.gsfc.nasa.gov>
Message-Id: <9708010942.ZM7480@vlasov.gsfc.nasa.gov>
Date: Fri, 1 Aug 1997 09:42:03 -0400
In-Reply-To: Ryan McKinley <rmckinle@curly.ucsd.edu>
        "constant animations" (Jul 31, 11:13am)
References: <Pine.SGI.3.96.970731103407.12358A-100000@curly.ucsd.edu>
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Status: O

Ryan,

I think this is the sort of thing you're looking for...


void
timedAnimation()
{
double starttime;
double endtime = ????;  /* Length of time for animation */

starttime = pfGetTime(); /* Gets current time for start */

while((pfGetTime()-starttime) <= endtime)
   Animate_Object();	/* Goes through one cycle of the animation */

}


main()
{
 pfInitClock(0.0);
 timedAnimation();
}



-Hope this helps!

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

> 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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Status: O

Hello all!

I am trying to get the stereo mode working in my performer application.
Whe compiled in Iris gl mode, all works fine; I can change the framebuffer
configuration directly by calling stereobuffer(). However, when porting it
to OpenGL mode, I can't do it. I've read in the manual that in OpenGL/X
mode I must create another window with my own framebuffer configuration,
and later attach it to the parent list window, in order to change between
configurations with pfWinIndex() function. 

The example shows how to do STANDARD alternate configuration windows,
but nothing about custom alternate windows.

It would be very appreciated is someone could help me about creating my
own configuration window, and how to switch between several configurations
in my performer application.

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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Date: Fri, 01 Aug 1997 10:18:21 -0700
From: Ethan Phelps-Goodman <ethan@coral.arc.nasa.gov>
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Status: O

I am using CC. Every othere c++ feature works fine.

cerr doesn't work either.

this is where dbx says the crash is:

>  0 ostream::operator<<(const char*)(0xf8b6dd8, 0x1000733c, 0x7fff2f6c, 0x7fff2f6c) ["../stream/out.c++":259, 0xf898748]
   1 main(argc = 1, argv = 0x7fff2f64)
["/usr/people/ethan/midas/tinyMidas/tinyMidas.c++":29, 0x42579c]
   2 __istart() ["crt1tinit.s":13, 0x425700]


Any ideas why cout doesn't work?
has anyone else had this problem?

Dirk Luesebrink wrote:
> 
> my guess is your link line looks like:
> 
> /usr/bin/cc ....
> 
> fast fix is cut copy past the generated link line and replace cc with
> CC. better solution is not to use any performer Makefile at all and
> develop your own Makefile where you see whats going on.
> 
> if this is the case, cc dosent link the neccessary C++ startup code for
> iostream into your app. crash on cout is then one of the first but not
> the last problem.
> 
> in case its not the problem, sigh, cant help.
> 
> dirk.
> 
> Ethan Phelps-Goodman wrote:
> >
> > 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

-- 

Ethan Phelps-Goodman
ethan@coral.arc.nasa.gov
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From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
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To: M.Gorgerino@agora.stm.it
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Subject: Re: Stereo_in_Performer
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On Thu, 31 Jul 1997 M.Gorgerino@agora.stm.it wrote:

> 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!
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 

Hello.

You have a nice example of doing stereo in performer in both gl and OpenGL
modes in the web at silicon site www.sgi.com. It works fine in Onyx and
Onyx2 platforms. I haven't tested it in  Impacat machines, but the code
will help you very much.

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ 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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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
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Organization: Lockheed Martin Engineering & Sciences
Date: Fri, 01 Aug 1997 09:14:29 -0700
Subject: Timing processes
Status: O


    I'm timing a performer process (or trying to), and with stats turn on, 
app process takes 7.5ms cull 0.2ms and draw 4.3ms, the frame time is 
57.4ms....  So where's the extra time going and how do I cut it down?  Is it 
transmission time between processes?  These are the times on single 
processor mode, in multiprocessor mode the times for the app, cull, and draw 
are the same, but frame time is 128.4 ms....  Is it time to start doing 
triangle counts?  I get the same timing with 66% texture memory used and 
150% of texture memory used (with the detail image uses that extra texture 
memory turned off).  Can I time the time between processes?  Will it tell me 
anything useful?  What timing routine gives me the highest resolution of 
time?

     Just me,
          Jeff

Jeffry J. Brickley
SRS Technologies
White Sands Missile Range, NM

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Subject: Re: Onyx RE2 to Onyx2 iR
To: Brett.Kaylor@GSC.GTE.Com (Kaylor Brett)
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Cc: info-performer@sgi.com
In-Reply-To: <c=US%a=_%p=GTE%l=MTVEX03-970724183829Z-33227@mtvex02.MTN-VIEW> from "Kaylor, Brett" at Jul 24, 97 11:38:29 am
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On Thu, 24 Jul 1997, Kaylor, Brett wrote:

> 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.
>  ...
> - 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?
> 
  We had a problem moving our serial driver code from an Indigo2 with
  Irix 6.2 to an Octane with 6.4.  The termio and termios structures have 
  changed between the two Irixes.  See the man page for termio on the 6.4 
  machine.  "Existing binaries automatically use the old interfaces."  If 
  you want to compile and run under 6.4 you can either make a minor code 
  change or define a compile time flag.

  ttfn, Rob Page    Kaman Sciences @ NRL Code 5513
  (202) 404-7280 -> B16 Room 228         (202) 767-5613 -> HCI Lab
  page@itd.nrl.navy.mil
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Fri, 1 Aug 1997 15:31:05 -0700
In-Reply-To: "Glasmacher, Georg (MS) (DirSync Requestor RAAB)" <glasmacher@rke.de>
        "MultiGen Linkage Editor/Behaviour in Performer" (Aug  1,  1:10pm)
References: <c=DE%a=_%p=RKE%l=RKE/NOTES/00005C0C@rkent3xchg01.rke.de>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "'PSI Info Vega'" <info-vega@paradigmsim.com>,
        "'SGI Info Performer'" <info-performer@sgi.com>
Subject: Re: MultiGen Linkage Editor/Behaviour in Performer
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On Aug 1,  1:10pm, Glasmacher, Georg (MS) (DirSync Requestor RAAB) wrote:
> are there any sample codes available to demonstrate the control of
> behaviours created with MultiGen II and the Linkage Editor within
> Performer?

The OpenFlight R15.4 loader, recently released with MultiGen II v1.4, supports
 a subset of the Behavior (linkage editor) Option. Specifically, DOF
articualtions and switch settings.

A real-time control for each behavior driver is created by the loader. The can
be started automatically by the loader, or exported to the user for explicit
control. The loader provides a driver control api modeled after the well known
pfSequence api. All this is explained in the loader's online release notes and
manual pages.

Any existing .flt model that has (supported) behaviors can now come alive in
perfly simply by enabling their automation:

> perfly -y flt,26,1 behavior.flt

PS: this loader is part of the Performer 2.2 alpha distribution.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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Date: Fri, 01 Aug 1997 15:25:56 -0700
To: "B. Alex Kekesi" <akekesi@vlasov.gsfc.nasa.gov>, info-performer@sgi.com
From: george williams <gcw@best.com>
Subject: Re: constant animations
Status: O

At 09:42 AM 8/1/97 -0400, you wrote:
>Ryan,
>
>I think this is the sort of thing you're looking for...
>
>
>void
>timedAnimation()
>{
>double starttime;
>double endtime = ????;  /* Length of time for animation */
>
>starttime = pfGetTime(); /* Gets current time for start */
>
>while((pfGetTime()-starttime) <= endtime)
>   Animate_Object();	/* Goes through one cycle of the animation */
>

This function must in general be informed of the delta time between the last
and current frame so that the animation between 'start' and 'end' time is
smooth as well.

>}
>
>
>main()
>{
> pfInitClock(0.0);
> timedAnimation();
>}
>
>
>
>-Hope this helps!
>
>Alex Kekesi				email: B.A.Kekesi.1@gsfc.nasa.gov
>Hughes STX Corp.
>NASA Goddard Space Flight Center
>Scientific Visualization Studio
>Code 935, Bldg. 28, Rm. S121
>Greenbelt, MD  20771
>
>> 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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Dynamic Animation Systems, Inc.

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

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

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

o Synthetic database development.

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

o Online and interactive multiplayer game development.

o Advanced character animation and model development.

o Humanoid behavioral representation and avatar
  control software development.

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

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

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

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

We are seeking candidates with the following qualifications:

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

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

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

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

All positions are currently at our Northern VA locations.  

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

        Dynamic Animation Systems, Inc.
        ATTN: VR Developer Recruiting
        6035 Burke Centre Parkway, Suite 200
        Burke VA 22015



We will be interviewing candidates at SIGGRAPH '97.  To arrange
an interview, please email your resume' and LA contact information
to jobs@d-a-s.com.  You may also fax your resume' and contact info
to the Hyatt Regency, Los Angeles attention Mr. David Slayton. 


Thanks!
-- 
#####################################################################
!                                                                   !
!  David A. Slayton                 Dynamic Animation Systems, Inc. !
!  Senior Vice President            6035 Burke Center Parkway       !
!				    Suite 200                       !
!                                   Burke, VA 22015                 !
!  mailto:dslayton@d-a-s.com        (703)425-2203                   !
!  http://www.d-a-s.com/            (703)425-2204 (FAX)             !
!                                                                   !
!  "Dedicated to the development of distributed interactive and     !
!  immersive virtual reality applications."                         !
!                                                                   !
#####################################################################
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Hi

I need dyanmically changing smoke and sand ( smoke blowing ,sand
dropping etc )in my app. How can I do this?. 

I would be glad to get contact of performers doing this kind of
animation. Who is out there?.

Thanks in advance


sasi

-- 
Sasikumar Kutti
kvsasi@iastate.edu
http://www.eng.iastate.edu/~kvsasi
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Date: Sat, 2 Aug 1997 09:30:30 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Ethan Phelps-Goodman <ethan@coral.arc.nasa.gov>
cc: IRIS Performer mailing list <info-performer@sgi.com>
Subject: Re: cout & Performer crashes
In-Reply-To: <33E21A5D.15FB@coral.arc.nasa.gov>
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Status: O

On Fri, 1 Aug 1997, Ethan Phelps-Goodman wrote:

> I am using CC. Every othere c++ feature works fine.
> 
> cerr doesn't work either.
> 
> this is where dbx says the crash is:
> 
> >  0 ostream::operator<<(const char*)(0xf8b6dd8, 0x1000733c, 0x7fff2f6c, 0x7fff2f6c) ["../stream/out.c++":259, 0xf898748]
>    1 main(argc = 1, argv = 0x7fff2f64)
> ["/usr/people/ethan/midas/tinyMidas/tinyMidas.c++":29, 0x42579c]
>    2 __istart() ["crt1tinit.s":13, 0x425700]
> 
> 
> Any ideas why cout doesn't work?
> has anyone else had this problem?

Stick in Iostream_init() just after pfInit()

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: upgrading to performer 2.0.4
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Hello all,

I need to upgrade my performer installation from 2.0.1 to 2.0.4 in
order to install some Paradigm Simulation software on our ONYX re2
which runs IRIX 6.2.

I understand this requires patch number 1696 (and possibly 1392) but
I am unable to download either patch from the sgi website.  With
netscape, the download always resets from 14% downloaded to 0%.
When it's done downloading the files are always corrupt.  I have also
tried internet explorer and even lynx on various platforms from
various sites with no luck.  I believe the SGI web server may be at fault.
I've gotten no help from SGI. 

If anyone knows how or where I can download a working version of this
patch either by browser or ftp, I would be most appreciative for this
info.

Thanks,
Jim.



-- 
James Klinge    klinge@reality.psych.umn.edu  -  Human Factors Research Lab 
voice:(612)626-7521   fax:(612)625-8867       -  University of Minnesota
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From: scott@ht.com (Scott McMillan)
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Subject: Re: cout & Performer crashes
To: info-performer@sgi.com
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> > I am using CC. Every othere c++ feature works fine.
> > 
> > cerr doesn't work either.
> > 
> > this is where dbx says the crash is:
> > 
> > >  0 ostream::operator<<(const char*)(0xf8b6dd8, 0x1000733c, 0x7fff2f6c, 0x7fff2f6c) ["../stream/out.c++":259, 0xf898748]
> >    1 main(argc = 1, argv = 0x7fff2f64)
> > ["/usr/people/ethan/midas/tinyMidas/tinyMidas.c++":29, 0x42579c]
> >    2 __istart() ["crt1tinit.s":13, 0x425700]
> > 
> > 
> > Any ideas why cout doesn't work?
> > has anyone else had this problem?
> 
> Stick in Iostream_init() just after pfInit()
> 
> Swami

I am pretty sure this very problem was discussed in this group a few _years_
ago.  If memory serves...

I still think the original poster was _LINKING_ (not compiling) with cc.
This call to Iostream_init() should not be necessary if linked with CC.

scott

-- 
  Scott McMillan  |    HT Medical, Inc.   | Developing medical VE's
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 Ph: 301-984-3706 |6001 Montrose Rd., #902| and surgery simulation
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Subject: Looking for help
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Dear all,

        I am R.Nedumaran, i have just entered into the "pf" World. i 
learnig perforemer 1.2, i read through the all chapters in "Iris 
Performer Programming guide" , but in that book there is no example 
for all kind of routines, and regarding 3d geometry, really i am not
able to enchance my familiarity in performer. i looking for more
programs,and exercises,where i can get those programs ? can any one
help me in this case? 

      And , how can i integrate sounds clip in performer, In that
boo,there is no details for integrating sounds in performer. How can i?

i hope you will help me.

Thanks.




_____________________________________________________________________
Sent by RocketMail. Get your free e-mail at http://www.rocketmail.com

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Status: O


It goes even deaper that that...

First, the new SGI machines have the standard PC rs-232 pinouts.  This
is different from the Onyx and older machines.

Second, with the help of ascension, the Iowa State guys got their
ascenion tracker up and running with the following relevations:
	1) calling a serial port by the name ttyd# does not function
		the same way on Onyx vs Onyx.
	2) Use ttym# instead
	3) Use a straight through cable (not NULL modem)
	4) Make sure that only pins 2, 3, and 5 are connected

My guess (hope) is that similar things will hold true for the Polhemus
systems as well.

-Jim

Rob Page writes:
   | 
   | On Thu, 24 Jul 1997, Kaylor, Brett wrote:
   | 
   | > 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.
   | >  ...
   | > - 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?
   | > 
   |   We had a problem moving our serial driver code from an Indigo2 with
   |   Irix 6.2 to an Octane with 6.4.  The termio and termios structures have 
   |   changed between the two Irixes.  See the man page for termio on the 6.4 
   |   machine.  "Existing binaries automatically use the old interfaces."  If 
   |   you want to compile and run under 6.4 you can either make a minor code 
   |   change or define a compile time flag.
   | 
   |   ttfn, Rob Page    Kaman Sciences @ NRL Code 5513
   |   (202) 404-7280 -> B16 Room 228         (202) 767-5613 -> HCI Lab
   |   page@itd.nrl.navy.mil
   | =======================================================================
   | List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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   |         Admin. requests:  info-performer-request@sgi.com
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Hi,

I want to try the stereo perfly (SFLY),
but all i get is a black screen.....
Can someone help me, to start this program ???

(I've a Octane 2Proz, SI+4MB Texture)

Thanx
  Bert







    Bert Grollmann   mailto:Bert.Grollmann@GMD.de 
		       Phone: (+49) 2241 14 2179
		       Fax:   (+49) 2241 14 2040  
 ======================================================================
    GMD - German National Research Center for Information Technology 
    Dpt. Visualization and Media Systems Design (VMSD) 
    Schloss Birlinghoven 
    53757 Sankt Augustin 
    Germany 
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Date: Mon, 4 Aug 1997 14:39:46 -0400
From: brian@hotsauce.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9708041439.ZM18301@hotsauce.clubfed.sgi.com>
In-Reply-To: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
        "Re: Version problems" (Jul 31,  9:17am)
References: <33DF7CDE.167E@drawcomp.com>  <9707310917.ZM25619@imtsg7.epfl.ch>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>,
        Prakash Mahesh <prakash@drawcomp.com>
Subject: Re: Version problems
Cc: info-performer@sgi.com
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Status: O

The simplist way to solve the problem of scaling normals is to put
glEnable(GL_NORMALIZE); right before pfDraw(); in main.C of perfly. This is
expensive since the graphics system will now have normalize lighting normals
for you but should solve your problem.

Brian

On Jul 31,  9:17am, Didier Guzzoni wrote:
> Subject: Re: Version problems
> 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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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Didier Guzzoni



-- 
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Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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Date: Mon, 4 Aug 1997 14:45:46 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708041445.ZM8131@multipass.engr.sgi.com>
In-Reply-To: James Klinge <klinge@reality.psych.umn.edu>
        "upgrading to performer 2.0.4" (Aug  3,  9:58pm)
References: <199708040258.VAA05964@reality.psych.umn.edu>
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On Aug 3,  9:58pm, James Klinge wrote:
> Subject: upgrading to performer 2.0.4
> Hello all,
>
> I need to upgrade my performer installation from 2.0.1 to 2.0.4 in
> order to install some Paradigm Simulation software on our ONYX re2
> which runs IRIX 6.2.
>
> I understand this requires patch number 1696 (and possibly 1392) but
> I am unable to download either patch from the sgi website.  With
> netscape, the download always resets from 14% downloaded to 0%.
> When it's done downloading the files are always corrupt.  I have also
> tried internet explorer and even lynx on various platforms from
> various sites with no luck.  I believe the SGI web server may be at fault.
> I've gotten no help from SGI.


If you have paid for software support then call your local CSD number
and you'll get _lots_ of help.

Cheers,Angus.
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Date: Mon, 4 Aug 1997 18:12:11 -0500 (CDT)
From: "Swaminathan N." <swami@evl.uic.edu>
To: Scott McMillan <scott@ht.com>
cc: info-performer@sgi.com
Subject: Re: cout & Performer crashes
In-Reply-To: <199708041554.LAA08895@hf.ht.com>
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On Mon, 4 Aug 1997, Scott McMillan wrote:

> 
> > > 
> > > Any ideas why cout doesn't work?
> > > has anyone else had this problem?
> > 
> > Stick in Iostream_init() just after pfInit()
> > 
> > Swami
> 
> I am pretty sure this very problem was discussed in this group a few _years_
> ago.  If memory serves...
> 
> I still think the original poster was _LINKING_ (not compiling) with cc.
> This call to Iostream_init() should not be necessary if linked with CC.
> 

This is an area where I'm very fuzzy about, trying stuff till it works and
never bothering to find out why it didn't work. The original poster said that
he had linked with CC, and not cc, if I'm not mistaken, which is why I threw
in the Iostream_init() suggestion.

I can vouch for the fact the it is not only a linking issue, since my app 
core dumps without Iostream_init(), and I'm linking with CC. 

I remember reading vaguely about observing caution when using stdio with 
iostream. Maybe the real reason lies there. I'll try to track it down.

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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I there a function that returns the Widget representing a pfPipeWindow?
pfPipeWindow::getWSWindow() returns a Window. Is there any easy way to
convert a Window to a Widget?

Thanks.


-- 

Ethan Phelps-Goodman
ethan@coral.arc.nasa.gov
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From: "Martin F. Kraugerud" <martin.kraugerud@ks-t.no>
To: "info-performer@sgi.com" <info-performer@sgi.com>
Cc: "'James Klinge'" <klinge@reality.psych.umn.edu>
Subject: RE: upgrading to performer 2.0.4
Date: Tue, 5 Aug 1997 08:37:52 +0200
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Sorry, the last message got truncated.

I have the same problem when using my browser (internet explorer) for downloading.

try using ftp.

site: sgigate.sgi.com
directory: pub/Performer

Martin___

-----Original Message-----
From:	James Klinge [SMTP:klinge@reality.psych.umn.edu]
Sent:	Monday, August 04, 1997 4:59 AM
To:	info-performer@sgi.com
Subject:	upgrading to performer 2.0.4

Hello all,

I need to upgrade my performer installation from 2.0.1 to 2.0.4 in
order to install some Paradigm Simulation software on our ONYX re2
which runs IRIX 6.2.

I understand this requires patch number 1696 (and possibly 1392) but
I am unable to download either patch from the sgi website.  With
netscape, the download always resets from 14% downloaded to 0%.
When it's done downloading the files are always corrupt.  I have also
tried internet explorer and even lynx on various platforms from
various sites with no luck.  I believe the SGI web server may be at fault.
I've gotten no help from SGI. 

If anyone knows how or where I can download a working version of this
patch either by browser or ftp, I would be most appreciative for this
info.

Thanks,
Jim.



-- 
James Klinge    klinge@reality.psych.umn.edu  -  Human Factors Research Lab 
voice:(612)626-7521   fax:(612)625-8867       -  University of Minnesota
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Subject: Re: cout & Performer crashes
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> > > > Any ideas why cout doesn't work?
> > > > has anyone else had this problem?


I think Performer does not use the C++ iostream routines for
Input/Output.
So using Performer and C++ Input/Output routines will give you a mixture
of the standard C routines (printf etc.) and the C++ operators.

As far as I remember (I forgot the explanation for that) you have to 
include the iostream.h AFTER stdio.h and since stdio.h is included in
any Performer headerfile you have to include it after ANY Performer
header.

Hope this helps
J.C.





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To: "Swaminathan N." <swami@evl.uic.edu>
CC: Scott McMillan <scott@ht.com>, info-performer@sgi.com
Subject: Re: cout & Performer crashes
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Status: O

the topic was fully discussed on the mailing list quit a while ago. the
problem arises from static global variable initialization in 'C++'.
iostream lib has some of them. when linking a 'C++' app the 'C' linker
puts not the right start-up code in your executable. you can see that at
your call stack when you dbx: stop in main. 

1 main(argc = 1, argv = 0x7fff2f64)
["/usr/people/ethan/midas/tinyMidas/tinyMidas.c++":29, 0x42579c]
2 __istart() ["crt1tinit.s":13, 0x425700


__istart is 'C' start up. for C++ you would see __start i think.

/usr/bin/CC and and /usr/bin/cc are just the front end to the various
phases of the compilation linking process. the linker is 
/usr/lib/ld -> ../lib/driverwrap. /usr/bin/cc simply fails to instruct
the linker to setup the right 'C++' start up code. iostream and stdio
works fine together. 

in pages full of warnings its easy to overlook that most of the
Performer Makefile tend to use /usr/bin/cc instead of /usr/bin/CC for
the linking phase. linking 'C' apps with /usr/bin/CC never was a problem
for me, but for sure, some performer purists are spotting some
performance differences in the executables.

dirk.

Swaminathan N. wrote:
> 
> On Mon, 4 Aug 1997, Scott McMillan wrote:
> 
> >
> > > >
> > > > Any ideas why cout doesn't work?
> > > > has anyone else had this problem?
> > >
> > > Stick in Iostream_init() just after pfInit()
> > >
> > > Swami
> >
> > I am pretty sure this very problem was discussed in this group a few _years_
> > ago.  If memory serves...
> >
> > I still think the original poster was _LINKING_ (not compiling) with cc.
> > This call to Iostream_init() should not be necessary if linked with CC.
> >
> 
> This is an area where I'm very fuzzy about, trying stuff till it works and
> never bothering to find out why it didn't work. The original poster said that
> he had linked with CC, and not cc, if I'm not mistaken, which is why I threw
> in the Iostream_init() suggestion.
> 
> I can vouch for the fact the it is not only a linking issue, since my app
> core dumps without Iostream_init(), and I'm linking with CC.
> 
> I remember reading vaguely about observing caution when using stdio with
> iostream. Maybe the real reason lies there. I'll try to track it down.
> 
> 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: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
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Status: O

Hi Performers,

We are having some problems with our GUI (pfutil) which becomes kind of big, so
since it reached a given number of widgets, we get the following message :

PF Fatal/Resource:             pfuNewWidgetBlock() failed to allocate 4 widgets
1297044042 of type 0x280 in gui data pool..

Does it mean that the "gui data pool" turns out to be too small ? If yes, is it
a way to increase or expand it ?

Thanks in advance,

  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: Frank Dea <frank@narnia.aero.swri.edu>
To: info-performer@sgi.com
Subject: RGBA to RGB reformatting in pfTexture
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    I am having trouble changing the format of a texture after it
has been used.  I have RGBA textures of size 512x512 and RGB textures
of size 1024x512.  I would like to change the pfTexture image buffer,
size, and format depending on RGB or RGBA image.  The following code
illustrates what I am trying to do.

    if (RGBA){
	_tex->setFormat(PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8);
	_tex->setImage((unsigned int *)new_buf,4,512,512,1);
    }
    else {
	_tex->setFormat(PFTEX_INTERNAL_FORMAT,PFTEX_RGB_8);
	_tex->setImage((unsigned int *)new_buf,3,1024,512,1);
// NOTICE:  different component count and size ^  ^ 
    }

    The above code takes whatever image was originally loaded (RGB or RGBA)
and sticks with that format, even though I try to change it.  Of course,
deleting the texture and reformating it works, but this is too slow.  Is
there a way to reformat the texture without deleting the pfTexture?


Thanks in advance,


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: Frank Dea <frank@narnia.aero.swri.edu>
To: info-performer@sgi.com
Subject: Re: How do I get the widget of a pfPipeWindow
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> I there a function that returns the Widget representing a pfPipeWindow?
> pfPipeWindow::getWSWindow() returns a Window. Is there any easy way to
> convert a Window to a Widget?
>
> Thanks.
>
>Ethan Phelps-Goodman

Try the following:

     Widget widget_win = XtWindowToWidget(pfGetCurWSConnection(), pw->getWSWindow()); 


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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I have a humans finger (DCS DOF node which has local coords) and I want
to point at an object in the scene (DCS node which could have local or
world coords).  I can get the world coord of the finger and draw a
vector from finger to object using pfMakePtsSeg which gives me a
direction but in a world unit vector.  Graphics 101 Question: How can I
get the appropriate matrix to rotate my finger to point at the
object.(Assume the hand is always pointing in the general direction of
the object)?
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I'm curious to know if some of you had any success with pfdStoreFile_medit.
The version that comes with Performer 2.0 keeps crashing on me even with
simple input files.



-- 
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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Hello all,

We are having a problem that it is likely others have as well and are
seeking advice from the wise.

We have a custom pf loader for our data. Some nodes within it are solid
(no alpha) and some are alpha'd. When I setup the modes with
pfdBldrStateMode and turn PFSTATE_TRANSPARENCY ON, the objects only show
transparency when the 'sun' is OFF (not EYE or SUN in perfly).

Now I can live without lighting (if I must) on alpha'd objects so I also
added PFSTATE_ENLIGHTING to OFF on transparent nodes. This generally
works except that I occasionally get lighting flashes across the model
while fly around it (lighting on the whole model - or big parts of it
turn on or off briefly). These flashes are unacceptable as are solid
nodes that should be alpha.

Someone else MUST have encountered this situation before. Advice would
be helpful as our deadline approaches for public display and my heart is
beatting faster. Any thoughts/suggestions/solutions?

PS. Running Perf 2.2 beta on Onyx2 IR 6.4.1 IRIX.


Rodney Hoinkes
Immersion Studios Inc.
e rhoinkes@imm-studios.com
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Date: Wed, 6 Aug 1997 10:41:42 -0400
From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
Message-Id: <199708061441.KAA02591@sirius.ccd.bnl.gov>
Apparently-To: info-performer@sgi.com
Status: O

I sent this question out before but got no response;
I am working on infinite reality 6.4 with patches
dev 1392 and eoe 1696;  I can compile perfly.DSO 
N64 version but NOT perfly.OPT.  I get this
error message:

ld64: FATAL 75: object file /usr/lib64/Performer/Static/libpf_ogl.a(cStruct.o)
contains symbol (index 1) which is both LOCAL and UNDEF

I have the same problem with my APP (not a hacked version
of perfly).  Could someone from the Performer group
please respond!

thanks,

Ballard Andrews
Brookhaven National Lab
Computing Division

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Date: Wed, 6 Aug 1997 11:36:25 -0400
From: brian@hotsauce.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9708061136.ZM1087@hotsauce.clubfed.sgi.com>
In-Reply-To: Frank Dea <frank@narnia.aero.swri.edu>
        "RGBA to RGB reformatting in pfTexture" (Aug  5, 12:16pm)
References: <Pine.LNX.3.95.970805121418.20742A-100000@narnia.aero.swri.edu>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Frank Dea <frank@narnia.aero.swri.edu>, info-performer@sgi.com
Subject: Re: RGBA to RGB reformatting in pfTexture
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Create two different instances of PfTexture on for RGB and one for RGBA then
change the image files as neccessary. Your if could always do a pointer switch
also,

pfTexture *texToUse;

>
>     if (RGBA){
> 	_tex1->setFormat(PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8);
> 	_tex1->setImage((unsigned int *)new_buf,4,512,512,1);
	texToUse = _tex1;
>     }
>     else {
> 	_tex2->setFormat(PFTEX_INTERNAL_FORMAT,PFTEX_RGB_8);
> 	_tex2->setImage((unsigned int *)new_buf,3,1024,512,1);
	texToUse = _tex2;
> // NOTICE:  different component count and size ^  ^
>     }


Brian

On Aug 5, 12:16pm, Frank Dea wrote:
> Subject: RGBA to RGB reformatting in pfTexture
>
>     I am having trouble changing the format of a texture after it
> has been used.  I have RGBA textures of size 512x512 and RGB textures
> of size 1024x512.  I would like to change the pfTexture image buffer,
> size, and format depending on RGB or RGBA image.  The following code
> illustrates what I am trying to do.
>
>     if (RGBA){
> 	_tex->setFormat(PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8);
> 	_tex->setImage((unsigned int *)new_buf,4,512,512,1);
>     }
>     else {
> 	_tex->setFormat(PFTEX_INTERNAL_FORMAT,PFTEX_RGB_8);
> 	_tex->setImage((unsigned int *)new_buf,3,1024,512,1);
> // NOTICE:  different component count and size ^  ^
>     }
>
>     The above code takes whatever image was originally loaded (RGB or RGBA)
> and sticks with that format, even though I try to change it.  Of course,
> deleting the texture and reformating it works, but this is too slow.  Is
> there a way to reformat the texture without deleting the pfTexture?
>
>
> Thanks in advance,
>
>
> Frank
>
>
> --
> William Frank Dea
>      _________/|__________
>     /--------/-/---------/
>    /    /   / /   /     /          "If you want to get results ...
>   /-   /---/-/---/    -/            try a prayer!"
>  /    /   / /   /     /
> /--------/-/---------/
>     wdea@swri.edu
>
> Research Engineer
> Southwest Research Institute
> (210) 522-6576
>
> =======================================================================
> 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 Frank Dea



-- 
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Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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Date: Wed, 6 Aug 1997 11:31:06 -0400
From: brian@hotsauce.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9708061131.ZM1072@hotsauce.clubfed.sgi.com>
In-Reply-To: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
        "Big Gui, Too big Gui" (Aug  5,  5:22pm)
References: <9708051722.ZM956@imtsg12.epfl.ch>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>, info-performer@sgi.com
Subject: Re: Big Gui, Too big Gui
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You should have the source for pfutil in /usr/share/Performer/src/lib/libutil

gui.h defines  pfuPanel to be ....


struct _pfuPanel
{
    int	    id;
    int	    active;
    int	    numWidgets;
    pfuWidget	    *widgets[PFUGUI_MAXWIDGETS];
    int	    dirty;
    int	    listSize;
};


/usr/include/Performer/pfutil.h defines PFUGUI_MAXWIDGETS to be .....

	/*------------------------- Simple GUI ---------------------------*/

#define PFUGUI_MAXPANELS	64
#define PFUGUI_MAXWIDGETS	512


you could change that define and recompile libpfutil. PFUGUI_MAXPANELS
specifies an array size of the number pfuPanels which can exist in a pfuGUI
struct which gets alloc'd in pfuInitUtil() as a datapool.

Brian


On Aug 5,  5:22pm, Didier Guzzoni wrote:
> Subject: Big Gui, Too big Gui
> Hi Performers,
>
> We are having some problems with our GUI (pfutil) which becomes kind of big,
so
> since it reached a given number of widgets, we get the following message :
>
> PF Fatal/Resource:             pfuNewWidgetBlock() failed to allocate 4
widgets
> 1297044042 of type 0x280 in gui data pool..
>
> Does it mean that the "gui data pool" turns out to be too small ? If yes, is
it
> a way to increase or expand it ?
>
> Thanks in advance,
>
>   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



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Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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Date: Wed, 6 Aug 1997 11:43:07 -0400
From: brian@hotsauce.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9708061143.ZM1426@hotsauce.clubfed.sgi.com>
In-Reply-To: Charlie Jones <jonesc@orlando.veda.com>
        "Global to Body Coord Conversions" (Aug  5,  2:08pm)
References: <33E76C27.54ED@orlando.veda.com>
Reply-To: brian@sgi.com
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: jonesc@orlando.veda.com, info-performer@sgi.com
Subject: Re: Global to Body Coord Conversions
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Would this help you,

     void           pfMatrix::makeVecRotVec(const pfVec3& v1,
                      const pfVec3& v2);

     pfMatrix::makeVecRotVec sets the pfMatrix to the rotation matrix which
     rotates the vector v1 onto v2, i.e. v2 = v1 * dst.  v2 must be
     normalized.  The rotation axis is always chosen to be perpendicular to
     both v0 and v1 so that the rotation angle is as small as possible.  Note
     that the result is ambiguous only when v0 == -v1; in this case the
     rotation axis is chosen to be an arbitrary vector perpendicular to v0 and
     v1.


Brian


On Aug 5,  2:08pm, Charlie Jones wrote:
> Subject: Global to Body Coord Conversions
> I have a humans finger (DCS DOF node which has local coords) and I want
> to point at an object in the scene (DCS node which could have local or
> world coords).  I can get the world coord of the finger and draw a
> vector from finger to object using pfMakePtsSeg which gives me a
> direction but in a world unit vector.  Graphics 101 Question: How can I
> get the appropriate matrix to rotate my finger to point at the
> object.(Assume the hand is always pointing in the general direction of
> the object)?
> =======================================================================
> 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 Charlie Jones



-- 
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Brian Furtaw  (brian@sgi.com)	
VisSim  Technical  Consultant
12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-3293	
Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performer
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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9708061206.ZM20585@tracey.triavest.com>
Date: Wed, 6 Aug 1997 12:06:36 -0700
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: performer channel view
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi :

	I am trying to compare and get to work two different ways of
setting eye point's position and orientation. For both the methods, the
scene graph is same, having just one simple geometry with pre and post
DRAW callbacks.

method 1 :
----------
	- set performer channel's view matrix with the foll. values:
		view.xyz = (2.5, -5, 1.6), view.hpr = (9, 5, 3)
	- get openGL modelview matrix in the pre callback and print it.
	- matrix printed is:

	matarray :
	0.985621 0.065307 0.155839 0.000000
	0.160725 -0.077778 -0.983930 0.000000
	-0.052137 0.994829 -0.087156 0.000000
	-1.577008 -2.143883 -5.169798 1.000000


method 2 :
----------
	- reset performer channel's view matrix to all 0, ie:
		view.xyz = (0,0,0), view.hpr = (0,0,0)
	- in the pre callback, use pfMakeCoordMat to make coordMat
	  with the foll. values:
		xyz = (2.5, 1.6, 5.0)  -  in openGL coordinate system
		hpr = (9, 5, 3)
	- pfMakeRotMat(viewMat, 90.0, 1, 0, 0)  -  to convert rotation part
		from pf to openGL coordinate system.
	- pfPostMultMat(viewMat, coordMat)
	- load viewMat into the modelview stack and print viewMat as:

	viewMat :
	0.985621 0.160725 -0.052137 0.000000
	0.065307 -0.077778 0.994829 0.000000
	0.155839 -0.983930 -0.087156 0.000000
	2.500000 1.600000 5.000000 1.000000


Clearly, the two matrices printed in both the methods are not same and hence
the
perspective that I get in the render window is also not the same. Infact, in
matarray, the translation components are not only inverted in sign, but also
show different values from the ones set in the channel's view. They and the
rotaion part of the matrix also differ from that printed in viewMat of
method 2.

Can someone explain about these discrepancies and how to make the two methods
work in the same way?

Thanks a lot for any clue.

-anita
kishore@triavest.com



-- 
Anita Kishore
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Date: Wed, 6 Aug 1997 16:07:06 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708061607.ZM11031@multipass.engr.sgi.com>
In-Reply-To: Rodney Hoinkes <rhoinkes@imm-studios.com>
        "Transparency and Lighting? Don't work together?" (Aug  5,  8:48pm)
References: <33E7C9F2.41C6@imm-studios.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Rodney Hoinkes <rhoinkes@imm-studios.com>,
        Performer Mailing List <info-performer@sgi.com>
Subject: Re: Transparency and Lighting? Don't work together?
Cc: devprogram@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Aug 5,  8:48pm, Rodney Hoinkes wrote:
> Subject: Transparency and Lighting? Don't work together?
> Hello all,
>
> We are having a problem that it is likely others have as well and are
> seeking advice from the wise.
>
> We have a custom pf loader for our data. Some nodes within it are solid
> (no alpha) and some are alpha'd. When I setup the modes with
> pfdBldrStateMode and turn PFSTATE_TRANSPARENCY ON, the objects only show
> transparency when the 'sun' is OFF (not EYE or SUN in perfly).
>
> Now I can live without lighting (if I must) on alpha'd objects so I also
> added PFSTATE_ENLIGHTING to OFF on transparent nodes. This generally
> works except that I occasionally get lighting flashes across the model
> while fly around it (lighting on the whole model - or big parts of it
> turn on or off briefly). These flashes are unacceptable as are solid
> nodes that should be alpha.
>
> Someone else MUST have encountered this situation before. Advice would
> be helpful as our deadline approaches for public display and my heart is
> beatting faster. Any thoughts/suggestions/solutions?
>
> PS. Running Perf 2.2 beta on Onyx2 IR 6.4.1 IRIX.
>
>

Try a more recent beta.

Cheers,Angus.

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Subject: OLE
To: iris-performer@sgi.com
Date: Thu, 7 Aug 1997 11:57:11 -0530 (IST)
From: Swapnil Shah<swapnil@teil.soft.net>
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Status: O


hi,
  Is there anything similar to OLE (of mircrosoft windows) on IRIX or any
other variety of UNIX???

thanks n regards,
-swappnil
--------
    swapnil@teil.soft.net
    http://www.teil.soft.net/~swapnil
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Status: O

Hello All,

Can anybody tell me how I can vary my window size at runtime, ie by a small GUI
?

I figured out that you use pwin->close to close the window and pwin->config to
open it again, The trouble is that when I alter some parameters like the window
size of if it has any borders or not nothing seems to change.

So this doesn't work:

  pwin->close();
  pwin->setFullScreen();
  pwin-config();

Why NOT ????

If I recall correctly Simon Mills had a similair problem with setting the Window
name after a window has been realized so If anybody has an answer to that one
I'm happy to hear it.


Best Regards,
	Niels
-- 
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From: Pete Willemsen <willemsn@cs.uiowa.edu>
Message-Id: <199708071635.LAA13478@server.cs.uiowa.edu>
Subject: Antialiasing not working on our IR?
To: info-performer@sgi.com
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Status: O

My question involves antialiasing on an Onyx IR with one RM-6.  I
cannot seem to get antialiasing to work.  Ugh... this should be simple
so I must not be doing something correctly.

Here's the situation:

The perfy demo in /usr/sbin/perfly_ogl (that came compiled) does
antialiasing wonderfully.  I can easily see the difference when I
toggle whether antialiasing is on or off in the GUI.

However, when I tried to compile the perfly source myself (I made no
changes to the source), antialiasing did NOT work.  The models looked
the same (with jaggies) whether antialiasing was on or off.

Along with all of this, in a very simple app that basically reads in a
flight file and displays it, I cannot get antialiasing to work.  I am
using the call

	pfAntialias( PFAA_ON );

to turn antialiasing on.  Is there something else that I need to do?

Just to reconfirm that I know antialiasing is possible with our
display configuration, I can run /usr/bin/perfly_ogl and see
antialiasing just fine, but then when I run the perfly_ogl app that I
compiled I cannot see that antialiasing has been turned on.

Does anyone have any ideas as to what I might be doing incorrectly.  I
scanned over the past info-performer archives but wasn't able to find
information that was of any use.

Thanks for your time.

Pete 
----------------------------------------------
Pete Willemsen        Department of Comp. Sci.
willemsn@cs.uiowa.edu       University of Iowa
                      ---
http://www.cs.uiowa.edu/~willemsn
----------------------------------------------
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Status: O

Hi,
  getting aquainted to the Performer 2.0 and programming my first
applications
on it I had some problems with it. That's why I'd like to subscribe to
your
mailing-list. And my questions are :
	1. Why doesn't decrease memory usage indicated by 'gr_osview -a'
when
	   releasing data with 'pfRemoveChild' and 'pfDelete' previously
	   allocated by 'pfLoadFile' ?
	2. Whenever I start a Performer application it creates a *.pfdpool
	   file in the /usr/tmp directory but doesn't erase it afterwards.
	   How can I do that ?

Stefan.


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Date: Thu, 7 Aug 1997 10:29:07 -0400
In-Reply-To: Swapnil Shah<swapnil@teil.soft.net>
        "OLE" (Aug  7, 11:57am)
References: <199708071727.LAA01462@teil.soft.net>
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On Aug 7, 11:57am, Swapnil Shah wrote:
> Subject: OLE
>
> hi,
>   Is there anything similar to OLE (of mircrosoft windows) on IRIX or any
> other variety of UNIX???
>
>-- End of excerpt from Swapnil Shah

I understand it is CORBA (Common Object Request Broker Architecture).




-- 
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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Status: O

you can use XMoveWindow(display, w, x, y) where

w = pfPipeWindow->getWSWindow();
display = XOpenDisplay( pfPipeWindow->getWSConnectionName() );

i dont know how to get the Display* from performer directly. thats why i
mention XOpenDisplay.

dirk.


Niels Hilbrink wrote:
> 
> Hello All,
> 
> Can anybody tell me how I can vary my window size at runtime, ie by a small GUI
> ?
> 
> I figured out that you use pwin->close to close the window and pwin->config to
> open it again, The trouble is that when I alter some parameters like the window
> size of if it has any borders or not nothing seems to change.
> 
> So this doesn't work:
> 
>   pwin->close();
>   pwin->setFullScreen();
>   pwin-config();
> 
> Why NOT ????
> 
> If I recall correctly Simon Mills had a similair problem with setting the Window
> name after a window has been realized so If anybody has an answer to that one
> I'm happy to hear it.
> 
> Best Regards,
>         Niels
> --
>       _/     _/ _/       _/_/_/_/   Niels Hilbrink (RS NOP)
>      _/     _/ _/       _/    _/    Hilbrink@nlr.nl
>     _/_/   _/ _/       _/    _/     tel : (++31)(0)527 248224 (NLR)
>    _/ _/  _/ _/       _/_/_/_/            (++31)(0)527 242259 (Home)
>   _/   _/_/ _/       _/  _/
>  _/     _/ _/       _/    _/        National Aerospace Laboratory (NLR)
> _/     _/ _/_/_/_/ _/      _/       http://www.nlr.nl
> =======================================================================
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Date: Thu, 7 Aug 1997 13:53:50 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708071353.ZM12273@multipass.engr.sgi.com>
In-Reply-To: Pete Willemsen <willemsn@cs.uiowa.edu>
        "Antialiasing not working on our IR?" (Aug  7, 11:35am)
References: <199708071635.LAA13478@server.cs.uiowa.edu>
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To: Pete Willemsen <willemsn@cs.uiowa.edu>, info-performer@sgi.com
Subject: Re: Antialiasing not working on our IR?
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Status: O

Are you compiling an opengl version of perfly?

Try:

make ogldso

Cheers,Angus.

On Aug 7, 11:35am, Pete Willemsen wrote:
> Subject: Antialiasing not working on our IR?
> My question involves antialiasing on an Onyx IR with one RM-6.  I
> cannot seem to get antialiasing to work.  Ugh... this should be simple
> so I must not be doing something correctly.
>
> Here's the situation:
>
> The perfy demo in /usr/sbin/perfly_ogl (that came compiled) does
> antialiasing wonderfully.  I can easily see the difference when I
> toggle whether antialiasing is on or off in the GUI.
>
> However, when I tried to compile the perfly source myself (I made no
> changes to the source), antialiasing did NOT work.  The models looked
> the same (with jaggies) whether antialiasing was on or off.
>
> Along with all of this, in a very simple app that basically reads in a
> flight file and displays it, I cannot get antialiasing to work.  I am
> using the call
>
> 	pfAntialias( PFAA_ON );
>
> to turn antialiasing on.  Is there something else that I need to do?
>

Yes, you need to ensure you have a visual which has multisamples.
With iR this is easily possible with 1RM.

Cheers,Angus.
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Subject: RE2 to SVGA
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Status: O

I need to send my Onxy RE2 output to an SVGA projector (800x600).

I've tried a 13W3 to VGA HD15 adapter for the connection and I set the graphics
to 800x600_60, but the projector doesn't detect the signal.
I've tried a variety of configuration for sync configuration with no luck.
However this configuration does display correctly on a 17" O2 monitor.
The projector will run fine if connected to the output of a SVGA PC.

Anybody know the correct way to do this?

Thanks,

-- 
Sheldon Brown
Assistant Professor
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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Date: Fri, 8 Aug 1997 06:57:13 -0700 (PDT)
From: Tim Crane <stereo@well.com>
Subject: Re: RE2 to SVGA
To: sbrown@nestor.ucsd.edu
cc: info-performer@sgi.com
In-Reply-To: <9708071641.ZM2249@nestor.ucsd.edu>
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Status: O

The projector is probably looking for sepreate H & V sync (true VGA).  
You may have to set up the projector to accept sync on green .  This is 
just a guess, but check along these lines. 

On Thu, 7 Aug 1997 sbrown@nestor.ucsd.edu wrote:

> I need to send my Onxy RE2 output to an SVGA projector (800x600).
> 
> I've tried a 13W3 to VGA HD15 adapter for the connection and I set the graphics
> to 800x600_60, but the projector doesn't detect the signal.
> I've tried a variety of configuration for sync configuration with no luck.
> However this configuration does display correctly on a 17" O2 monitor.
> The projector will run fine if connected to the output of a SVGA PC.
> 
> Anybody know the correct way to do this?
> 
> Thanks,
> 
> -- 
> Sheldon Brown
> Assistant Professor
> 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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> 
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From: Simulation Dept <mderdem@turk.net>
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Hi,
I have a hardcased thrustmaster joystick for use with SGI systems. It has
a rs232 connector instead of pc game port plug.
I want to use this joystick and the pedal etc in a pf application.

However I am couldn't manage to find some specific sample code
for this joystick. (I don't name the type, because thrustmaster has only
one type available for use with sgi and this is it.)

I hope some one has a similar experience.



-------------------------------
Devrim Erdem mderdem@turk.net
Application Engineer
infoTRON
Turkey
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From: Timothy Moore <moore@WOLFENET.com>
To: info-performer@sgi.com
Subject: problems with glCopyPixels and multisampling
Status: O

Are there any known problems, or common gotchas, with doing a
glCopyPixels operation on a window with a multisample buffer?  In my
application I disable everything I can think of (multisampling,
blending, depth test, etc.), set the read buffer, load up the color
matrix to do rgb to bw conversion, and then call glCopyPixels.  On an
O2 this works as expected, as does it on an RE2 with a
non-multisampling visual.  With multisampling, however, the result is
washed-out bands of black and white composited with the original
image.  What's up with that?  What am I doing wrong?

Tim
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Status: O

Dear performers,

I am trying to make several instances of the same model, but assign
different colors on
each instance. I want a model file loaded only one and make instances of
the model node
with different material. However, pfClone share geometry and thus does
not work
for my purpose.  Since cloning do not work, I think I should copy the
whole node.
I looked up pfCopy on reference manual and it seems copy only the first
level of references
in addition to unabling to figure out how use the function in C++.
Is there an easier way to copy a node including geometry?


Thank you,

Byungsung Cho
rtv@bbs.para.co.kr

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From: Sam Chu <c00chu00@nchc.gov.tw>
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Subject: problems for TCP/IP read
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Hi performers:

  thought this is a communicatin problem, I think lots of simulation
progrmmers already have this question and may know how to solve it.

I try to do the inter-Chassis communication and use the
socket communication codes from examples - "accept and 
connect" under directory "/usr/people/4Dgifts/examples/network"
but the "read" command not always read the size which I specify
in "read(sock, data, size)". Is there any way I can ask "read" always
to read size of data?

Thanks for any suggestion.

the following is my code modified from accept.c (performer site)

{
    netDataType    *netData;
    ....

    /* Create a socket */
    if ((sock = socket (AF_INET,SOCK_STREAM,0)) < 0) {
	perror("opening stream socket");
	exit(1);
    }

    /* Initialize the socket's address structure */
    sin.sin_family = AF_INET;
    sin.sin_addr.s_addr = INADDR_ANY;
    sin.sin_port = htons(SERVER_PORT);

    /* Assign an address to this socket */
    if (bind (sock,&sin,sizeof(sin)) < 0) {
	perror("binding stream socket");
	exit(1);
    }
    printf("Listening for connect requests on port %d\n", SERVER_PORT);

    /* Prepare the socket queue for connection requests */
    listen(sock,5);

    length = sizeof(sin);
    msgsock = accept(sock, &sin, &length);
    if (msgsock < 0) {
	perror("accept");
	exit(1);
    }

    printf("Connection from host %s, port %u\n",
    inet_ntoa(sin.sin_addr), ntohs(sin.sin_port));

    init_performer();

    /* Read from the message socket and write to standard output */
    while ((cnt = read(msgsock,(char *)net_Data,sizeof(netDataType)))> 0){
        x=netData->x;
        y=netData->y;
        z=netData->z;
        h=netData->h;
        p=netData->p;
        q=netData->r;
        performer_cmd();
    }
    close(msgsock);
    printf("Connection closed\n");
}


and my connect.c as following: (data site)
{
    netDataType     *netData;
    .....
    if ((sock = socket (AF_INET, SOCK_STREAM, 0)) < 0) {
        perror("Can't open socket");
        exit(1);
    }

    /* Initialize the socket address to the server's address. */
    bzero((char *) &sin, sizeof(sin));
    sin.sin_family = AF_INET;
    hp = gethostbyname(argv[1]);    /* to get host address */
    if (hp == NULL) {
        herror(argv[1]);
        exit(1);
    }
    bcopy (hp->h_addr, &(sin.sin_addr.s_addr), hp->h_length);
    sin.sin_port = htons(SERVER_PORT);

       /* Connect to the server. */
    if (connect(sock, &sin,sizeof(sin)) < 0) {
        close(sock);
        perror("Connect to server");
        exit(1);
    }
    printf("Connection established. "\n);
    /*
     * If the server goes away while sending data, we'll get a SIGPIPE signal.
     * Catch it so we can print an error message.
     */
    (void) signal(SIGPIPE, (void *)die);

   /* the real-time loop */
    while( 1 )
    {
          wait_for_33msec(); /* 30Hz */
          update_position(&x, &y, &z, &h, &p, &r);
          netData->x =x;
          netData->y =y;
          netData->z =z;
          netData->h =h;
          netData->p =p;
          netData->r =r;
          if ((cnt= write(sock, (char *)netData, sizeof(netDataType))) < 0) {
             perror("Error writing to socket");
             exit(1);
          }
    }
}

Sam Chu 
National Center for High-Performance Computing 
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Mon, 11 Aug 1997 00:24:32 -0500
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Subject: What is the "frame" time mean in the stat. diagram??
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Status: O

Hello,

	I am using the pfDrawChanStats to show the stat of channels. There has
a line begins with 'msecs' tell me the time that spend in the app, cull, and
draw. Besides, it also tell me the time that spend in "frame". Can anyone tell
me what is "frame" stage? I check the Performer User Guide and the reference
pages. None of these tell me what is frame stage mean. In the next line, there
has another "FRAME". Does it show the time need to generate a frame? If so,
what is the "TOTAL" mean? Thanks for you 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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Date: Mon, 11 Aug 1997 13:28:59 -0530 (IST)
From: Binoy Marvar <binoy@teil.soft.net>
Subject: libpfdu & texture coordinates
To: info-performer@sgi.com
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Hi Performers,

  Is there any easy way for getting texture coordinates
  for the pfGeoSets generated by libpfdu functions like pfdNewCylinder, 
  pfdNewCone. etc


  Thanks in advance !

Regards,

  Binoy Marvar 
_________________________________________________________________
Binoy Marvar                     E-mail: 
Engineer - Design & Development   binoy@teil.soft.net
Visual Simulation Division(SGI)   binoymarvar@hotmail.com
TATA ELXSI INDIA LTD.Bangalore,   http://www.teil.soft.net/~binoy
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From: Niels Hilbrink <Hilbrink@nlr.nl>
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        "info-performer@sgi.com" <info-performer@sgi.com>
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Status: O

Thanks Dirk for the pointer,

Dirk Luesebrink wrote: 
> i dont know how to get the Display* from performer directly. thats why i
> mention XOpenDisplay.

You could use the pfGetCurWSConnection fucntion couldn't you ?


I also found out that is is possible to change the window title, and other
window paramters if the window type is NOT of PFWIN_TYPE_X. Why ? I mean the
XResizeWindow function should work regardless shouldn't it ?

Gr.
Nielss

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From: "John Sunderland" <j.sunderland@dial.pipex.com>
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Subject: Intersections
Date: Mon, 11 Aug 1997 12:44:11 +0100
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Hi Performers!

I've got some problems with Isectors which I hope you can help me
with.  I have an application which involves loading a database and then
creating a number of instances of models within the terrain which I
require to drive over it.  The scen has been set up using the following
call:

    pScene->setTravMask( PFTRAV_ISECT, 0xFFFFFFFF, 
	    PFTRAV_SELF | PFTRAV_DESCEND | PFTRAV_IS_CACHE, PF_AND);

Each model will call the following function when it's position is due to
be updated to perform the terrain following.  The models all start
initially floating above the terrain.

void DMobile::DoTFollow(float *fHt, float *fP, float *fR)
{
    static pfSegSet Isegset;
    static pfHit **Result[3];
    static BOOL bIsectFirstPass = TRUE;
    int HitNum;
    
    // Set up isector for terrain following
    if ( bIsectFirstPass == TRUE )
    {
	Isegset.mode = PFTRAV_IS_PRIM | PFTRAV_IS_CULL_BACK;
	Isegset.userData = NULL;
	Isegset.segs[0].dir.set(0.0f, 0.0f, -1.0f);
	Isegset.segs[0].pos.set(0.0f, 1.0f, 0.0f);     // front
	Isegset.segs[0].length = (50000.0F);
	Isegset.segs[1].dir.set(0.0f, 0.0f, -1.0f);
	Isegset.segs[1].pos.set(1.0f, -1.0f, 0.0f);    // back right
	Isegset.segs[1].length = (50000.0F);
	Isegset.segs[2].dir.set(0.0f, 0.0f, -1.0f);
	Isegset.segs[2].pos.set(-1.0f, -1.0f, 0.0f);   // back left
	Isegset.segs[2].length = (50000.0F);
	Isegset.activeMask = 0x07;
	Isegset.isectMask = 0xFFFFFFFF;
	Isegset.bound = NULL;
	Isegset.discFunc = NULL;
	bIsectFirstPass = FALSE;
    }
    
    HitNum = ModelsParentDCSNode->isect(&Isegset, Result);
    pfNotify(PFNFY_NOTICE, PFNFY_PRINT, "Got %d hits from Isectors",
HitNum);
}

The problem I am having is that the isect call always returns 0 (i.e. in
the above code HitNum = 0 ).  Has anyone got any ideas as to what I am
doing wrong?  Your help will be much appreciated.

BTW, O2, IRIX 6.3, Performer 2.0.3

Many thanks in advance,

John Sunderland.
-- 
John Sunderland
Software Engineer, Lockheed Martin Solartron Systems
Hoddesdon, Hertfordshire, UK 	(+44) (0)1992 470011
------=_NextPart_000_01BCA654.448100E0
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

<html><head></head><BODY bgcolor=3D"#C0C0C0"><p><font size=3D2 =
color=3D"#000000" face=3D"Arial">Hi Performers!<br><br>I've got some =
problems with Isectors which I hope you can help me<br>with. &nbsp;I =
have an application which involves loading a database and =
then<br>creating a number of instances of models within the terrain =
which I<br>require to drive over it. &nbsp;The scen has been set up =
using the following<br>call:<br><br> =
&nbsp;&nbsp;&nbsp;pScene-&gt;setTravMask( PFTRAV_ISECT, 0xFFFFFFFF, =
<br>&#009; &nbsp;&nbsp;&nbsp;PFTRAV_SELF | PFTRAV_DESCEND | =
PFTRAV_IS_CACHE, PF_AND);<br><br>Each model will call the following =
function when it's position is due to<br>be updated to perform the =
terrain following. &nbsp;The models all start<br>initially floating =
above the terrain.<br><br>void DMobile::DoTFollow(float *fHt, float *fP, =
float *fR)<br>{<br> &nbsp;&nbsp;&nbsp;static pfSegSet Isegset;<br> =
&nbsp;&nbsp;&nbsp;static pfHit **Result[3];<br> &nbsp;&nbsp;&nbsp;static =
BOOL bIsectFirstPass =3D TRUE;<br> &nbsp;&nbsp;&nbsp;int HitNum;<br> =
&nbsp;&nbsp;&nbsp;<br> &nbsp;&nbsp;&nbsp;// Set up isector for terrain =
following<br> &nbsp;&nbsp;&nbsp;if ( bIsectFirstPass =3D=3D TRUE )<br> =
&nbsp;&nbsp;&nbsp;{<br>&#009;Isegset.mode =3D PFTRAV_IS_PRIM | =
PFTRAV_IS_CULL_BACK;<br>&#009;Isegset.userData =3D =
NULL;<br>&#009;Isegset.segs[0].dir.set(0.0f, 0.0f, =
-1.0f);<br>&#009;Isegset.segs[0].pos.set(0.0f, 1.0f, 0.0f); =
&nbsp;&nbsp;&nbsp;&nbsp;// front<br>&#009;Isegset.segs[0].length =3D =
(50000.0F);<br>&#009;Isegset.segs[1].dir.set(0.0f, 0.0f, =
-1.0f);<br>&#009;Isegset.segs[1].pos.set(1.0f, -1.0f, 0.0f); =
&nbsp;&nbsp;&nbsp;// back right<br>&#009;Isegset.segs[1].length =3D =
(50000.0F);<br>&#009;Isegset.segs[2].dir.set(0.0f, 0.0f, =
-1.0f);<br>&#009;Isegset.segs[2].pos.set(-1.0f, -1.0f, 0.0f); =
&nbsp;&nbsp;// back left<br>&#009;Isegset.segs[2].length =3D =
(50000.0F);<br>&#009;Isegset.activeMask =3D =
0x07;<br>&#009;Isegset.isectMask =3D 0xFFFFFFFF;<br>&#009;Isegset.bound =
=3D NULL;<br>&#009;Isegset.discFunc =3D NULL;<br>&#009;bIsectFirstPass =
=3D FALSE;<br> &nbsp;&nbsp;&nbsp;}<br> &nbsp;&nbsp;&nbsp;<br> =
&nbsp;&nbsp;&nbsp;HitNum =3D ModelsParentDCSNode-&gt;isect(&amp;Isegset, =
Result);<br> &nbsp;&nbsp;&nbsp;pfNotify(PFNFY_NOTICE, PFNFY_PRINT, =
&quot;Got %d hits from Isectors&quot;, HitNum);<br>}<br><br>The problem =
I am having is that the isect call always returns 0 (i.e. in<br>the =
above code HitNum =3D 0 ). &nbsp;Has anyone got any ideas as to what I =
am<br>doing wrong? &nbsp;Your help will be much appreciated.<br><br>BTW, =
O2, IRIX 6.3, Performer 2.0.3<br><br>Many thanks in advance,<br><br>John =
Sunderland.<br>-- <br>John Sunderland<br>Software Engineer, Lockheed =
Martin Solartron Systems<br>Hoddesdon, Hertfordshire, UK &#009;(+44) =
(0)1992 470011</p>
</font></body></html>
------=_NextPart_000_01BCA654.448100E0--

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Subject: RE: problems for TCP/IP read
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Status: O

Hi,

TCP/IP may not guarantee that the READ will return the length specified.
You need to read until the specified length is received. Note that the
next message from the writer may appear appended to the previous
message; so you need to devise a mechanism for this and also make sure
not looping in reading without some guard/checking/timeout. If you do
not have header  on the message, it is a good practice to have your own
header message. 

If only for chasis-to-chasis, UDP may be preferable for real-time
application although it's a bit more complex than TCP/IP.

Hadi Tjandrasa

>----------
>From: 	Sam Chu[SMTP:c00chu00@nchc.gov.tw]
>Sent: 	Saturday, August 09, 1997 2:29 AM
>To: 	info-performer@sgi.com
>Subject: 	problems for TCP/IP read
>
>
>Hi performers:
>
>  thought this is a communicatin problem, I think lots of simulation
>progrmmers already have this question and may know how to solve it.
>
>I try to do the inter-Chassis communication and use the
>socket communication codes from examples - "accept and 
>connect" under directory "/usr/people/4Dgifts/examples/network"
>but the "read" command not always read the size which I specify
>in "read(sock, data, size)". Is there any way I can ask "read" always
>to read size of data?
>
>Sam Chu 
>National Center for High-Performance Computing 
>Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
>Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
>=======================================================================
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From: paul@bham-ht.bioc.uab.edu (Paul Sherman)
Message-Id: <199708111430.JAA20100@bham-ht.bioc.uab.edu>
Subject: Re: problems for TCP/IP read
To: c00chu00@nchc.gov.tw (Sam Chu)
Date: Mon, 11 Aug 1997 09:30:25 -0500 (CDT)
Cc: info-performer@sgi.com
In-Reply-To: <199708090729.PAA03648@elc044.dt.nchc.gov.tw> from "Sam Chu" at Aug 9, 97 03:29:03 pm
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>   thought this is a communicatin problem, I think lots of simulation
> progrmmers already have this question and may know how to solve it.
> 
> I try to do the inter-Chassis communication and use the
> socket communication codes from examples - "accept and 
> connect" under directory "/usr/people/4Dgifts/examples/network"
> but the "read" command not always read the size which I specify
> in "read(sock, data, size)". Is there any way I can ask "read" always
> to read size of data?


Sam,

One way to solve this is to read from the socket until you have the correct
size of a packet read in (it sounds like you always know that you have 6
floats) and then translate that packet. If you have the socket read do its
read into a buffer and then translate the buffer after you are certain that
you have a complete packet, then you can avoid the attempted translation of
partial packets. In other words, do something like:

while(simNotDone)
{
   while (packetNotComplete)
   {
      while ((cnt = read(into_a_buffer...) > 0);
      check for a complete packet;
   }
   translate the packet;
   perform bookkeeping on the possible partial packet left in the buffer;
}


Of course there is alot more bookkeeping involved in this, since depending on
your code, it is possible to read packet fragments and these need to be kept
track of...

However, one approach which we have been using recently which appears to be
faster and more robust than sockets is to use fifos (or named pipes). This
approach avoids the whole network layer inherant in sockets. So far, the code
is a little unstable on MP machines during startup (deadlock conditions in
opens), but once running, the code works perfectly (tested on a 2 Proc IR and
a 4 proc Onyx 2). For details, check out "Unix Network Programming" by
W. Richard Stevens (Prentice Hall), Chapter 3. 

Hope this helps, and email me with any questions (see below).

		Paul Sherman
		psherman@acm.org

===========================================================================
Please note that the email to reply to is: psherman@acm.org. The email
addresses paul@ht.com and paul@bham-ht.bioc.uab.edu will not be valid past
Thursday August 14, 1997. I am changing jobs and will not know my new email
until after September 1. I will be able to read email sent to
psherman@acm.org. My email responses during the last two weeks of August may
be slow due to my travelling across the country.
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Date: Sun, 10 Aug 1997 18:37:32 -0400
From: Glenn Waldron <gwaldron@peril.com>
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Subject: cyclebuffer memory for geoset prim lengths
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Hi all,
I need to use cycle buffer memory for my geoset primitive length 
array, but I get the message:

PF Warn/Usage: pfGeoSet::setPrimLengths() CycleBuffered length
  arrays not yet supported.

I guess that's that.  My question to the Performer team is, will it
be supported in the 2.2 release (or a future beta)?  Furthermore is
there a list of which structures currently support CB-data?

thanks- 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: Robert Doyle <doyle@overlord.nrl.navy.mil>
Organization: Naval Research Laboratory
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Status: O

Performers:

On an Onyx1 IR (1 RM), Performer 2.1, the use of:
glXMakeCurrentReadSGI(dsp, pw->getWSDrawable(), 
pbuffer, pw->getGLCxt); in the draw callback
generates a bad match error ("X Error of failed request:  
BadMatch (invalid parameter attributes)"). The function 
is used to attach the GLX context to both the pfPipeWindow 
and a previously configured pbuffer. The object is to 
use glCopyPixels() to copy an image from the pbuffer to 
the visible color buffer. No error is generated from 
a previous rendering into the pbuffer. This code works 
fine on an O2.

In addition, Roger Corron's demo program using pbuffers 
as backing store (backingstore.c) generates an
"X Error of failed request:  BadAlloc (insufficient 
resources for operation) at the glXMakeCurrentReadSGI() 
call on an IR but works fine on an O2.

Is there a problem specific to the IR and if so, has 
anyone found a workaround?

Thanks,
Bob Doyle
			

-- 
Robert J. Doyle, Jr.            http://overlord.nrl.navy.mil
Code 5594                   	e-mail: doyle@overlord.nrl.navy.mil
Naval Research Laboratory   	phone: 202-767-8395
Washington, DC  20375-5000  	fax: 202-404-7402
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199708111823.LAA28225@remi.engr.sgi.com>
Subject: Re: performer channel view
To: kishore@triavest.com (Anita Kishore)
Date: Mon, 11 Aug 1997 11:23:21 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <9708061206.ZM20585@tracey.triavest.com> from "Anita Kishore" at Aug 6, 97 12:06:36 pm
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Anita Kishore wrote:
> 
> Hi :
> 
> 	I am trying to compare and get to work two different ways of
> setting eye point's position and orientation. For both the methods, the
> scene graph is same, having just one simple geometry with pre and post
> DRAW callbacks.
> 
> method 1 :
> ----------
> 	- set performer channel's view matrix with the foll. values:
> 		view.xyz = (2.5, -5, 1.6), view.hpr = (9, 5, 3)
> 	- get openGL modelview matrix in the pre callback and print it.
> 	- matrix printed is:
> 
> 	matarray :
> 	0.985621 0.065307 0.155839 0.000000
> 	0.160725 -0.077778 -0.983930 0.000000
> 	-0.052137 0.994829 -0.087156 0.000000
> 	-1.577008 -2.143883 -5.169798 1.000000

 Note that the offsets (pfChannel::setViewOffsets) are also applied if
 non null to that transformation matrix

> 
> 
> method 2 :
> ----------
> 	- reset performer channel's view matrix to all 0, ie:
> 		view.xyz = (0,0,0), view.hpr = (0,0,0)
> 	- in the pre callback, use pfMakeCoordMat to make coordMat
> 	  with the foll. values:
> 		xyz = (2.5, 1.6, 5.0)  -  in openGL coordinate system
> 		hpr = (9, 5, 3)
> 	- pfMakeRotMat(viewMat, 90.0, 1, 0, 0)  -  to convert rotation part
> 		from pf to openGL coordinate system.
> 	- pfPostMultMat(viewMat, coordMat)
> 	- load viewMat into the modelview stack and print viewMat as:
> 
> 	viewMat :
> 	0.985621 0.160725 -0.052137 0.000000
> 	0.065307 -0.077778 0.994829 0.000000
> 	0.155839 -0.983930 -0.087156 0.000000
> 	2.500000 1.600000 5.000000 1.000000
> 
> 
> Clearly, the two matrices printed in both the methods are not same and hence
> the
> perspective that I get in the render window is also not the same. Infact, in
> matarray, the translation components are not only inverted in sign, but also
> show different values from the ones set in the channel's view. They and the
> rotaion part of the matrix also differ from that printed in viewMat of
> method 2.
> 
> Can someone explain about these discrepancies and how to make the two methods
> work in the same way?
> 
> Thanks a lot for any clue.
> 
> -anita
> kishore@triavest.com
> 

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From guest  Mon Aug 11 16:01:33 1997
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From: scott@ht.com (Scott McMillan)
Message-Id: <199708112114.RAA07148@hf.ht.com>
Subject: Re: cyclebuffer memory for geoset prim lengths
In-Reply-To: <33EE42AC.53572AAE@peril.com> from Glenn Waldron at "Aug 10, 97 06:37:32 pm"
To: gwaldron@peril.com (Glenn Waldron)
Date: Mon, 11 Aug 1997 17:14:53 -0400 (EDT)
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> I guess that's that.  My question to the Performer team is, will it
> be supported in the 2.2 release (or a future beta)?

I will let someone in the Performer team talk about the capabilities of
pfFlux (the 2.2 replacement for cycle buffers).

> Furthermore is
> there a list of which structures currently support CB-data?

The pfCycleBuffer man page states "the function pfGeoSet::setAttr accepts
pfCycleBuffer memory for attribute arrays....  Currently pfGeoSets do not
support pfCycleBuffer index lists."

So I interpret that to mean you can only (when it comes to pfGeoSets) cycle
buffer coords, normals, texcoord and color arrays (but not the corresponding
index arrays).

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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Status: O

14996:perfly.DSO: rld: Fatal Error: attempted access to unresolvable symbol in
/usr/lib64/libpf_ogl.so: __vec_new2

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Date: Mon, 11 Aug 1997 12:15:56 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708111215.ZM18065@multipass.engr.sgi.com>
In-Reply-To: "John Sunderland" <j.sunderland@dial.pipex.com>
        "Intersections" (Aug 11, 12:44pm)
References: <199708111151.EAA19418@sgi.sgi.com>
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On Aug 11, 12:44pm, John Sunderland wrote:
> Subject: Intersections
>
> [ Attachment (multipart/alternative): 5488 bytes ]
>-- End of excerpt from John Sunderland


John,

you seem to be intersecting with the vehicle graph although
it's not entirely clear.

HitNum = ModelsParentDCSNode->isect(&Isegset, Result);

If ModelsParentDCSNode is the vehicle DCS then this is wrong.
You need to transform the vectors *positions* through the matrix of
the vehicle DCS and intersect with the scene terrain node. Be sure
and include any matrices you may have above the terrain.

Use  pfVec3::xformPt for this position transformation.

Cheers,
Angus
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From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
Message-Id: <199708111858.OAA10523@sirius.ccd.bnl.gov>
Subject: N64
Apparently-To: info-performer@sgi.com
Status: O

Has anybody been able to get 64 bit dso ogl versions of perfly
OR their APP's to work on iR?!
I get the following error message:

14551:./perfly.DSO: rld: Fatal Error: attempted access to unresolvable symbol in
/usr/lib64/libpf_ogl.so: __vec_new2

I have the only patch I am supposed to need i.e, 1392 for the dev 2.0.2
the eoe are 2.0.4

I get the same error message from my APP (NOT a hacked version of perfly)

2nd unrelated question;

For the static N64 version (which DO work, both for perfly and my APP)
most of the database format load o.k., except of course for iv
loader (which nobody really cares about anyway right?)
which creates core dumps, in both static and dynamic cases.
The following error message is written, but I am not sure if
it is the cause of the dump:

14812:perfly.OPT: rld: Error: elfmap: not an ELF file.

Thanks,

Ballard Andrews
Brookhaven National Lab
Computing Division
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From: "Nicolas Gauvin" <nicolas@cae.ca>
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Date: Mon, 11 Aug 1997 15:21:05 -0400
In-Reply-To: Byungsung Cho <bryce@bbs.para.co.kr>
        "Instacing a model with different material" (Aug  9, 10:33am)
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On Aug 9, 10:33am, Byungsung Cho wrote:
> Subject: Instacing a model with different material
> Dear performers,
>
> I am trying to make several instances of the same model, but assign
> different colors on
> each instance. I want a model file loaded only one and make instances of
> the model node
> with different material. However, pfClone share geometry and thus does
> not work
> for my purpose.  Since cloning do not work, I think I should copy the
> whole node.
> I looked up pfCopy on reference manual and it seems copy only the first
> level of references
> in addition to unabling to figure out how use the function in C++.
> Is there an easier way to copy a node including geometry?
>
>-- End of excerpt from Byungsung Cho

Try calling pfFlatten on a top parent node that has multiple instances as
children. pfFlatten will make multiple copies of instanced geometries for you.





-- 
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: Mon, 11 Aug 1997 16:34:00 -0700
To: durbin@ait.nrl.navy.mil, info-performer@sgi.com
From: george williams <gcw@best.com>
Subject: Re: Onyx RE2 to Onyx2 iR
Status: O


At 12:59 PM 8/4/97 -0400, you wrote:
>
>It goes even deaper that that...
>
>First, the new SGI machines have the standard PC rs-232 pinouts.  This
>is different from the Onyx and older machines.
>
>Second, with the help of ascension, the Iowa State guys got their
>ascenion tracker up and running with the following relevations:
>	1) calling a serial port by the name ttyd# does not function
>		the same way on Onyx vs Onyx.
>	2) Use ttym# instead
>	3) Use a straight through cable (not NULL modem)
>	4) Make sure that only pins 2, 3, and 5 are connected
>
>My guess (hope) is that similar things will hold true for the Polhemus
>systems as well.


Indeed, the only changes that I needed to consider when recompiling a
Polhemus Fastrak driver for the new SGIS were 1) the changes to the termios
structure ( setting the 'ospeed' and 'ispeed' members) and 2) the PC-compat
RS232 pinout.

-George W.



>
>-Jim
>
>Rob Page writes:
>   | 
>   | On Thu, 24 Jul 1997, Kaylor, Brett wrote:
>   | 
>   | > 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.
>   | >  ...
>   | > - 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?
>   | > 
>   |   We had a problem moving our serial driver code from an Indigo2 with
>   |   Irix 6.2 to an Octane with 6.4.  The termio and termios structures have 
>   |   changed between the two Irixes.  See the man page for termio on the 6.4 
>   |   machine.  "Existing binaries automatically use the old interfaces."  If 
>   |   you want to compile and run under 6.4 you can either make a minor code 
>   |   change or define a compile time flag.
>   | 
>   |   ttfn, Rob Page    Kaman Sciences @ NRL Code 5513
>   |   (202) 404-7280 -> B16 Room 228         (202) 767-5613 -> HCI Lab
>   |   page@itd.nrl.navy.mil
>   | =======================================================================
>   | List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>   |             Submissions:  info-performer@sgi.com
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>=======================================================================
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>
>

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9708111632.ZM1491@quid.csd.sgi.com>
Date: Mon, 11 Aug 1997 16:32:20 -0700
In-Reply-To: Robert Doyle <doyle@overlord.nrl.navy.mil>
        "glXMakeCurrentReadSGI" (Aug 11, 12:53pm)
References: <33EF4388.2781@overlord.nrl.navy.mil>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Robert Doyle <doyle@overlord.nrl.navy.mil>, info-performer@sgi.com
Subject: Re: glXMakeCurrentReadSGI
Mime-Version: 1.0
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Status: O

This is just dump of a few solutions to pbuffer problems that I've seen. If the
iR specific stuff doesn't help then let me know.

It could be that the error is exactly what the X error says, you just asked for
too big a pbuffer. The glXMakeCurrentReadSGI man page says:

BadAlloc may be generated if the server has delayed allocation of
     ancillary buffers until glXMakeCurrentReadSGI is called, only to find
     that it has insufficient resources to complete the allocation.

You only have 1 RM so you could easily be 'pixel challenged' for a big pbuffer.
What might be happening ( this is a guess ) is that an assumption gets made
when you configure the pbuffer that while reasonable (ish) ends up giving you a
much deeper pbuffer than you need ( or in your case, can have ).
glXChooseFBConfigSGIX actually returns a *list* of GLX frame buffer
configurations that match the specified attributes, the code you have might
just uses the first element in that list to then do glXCreateGLXPbufferSGIX.
The man page for glXChooseFBConfigSGI has detail but essentially, the list is
sorted by order of things like bits per component etc. It also mentions the use
of glXGetFBConfigAttribSGIX to retrieve additional attributes for the frame
buffer configurations and then select between them. This might be what you need
to do. If you look at the first config in the list, I expect that it's RGBA12
and might have a huge accumulation buffer and all sorts of things that you
don't need, and that makes the pixels too deep to make the Pbuffer. The list
returned would vary from platform to platform so it just maybe that on O2 the
first one is OK. On iR you could try adding logic like this:

int attributeList[] =
    {GLX_RENDER_TYPE_SGIX, GLX_RGBA_BIT_SGIX,
     GLX_DRAWABLE_TYPE_SGIX, GLX_PBUFFER_BIT_SGIX|GLX_WINDOW_BIT_SGIX,
     GLX_RED_SIZE, 1,
     GLX_BLUE_SIZE, 1,
     GLX_GREEN_SIZE, 1,
     GLX_DEPTH_SIZE, 1,
     None};

    GLXContext cx;
    GLXFBConfigSGIX *fbc;
    int nitems, i, match, a[5];

    /* Choose a FB config which fits the above description */
    fbc = glXChooseFBConfigSGIX(dpy, 0, attributeList, &nitems);

    /* find an FBconfig in list with RGB == 10 and Zbuffer > 1 */
    for(i = 0; i < nitems; i++)
    {
	glXGetFBConfigAttribSGIX(dpy, fbc[i], GLX_RED_SIZE, &a[0]);
	glXGetFBConfigAttribSGIX(dpy, fbc[i], GLX_GREEN_SIZE, &a[1]);
	glXGetFBConfigAttribSGIX(dpy, fbc[i], GLX_BLUE_SIZE, &a[2]);
	glXGetFBConfigAttribSGIX(dpy, fbc[i], GLX_ALPHA_SIZE, &a[3]);
	glXGetFBConfigAttribSGIX(dpy, fbc[i], GLX_DEPTH_SIZE, &a[4]);
        printf("r = %d, b = %d g = %d a = %d z = %d\n",
                                          a[0],a[1],a[2],a[3],a[4]);
	if(a[0] == 10 && a[1] == 10 && a[2] 10 && a[3] == 0 && a[4] > 1)
	{ match = i; break; }
    }

    if(!(cx = glXCreateContextWithConfigSGIX(dpy, fbc[match],
                                                         GLX_RGBA_TYPE_SGIX,
NULL, GL_TRUE)))
    {
      printf("Unable to create pbuffer context\n");
      exit(0);
    }

then use fbc[match] in glXCreateGLXPbufferSGIX or glXGetVisualFromFBConfigSGIX
as you need to.

You might implement a more clever scheme, I was just looking at the listing of
'findvis' and shooting for an RGB10 Z23 db visual ( with no accum buffer etc ),
you could specifically select no accum bits, check that it's db and all that to
make it more flexible. You might also what to make it flexible enough to get
the right thing on other platforms too.

Do you use Impact ? if you use Pbuffers on them: on a High Impact there are 3
special pbuffer timing tables available to you (1024x768_60_pbuf,
1024x768_72_pbuf, and 1024x768_76_pbuf).
You'll need to do

/usr/gfx/setmon -x 1024x768_76_pbuf

and then restart graphics.

Do you have an Maximum Impacts?  There should be enough frame buffer space
available to run 1280x1024 and use a 12/12/12 pbuffer.

There is quite a bit of detail in the release notes for gl_dev in chapter 7.

BTW make sure you have a recent iR gfx patch. In order of age ( one replacing
the other, they are 1355, 1699 and now the most recent: 1808

Cheers
Rob

On Aug 11, 12:53pm, Robert Doyle wrote:
> Subject: glXMakeCurrentReadSGI
> Performers:
>
> On an Onyx1 IR (1 RM), Performer 2.1, the use of:
> glXMakeCurrentReadSGI(dsp, pw->getWSDrawable(),
> pbuffer, pw->getGLCxt); in the draw callback
> generates a bad match error ("X Error of failed request:
> BadMatch (invalid parameter attributes)"). The function
> is used to attach the GLX context to both the pfPipeWindow
> and a previously configured pbuffer. The object is to
> use glCopyPixels() to copy an image from the pbuffer to
> the visible color buffer. No error is generated from
> a previous rendering into the pbuffer. This code works
> fine on an O2.
>
> In addition, Roger Corron's demo program using pbuffers
> as backing store (backingstore.c) generates an
> "X Error of failed request:  BadAlloc (insufficient
> resources for operation) at the glXMakeCurrentReadSGI()
> call on an IR but works fine on an O2.
>
> Is there a problem specific to the IR and if so, has
> anyone found a workaround?
>
> Thanks,
> Bob Doyle
>
>
> --
> Robert J. Doyle, Jr.            http://overlord.nrl.navy.mil
> Code 5594                   	e-mail: doyle@overlord.nrl.navy.mil
> Naval Research Laboratory   	phone: 202-767-8395
> Washington, DC  20375-5000  	fax: 202-404-7402
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Robert Doyle



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9708111622.ZM4221@christine.cae.ca>
Date: Mon, 11 Aug 1997 16:22:59 -0400
In-Reply-To: "John Sunderland" <j.sunderland@dial.pipex.com>
        "Intersections" (Aug 11, 12:44pm)
References: <199708111151.EAA19418@sgi.sgi.com>
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On Aug 11, 12:44pm, John Sunderland wrote:
> Subject: Intersections
>
>   HitNum = ModelsParentDCSNode->isect(&Isegset, Result);
>   pfNotify(PFNFY_NOTICE, PFNFY_PRINT, "Got %d hits from Isectors",
>   HitNum);
>   }
>
> The problem I am having is that the isect call always returns 0 (i.e. in
> the above code HitNum = 0 ).  Has anyone got any ideas as to what I am
> doing wrong?  Your help will be much appreciated.

I encountered the same problem not long ago. I believe it might be a bug
in Performer when we request a pfNode::isect on a segset containing
more than one segment (your case).

For a quick fix, try replacing your single isect call with multiple isect calls
with a segset containing a single segment at a time. It worked for me.

I'll try to write a small test case of this problem for the Performer team.

-- 
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: Mon, 11 Aug 1997 21:48:54 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708112148.ZM19058@multipass.engr.sgi.com>
In-Reply-To: "Nicolas Gauvin" <nicolas@cae.ca>
        "Re: Intersections" (Aug 11,  4:22pm)
References: <199708111151.EAA19418@sgi.sgi.com> 
	<9708111622.ZM4221@christine.cae.ca>
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Subject: Re: Intersections
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On Aug 11,  4:22pm, Nicolas Gauvin wrote:
> Subject: Re: Intersections
> On Aug 11, 12:44pm, John Sunderland wrote:
> > Subject: Intersections
> >
> >   HitNum = ModelsParentDCSNode->isect(&Isegset, Result);
> >   pfNotify(PFNFY_NOTICE, PFNFY_PRINT, "Got %d hits from Isectors",
> >   HitNum);
> >   }
> >
> > The problem I am having is that the isect call always returns 0 (i.e. in
> > the above code HitNum = 0 ).  Has anyone got any ideas as to what I am
> > doing wrong?  Your help will be much appreciated.
>
> I encountered the same problem not long ago. I believe it might be a bug
> in Performer when we request a pfNode::isect on a segset containing
> more than one segment (your case).
>
> For a quick fix, try replacing your single isect call with multiple isect
calls
> with a segset containing a single segment at a time. It worked for me.
>
> I'll try to write a small test case of this problem for the Performer team.
>

If this is the problem then it's already fixed in the 2.2 beta.

I have used multiple segs isectors without problems in 2.2.

Cheers,Angus.


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From: scott@ht.com (Scott McMillan)
Message-Id: <199708121419.KAA07933@hf.ht.com>
Subject: Re: Intersections
To: info-performer@sgi.com
Date: Tue, 12 Aug 1997 10:19:02 -0400 (EDT)
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Status: O

Forwarded message from Angus Dorbie -----
> On Aug 11,  4:22pm, Nicolas Gauvin wrote:
> > Subject: Re: Intersections
> > On Aug 11, 12:44pm, John Sunderland wrote:
> > > Subject: Intersections
> > >
> > >   HitNum = ModelsParentDCSNode->isect(&Isegset, Result);
> > >   pfNotify(PFNFY_NOTICE, PFNFY_PRINT, "Got %d hits from Isectors",
> > >   HitNum);
> > >   }
> > >
> > > The problem I am having is that the isect call always returns 0 (i.e. in
> > > the above code HitNum = 0 ).  Has anyone got any ideas as to what I am
> > > doing wrong?  Your help will be much appreciated.
> >
> > I encountered the same problem not long ago. I believe it might be a bug
> > in Performer when we request a pfNode::isect on a segset containing
> > more than one segment (your case).
> >
> > For a quick fix, try replacing your single isect call with multiple isect
> > calls with a segset containing a single segment at a time. It worked for
> > me.
> > I'll try to write a small test case of this problem for the Performer team.
> >
> 
> If this is the problem then it's already fixed in the 2.2 beta.
> 
> I have used multiple segs isectors without problems in 2.2.
> 
> Cheers,Angus.

I was successful in using multiple segs way back in 2.0 (no patches) but I
was allocating an array of 32 pfHit** even when I only had 4 or 5 segs.
Don't know if this has anything to do with my success, though.

Just my $0.02,
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: culling difficulties
To: info-performer@sgi.com, remi@remi.engr.sgi.com
Date: Tue, 12 Aug 1997 10:23:15 -0400 (EDT)
From: "Christopher Geyer" <cgeyer@seas.upenn.edu>
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If you'll remember I'm trying to model reflections without using texture 
mapping; achieving this by transforming the view to a virtual camera 
which is the reflection of the viewpoint accross the reflective face.

I have made a cull volume which is a subspace of the reflection of the
original culling volume; its facets are planes created by the virtual
viewpoint and the sides of the reflective face, as well as the reflective 
face itself.  I create this in the pre cull callback of the pfDCS which 
contains the reflection transformation.  All geometry which has as its 
parent this pfDCS should use the new cull volume.  So, in the pre cull 
callback I push the current culling pfPolytope onto a stack (taken from 
pfChannel::getCullPtope) and then set the current culling polytope using 
pfChannel::setCullPtope.  If I let it run geometry is culled incorrectly.

If I create a custom cull callback for my geomtry which calls 
getCullPtope( frust, PF_EYESPACE ) and checks each facet for containment 
then it works fine.  But if I let Performer do the culling it does not 
cull correctly.  

What is the order of transformations, if any, that I must apply to my 
frustum before calling pfChannel::setCullPtope?  I would much rather let 
Performer do the culling.  In what space does setCullPtope assume I'm 
passing it a frustum?  And is that the same at the pfDCS callback?
 
Christopher

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 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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Status: O

I am running on iR with 6.4, dev2.0.2 and eoe2.0.4
The static perfly.OPT N64 OGL runs but puts Borders
around the X window!!!!!!!!
This does not happen in the N32 version.
Does anyone else have this problem?  Is there some
patch I don't know about or am I just crazy?
The same thing happens in my APP.
WHAT"S GOING ON WITH THE N64 LIBRARIES??????????

ALSO: perfly.DSO N64 OGL version dies, leaving the
following error message in its wake:
./perfly.DSO: rld: Fatal Error: attempted access to unresolvable symbol
in /usr/lib64/libpf_ogl.so: __vec_new2

I reinstalled the dev, the eoe and the patches just
to be sure everything was right.
 
Ballard Andrews
Brookhaven National Lab 
Computing Division
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From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
Message-Id: <199708122020.QAA12555@sirius.ccd.bnl.gov>
Apparently-To: info-performer@sgi.com
Status: O

I am running on iR with 6.4, dev2.0.2 and eoe2.0.4
The static perfly.OPT N64 OGL runs but puts Borders
around the X window!!!!!!!!
This does not happen in the N32 version.
Does anyone else have this problem?  Is there some
patch I don't know about or am I just crazy?
The same thing happens in my APP.
WHAT"S GOING ON WITH THE NI am running on iR with 6.4, dev2.0.2 and eoe2.0.4
The static perfly.OPT N64 OGL runs but puts Borders
around the X window!!!!!!!!
This does not happen in the N32 version.
Does anyone else have this problem?  Is there some
patch I don't know about or am I just crazy?
The same thing happens in my APP.
WHAT"S GOING ON WITH THE Nsirius 290% 
sirius 290% mail info-performer@sgi.com

I am running on iR with 6.4, dev2.0.2 and eoe2.0.4
The static perfly.OPT N64 OGL runs but puts Borders
around the X window!!!!!!!!
This does not happen in the N32 version.
Does anyone else have this problem?  Is there some
patch I don't know about or am I just crazy?
The same thing happens in my APP.
WHAT"S GOING ON WITH THE N64 LIBRARIES??????????

ALSO: perfly.DSO N64 OGL version dies, leaving the
following error message in its wake:
./perfly.DSO: rld: Fatal Error: attempted access to unresolvable symbol
in /usr/lib64/libpf_ogl.so: __vec_new2

I reinstalled the dev, the eoe and the patches just
to be sure everything was right.
 
Ballard Andrews
Brookhaven National Lab 
Computing Division

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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9708121115.ZM13055@logan.engr.multigen.com>
Date: Tue, 12 Aug 1997 11:15:01 -0700
In-Reply-To: "Nicolas Gauvin" <nicolas@cae.ca>
        "Re: Instacing a model with different material" (Aug 11,  3:21pm)
References: <33EBC8EE.5B887AE5@bbs.para.co.kr> 
	<9708111521.ZM3774@christine.cae.ca>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Aug 11,  3:21pm, Nicolas Gauvin wrote:
> Try calling pfFlatten on a top parent node that has multiple instances as
> children. pfFlatten will make multiple copies of instanced geometries for
you.

man pfFlatten:

NOTES
     When instanced geometry is flattened, the copy created by pfFlatten
     shares pfGeoSet attribute arrays with the original when possible.  This
     means that the newly flattened pfGeoSet may share some arrays (e.g. color
     array), but not other arrays (e.g. the vertex array) with the original.
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Date: Tue, 12 Aug 1997 19:09:44 -0700
From: zhz@dandan.engr.sgi.com (Jenny Zhao)
Message-Id: <199708130209.TAA23319@dandan.engr.sgi.com>
To: ballard@sirius.ccd.bnl.gov
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Cc: info-performer@sgi.com
Status: O

please add 
-lCsup in pfmakedefs line 119, before -lC.
this will solve the unresolvable symbol problem.

thanks!


Jenny Zhao                                   
zhz@engr.sgi.com                    
415 933-5091 (Voice)           
415 965-2658 (Fax)         
Silicon Graphics - IRIS Performer      
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Date: Wed, 13 Aug 1997 11:06:19 +0900
From: Byungsung Cho <bryce@bbs.para.co.kr>
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Dear Performers,

I tried to use pfconv to make pfb file, but got an error message like
below.

sorak:/usr2/people/bscho/data[1] pfconv mbc.flt mbc.pfb
 1230:pfconv: rld: Fatal Error: cannot successfully map soname
'libpfs.so'
under any of the filenames
/usr/lib/libpfs.so:/lib/libpfs.so:/lib/cmplrs/cc/libpfs.so:/usr/lib/cmplrs/cc/libpfs.

so:/usr/lib/libpfs.so.3:/lib/libpfs.so.3:/lib/cmplrs/cc/libpfs.so.3:/usr/lib/cmplrs/cc/libpfs.so.3:




This is my first time using pfconv. Can anybody help on fixing the
problem?
I am using Performer verison 2.1.

Thanks in advance.

Thank you,

Byungsung Cho
rtv@bbs.para.co.kr






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 _______=22Re=3A_performer_channel_view=22_=28Aug_11=2C_11=3A23am=29?=
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To: remi@remi.engr.sgi.com (=?iso-8859-1?Q?R=E9mi_Arnaud?=),
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+>---- On Aug 11, 11:23am, R=E9mi Arnaud wrote:
> Subject: Re: performer channel view
->From guest@holodeck.csd.sgi.com  Mon Aug 11 16:43:50 1997
->
->Anita Kishore wrote:
->> =

->> Hi :
->> =

->> 	I am trying to compare and get to work two different ways of
->> setting eye point's position and orientation. For both the methods, t=
he
->> scene graph is same, having just one simple geometry with pre and pos=
t
->> DRAW callbacks.
->> =

->> method 1 :
->> ----------
->> 	- set performer channel's view matrix with the foll. values:
->> 		view.xyz =3D (2.5, -5, 1.6), view.hpr =3D (9, 5, 3)
->> 	- get openGL modelview matrix in the pre callback and print it.
->> 	- matrix printed is:
->> =

->> 	matarray :
->> 	0.985621 0.065307 0.155839 0.000000
->> 	0.160725 -0.077778 -0.983930 0.000000
->> 	-0.052137 0.994829 -0.087156 0.000000
->> 	-1.577008 -2.143883 -5.169798 1.000000
->
-> Note that the offsets (pfChannel::setViewOffsets) are also applied if
-> non null to that transformation matrix
->
->> =

->> =

->> method 2 :
->> ----------
->> 	- reset performer channel's view matrix to all 0, ie:
->> 		view.xyz =3D (0,0,0), view.hpr =3D (0,0,0)
->> 	- in the pre callback, use pfMakeCoordMat to make coordMat
->> 	  with the foll. values:
->> 		xyz =3D (2.5, 1.6, 5.0)  -  in openGL coordinate system
->> 		hpr =3D (9, 5, 3)
->> 	- pfMakeRotMat(viewMat, 90.0, 1, 0, 0)  -  to convert rotation part
->> 		from pf to openGL coordinate system.

It takes a bit more than that....


Here is what we have on the GL viewing stack (matrix 1):

    PFSET_VEC3(coord.xyz, 2.5, -5, 1.6);
    PFSET_VEC3(coord.hpr, 9, 5, 3);
    pfMakeCoordMat(coordMat, &coord);
    pfInvertOrthoMat(invMat, coordMat);
    pfMakeRotMat(rotMat, -90.0, 1, 0, 0); =

    pfPostMultMat(invMat, rotMat);

    -> ([R(r,y)R(p,x)R(h,z)T]^-1) * R(-90,x)

The view mat is equivalent to (even inthe man page!)
    R(r,y)*R(p,x)*R(h,z)*T

So we rotate the axes into pfSpace and then apply the inverse eye paramet=
ers
to get the origin at 0.
Since we _always_ will have the R(-90,X) on the mat stack, you'll need
to rotate from pfSpace to GL space and then back to use your GL position.=

You seem to have HPR in pfSpace by your example.
You can't just use pfMakeCoordMat because you need to
insert a rotation in between the translate and the HPR rotations to apply=

things in the proper frame.
So your view mat (use some faster construction math than this :-)) is:

    pfMatrix coordMat, rotMat, invMat, transMat;
    pfCoord coord;

    PFSET_VEC3(coord.xyz, 2.5, 1.6, 5);
    PFSET_VEC3(coord.hpr, 0, 0, 0);
    pfMakeIdentMat(coordMat);

    /* apply hpr by hand */
    pfMakeRotMat(rotMat, 3, 0, 1, 0); =

    pfPostMultMat(coordMat, rotMat);
    pfMakeRotMat(rotMat, 5, 1, 0, 0); =

    pfPostMultMat(coordMat, rotMat);
    pfMakeRotMat(rotMat, 9, 0, 0, 1); =

    pfPostMultMat(coordMat, rotMat);

    pfMakeTransMat(transMat, coord.xyz[0],coord.xyz[1],coord.xyz[2]);
    /* rotate pfSpace into GL for GL postion, then back for pfHPR */
    pfMakeRotMat(rotMat, 90.0, 1, 0, 0); =

    pfPostMultMat(transMat, rotMat);
    pfMakeRotMat(rotMat, -90.0, 1, 0, 0); =

    pfPreMultMat(transMat, rotMat);
    pfPostMultMat(coordMat, transMat);

    pfInvertOrthoMat(invMat, coordMat);
    /* finally, we apply our rotation matrix for the final GL matrix */
    pfMakeRotMat(rotMat, -90.0, 1, 0, 0); =

    pfPostMultMat(invMat, rotMat);

If your HPR is actually in GL space with heading rotated around +Y instea=
d
of +Z, then you'd do:

    pfMatrix coordMat, rotMat, invMat, transMat;
    pfCoord coord;


    PFSET_VEC3(coord.xyz, 2.5, 1.6, 5);
    PFSET_VEC3(coord.hpr, 0, 0, 0);
    pfMakeIdentMat(coordMat);

    /* apply GL space hpr by hand */
    pfMakeRotMat(rotMat, -3, 0, 0, 1); =

    pfPostMultMat(coordMat, rotMat);
    pfMakeRotMat(rotMat, 5, 1, 0, 0); =

    pfPostMultMat(coordMat, rotMat);
    pfMakeRotMat(rotMat, 9, 0, 1, 0); =

    pfPostMultMat(coordMat, rotMat);

    pfMakeTransMat(transMat, coord.xyz[0],coord.xyz[1],coord.xyz[2]);
    pfPostMultMat(coordMat, transMat);

    /* rotate pfSpace into GL for GL postion specification */
    pfMakeRotMat(rotMat, 90.0, 1, 0, 0); =

    pfPostMultMat(coordMat, rotMat);

    /* now rotate back to restore pfSpace */
    pfMakeRotMat(rotMat, -90.0, 1, 0, 0); =

    pfPreMultMat(coordMat, rotMat);

    pfInvertOrthoMat(invMat, coordMat);
    /* our rotation matrix */
    pfMakeRotMat(rotMat, -90.0, 1, 0, 0); =

    pfPostMultMat(invMat, rotMat);


And as Remi points out, if you have channel view offsets, you need
to add that to the xyz and hpr as well.

Hope this helps!
src.

-- =

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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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From: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
Message-Id: <9708131146.ZM1160@imtsg12.epfl.ch>
Date: Wed, 13 Aug 1997 11:46:23 -0600
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To: info-performer@sgi.com
Subject: One more intersection question
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Status: O

Hi Performers,

I am also dealing with intersections. In the scene, there are different types
of objects, set with different intersections masks.

Some are set from the pfGeode :

mGeode->setTravMask(PFTRAV_ISECT, 0x2,
		    PFTRAV_SELF | PFTRAV_DESCEND, PF_SET);

Some, from the pfNode created by pfdLoadFile :

pfNode* model = pfdLoadFile(fileName);
model->setTravMask(PFTRAV_ISECT, 0x1,
		   PFTRAV_SELF | PFTRAV_DESCEND, PF_SET);

The problem is when I check for intersections by :

pfSeg    segSet;

segSet.mode = PFTRAV_IS_PRIM;
segSet.isectMask = CCollisionManager::OrganMask;
segSet.isectMask = 0x1;
segSet.activeMask = 0x03;
segSet.userData = NULL;
segSet.bound = NULL;
segSet.discFunc = NULL;
segSet.segs = ... my two segments

ECHO(" Nb Segs " << mRoot->isect(&segSet, mHits));

I get intersections for ALL solids, it seems to ignore intersection masks.

Has someone an idea about this behavior ?

Thanks in advance,

  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: "Olivier Georg" <ogeorg@imtsg14.epfl.ch>
Message-Id: <9708131133.ZM18501@imtsg11.epfl.ch>
Date: Wed, 13 Aug 1997 11:33:10 -0600
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To: info-performer@sgi.com
Subject: Intersections (too...)
Cc: ogeorg@imtsg14.epfl.ch
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Status: O

Hi everybody,

The methods pfGeode::isect(pfSegSet* segSet, pfHit **hits[]) yields an array of
pointers to pointers to pfHit objects, with as many entries as there are
segments in segSet.

If I want all the intersections of a segment with the geode, I need a
discriminator callback returning PFTRAV_CONT (not ORing PFTRAV_IS_CLIP_END).
With this, my callback is called for all the intersections, but upon completion
of isect, I get only one intersection.
* Is it possible to get all of them ?
* Must I manage myself the intersections from inside the callback ?
* Finally, in the manual, only hits[i][0] is talked about, and not hits[i][j]
  (j!=0); what are they used for ?

Olivier

-- 
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| Olivier Georg      \__  e-mail:    ogeorg@imt12.epfl.ch          |
| Rte de Chailly 159    \__  home:   http://imtsg7.epfl.ch/~ogeorg |
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------------------------------\__-----------------------------------
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| Sans blesser un peu l'eternite    \__       ________    __o      |
| ( As if you could kill time  )       \__      _____   _`\<,_     |
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|                   Henry David Thoreau      \                     |
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Organization: Intersim Limited
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Subject: Polygon Statistics
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Status: O

Hi
        We are currently building numerous modelled environments for
differing SGI platforms. We have allocated a "guide line" number of
polygons per scene content for each varying scene. What seems to be 
a problems is that on viewing our scenes on perfly, with the GFX
option on statistics, it seems that the polygon statistic information
also includes backfacing polygons. Is there any option we can add 
into perfly to obmit backfacing polygon data. We realise that the
backfacing polygons have no draw or frame rate overhead but it would
be helpful to see how many full facing/processed polygons are being
displayed at any one time. 
        We are aware of "tri-strip" and "fill" time recommended 
modelling methods but in real world complex scenes all the rules 
cannot be totally adhered to. If there are any other guide lines
that are available for complex open flight scenes or suggestions to 
improve performance we would be most interested. 
  
        Much Thanks.
       
-- 

Regards,

Rick House,
Principal Visual Modeller,
Intersim Limited, Units 7-8, Thorgate Road, Littlehampton. Sussex. UK
Tel: +44 (0)1903 733428	Fax: +44 (0)1903 730246
email: modellers@intersim.co.uk Internet: http://www.intersim.co.uk

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Hi,
	I am new to the Performer tool. I would like to learn if there are 
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                      Subject:                              Time:  11:41
  OFFICE MEMO         aide                                  Date:  13/08/97

Bonjour,
   je suis une etudiante et je travail au conseil national de recherches
Canada.  Je fais la programmation d'une interface utilisateurs avec l'aide de
Rapidapp.  Ce que Rapidapp ne permet pas, je le fait avec OSF Motifs.  Je dois
integrer un image a mon interface.  J'ai essaye avec plusieurs formats de
graphique mais je n'y arrive pas.  Dans la documentation on me dit que je peux
utiliser le format XPM Pixmap ou bien X Bitmap.  Avec le format XBM (je crois
que c'est X Bitmap) ca ne fonctionne pas.  Je suis incapable de transformer
mon graphique en format XPM Pixmap.  

Est-ce que que vous pourriez m'aider le plus vite possible puisque je termine
mon stage ce vendredi a midi.

Merci beaucoup

Melanie

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From: "Didier Guzzoni" <guzzoni@imtsg14.epfl.ch>
Message-Id: <9708131743.ZM17593@imtsg15.epfl.ch>
Date: Wed, 13 Aug 1997 17:43:15 -0600
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Subject: Intersections again...
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Status: O

Hi friends,

One more question about intersections. After an intersection detected, I'm
trying to get some values back, especially the pfGeoSet and some userData
previously stored in it.

We are using the following method :

    uint query[] = { PFQHIT_FLAGS, PFQHIT_POINT, PFQHIT_NORM,
		     PFQHIT_GSET, PFQHIT_NAME, NULL };
    struct
    {
	int 		flags;
	pfVec3 		point;
	pfVec3 		normal;
	pfGeoSet	isectGeoset;
	char		name[50];
    } result;

and then :

  (*mHits[0])->mQuery(query, &result);

When I check with the dubbuger in (*mHits[0]), adresses of both the pfGeode and
pfGeoset are OK, but I get wrong values in the "result" variable.

Could someone help me ?

Thanks in advance,

  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: info-performer@sgi.com
Subject: Problem with motif.c on O2 with IRIX 6.3 incl. R10K
Date: Wed, 13 Aug 1997 19:57:29 +0200
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Hi ,

After instalinng new version of IRIX 6.3 on my O2 computer, I found all
my programs connected with motif stopped working. 
I found, Performer demo program, motif.c, is not working when compiling
in ogl mode, too. The message of the X Error (X_GLXMakeCurrent) appears.
I have installed all patches which seems to be usefull, including 1795,
1876, 1976, but nothing changed.

Any help will be very appreciated !!!

Regards
Piotr



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Subject: Re: Polygon Statistics
To: modellers@intersim.co.uk (Rick House)
Date: Wed, 13 Aug 1997 11:27:26 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <33F19A82.167E@intersim.co.uk> from "Rick House" at Aug 13, 97 11:29:07 am
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Rick House wrote:
> 
> Hi
>         We are currently building numerous modelled environments for
> differing SGI platforms. We have allocated a "guide line" number of
> polygons per scene content for each varying scene. What seems to be 
> a problems is that on viewing our scenes on perfly, with the GFX
> option on statistics, it seems that the polygon statistic information
> also includes backfacing polygons. Is there any option we can add 
> into perfly to obmit backfacing polygon data. We realise that the
> backfacing polygons have no draw or frame rate overhead but it would
> be helpful to see how many full facing/processed polygons are being
> displayed at any one time. 

 Every polygon inside an object that is not culled away (its bounding
 sphere is outisde the ViewFrustrum) is sent to the graphic pipe,
 Which include cliped polygons and back-face polygons. The statistics
 report that number. Back facing polygons and clipped polygons have
 a cost, some processing has to be made to decide if a polygon should
 go further in the graphic pipeline. Of course the polygon will cost
 less than a front facing polygon, just like a 1000 pixel surface
 polygon will cost more than a 50 pixels surface polygon. The goal
 is for the database to use have good spacialy subdivided database,
 so you can have not too large bounding spheres, and to make a 
 good usage of the LOD mechanism so you use less polygon and less
 fill when it is not realy needed. The optimial number of polygon
 is given by a per-frame object construction algorithm such as pfASD
 that you want to consider using in the database modeling.

 Do not concentrate on one parameter, especialy the polygon count as
 a 10000 t-mesh database with one texture will run faster than a 1000
 independant polygons with each one independant texture. So you may optimize
 the database by adding polygons, instead of reducing the polygon count.


>         We are aware of "tri-strip" and "fill" time recommended 
> modelling methods but in real world complex scenes all the rules 
> cannot be totally adhered to. If there are any other guide lines
> that are available for complex open flight scenes or suggestions to 
> improve performance we would be most interested. 
>   
>         Much Thanks.

 There are a few rules of thumb when designing a database for Performer.
 Here are the two most important that you will have to deal with:

 - Avoid context switching. One efficient way is to minimized the number
 of textures you are using. A good example is for non repetitive textures.
 If you have a building with a texture on each wall, do not create one
 texture per face. Create one image that has all the sides of the building
 in one image, and adjust the texture coordinates to map correctly in the
 texture map. Note that the texture coordinates will be shared at the edges,
 therefore you will avoid mis alignement problems, and as the whole building
 use the same texture, it can be one mesh, instead of multiples independant
 quads.

 - Avoid layers. One habit is to design objects like roads as a multiple
 layer surface because it use less polygons. It is true that subdividing 
 all the marks on a road will create a large number of polygons. The good
 solution in in between the two extremes. Make test databases for those
 objects, before you decide of a general construction rule for roads or
 airports. Note that the amount of polygon processing power is fixed, but
 you can add/remove Raster managers from a system. So if you are fill
 limited, it is a good solution to remove layers in the database by adding
 polygons. (Or turning on DVR !)


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From guest  Wed Aug 13 19:02:40 1997
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From: "John Pixton" <pixton@sunrise.ncsa.uiuc.edu>
Message-Id: <9708131533.ZM29451@sunrise.ncsa.uiuc.edu>
Date: Wed, 13 Aug 1997 15:33:06 -0500
In-Reply-To: "Roy" <Roy@iit.nrc.ca>
        "aide" (Aug 13, 11:48am)
References: <n1340649420.96895@iit.nrc.ca>
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To: "Roy" <Roy@iit.nrc.ca>
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Cc: info-performer@sgi.com
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On Aug 13, 11:48am, Roy wrote:

J'ai une programme qui s'appelle "ppmtoxpm" et aussi de tas des programme
qui s'appelle "___toppm".  Si vous avez les meme programmes, peut-etre
pouvez-vous les utiliser a transformer votre graphique en format XPM.

Premier, transformer en format PPM avec "___toppm".
Ensuite en XPM avec "ppmtoxpm".

J'ai une SGI "Indy".  Toutes les SGI computers avez cettes programmes.

J'espere que celui-ci t'aide,
John

(aussie pardon mon francais!)

> Subject: aide
>                       Subject:                              Time:  11:41
>   OFFICE MEMO         aide                                  Date:  13/08/97
>
> Bonjour,
>    je suis une etudiante et je travail au conseil national de recherches
> Canada.  Je fais la programmation d'une interface utilisateurs avec l'aide de
> Rapidapp.  Ce que Rapidapp ne permet pas, je le fait avec OSF Motifs.  Je
dois
> integrer un image a mon interface.  J'ai essaye avec plusieurs formats de
> graphique mais je n'y arrive pas.  Dans la documentation on me dit que je
peux
> utiliser le format XPM Pixmap ou bien X Bitmap.  Avec le format XBM (je crois
> que c'est X Bitmap) ca ne fonctionne pas.  Je suis incapable de transformer
> mon graphique en format XPM Pixmap.
>
> Est-ce que que vous pourriez m'aider le plus vite possible puisque je termine
> mon stage ce vendredi a midi.
>
> Merci beaucoup
>
> Melanie
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Roy



-- 
------------------------------------------------------------------------
 John Pixton    pixton@ncsa.uiuc.edu  "I'm defeated and I know it, if
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From: "brainval" <brainval@onyx.montesa>
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Date: Thu, 14 Aug 1997 11:39:31 -0700
Reply-To: brainval@ehome.encis.es
Organization: Brainstorm Multimedia
Department: Software Development
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To: info-performer@sgi.com
Subject: SgColorChooser Problem.
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Hello friends:

I am trying to use the SgColorChooser widget in a Performer + motif program
and i am having the following error when creating the widget:

ERROR #114  _GLgetfd : Cannot Open Graphics: ERR_NOGRAPHICS

I added the creation of this widget to the motif.c example and it happens
the same.

It does not happen if the ColorHexagon is not enabled by using the
XtSetArg (arg[n], SgNuseGl, False);


What's wrong with this ?
Is any body using a color chooser widget in a Performer application ?

Thanks for any help..

Ricardo Montesa

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


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Message-ID: <33F308AB.41C6@wetnt7.elektro.uni-wuppertal.de>
Date: Thu, 14 Aug 1997 15:31:24 +0200
From: Norbert Kociok <kociok@wetnt7.elektro.uni-wuppertal.de>
Organization: University of Wuppertal
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To: info-performer@sgi.com
Subject: Perfly
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Status: O

Hi Performers!

When I use the Makefile to compile the perfly-application than I receive
the " IrisGL DSO version of perfly " as default.

Then Makefile is now written to creating a IrisGL DSO version or a
OpenGL DSO version of perfly.

My question is if someone know how I can influence the Makefile to get
the "OpenGL DSO version of perfly" after compiling the source code.

Regards,

Norbert Kociok
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I am trying to add ground clamping to an existing performer
application, and am using the pfNode::isect routine to do
so.  It appears that isect is either killing my process, or
is just never returning.  Is there a problem using isect in
the database handling process?  Must it be used only in
the application process?

Thanks for any help.

-- 
Tracey A. Beauchat, Ph.D.              Principal Engineer

Dynamic Animation Systems              Voice: (703)425-2203
6035 Burke Center Parkway              Fax  : (703)425-2204
Suite 200
Burke, VA 22015
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In-Reply-To: Piotr.Surowiec@wor.tvp.com.pl
        "Problem with motif.c on O2 with IRIX 6.3 incl. R10K" (Aug 13,  7:57pm)
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Subject: Re: Problem with motif.c on O2 with IRIX 6.3 incl. R10K
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+>---- On Aug 13,  7:57pm, Piotr.Surowiec@wor.tvp.com.pl wrote:
> Subject: Problem with motif.c on O2 with IRIX 6.3 incl. R10K
->
->Hi ,
->
->After instalinng new version of IRIX 6.3 on my O2 computer, I found all
->my programs connected with motif stopped working. 
->I found, Performer demo program, motif.c, is not working when compiling
->in ogl mode, too. The message of the X Error (X_GLXMakeCurrent) appears.
->I have installed all patches which seems to be usefull, including 1795,
->1876, 1976, but nothing changed.
->
->Any help will be very appreciated !!!

There was a regression for motif in Performer2.0.3 which shipped in
6.3.  This should have been added to our bug list on the web pasge - I
apologize for this oversize (and the bug).  Anyway,
it, and other things, are fixed/improved in 2.0.4 which is in 
patch 1696 and is in IRIX 6.4.  So, get Performer patch 1696.

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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Subject: Problem with motif.c on O2 with IRIX 6.3 incl. R10K
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Hi ,

After instalinng new version of IRIX 6.3 on my O2 computer, I found all
my programs connected with motif stopped working. 
I found, Performer demo program, motif.c, is not working when compiling
in ogl mode, too. The message of the X Error (X_GLXMakeCurrent) appears.
I have installed all patches which seems to be usefull, including 1795,
1876, 1976, but nothing changed.

Any help will be very appreciated !!!

Regards
Piotr



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brainval wrote:
> 
> Hello friends:
> 
> I am trying to use the SgColorChooser widget in a Performer + motif program
> and i am having the following error when creating the widget:
> 
> ERROR #114  _GLgetfd : Cannot Open Graphics: ERR_NOGRAPHICS
> 
Belive it or not, the SgColorChooser makes GL calls.  You are using the
IrisGL based widget in an OpenGL program.  Try using the
SgOglColorChooser widget instead.

Tim
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In-Reply-To: "brainval" <brainval@onyx.montesa>
        "SgColorChooser Problem." (Aug 14, 11:39am)
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On Aug 14, 11:39am, brainval wrote:
> Subject: SgColorChooser Problem.
>
>
> Hello friends:
>
> I am trying to use the SgColorChooser widget in a Performer + motif program
> and i am having the following error when creating the widget:
>
> ERROR #114  _GLgetfd : Cannot Open Graphics: ERR_NOGRAPHICS
>

This often means you mixed OpenGL and IrisGL calls somewhere, is you performer
compiled ogldso ? Or you might have an old version of the ColorChooser that was
originally IrisGl, the OpenGL version comes with 6.2 ( and the 5.3 OpenGl one
is in the Dev Toolbox.

Cheers
Rob



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Thu, 14 Aug 1997 14:01:34 -0700
To: Norbert Kociok <kociok@wetnt7.elektro.uni-wuppertal.de>,
        info-performer@sgi.com
From: george williams <gcw@best.com>
Subject: Re: Perfly
Status: O




At 03:31 PM 8/14/97 +0200, you wrote:
>Hi Performers!
>
>When I use the Makefile to compile the perfly-application than I receive
>the " IrisGL DSO version of perfly " as default.
>
>Then Makefile is now written to creating a IrisGL DSO version or a
>OpenGL DSO version of perfly.
>
>My question is if someone know how I can influence the Makefile to get
>the "OpenGL DSO version of perfly" after compiling the source code.
>

In the past, 'make all' would compile the statically and dynamically linked,
OpenGL and IRIS GL versions of perfly.  This may have changed in recent
versions.  Search for the words 'default' and 'all' in the Makefile to see
what targets are available.

George W.

>Regards,
>
>Norbert Kociok
>=======================================================================
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>

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From: "Rob Jenkins" <robj@quid>
Message-Id: <9708141357.ZM10619@quid.csd.sgi.com>
Date: Thu, 14 Aug 1997 13:57:05 -0700
In-Reply-To: Norbert Kociok <kociok@wetnt7.elektro.uni-wuppertal.de>
        "Perfly" (Aug 14,  3:31pm)
References: <33F308AB.41C6@wetnt7.elektro.uni-wuppertal.de>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Norbert Kociok <kociok@wetnt7.elektro.uni-wuppertal.de>
Subject: Re: Perfly
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

If you look in the Makefile you'll see several options, doing 'make <an
option>' will do different builds for you.

The options are:

all igldbg iglopt igldso iglddso ogldbg oglopt ogldso oglddso

where igl == IrisGL, ogl == OpenGL, dso == Dynamic Shared Object, ddso == debug
using dso, opt == optimised, dbg == debug version ( no dso )

there's also clean and clober to tidy up for you so for example, to make an
OpenGL, optimized version of the program that uses DSOs do:

make ogldso

That would build a directory 'OPT.O32.OPENGL' and link the perfly executable to
the DSO in there. As you build with the different options you'll see a
directory built for each ( eg OPT.O32.IRISGL ) so just remeber that the perfly
exe is only linked to the last one you built.

Hopes this helps
Rob

On Aug 14,  3:31pm, Norbert Kociok wrote:
> Subject: Perfly
> Hi Performers!
>
> When I use the Makefile to compile the perfly-application than I receive
> the " IrisGL DSO version of perfly " as default.
>
> Then Makefile is now written to creating a IrisGL DSO version or a
> OpenGL DSO version of perfly.
>
> My question is if someone know how I can influence the Makefile to get
> the "OpenGL DSO version of perfly" after compiling the source code.
>
> Regards,
>
> Norbert Kociok
> =======================================================================
> 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 Norbert Kociok



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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In-Reply-To: Norbert Kociok <kociok@wetnt7.elektro.uni-wuppertal.de>
        "Perfly" (Aug 14,  3:31pm)
References: <33F308AB.41C6@wetnt7.elektro.uni-wuppertal.de>
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To: Norbert Kociok <kociok@wetnt7.elektro.uni-wuppertal.de>,
        info-performer@sgi.com
Subject: Re: Perfly
Mime-Version: 1.0
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On Aug 14,  3:31pm, Norbert Kociok wrote:
> Subject: Perfly
> Hi Performers!
>
> When I use the Makefile to compile the perfly-application than I receive
> the " IrisGL DSO version of perfly " as default.
>
> Then Makefile is now written to creating a IrisGL DSO version or a
> OpenGL DSO version of perfly.
>
> My question is if someone know how I can influence the Makefile to get
> the "OpenGL DSO version of perfly" after compiling the source code.
>
> Regards,
>
> Norbert Kociok

you should be able to say
make ogldso (for the dso version of perfly),
make oglddso (for the ddso version of perfly),
make oglopt (for the opt static version of perfly),
and make ogldbg (for the dbg static version of perfly).



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>-- End of excerpt from Norbert Kociok



-- 


Jenny Zhao                                   
zhz@engr.sgi.com                    
415 933-5091 (Voice)           
415 965-2658 (Fax)         
Silicon Graphics - IRIS Performer      
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Terrain Experts Inc. (TERREX) is a privately held software company that
develops, markets, and supports software for Realtime 3D Terrain
generation.  The company was formed in May of 1997.

The mission of TERREX is to develop, support, and market advanced end-user
tools for developers of 3D worlds. TERREX software will employ the most
advanced capabilities and functions available in the 3D terrain field in
conjunction with exceptional ease-of-use. TERREX is taking advantage of a
robust, clean sheet software design, to develop breakthrough tools for
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TERREX has an exciting engineering oriented environment with all the
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looking for motivated, responsible engineers with the following backgrounds:
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From: "brainval" <brainval@onyx.montesa>
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Organization: Brainstorm Multimedia
Department: Software Development
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Subject: Still SgOglCreateColorChooser problem
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Status: O


Hi:

Thanks for all the answers, but:

When using the SgOglCreateColorChooser() widget the programs also
crashes.

In fact, if you try to use the sgi example:

cd /usr/src/X11/motif/Sgm/colorc
mmkmf
make
ogl_test
Segmentation fault (core dumped)

I have tried this in two different machines.

Thanks for any other help.
(I am using 6.2, ogl Performer)

Ricardo Montesa


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

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Date: Thu, 14 Aug 1997 19:45:59 -0400
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Subject: Re: Still SgOglCreateColorChooser problem
References: <9708151200.ZM482@onyx.montesa>
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Status: O

brainval wrote:
> 
> Hi:
> 
> Thanks for all the answers, but:
> 
> When using the SgOglCreateColorChooser() widget the programs also
> crashes.
[...]

I had a similar problem using the Viewkit VkColorChooserDialog
object, which in turn uses the SgColorChooser widget.  Under
Performer 2.0, Performer would lose its GLX graphics context
after the widget was instantiated.

This fix worked for me; this code is in the pre-draw pfChannel
callback, and it saves the original context/drawable, and
then restores it every frame:  (Opengl only)

  static int first = TRUE;
  static Display* xdisplay;
  static GLXContext context;
  static GLXDrawable drawable;

  if (first)
    {
      first = FALSE;
      xdisplay = pfGetCurWSConnection();
      context = glXGetCurrentContext();
      drawable = glXGetCurrentDrawable();
    }
  else
    {
      glXMakeCurrent(xdisplay, drawable, context);
    }

hope this helps.. note, things work fine under pf2.2 beta without
this fix; I guess they fixed something.. enjoy, glenn

-- 
Glenn Waldron * Peril Technologies * voice/page: 703.598.7835 
mailto:gwaldron@peril.com * http://www.peril.com
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Coryphaeus Software is a small dynamic 3D graphics software company in
Los Gatos, CA.  We offer a friendly, casual and fast-moving environment
in a hot industry.  We're looking for energetic, organized,
self-motivated individuals who learn quickly, work independently, and
play well with others.

Coryphaeus has an immediate opening for a Customer Support Engineer.

The ideal candidate will have a BA/BS in computer science or
engineering, experience in the simulation industry, and a cheerful,
positive, customer-oriented attitude. The individual in this
position will:

* answer the phone (hotline)
* resolve difficult or complex technical support questions
* test software during development and test cycles from customer
perspective and give feedback to Engineering
* prepare installation scripts and material, and do software 
release management 
* prepare training material and deliver training (depending on 
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* deliver application consulting services at customer sites 

Please email or fax resumes attn: Sarah Nowlin.

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Subject: let me know about  'u'.
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hello everybody,
           
            i have bunch of questions to ask. i recently heard about
the famous game DOOM is developed with vega. what is vega? how it
relates to perforemer. why we can't develop games like doom in
perforemer. is there any games developed in performer? 
  
           i visited id software site . but i can't find any details
about how they developed doom, quake games, and how they port their
games in multible platforms. is there any provision for porting
,converting iris performer applications to multi platforms.

       one more questions, is there any visual simultion pacage
,applicatins, software for PC's,

               finally, i would like to know about all of iris
performer experts.namely you. where are you?  which country you
belong? what are you doing? can i have a look at your homepages, and
biodata's and your interests, your company info.

Thanks.
                                              yours truly,
                                              Rajagopal Nedumaran.

_____________________________________________________________________
Sent by RocketMail. Get your free e-mail at http://www.rocketmail.com

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From: "Mahmoud M.Rashad Halfawy" <mahmoud@class.eng.ohio-state.edu>
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To: info-performer@sgi.com
Subject: Linker errors
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Status: O

Hello Eberybody:
I've just re-installed IRIX6.2 with all X, Xm, GL, Inventor, and Performer
subsystems. A program that was previoudly compiled with no problems is now
giving the following linker messages:

...
ld: INFO 31: libSgm.so.1 specified in the "libInventorXt.so.3"'s liblist cannot
be found or does not match the one specified in the link-line -- NON-QUICKSTART
ld: INFO 31: libXm.so.1 specified in the "libInventorXt.so.3"'s liblist cannot
be found or does not match the one specified in the link-line -- NON-QUICKSTART
ld: INFO 31: libC.so specified in the "libInventorXt.so.3"'s liblist cannot be
found or does not match the one specified in the link-line -- NON-QUICKSTART
...
ld: ERROR 33: Unresolved text symbol "XtRealizeWidget" -- 1st referenced by ...
ld: ERROR 33: Unresolved text symbol "XtManageChild" -- 1st referenced by ...
ld: ERROR 33: Unresolved data symbol "_XmStrings" -- 1st referenced by ...
ld: ERROR 33: Unresolved text symbol "XtVaSetValues" -- 1st referenced by ..
ld: INFO 60: Output file removed because of error.
*** Error code 1
smake: Error: 1 error

Am I missing some installation subsystems or doing another mistake?

thanks for any help.





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Message-Id: <199708180118.KAA16269@dimwit.dst.nk-exa.co.jp>
To: info-performer@sgi.com
Subject: about DG5 outputs
Date: Mon, 18 Aug 1997 10:18:42 +0900
From: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
Status: O

Sorry, this is not a Performer question, but there are many iR(DG5) users
in this ML, so please let me ask a simple question about DG5...

One DG5 board has (2or8) outputs + some composite outputs.
Some composite outputs are internaly same, aren't they?

So my question is, if I use DG5-8, can I use 8+1=9 outputs simultaneously?

When I used ircombine on iR before, I saw [Encoder] button beside [Channel]
buttons (Currently, I don't use iR and cannot confirm this).

Thanks,
--
M.Y.
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Date: Mon, 18 Aug 1997 17:53:52 +0000
In-Reply-To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
        "about DG5 outputs" (Aug 18, 10:18am)
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To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
Subject: Re: about DG5 outputs
Cc: info-performer@sgi.com
Mime-Version: 1.0
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On Aug 18, 10:18am, YAMANAKA MASAHIKO wrote:
> Subject: about DG5 outputs
> Sorry, this is not a Performer question, but there are many iR(DG5) users
> in this ML, so please let me ask a simple question about DG5...
>
> One DG5 board has (2or8) outputs + some composite outputs.
> Some composite outputs are internaly same, aren't they?
>
> So my question is, if I use DG5-8, can I use 8+1=9 outputs simultaneously?

The answer is NO, you cannot use the encoder while all the channels are in use.

>
> When I used ircombine on iR before, I saw [Encoder] button beside [Channel]
> buttons (Currently, I don't use iR and cannot confirm this).
>
> Thanks,
> --
> M.Y.

Jesper


-- 
 ___ _			Jesper Nystrom	    Phone: +46 31 703 51 07
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From: "Morten Bro-Nielsen (Ph.D.)" <bro@ht.com>
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Date: Mon, 18 Aug 1997 11:39:09 -0400
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Subject: pfVClockSync()
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Status: O

Hi Performers,

[ This is my first posting on this list for a while. Please, excuse me
  if the question has an obvious answer. Couldn't find anything in the
  FAQ, and the mailing list archive wasn't up-to-date (ended spring 97) ]

I have a problem with the pfVClockSync() routine which I haven't
been able to understand.

I want to use the pfVClockSync() to make sure that my sproc'ed physics
process is synchronized to the Performer APP process. To do this I
call pfVClockSync before every loop. Unfortunately, I haven't been
getting the expected behaviour.

To find out exactly what was going on, I wrote the following small piece
of code:

In a sproc'ed process:

    // Start clock and set to zero
    pfStartVClock(); pfInitVClock(0);

    cerr << "Check of VClock routines:" << endl;
    cerr << "    pfGetVideoRate() = " << pfGetVideoRate() << endl;

    double rtime1 = pfGetTime();

    //
    // This should make it wait 10 second
    //
    for (int j=0; j<10; j++) pfVClockSync(pfGetVideoRate(),0);

    double rtime2 = pfGetTime()-rtime1;
    cerr << "    10 seconds is equal to " << rtime2 << endl;

The result of this on an Octane (MXI) is:

    Check of VClock routines:
        pfGetVideoRate() = 72
        10 seconds is equal to 0.0003856

and on an Onyx2 (InfiniteReality2) is:

    Check of VClock routines:
        pfGetVideoRate() = 72
        10 seconds is equal to 0.000392

I just don't understand it. I don't get the 10 seconds I was expecting.
What am I doing wrong?

Thanks, Morten

Compiled and run with

    Octane (Compile on Indigo II Extreme, run on Octane)
        I  performer_dev        06/05/97  Performer2.0 Development Software
        I  performer_eoe        04/18/97  Performer2.0.4 Execution Environment

    Onyx2
        I  performer_dev        07/10/97  Performer2.2 Development Software
        I  performer_eoe        07/10/97  Performer2.2 Execution Environment

-- 
                              ,,,
                             (o o)
-------------------------oOO--(_)--OOo------------------------------
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Senior Scientist                 HT WWW:           http://www.ht.com
HT Medical, Inc.                 Private: http://www.imm.dtu.dk/~bro
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Date: Mon, 18 Aug 1997 21:07:36 +0900
To: info-performer@sgi.com
From: Haruo NOMA <noma@mic.atr.co.jp>
Subject: How to Edit IV File
Status: O


Dear Performer member,

I have one large IV formatted file (10MB with ASCII format). Now, I would
like to edit this file to change and add some polygons.

First, I have checked some 3D_CAD system, however, there are only few system
that can read IV file. As Ez3D, It can read but it is insufficient to edit
polygons. So I search translator that convert IV to other major format, but
I can not find the translator now.

Please let me know how should I edit this IV file. Are where any standard
method to edit IV file?

Thank you

Haruo Noma




----------------
Haruo Noma
ATR Media Integration and Communications Research Lab.
Tel: +81-774-95-1401 Fax: +81-774-95-1408
e-mail: noma@mic.atr.co.jp


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From guest  Mon Aug 18 11:59:40 1997
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To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
CC: info-performer@sgi.com
Subject: Re: about DG5 outputs
References: <199708180118.KAA16269@dimwit.dst.nk-exa.co.jp>
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Status: O

Hi Yamanaka,

The composite output requires the use of one of the channels so
there are only 2 or 8 outputs (DG5-2 or DG5-8).

Mark
YAMANAKA MASAHIKO wrote:
> 
> Sorry, this is not a Performer question, but there are many iR(DG5) users
> in this ML, so please let me ask a simple question about DG5...
> 
> One DG5 board has (2or8) outputs + some composite outputs.
> Some composite outputs are internaly same, aren't they?
> 
> So my question is, if I use DG5-8, can I use 8+1=9 outputs simultaneously?
> 
> When I used ircombine on iR before, I saw [Encoder] button beside [Channel]
> buttons (Currently, I don't use iR and cannot confirm this).
> 
> 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

-- 
___________________________________________________________________
Mark Negovan                          PHONE:  215 658 7000
Systems Engineer                      FAX:    215 638 9285
Silicon Graphics Cray Research Inc.   EMAIL:  markn@trevose.sgi.com
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To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
cc: info-performer@sgi.com
Subject: Re: about DG5 outputs 
In-reply-to: Your message of "Mon, 18 Aug 1997 10:18:42 +0900."
             <199708180118.KAA16269@dimwit.dst.nk-exa.co.jp> 
Mime-Version: 1.0
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Date: Mon, 18 Aug 1997 09:40:07 -0700
From: Eric Kunze <ekunze@yacko>
Status: O


> One DG5 board has (2or8) outputs + some composite outputs.
> Some composite outputs are internaly same, aren't they?

 Yes, the composite outputs  all contain the same data.

> 
> So my question is, if I use DG5-8, can I use 8+1=9 outputs simultaneously?

  No.  The encoder uses some of the hardware used by channel 1, so if the 
encoder is running, you may not use channel 1.

 So you have 7+1 = 8 outputs simultaneously.

> 
> When I used ircombine on iR before, I saw [Encoder] button beside [Channel]
> buttons (Currently, I don't use iR and cannot confirm this).

  If the encoder is selected, the channel 1 button will be disabled.

Eric

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Date: Mon, 18 Aug 1997 10:26:28 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708181026.ZM2398@multipass.engr.sgi.com>
In-Reply-To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
        "about DG5 outputs" (Aug 18, 10:18am)
References: <199708180118.KAA16269@dimwit.dst.nk-exa.co.jp>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>, info-performer@sgi.com
Subject: Re: about DG5 outputs
Mime-Version: 1.0
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Status: O

Encoded output costs you a channel when used.

You will find that once you select encoded output you
will be unable yo exploit channel 1.

Cheers,Angus.

On Aug 18, 10:18am, YAMANAKA MASAHIKO wrote:
> Subject: about DG5 outputs
> Sorry, this is not a Performer question, but there are many iR(DG5) users
> in this ML, so please let me ask a simple question about DG5...
>
> One DG5 board has (2or8) outputs + some composite outputs.
> Some composite outputs are internaly same, aren't they?
>
> So my question is, if I use DG5-8, can I use 8+1=9 outputs simultaneously?
>
> When I used ircombine on iR before, I saw [Encoder] button beside [Channel]
> buttons (Currently, I don't use iR and cannot confirm this).
>
> 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
>-- End of excerpt from YAMANAKA MASAHIKO


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From: "Daniel Banek" <daniel@daniel.karlsruhe.sgi.com>
Message-Id: <9708181340.ZM871@daniel.karlsruhe.sgi.com>
Date: Mon, 18 Aug 1997 13:40:34 -0600
In-Reply-To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
        "about DG5 outputs" (Aug 18, 10:18am)
References: <199708180118.KAA16269@dimwit.dst.nk-exa.co.jp>
Reply-To: panic@karlsruhe.sgi.com
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>, info-performer@sgi.com
Subject: Re: about DG5 outputs
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
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On Aug 18, 10:18am, YAMANAKA MASAHIKO wrote:
> Subject: about DG5 outputs
> Sorry, this is not a Performer question, but there are many iR(DG5) users
> in this ML, so please let me ask a simple question about DG5...
>
> One DG5 board has (2or8) outputs + some composite outputs.
> Some composite outputs are internaly same, aren't they?
>
> So my question is, if I use DG5-8, can I use 8+1=9 outputs simultaneously?
>
> When I used ircombine on iR before, I saw [Encoder] button beside [Channel]
> buttons (Currently, I don't use iR and cannot confirm this).
>
> 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
>-- End of excerpt from YAMANAKA MASAHIKO

No sorry, encoder channel is channel 1. Only 8 channels simultaniously.

regards

daniel



-- 
                                        +---------------------------------+
                                        |  Daniel Banek                   |
      __      ____    __          * __  |  Projectmanager High-End Graphic|
 /\  / / /| /  /     /_//\  /| / / /    |  SiliconGraphics Germany        |
/_/ /_/ / |/  /     /  /--\/ |/ / /_    |  email: panic@karlsruhe.sgi.com |
                                        |  Mailstop: IDE-3170 VM 332 8931 |
                                        +---------------------------------+
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Date: Mon, 18 Aug 1997 10:20:20 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708181020.ZM2391@multipass.engr.sgi.com>
In-Reply-To: Rajagopal Nedumaran <nmaran@rocketmail.com>
        "let me know about  'u'." (Aug 16,  1:33pm)
References: <19970816203308.7024.rocketmail@send2.rocketmail.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Rajagopal Nedumaran <nmaran@rocketmail.com>, info-performer@sgi.com
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On Aug 16,  1:33pm, Rajagopal Nedumaran wrote:
> Subject: let me know about  'u'.
>
>
> hello everybody,
>
>             i have bunch of questions to ask. i recently heard about
> the famous game DOOM is developed with vega. what is vega?

Is this a joke?

I think somebody has beed pulling your leg. None of id Softwares
games use Vega, they're mostly software engines with some HW
accelerated spinoffs like GLQuake where a port to OpenGL has
been made.


>.. how it
> relates to perforemer. why we can't develop games like doom in
> perforemer. is there any games developed in performer?

Some LBE customers use Performer, for example the original Disney
Aladin ride and now the Disney Quest developers.

There was a course at Siggraph 97 which you should try and get your
hands on. Sharon Clay and John Carmack were presenting, it sounds
like the kind of mix you are looking for. I think it was called
"real-time graphics for entertainment" or similar.


>
>            i visited id software site . but i can't find any details
> about how they developed doom, quake games, and how they port their
> games in multible platforms. is there any provision for porting
> ,converting iris performer applications to multi platforms.

Id either ports the graphics portion or occasionally gets someone
else to do the port. They invest a _lot_ of development time in their
graphics engines and have their own sophisticated culling algorithms
and optimized rendering tricks. Trying to emulate this kind of activity
is seriously non-trivial. OpenGL seems to be the approach id is adopting
for future HW accelerated games, but they write some sort of engine on
this as they did with GLQuake.

>
>        one more questions, is there any visual simultion pacage
> ,applicatins, software for PC's,

A few cross platform packages exist but the performance on SGI
machines really sucks when compared to performer. The trouble is
they write to the lowest common denominator and end up with
something which doesn't exploit the system capabilities of a high
end product.

If you want to deploy a game high end system you'd best target
that system and it's features, otherwise you are wasting your
time. We can run GLQuake on an Infinite Reality today, but
it's only a little better than GLQuake on an O2, because it
just improves performance and resolution.

Cheers,Angus.
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Date: Mon, 18 Aug 1997 10:29:17 -0700
From: javier@sixty.engr.sgi.com (Javier Castellar)
Message-Id: <9708181029.ZM2291@sixty.engr.sgi.com>
In-Reply-To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
        "about DG5 outputs" (Aug 18, 10:18am)
References: <199708180118.KAA16269@dimwit.dst.nk-exa.co.jp>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>, info-performer@sgi.com
Subject: Re: about DG5 outputs
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No. When you make use of the composite output (aka encoder) it uses a portion
of the Channel 2 hardware. In other words, using the encoder disable Channel 2.

-Javier


On Aug 18, 10:18am, YAMANAKA MASAHIKO wrote:
> Subject: about DG5 outputs
> Sorry, this is not a Performer question, but there are many iR(DG5) users
> in this ML, so please let me ask a simple question about DG5...
>
> One DG5 board has (2or8) outputs + some composite outputs.
> Some composite outputs are internaly same, aren't they?
>
> So my question is, if I use DG5-8, can I use 8+1=9 outputs simultaneously?
>
> When I used ircombine on iR before, I saw [Encoder] button beside [Channel]
> buttons (Currently, I don't use iR and cannot confirm this).
>
> 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
>-- End of excerpt from YAMANAKA MASAHIKO



-- 
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*                                   * Vmail:           933-1589 *            
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Date: Mon, 18 Aug 1997 13:44:23 -0400 (EDT)
From: Peter Plachta <pplachta@sim6.dciem.dnd.ca>
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Hi
 I have a Performer program that uses pThreads to play sound files - 
sometimes it crashes, though (I get "X error (...) BadAccess (attempt to 
access private resource denied) ). I was wondering if this is a performer 
issue and if the next version will be pThread compatible
(we're using version 2.1 of Performer)

 Thanks,

	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: "TJANDRASA, HADI M. (JSC-ER7)" <hadi.m.tjandrasa1@jsc.nasa.gov>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Display List
Date: Mon, 18 Aug 1997 18:11:16 -0500
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Hi Performers,

we are designing an out-the-window (OTW) simulation with a head-up
display (HUD) overlaying the OTW scene on a multiprocessor
(APP_CULL_DRAW) mode.  So far, It works fine when we use OpenGL
immediate mode.  We want to use an OpenGL display list (non-immediate
mode) and create a test program, but the HUD is not rendered; however,
the HUD is rendered when we change to a single processor (APPCULLDRAW)
mode (or perhaps my OpenGL display list test program is incorrectly
implemented for multiprocessing mode?).

The reason to use the display list is to shift the processing time from
the DRAW (immediate)  to the APP (display list) process. Note that we
will eventually use a dynamic display list, traversing the code for
updating vertices.

On a multiprocessor mode, my questions are:

1)  According to the Peformer Programmer's Guide and 'man' pages,
Performer's pf display list should be used for multiprocessing. Why
can't I use the OpenGL display list?

2)  If I use the Performer's pf display list, do I have to create a GSET
node for the HUD and attached it to the OTW scene graph?  I have looked
at the examples in .../libpr/ directory for the pf display list but
still have no clues.

Any suggestions will be greatly appreciated. Thanks in advance,

Hadi
hadi.m.tjandrasa1@jsc.nasa.gov 


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From: "Morten Bro-Nielsen (Ph.D.)" <bro@ht.com>
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Date: Mon, 18 Aug 1997 17:46:54 -0400
In-Reply-To: ken sartor <sartor@bur.visidyne.com>
        "Re: pfVClockSync()" (Aug 18,  4:38pm)
References: <3.0.32.19970818163842.007dabd0@mail.bur.visidyne.com>
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> >    //
> >    // This should make it wait 10 second
> >    //
> >    for (int j=0; j<10; j++) pfVClockSync(pfGetVideoRate(),0);
> >
>
> This just calls the function pfVClockSync ten times.  You are
> measuring how fast that this call can be made.  From your
> results it looks like it takes about 38 microseconds for the
> call to complete.

Hi Ken,

As I understand the pfVClockSync routine, it will wait until
the 'count' (number of video retraces - 72 times/sec in this case)
modulu pfGetVideoRate() (=72) is equal to zero. In other words
it sleeps until the next 72 video-retrace-boundary.

Assuming that the first time it is lucky and hits the 72-count
quickly. It will then return immediately.

But the following calls should all wait about 1 second. In total around
9-10 seconds.

According to the man-page, if it hits the boundary straight-away it
will wait until the next:

man: If the retrace count modulo rate is equal to offset at the time
     pfVClockSync is called, the caller will not return immediately but will
     go to sleep until rate ticks later.

Or am I misunderstanding this ?

Thanks for answering
--Morten

-- 
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Senior Scientist                 HT WWW:           http://www.ht.com
HT Medical, Inc.                 Private: http://www.imm.dtu.dk/~bro
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199708181956.MAA03302@remi.engr.sgi.com>
Subject: Re: about DG5 outputs
To: wryml@dimwit.dst.nk-exa.co.jp (YAMANAKA MASAHIKO)
Date: Mon, 18 Aug 1997 12:56:42 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <199708180118.KAA16269@dimwit.dst.nk-exa.co.jp> from "YAMANAKA MASAHIKO" at Aug 18, 97 10:18:42 am
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YAMANAKA MASAHIKO wrote:
> 
> Sorry, this is not a Performer question, but there are many iR(DG5) users
> in this ML, so please let me ask a simple question about DG5...
> 
> One DG5 board has (2or8) outputs + some composite outputs.
> Some composite outputs are internaly same, aren't they?
> 
> So my question is, if I use DG5-8, can I use 8+1=9 outputs simultaneously?

 The composite output is a copy of an output it that case, but there are
 limitations.
> 
> When I used ircombine on iR before, I saw [Encoder] button beside [Channel]
> buttons (Currently, I don't use iR and cannot confirm this).

 all you need is the ircombine tool, and set the target to a 'virtual'
 infinite reality. You can play with the tool and see what possiblities 
 you have.

 Contact your local office to get a copy of ircombine and the video
 format files you want to play with.


    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: "Anita Kishore" <kishore@triavest.com>
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Date: Mon, 18 Aug 1997 12:19:41 -0700
In-Reply-To: Haruo NOMA <noma@mic.atr.co.jp>
        "How to Edit IV File" (Aug 18,  9:07pm)
References: <199708181207.VAA09335@mailhost.mic.atr.co.jp>
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On Aug 18,  9:07pm, Haruo NOMA wrote:
> Subject: How to Edit IV File
>
> Dear Performer member,
>
> I have one large IV formatted file (10MB with ASCII format). Now, I would
> like to edit this file to change and add some polygons.
>
> First, I have checked some 3D_CAD system, however, there are only few system
> that can read IV file. As Ez3D, It can read but it is insufficient to edit
> polygons. So I search translator that convert IV to other major format, but
> I can not find the translator now.
>
> Please let me know how should I edit this IV file. Are where any standard
> method to edit IV file?
>
> Thank you
>
> Haruo Noma
>
>


You could use Inventor viewers "SceneViewer" or "gview" to certain extent.
Please consult their man pages for usage.

-anita
kishore@triavest.com

-- 
Anita Kishore
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From: "TJANDRASA, HADI M. (JSC-ER7)" <hadi.m.tjandrasa1@jsc.nasa.gov>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Date: Mon, 18 Aug 1997 18:10:10 -0500
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Hi Performers,

we are designing an out-the-window (OTW) simulation with a head-up
display (HUD) overlaying the OTW scene on a multiprocessor
(APP_CULL_DRAW) mode.  So far, It works fine when we use OpenGL
immediate mode.  We want to use an OpenGL display list (non-immediate
mode) and create a test program, but the HUD is not rendered; however,
the HUD is rendered when we change to a single processor (APPCULLDRAW)
mode (or perhaps my OpenGL display list test program is incorrectly
implemented for multiprocessing mode?).

The reason to use the display list is to shift the processing time from
the DRAW (immediate)  to the APP (display list) process. Note that we
will eventually use a dynamic display list, traversing the code for
updating vertices.

On a multiprocessor mode, my questions are:

1)  According to the Peformer Programmer's Guide and 'man' pages,
Performer's pf display list should be used for multiprocessing. Why
can't I use the OpenGL display list?

2)  If I use the Performer's pf display list, do I have to create a GSET
node for the HUD and attached it to the OTW scene graph?  I have looked
at the examples in .../libpr/ directory for the pf display list but
still have no clues.

Any suggestions will be greatly appreciated. Thanks in advance,

Hadi
hadi.m.tjandrasa1@jsc.nasa.gov 


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From: remi@remi.engr.sgi.com (Rémi Arnaud)
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Subject: Re: Display List
To: hadi.m.tjandrasa1@jsc.nasa.gov (TJANDRASA, HADI M.)
Date: Mon, 18 Aug 1997 22:43:08 -0700 (PDT)
Cc: info-performer@sgi.com
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TJANDRASA, HADI M. wrote:
> 
> Hi Performers,
> 
> we are designing an out-the-window (OTW) simulation with a head-up
> display (HUD) overlaying the OTW scene on a multiprocessor
> (APP_CULL_DRAW) mode.  So far, It works fine when we use OpenGL
> immediate mode.  We want to use an OpenGL display list (non-immediate
> mode) and create a test program, but the HUD is not rendered; however,
> the HUD is rendered when we change to a single processor (APPCULLDRAW)
> mode (or perhaps my OpenGL display list test program is incorrectly
> implemented for multiprocessing mode?).
> 
> The reason to use the display list is to shift the processing time from
> the DRAW (immediate)  to the APP (display list) process. Note that we
> will eventually use a dynamic display list, traversing the code for
> updating vertices.
> 
> On a multiprocessor mode, my questions are:
> 
> 1)  According to the Peformer Programmer's Guide and 'man' pages,
> Performer's pf display list should be used for multiprocessing. Why
> can't I use the OpenGL display list?
> 
> 2)  If I use the Performer's pf display list, do I have to create a GSET
> node for the HUD and attached it to the OTW scene graph?  I have looked
> at the examples in .../libpr/ directory for the pf display list but
> still have no clues.
> 

  OpenGL needs a context to be able to talk to the graphic pipeline (draw
  anything). Having more than one application talking to the graphic
  is not very efficient at it cause OpenGL context switching, that's why
  Performer has a Draw process, that is the only process talking to the
  pipeline at a time. Performer has a Display List that capture all
  performer draw/apply command, so the display list can be executed in
  the Draw process in an efficient way.

  If you want a process to create display list for the Draw Process, this 
  process must have a shared space (sproc) and have a context that share
  the texture and display list from the Draw Process (see glXCreateContext()).
  The App process is forked, and does not have a graphic context...
  If you go that way, you will have one more problem that is how to synchronize
  the HUD with the rest of the simulation. If the APP creates a new HUD that
  is going to be displaed immediatly by the DrawProcess, but you are running
  in a CULL/DRAW pipeline model, the HUD will not be in phase with the 
  main image, exactly 1 frame too early in that case.

  What you can do, is using the performer GeoSet objects, and the pfCycleBuffer that 
  let you change a geoset in the application, and get the right information
  to the draw process. You can also use a Performer display list that you
  will compute in the app, and render in the Draw Process. Even in that case
  you will appreciate the pfCycleBuffer mechanism that will help you to manage
  the memory associated with that.

  Regards



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Subject: Re: Threads.
To: pplachta@sim6.dciem.dnd.ca (Peter Plachta)
Date: Mon, 18 Aug 1997 23:02:35 -0700 (PDT)
Cc: info-performer@sgi.com
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Peter Plachta wrote:
> 
> 
> Hi
>  I have a Performer program that uses pThreads to play sound files - 
> sometimes it crashes, though (I get "X error (...) BadAccess (attempt to 
> access private resource denied) ). I was wondering if this is a performer 
> issue and if the next version will be pThread compatible
> (we're using version 2.1 of Performer)
> 
>  Thanks,
> 
> 	Peter
> 


 It looks like more an OS problem. Are you running 6.2 ? Did you try
 the application with 6.4 ?

 regards


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From: Svend Tang-Petersen <svend@digi.lego.com>
Organization: LEGO
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Hi Performers.

I was searching the net and sgigate for a vrml2.x loader.
Has anyone written one yet ?

-- 

 Svend Tang-Petersen, MSc
 LEGO
 Kloevermarken 120
 7190 Billund
 Denmark

 e-mail: svend@digi.lego.com
 http://www.lego.com
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Svend Tang-Petersen wrote:
> 
> Hi Performers.
> 
> I was searching the net and sgigate for a vrml2.x loader.
> Has anyone written one yet ?

Yes, OpenWorlds (by DRaW Computing Inc.) is a C++ VRML 2.0 library, and
will be available as a VRML 2.0 loader for Performer 2.2 (as one of the
friends of Performer) when  it is released. If you are looking for a
VRML loader for earlier versions of Performer let us know. You can look
at http://www.openworlds.com for more infromation.

Thanks.
-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
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On Aug 18, 11:02pm, R=E9mi Arnaud wrote:
> Subject: Re: Threads.
> Peter Plachta wrote:
> >
> >
> > Hi
> >  I have a Performer program that uses pThreads to play sound files -
> > sometimes it crashes, though (I get "X error (...) BadAccess (attempt=
 to
> > access private resource denied) ). I was wondering if this is a perfo=
rmer
> > issue and if the next version will be pThread compatible
> > (we're using version 2.1 of Performer)
> >
> >  Thanks,
> >
> > 	Peter
> >
>
>
>  It looks like more an OS problem. Are you running 6.2 ? Did you try
>  the application with 6.4 ?
>
>  regards
>
>
>     _  /              _             _
>    |_) _ ._ _ o   /\ |_)|\ | /\ | || \
>    | \(/_| | ||  /--\| \| \|/--\|_||_/



As far as I knew, pf2.1 didn't support pThreads, neither did 6.2, in 6.3 =
there
is a patch for using pThreads and 6.4 has direct support for it - is this=

info correct?

-anita
kishore@triavest.com

-- =

Anita Kishore

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To: info-performer@sgi.com, svend@digi.lego.com
Subject: Re:  VRML2.X Loader.
Cc: wsherman@ncsa.uiuc.edu
Status: O

> I was searching the net and sgigate for a vrml2.x loader.
> Has anyone written one yet ?

Swami (also on this list) is wrapping one up that uses performer,
and displays on any type of VR device (or just a workstation
display).  We plan to include it on the CAVERNUS (CAVE library user
group) in a couple weeks.

Svend (and anyone else interested) can send me mail to inquire
further after a couple of weeks if I forget to send email directly.

BTW, the CAVERNUS web page (with several other VR apps) can be
found under the NCSA VEG page:
	http://www.ncsa.uiuc.edu/VEG

>  Svend Tang-Petersen, MSc

	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"                  */
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From: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
To: "'Info-Performer'" <info-performer@sgi.com>
Subject: C++ Objects in pfDataPool
Date: Tue, 19 Aug 1997 19:36:55 +0200
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Hi Performers,

	I want to create a general method to allocate object form a
pfDataPool, so I create the following class:

/*___________________________________________________*/
//PoolObject.h
	extern pfDataPool *GetDataPool();

	class PoolObject
	{
	public:
	   void *operator new(size_t sz, int id =3D 0);
               void operator delete(void *mem);
	};
=09
//PoolObject.cxx

	void *PoolObject::operator new(size_t sz, int id)
	{
	void *mem;

  	mem =3D (void *) GetDataPool()->alloc(sz, id);  // =BF=BF=BF cast =
from
volatile void * to void * ???
 	if (mem =3D=3D NULL)
	   pfNotify(/* error code */);

	return (mem);
	}

/*_________________________________________________*/

the user now can create its own classes that derive from my class and
use the operator new to create objects in the following way:

/*_________________________________________________*/

// MyObject.h

	class MyObject: public PoolObject
	{
 	protected:
	   int val;
=09
	public:
	   MyObject(int _val) { val =3D _val;}
	 ~MyObject() {}
	};

// in othe file the used can write:
	MyObject  *mo =3D new MyObject(500);
// will create the object in the pool memory and call its constuctor.
/*__________________________________________________*/

The problem is that this method may causes a SIGBUS error (because of
the cast above?).

Any help will be appreciated.

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



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Status: O

Hello,

At the "Birds of a Feather" for Performer at SIGGRAPH 97'
I saw a World database in which the user could continually
zoom in on a given location on the globe and eventually zoom
in on the San Francisco area.  Is it possible to obtain this
database and from whom?  Thanks.


             Bryan Croft
****************************************************************************
*********

                      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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From: Ethan Phelps-Goodman <ethan@coral.arc.nasa.gov>
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Subject: How do I render a pfPipeWindow into a motif widget?
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Status: O

I am trying to port a simulation package from Inventor to Performer. I
am having trouble making a pfPipeWindow draw into a Widget. I have a
window with several widgets, and in some of them I am trying to put a
pfPipeWindow. I create the pfPipeWindow and the widget, and then call
pfPipeWindow::setWSWindow(). When I call pfPipeWindow::open() a whole
new motif window is created outside of my origonal window. How do I make
Performer render to just one area of a window?

Here is the code I am using:

/* pfPipeWindow created here
...
*/

// I need a void** to pass to pfChooseFBConfigData()
int* foo = (int*)pfMalloc( sizeof(int), pfGetSharedArena() );
// I create an OpenGL rendering widget
windowWidget = XtVaCreateManagedWidget( name,
			glwMDrawingAreaWidgetClass, parentWidget,
			GLwNvisualInfo,
			pfChooseFBConfigData( (void**)&foo,
				XtDisplay(parentWidget), -1, NULL,
				pfGetSharedArena() ), NULL );
_win->setWSDrawable( NULL, XtWindow( windowWidget ) );
_win->setWSWindow( NULL, XtWindow( parentWidget ) );


/* pfPipeWindow::open() called later
...
*/


The widget is always black, and the seperate pfPipeWindow draws
properly. Its like I never called setWSWindow().

Does anyone know what's going wrong?

-- 

Ethan Phelps-Goodman
ethan@coral.arc.nasa.gov
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From: Ryan McKinley <rmckinle@curly.ucsd.edu>
To: info-performer@sgi.com
Subject: OpenGL context windows
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Hi -

I'm running Performer 2.1 on a single processor RE2.  I want to open a
single channel window, get keyPress information in that window, and be
able to make OpenGL calls directly to that window.  I know this is
possible (it's in the FAQ) but I haven't had success with the OpenGL
part.

I'm using:
 
    pfOpenPWin(pw); 

    dsp = pfGetCurWSConnection(); 
    win = pfGetPWinWSWindow(pw); 
    XSelectInput(dsp, win, KeyPressMask ); 
    XMapWindow(dsp, win); 

to open the window now.

in the main loop, I want to call something like:

   glDisable(GL_LIGHTING); 
   glDisable(GL_COLOR_MATERIAL); 
 
   glColor3f(1.0, 0.0, 0.0); 
   glBegin(GL_LINE_LOOP); 
      glVertex3f(5.0, 2.0, 1.0); 
      glVertex3f(5.0, 2.0, 6.0); 
      glVertex3f(5.0,12.0, 6.0); 
      glVertex3f(5.0,12.0, 1.0); 
   glEnd(); 
	
   glEnable(GL_COLOR_MATERIAL); 
   glEnable(GL_LIGHTING);  


I also have a question about callback routines...

perfly sets up callback functions like this:

    // Set the callback routines for the pfChannel
    pfChanTravFunc(chan, PFTRAV_APP, AppFunc); 
    pfChanTravFunc(chan, PFTRAV_CULL, CullFunc); 
    pfChanTravFunc(chan, PFTRAV_DRAW, DrawFunc);

It there any advantage to using callback routines if I'm running on a
single processor machine?

If so, what types of things should go in AppFunc and DrawFunc? 

Thanks for your help,

Ryan

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Hi :
	Is there any method automeshing the points's positions from the
digitizer?  That is can I use these sampling positions to build a trianglized
model?

	Thanks!
Jim Tsai
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From: brian@dingbat.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9708200748.ZM2218@dingbat.clubfed.sgi.com>
In-Reply-To: "Anita Kishore" <kishore@triavest.com>
        "Re: Threads." (Aug 19,  9:57am)
References: <199708190602.XAA04907@remi.engr.sgi.com> 
	<9708190957.ZM14818@tracey.triavest.com>
Reply-To: brian@sgi.com
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To: "Anita Kishore" <kishore@triavest.com>,
        remi@remi.engr.sgi.com (
 =?iso-8859-1?Q?R=E9mi_Arnaud?=),
        pplachta@sim6.dciem.dnd.ca (Peter Plachta),
        brian@hotsauce.clubfed.sgi.com (Brian Furtaw)
Subject: Re: Threads.
Cc: info-performer@sgi.com
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--PART-BOUNDARY=.19708200748.ZM2218.clubfed.sgi.com
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You may be making an XWindows call from one of your threads. X is not thr=
ead
safe so you can't do this.

Brian

On Aug 19,  9:57am, Anita Kishore wrote:
> Subject: Re: Threads.
>
> [ Text
>   Encoded with "quoted-printable" ] :
>
> On Aug 18, 11:02pm, R=E9mi Arnaud wrote:
> > Subject: Re: Threads.
> > Peter Plachta wrote:
> > >
> > >
> > > Hi
> > >  I have a Performer program that uses pThreads to play sound files =
-
> > > sometimes it crashes, though (I get "X error (...) BadAccess (attem=
pt to
> > > access private resource denied) ). I was wondering if this is a per=
former
> > > issue and if the next version will be pThread compatible
> > > (we're using version 2.1 of Performer)
> > >
> > >  Thanks,
> > >
> > > 	Peter
> > >
> >
> >
> >  It looks like more an OS problem. Are you running 6.2 ? Did you try
> >  the application with 6.4 ?
> >
> >  regards
> >
> >
> >     _  /              _             _
> >    |_) _ ._ _ o   /\ |_)|\ | /\ | || \
> >    | \(/_| | ||  /--\| \| \|/--\|_||_/
>
>
>
> As far as I knew, pf2.1 didn't support pThreads, neither did 6.2, in 6.=
3
there
> is a patch for using pThreads and 6.4 has direct support for it - is th=
is
> info correct?
>
> -anita
> kishore@triavest.com
>
> --
> Anita Kishore
>-- End of excerpt from Anita Kishore



-- =

    ----oOOo----    ----oOOo----    ----oOOo----    ----oOOo----

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


--PART-BOUNDARY=.19708200748.ZM2218.clubfed.sgi.com--

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Subject: Re: How do I render a pfPipeWindow into a motif widget?
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Brian Furtaw wrote:
> 
> On Aug 19,  1:22pm, Ethan Phelps-Goodman wrote:
> > Subject: How do I render a pfPipeWindow into a motif widget?
> > I am trying to port a simulation package from Inventor to Performer. I
> > am having trouble making a pfPipeWindow draw into a Widget. I have a
> > window with several widgets, and in some of them I am trying to put a
> > pfPipeWindow. I create the pfPipeWindow and the widget, and then call
> > pfPipeWindow::setWSWindow(). When I call pfPipeWindow::open() a whole
> > new motif window is created outside of my origonal window. How do I make
> > Performer render to just one area of a window?
> >
> > Here is the code I am using:
> >
> > /* pfPipeWindow created here
> > ...
> > */
> >
> > // I need a void** to pass to pfChooseFBConfigData()
> > int* foo = (int*)pfMalloc( sizeof(int), pfGetSharedArena() );
> > // I create an OpenGL rendering widget
> > windowWidget = XtVaCreateManagedWidget( name,
> >                       glwMDrawingAreaWidgetClass, parentWidget,
> >                       GLwNvisualInfo,
> >                       pfChooseFBConfigData( (void**)&foo,
> >                               XtDisplay(parentWidget), -1, NULL,
> >                               pfGetSharedArena() ), NULL );
> > _win->setWSDrawable( NULL, XtWindow( windowWidget ) );
> > _win->setWSWindow( NULL, XtWindow( parentWidget ) );
> >
> >
> > /* pfPipeWindow::open() called later
> > ...
> > */
> >
> >
> > The widget is always black, and the seperate pfPipeWindow draws
> > properly. Its like I never called setWSWindow().
> >
> > Does anyone know what's going wrong?
> >
> > --
> >
> > Ethan Phelps-Goodman
> > ethan@coral.arc.nasa.gov
> > 

> 
> Do you call pfPipeWindow::setOrigin(int xo, int yo); or
> pfPipeWindow::setOriginSize(int xo, int yo, int xs, int ys);
> Don't because I had problems getting performer to use a separate window
> when using theses calls. Looks like you are doing everything
> correctly maybe it is where you are calling the PfPipeWindow::open()
> where do you do that?
> 
> 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


I call pfPipeWindow::open() later in the program when I want to show the
viewer. open() is called in the application process.



-- 

Ethan Phelps-Goodman
ethan@coral.arc.nasa.gov
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From: "Anita Kishore" <kishore@triavest.com>
Message-Id: <9708201008.ZM20083@tracey.triavest.com>
Date: Wed, 20 Aug 1997 10:08:25 -0700
In-Reply-To: Ryan McKinley <rmckinle@curly.ucsd.edu>
        "OpenGL context windows" (Aug 19,  9:19pm)
References: <Pine.SGI.3.96.970819203119.3614A-100000@curly.ucsd.edu>
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On Aug 19,  9:19pm, Ryan McKinley wrote:
> Subject: OpenGL context windows
>
> Hi -
>
> I'm running Performer 2.1 on a single processor RE2.  I want to open a
> single channel window, get keyPress information in that window, and be
> able to make OpenGL calls directly to that window.  I know this is
> possible (it's in the FAQ) but I haven't had success with the OpenGL
> part.
>


The following works for me. But I use pf pipe window for rendering.

In the pipe window's config function, do:

	// register some keypress events
    	Dsp = pfGetCurWSConnection();
    	win = pfGetPWinWSWindow(pw);
    	XSelectInput(Dsp, win, KeyPressMask);

In the channel draw function, do :

	pfClearChan(chan);
    	pfDraw();
    	// check for any keypress events
        GetXInput();


GetXInput() function has :

    pfWSConnection dsp = pfGetCurWSConnection();

    if (XEventsQueued(dsp, QueuedAfterFlush))
    {
        while (XEventsQueued(dsp, QueuedAlready))
        {
            XEvent event;
            XNextEvent(Dsp, &event);

            switch (event.type)
            {
                case KeyPress:
                {
                    char buf[100];
                    int rv;
                    KeySym ks;
                    rv = XLookupString(&event.xkey, buf, sizeof(buf), &ks, 0);

                    switch(ks)
                    {
                        case XK_F1:
                            printf("XK_F1 pressed\n");
			    break;
		    }
		  }
		}
	    }
	}


This type of event checking is used in several of Pf sample programs that are
distributed.

Hope this helps.

-anita
kishore@triavest.com


-- 
Anita Kishore
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9708201137.ZM13439@logan.engr.multigen.com>
Date: Wed, 20 Aug 1997 11:37:47 -0700
In-Reply-To: "Chehayeb, Nassouh" <nchehayeb@ceit.es>
        "C++ Objects in pfDataPool" (Aug 19,  7:36pm)
References: <4117B47B16A5CF118A6400805F4C3F51011A9C@correo.ceit.es>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Aug 19,  7:36pm, Chehayeb, Nassouh wrote:
> I want to create a general method to allocate object form a
> pfDataPool, so I create the following class:

[munch]

> 	void *PoolObject::operator new(size_t sz, int id)
> 	{
> 	void *mem;
>
>	// =BF=BF=BF cast from volatile void * to void * ???
>   	mem =3D (void *) GetDataPool()->alloc(sz, id);

This cast is more precisely a const_cast<> and required by the language i=
n this
circumstance. The pointer returned by alloc() is to shared memory and the=
 data
it points to may be changed in ways unknown to the compiler. "volatile"
prevents the compiler from optimizing away data fetches related to the po=
inter
that are required for proper behavior. The reason you need the cast is be=
cause
C++ requires that operator new() return "void*" only.

[munch]

> 	class MyObject: public PoolObject
> 	{
>  	protected:
> 	   int val;
>
> 	public:
> 	   MyObject(int _val) { val =3D _val;}
> 	 ~MyObject() {}
> 	};
>
> // in othe file the used can write:
> 	MyObject  *mo =3D new MyObject(500);

"mo" is semantically volatile. Your scheme is casting away volatile. Your=
 class
is more properly defined as:

class MgObject: public PoolObject { ... int volatile val; ... };

All data members of classes derived from PoolObject should be declared
volatile.

> // will create the object in the pool memory and call its constuctor.
> /*__________________________________________________*/
>
> The problem is that this method may causes a SIGBUS error (because of
> the cast above?).

I don't think the cast is the problem. You don't show the statement that
produces the bus error (access alignment error).

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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In-Reply-To: brian@dingbat.clubfed.sgi.com (Brian Furtaw)
        "Re: Threads." (Aug 20,  7:48am)
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	<9708200748.ZM2218@dingbat.clubfed.sgi.com>
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 =?iso-8859-1?Q?_R=E9mi_Arnaud?=),
        pplachta@sim6.dciem.dnd.ca (Peter Plachta),
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+>---- On Aug 20,  7:48am, Brian Furtaw wrote:
> Subject: Re: Threads.
->
->You may be making an XWindows call from one of your threads. X is not t=
hread
->safe so you can't do this.

More clarification here:  you can't use the _same_ X Display connection
in multipe threads. As Brian says, the error you are seeing does smell
of this.  Performer provides sproc-safe X connections through
pfGetCurWSConnection().  However, the mechanism used in Performer
does NOT work for pthreads.  So, you'll have to open your own X
connection and keep it in your pthread-specific memory area.

->
->Brian
->
->On Aug 19,  9:57am, Anita Kishore wrote:
->> Subject: Re: Threads.
->>
->> [ Text
->>   Encoded with "quoted-printable" ] :
->>
->> On Aug 18, 11:02pm, R=E9mi Arnaud wrote:
->> > Subject: Re: Threads.
->> > Peter Plachta wrote:
->> > >
->> > >
->> > > Hi
->> > >  I have a Performer program that uses pThreads to play sound file=
s -
->> > > sometimes it crashes, though (I get "X error (...) BadAccess (att=
empt to
->> > > access private resource denied) ). I was wondering if this is a p=
erformer
->> > > issue and if the next version will be pThread compatible
->> > > (we're using version 2.1 of Performer)
->> > >
->> > >  Thanks,
->> > >
->> > > 	Peter
->> > >
->> >
->> >
->> >  It looks like more an OS problem. Are you running 6.2 ? Did you tr=
y
->> >  the application with 6.4 ?
->> >
->> >  regards
->> >
->> >
->> >     _  /              _             _
->> >    |_) _ ._ _ o   /\ |_)|\ | /\ | || \
->> >    | \(/_| | ||  /--\| \| \|/--\|_||_/
->>
->>
->>
->> As far as I knew, pf2.1 didn't support pThreads, neither did 6.2, in =
6.3
->there
->> is a patch for using pThreads and 6.4 has direct support for it - is =
this
->> info correct?
->>
->> -anita
->> kishore@triavest.com
->>
->> --
->> Anita Kishore
->>-- End of excerpt from Anita Kishore
->
->-- =

->    ----oOOo----    ----oOOo----    ----oOOo----    ----oOOo----
->
->Brian Furtaw  (brian@sgi.com)	=

->VisSim  Technical  Consultant
->12200-G  Plum  Orchard  Drive  Office:(301)572-3293   Fax: (301)872-329=
3	=

->Silver Spring, Maryland 20904  OpenGL/ImageVision/OpenInventor/Performe=
r
->
->
+>---- End of excerpt from Brian Furtaw



-- =

-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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Hi

I am having a trouble with getting smooth shaded models. 

I imported a Multigen flight model in 'trackball.c'. It looks badly
shaded. So I inserted the following lines in the code


     pfShadeModel( PFSM_GOURAUD);
  
     pfOverride(PFSTATE_SHADEMODEL, PF_ON);
 


Further the model doesn't look different even if change to flat shading.

The model looks good in Multigen so I guess there is little chance that
it has very few polygons. 


Where could I be going wrong?

Any help will be appreciated.

Thanks



-- 
Sasikumar Kutti
 
kvsasi@iastate.edu
http://www.eng.iastate.edu/~kvsasi
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Date: Wed, 20 Aug 1997 11:59:33 -0700 (PDT)
To: info-performer@sgi.com
Subject: local -> world coordinates
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Hi -

I'm wondering if there is a simple way to get world coordinates from a
local coordinate system. 

My working knowlege of performer matrix operations is limited, so If this
requires matrix operations, an example would be a big help. 

Thanks

Sheldon Brown
UCSD Visual Arts 
sgbrown@ucsd.edu


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        "Re: How do I render a pfPipeWindow into a motif widget?" (Aug 20,  8:20am)
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Status: O

Do you have a pfChannel somewhere ?

I've seen something like this before where a pfpipewindow::addChan to associate
the channel with the pipewindow was what was missing.

Also I would recommend you do the pfChooseFBConfigData before the
XtVaCreateManagedWidget, that way you cn check that you got what you asked for
which is *always* good practice.

Cheers
Rob

On Aug 20,  8:20am, Ethan Phelps-Goodman wrote:
> Subject: Re: How do I render a pfPipeWindow into a motif widget?
> Brian Furtaw wrote:
> >
> > On Aug 19,  1:22pm, Ethan Phelps-Goodman wrote:
> > > Subject: How do I render a pfPipeWindow into a motif widget?
> > > I am trying to port a simulation package from Inventor to Performer. I
> > > am having trouble making a pfPipeWindow draw into a Widget. I have a
> > > window with several widgets, and in some of them I am trying to put a
> > > pfPipeWindow. I create the pfPipeWindow and the widget, and then call
> > > pfPipeWindow::setWSWindow(). When I call pfPipeWindow::open() a whole
> > > new motif window is created outside of my origonal window. How do I make
> > > Performer render to just one area of a window?
> > >
> > > Here is the code I am using:
> > >
> > > /* pfPipeWindow created here
> > > ...
> > > */
> > >
> > > // I need a void** to pass to pfChooseFBConfigData()
> > > int* foo = (int*)pfMalloc( sizeof(int), pfGetSharedArena() );
> > > // I create an OpenGL rendering widget
> > > windowWidget = XtVaCreateManagedWidget( name,
> > >                       glwMDrawingAreaWidgetClass, parentWidget,
> > >                       GLwNvisualInfo,
> > >                       pfChooseFBConfigData( (void**)&foo,
> > >                               XtDisplay(parentWidget), -1, NULL,
> > >                               pfGetSharedArena() ), NULL );
> > > _win->setWSDrawable( NULL, XtWindow( windowWidget ) );
> > > _win->setWSWindow( NULL, XtWindow( parentWidget ) );
> > >
> > >
> > > /* pfPipeWindow::open() called later
> > > ...
> > > */
> > >
> > >
> > > The widget is always black, and the seperate pfPipeWindow draws
> > > properly. Its like I never called setWSWindow().
> > >
> > > Does anyone know what's going wrong?
> > >
> > > --
> > >
> > > Ethan Phelps-Goodman
> > > ethan@coral.arc.nasa.gov
> > >
>
> >
> > Do you call pfPipeWindow::setOrigin(int xo, int yo); or
> > pfPipeWindow::setOriginSize(int xo, int yo, int xs, int ys);
> > Don't because I had problems getting performer to use a separate window
> > when using theses calls. Looks like you are doing everything
> > correctly maybe it is where you are calling the PfPipeWindow::open()
> > where do you do that?
> >
> > 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
>
>
> I call pfPipeWindow::open() later in the program when I want to show the
> viewer. open() is called in the application process.
>
>
>
> --
>
> Ethan Phelps-Goodman
> ethan@coral.arc.nasa.gov
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Ethan Phelps-Goodman



-- 
________________________________________________________________
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Silicon Graphics, Mtn View, California, USA
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Date: Wed, 20 Aug 1997 21:02:30 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708202102.ZM3132@multipass.engr.sgi.com>
In-Reply-To: sbrown@nestor.ucsd.edu
        "local -> world coordinates" (Aug 20, 11:59am)
References: <Pine.SGI.3.95.970820115802.10776A-100000@nestor.ucsd.edu>
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To: sbrown@nestor.ucsd.edu, info-performer@sgi.com
Subject: Re: local -> world coordinates
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On Aug 20, 11:59am, sbrown@nestor.ucsd.edu wrote:
> Subject: local -> world coordinates
>
> Hi -
>
> I'm wondering if there is a simple way to get world coordinates from a
> local coordinate system.
>
> My working knowlege of performer matrix operations is limited, so If this
> requires matrix operations, an example would be a big help.

You transform the vertex through the matrix of the
local transformation.

Example Code:

For coords:

coordvec->xformPt(coordvec, modelmatrix);


For normals:

normvec->xformVec(normvec, modelmatrix);


Cheers,Angus.

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Date: Wed, 20 Aug 1997 21:05:36 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708202105.ZM3137@multipass.engr.sgi.com>
In-Reply-To: Sasikumar Kutti <kvsasi@icemt.iastate.edu>
        "Shading" (Aug 20,  2:59pm)
References: <33FB4CB9.167E@icemt.iastate.edu>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Sasikumar Kutti <kvsasi@icemt.iastate.edu>, info-performer@sgi.com
Subject: Re: Shading
Mime-Version: 1.0
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On Aug 20,  2:59pm, Sasikumar Kutti wrote:
> Subject: Shading
> Hi
>
> I am having a trouble with getting smooth shaded models.
>
> I imported a Multigen flight model in 'trackball.c'. It looks badly
> shaded. So I inserted the following lines in the code
>
>
>      pfShadeModel( PFSM_GOURAUD);
>
>      pfOverride(PFSTATE_SHADEMODEL, PF_ON);
>
>
>
> Further the model doesn't look different even if change to flat shading.
>
> The model looks good in Multigen so I guess there is little chance that
> it has very few polygons.
>
>
> Where could I be going wrong?
>
> Any help will be appreciated.
>
> Thanks

Your code changes won't affect the geoset & geostate information created
by the loader so you probably have a model which has been shaded flat in
the tool.

When you <ctrl>g to shade in the tool select dynamic gouraud or just
dynamic depending on the tool and loader version, and make sure you
adjust the tolerances etc to give a smooth appearance.

Cheers,Angus
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From: "Jean-Luc Dery" <dery@Discreet.COM>
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Date: Thu, 21 Aug 1997 00:13:39 -0400
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Subject: multiprocessing
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Hi Perfs,

I'm having problems doing database management and multiprocessing; maybe
someone out there can help ??!

What I'm trying to do is a little bit ackward but here's what it is.

I want to have a main process that starts up Performer database management
(loading and unloading) processes along with Performer process(es).

What I'm doing is:

1- start my in which I call pfInitArenas so that the forked processes all map
to the same pfArena

2- fork database management processes in which I have to call
	pfInit
	pfConfig
	and init Performer derived node classes

3- fork a Performer process in which I call
	pfInit
	pfConfig
	init Performer derived node classes
	etc.

The database managers load pfScenes without any problem and the Performer
process gets a pointer to the pfScenes through shared memory; this works fine.
I get the pfScene pointer in the renderer and it contains some data I can
recognize. Once I get a scene pointer in the renderer, the scene graph doesn't
change anymore.

The problem is I can't traverse the scene; it appears that no child is seen in
the renderer process. All the virtual app functions set doing needApp never get
called and the renderer crashes in the culling process. And if I try
manipulating the scene child nodes, I get a Bad child at addr... warning
message.

I have tried loading scenes with and without the pfBuffer feature and I've
tried moving the pfInit in the main process manager ... no luck !

By the way, the pfArena pointer is the same in all processes.

I'm trying this with Performer 2.1 on an Octane.

Help !

Can this be done ??? if so, what I'm doing wrong or not doing ?

Thanks in advance for any help.

Jean-Luc

-- 
_____________________________________________________________________________

Jean-Luc Dery                         Discreet Logic
System Engineer                       10 Duke Street
3-D Graphics Technology               Montreal (Quebec), Canada, H3C 2L7
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From: "Ran Yakir" <rany@@sgi.com>
Message-Id: <9708210924.ZM5136@alon>
Date: Thu, 21 Aug 1997 09:24:54 +0000
In-Reply-To: Sasikumar Kutti <kvsasi@icemt.iastate.edu>
        "Shading" (Aug 20,  2:59pm)
References: <33FB4CB9.167E@icemt.iastate.edu>
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Subject: Re: Shading
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Status: O

On Aug 20,  2:59pm, Sasikumar Kutti wrote:
> Subject: Shading
> Hi
>
> I am having a trouble with getting smooth shaded models.
>
> I imported a Multigen flight model in 'trackball.c'. It looks badly
> shaded. So I inserted the following lines in the code
>
>
>      pfShadeModel( PFSM_GOURAUD);
>
>      pfOverride(PFSTATE_SHADEMODEL, PF_ON);
>
>
>
> Further the model doesn't look different even if change to flat shading.
>
> The model looks good in Multigen so I guess there is little chance that
> it has very few polygons.
>

The problem is not the shading mode, but the normals. You propobaly have one
normal per polygon, which results in a 'faceted' shading. To have smooth
shading, each vertex should have its own normal. If several vertices are having
the same location they should share the same normal value.

Ran


-- 
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-------------------------------------+--------------------------------
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Date: Thu, 14 Aug 1997 06:38:28 -0500
To: info-performer@sgi.com
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Subject: OFF TOPIC: Satellite Image Formats
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I'm building a terrain database and I have a set of satellite images to lay
over it in a .img format.  I'm not familiar with this format and the usual
net searches don't turn up anything useful.  Does anyone have a pointer to
a format description of this type of file.
                                    Luke
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Subject: pfconv missing textures
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Status: O

I have a problem with textures when converting flight files into pfb
files.

When I'm loading a flight file in perfly where all the textures are in
an other directory (../textures/) and this work as is should. Then I
convert this file into pfb file using pfconv and when I open the newly
created pfb file with perfly I don't see any textures at all. I get the
error message during loading:

PF Warning/Resource(2):        pfTexture::loadFile() - could not find
image file xxx.rgba

I get this message all the time while perfly is running:

PF Warning/Usage:              pfTexture::apply() - bad number of
components -1

It seems to me that the path to the textures is lost in pfconv. But if I
set the environment variable PFPATH to ../textures then it works just
fine!

Could someone help me to understand this!

Jesper

-- 
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To: info-performer@sgi.com
Subject: Re: Shading
Status: O

     My first guess is whether the multigen file provides vertex normals.


______________________________ Reply Separator _________________________________
Subject: Shading
Author:  Sasikumar Kutti <kvsasi@icemt.iastate.edu> at SMTPLINK-NTSC
Date:    8/20/97 10:41 PM


Hi
     
I am having a trouble with getting smooth shaded models. 
     
I imported a Multigen flight model in 'trackball.c'. It looks badly 
shaded. So I inserted the following lines in the code
     
     
     pfShadeModel( PFSM_GOURAUD);
     
     pfOverride(PFSTATE_SHADEMODEL, PF_ON);
     
     
     
Further the model doesn't look different even if change to flat shading.
     
The model looks good in Multigen so I guess there is little chance that 
it has very few polygons. 
     
     
Where could I be going wrong?
     
Any help will be appreciated.
     
Thanks
     
     
     
-- 
Sasikumar Kutti
     
kvsasi@iastate.edu
http://www.eng.iastate.edu/~kvsasi
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From: "Maik Solf" <solf@iff.fhg.de>
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Status: O

Hallo,

Iwork with vega and performer and I try to move planes from objects.
With pfNodeIsectSegs and pfQueryHit I detect intersection with the
geoset, primitive and triangle. With pfGetGSetAttrLists I get the
coordinates-list from geoset. Now I can move the correct plane.
(all triangles with the same PF_X-value + or -)

But there are mistakes in intersecting the moved plane. I can only
detect intersection with the old plane (old coordinates).

There are also mistakes in vega's presentation. The clipping don't work
correct. In my opinion the clipping-algorithm works with the old
coordinates or vega has its own clipping-algorithm (I don't believe).

Maybe I need an pfUpdate ?


Thanks in advance for any help.


Maik



-- 
====================================================
Maik Solf                            solf@iff.fhg.de
Fraunhofer IFF
Steinfeldstr. 3                 fon: +49-39203/81591
D-39179 Barleben                fax: +49-39203/81649
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Subject: Magellan Space Mouse
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Status: O

Hi Performers!

I try to integrate the  Magellan Space Mouse in a small performer sample
programm (stats.c). There you can navigate in the scene with the
standard-mouse.
In addition I want to navigate with the Magellan Space Mouse in this
sample programm. I have make it so far that the Magellan Space Mouse is
initialized and connected to the application-window.

The problem is now where the XSelectInput-query (of the keybord and the
standard-mouse) takes place.

I can get started the programm and navigate with the standard-mouse, but
in this moment when I make actions with the Magellan Space Mouse the
programm plunge with the error-message "Bus error".
  
Regards,

Norbert Kociok
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Date: Wed, 20 Aug 1997 12:26:25 -0400
From: Richard Shell <shellr@MEDEIROS4.npt.nuwc.navy.mil>
Subject: Questions about SFLY
To: info-performer-request@sgi.com
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Status: O


I've down loaded the stereo performer program sfly from sgi's public folder.  
I've compiled the program on both an IRIS4D-340GTX and on a Power Indigo2 
Extreme.  The program comes up on the 4D but isn't in stereo.  When I change the
interocular distance it only moves a single object from left to right on the 
screen.  I've tried use the setmon command for both STR_RECT and STR_BOT.  
Neither command causes a stereo image.

On the Indigo the program compiles but when I run it, it just brings up a black 
screen with the arrow cursor on it.  It must be running, however, because 
hitting  the ESC key causes the program to quit.  Also the run time messages 
left on the screen are normal.  Again I've tried using the setmon command for 
both STR_RECT and STR_BOT but nothing changes.



Any suggestions ?


                 Thanks.

                 Richard Shell

Richard Shell
Naval Undersea Warfare Center
Code 8212 Bldg. 679/1
Newport, RI 02841
Phone: (401) 841-3307
E-mail:  shellr@medeiros4.npt.nuwc.navy.mil

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From guest  Thu Aug 21 16:19:36 1997
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Thu, 21 Aug 1997 10:22:47 -0700
In-Reply-To: dorbie@multipass.engr.sgi.com (Angus Dorbie)
        "Re: Shading" (Aug 20,  9:05pm)
References: <33FB4CB9.167E@icemt.iastate.edu> 
	<9708202105.ZM3137@multipass.engr.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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Subject: Re: Shading
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Status: O

On Aug 20,  9:05pm, Angus Dorbie wrote:
>
> Your code changes won't affect the geoset & geostate information created
> by the loader so you probably have a model which has been shaded flat in
> the tool.

For OpenFlight v14.2 and later the face lightmode flags determine the
shading/lighting of each polygon. The loader obeys them.

> When you <ctrl>g to shade in the tool select dynamic gouraud or just
> dynamic depending on the tool and loader version, and make sure you
> adjust the tolerances etc to give a smooth appearance.

Angus is referring to the Calculate Shading tool in MultiGen. Make sure you
also set the light mode as well, since the loader decides what colors and
normals to use (if any) based almost entirely upon this flag. To see what the
loader will give you, set your preview shading mode to "Explicit" in the
modeler.

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: Markus Haas <markus@narnia.aero.swri.edu>
Message-Id: <199708212137.QAA10257@narnia.aero.swri.edu>
Subject: usmemalign equivalent in performer??
To: info-performer@sgi.com
Date: Thu, 21 Aug 1997 16:37:03 -0500 (CDT)
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Status: O

Hello-

	I am working on an application that uses grio (guaranteed rate i/o) to load
frames of real time video into a buffer for display. Grio requires direct i/o, 
which in turn requires a memaligned buffer. I would like to be able to split app
off into its own process. This, of course, requires a shared memory arena.

Does performer have a way to simulate  usmemalign with a performer arena? 
(usmemalign + performer arena = crash)

Thanks,
Markus Haas

Southwest Research Institute
mhaas@swri.edu


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Date: Thu, 21 Aug 1997 13:54:53 -0500
From: Sasikumar Kutti <kvsasi@icemt.iastate.edu>
Organization: Iowa State University
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Status: O

Hi

I've not been able to solve shading problem yet. 

I do not know what else to check...

	My Multigen model has been shaded dynamic gouraud.
	
	My polygons have one normal per vertex.

	I've checked the tolerance and shading angle... They are good.

The result is as follows... 

	Once I calculate shading the model is smoothly shaded in MultiGen. 
Unfortunatly when I go to performer via 'trackball.c' my model is very
faceted. Trying to solve this I have shaded in multigen using dynamic,
gouraud, dynamic gouraud, and flat.  All seem to produce the same
result. 

Side note:  I use a great deal of material properties in this model...
with specular and emissive properties. I also tried changing the
lighting mode attribute of the models polygons from flat to
dynamic,gouraud. It didn't help in soving the problem.
	    
Thank you for any help you can provide,


-- 
Sasikumar Kutti
kvsasi@iastate.edu
http://www.eng.iastate.edu/~kvsasi
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Status: O

Hi:

Can you direct me to the SGI forum dealing with OpenGL and OpenGL
Optimizer.

Thanks

Jean-Jacques Davidian

<<<<<<<<<<<<>>>>>>>>>>>>>>
	 _     _
	| \AVI| \ 
	|_/   |_/IAN

<<<<<<<<<DBCOMM LLC>>>>>>>>
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Date: Thu, 21 Aug 1997 11:32:35 -0700
To: info-performer@sgi.com
From: george williams <gcw@best.com>
Subject: Re: local -> world coordinates
Status: O

At 09:02 PM 8/20/97 -0700, you wrote:
>On Aug 20, 11:59am, sbrown@nestor.ucsd.edu wrote:
>> Subject: local -> world coordinates
>>
>> Hi -
>>
>> I'm wondering if there is a simple way to get world coordinates from a
>> local coordinate system.
>>
>> My working knowlege of performer matrix operations is limited, so If this
>> requires matrix operations, an example would be a big help.
>
>You transform the vertex through the matrix of the
>local transformation.
>
>Example Code:
>
>For coords:
>
>coordvec->xformPt(coordvec, modelmatrix);
>
>
>For normals:
>
>normvec->xformVec(normvec, modelmatrix);
>
>
>Cheers,Angus.

If, "local coordinate system" means the matrix relative to parent, then you
might need walk the scene graph from the root node, accumulate matrices, and
then multipy the local coordinates through the accumulated matrix to get
world coordinates.  I'm guessing this is what Angus' "modelmatrix" is.

George W. 



>
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Date: Thu, 21 Aug 1997 16:56:59 +0000
From: Julia Ellery <modellers@intersim.co.uk>
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Hello

I am trying to modify code that moves an object with the eyepoint
eg. a headup display object. The object is created with a DCS node
that is updated to match the eyepoint position immediately after
the eyepoint is updated between pfSync and pfFrame. This works fine.

Now, for the sake of generalisation, I want such objects to
be modelled in the database as normal and flagged as being
"stuck to eyepoint" so that the Realtime code can put a
node callback on the DCS node, in a similar way to other
special effects. However, I cannot seem to get this to work
whatever callback I try and put the code in
(ie. pre/post_app/cull/draw). The object "shudders" and seems
to change scale, as well as not correctly moving with the eyepoint.

Is it possible to do this sort of thing on a callback and
if so, how?

I have other DCS nodes that I am currently updating altogether
after pfFrame, that I am considering moving "locally" to
their respective node callbacks but now wonder if this
will give similar trouble.

Any comments appreciated.


Regards,

Julia Ellery,
Senior Visual Software Engineer,
Intersim Limited, Units 7-8, Thorgate Road, Littlehampton. Sussex. UK
Tel: +44 (0)1903 733428
Fax: +44 (0)1903 730246
email: modellers@intersim.co.uk

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From guest  Thu Aug 21 19:09:30 1997
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Date: Thu, 21 Aug 1997 17:21:12 -0400
From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
Message-Id: <199708212121.RAA26039@sirius.ccd.bnl.gov>
Apparently-To: info-performer@sgi.com
Status: O

Several times I have written to this mailing list
asking if anyone has noticed that the N64 version
of perfly draws borders around the Xwindow 
Is this a bug in the Performer libraries
and has it been fixed???
I am not aware of anything in the source code which
which is different for the O32 and N32 versions
(they don't have this problem).

Would someone please respond!!!!
If you are running N64 and you don't have 
this problem I'd like to hear about .

Thanks,

Ballard Andrews
Brookhaven Lab
Computing Division
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Date: Thu, 21 Aug 1997 17:37:11 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708211737.ZM4646@multipass.engr.sgi.com>
In-Reply-To: "Marcus Barnes" <marcus@multigen.com>
        "Re: Shading" (Aug 21, 10:22am)
References: <33FB4CB9.167E@icemt.iastate.edu> 
	<9708202105.ZM3137@multipass.engr.sgi.com> 
	<9708211022.ZM19450@logan.engr.multigen.com>
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Status: O

On Aug 21, 10:22am, Marcus Barnes wrote:
> Subject: Re: Shading
> On Aug 20,  9:05pm, Angus Dorbie wrote:
> >
> > Your code changes won't affect the geoset & geostate information created
> > by the loader so you probably have a model which has been shaded flat in
> > the tool.
>
> For OpenFlight v14.2 and later the face lightmode flags determine the
> shading/lighting of each polygon. The loader obeys them.
>
> > When you <ctrl>g to shade in the tool select dynamic gouraud or just
> > dynamic depending on the tool and loader version, and make sure you
> > adjust the tolerances etc to give a smooth appearance.
>
> Angus is referring to the Calculate Shading tool in MultiGen. Make sure you
> also set the light mode as well, since the loader decides what colors and
> normals to use (if any) based almost entirely upon this flag. To see what the
> loader will give you, set your preview shading mode to "Explicit" in the
> modeler.

I'm unclear what you mean by the "light mode" is this another property or
the Dynamic Gouraud, Gouraud, Dynamic radio in the shading gui I mentioned?

Cheers,Angus.
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From: koller@cc.gatech.edu (David Koller)
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Subject: Re: OFF TOPIC: Satellite Image Formats
To: lukeh@hiwaay.net (Luke Hoffman)
Date: Thu, 21 Aug 1997 18:34:57 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <3.0.32.19970814063826.007b9bc0@hiwaay.net> from "Luke Hoffman" at Aug 14, 97 06:38:28 am
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> I'm building a terrain database and I have a set of satellite images to lay
> over it in a .img format.  I'm not familiar with this format and the usual
> net searches don't turn up anything useful.  Does anyone have a pointer to
> a format description of this type of file.

This is probably the ERDAS IMAGINE .img file format.  There
is documentation and a programming API available from the ERDAS
FTP site at ftp://ftp.erdas.com/pub/imgautil/.

David Koller
koller@cc.gatech.edu

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To: info-performer@sgi.com
Subject: hands in VR
Cc: info-vega@paradigmsim.com
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Status: O

Hi there,
this is not such a technical more a general question.
I want to use data gloves to provide direct manipulations with objects and such
things. My first idea was to use coordinates of tracking system directly (3
sensors: one on top of HMD, one at each hand).
I'm using two channels for stereo display. Eye separation distance I set to 6.5
cm. (Measured at my face in front of a mirror. ;-) ) Unfortunately the virtual
hands appear so close that I see them twice (due to stereo presentation and my
short arms.)
I compared my application with a commercial software (SmartScene). There is a
similar effect but I believe it is not so strong like in my app.
Did I make a stupid assumption? Is there somebody made similar experiences? Did
somebody solve this problem and could give me a hint? Is something wrong with
my eyes???
All help is appreciated.
Best regards,
Dirk.


-- 
----------------------------------------------------
Dipl.-Inf. Dirk Scheffter       
Fraunhofer IFF      fon:             +49-39203/81591
Steinfeldstr. 3     fax:             +49-39203/81619
D-39179 Barleben    e-mail:        scheff@iff.fhg.de
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199708220134.SAA15096@remi.engr.sgi.com>
Subject: Re: usmemalign equivalent in performer??
To: markus@narnia.aero.swri.edu (Markus Haas)
Date: Thu, 21 Aug 1997 18:34:01 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <199708212137.QAA10257@narnia.aero.swri.edu> from "Markus Haas" at Aug 21, 97 04:37:03 pm
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Status: O

Markus Haas wrote:
> 
> Hello-
> 
> 	I am working on an application that uses grio (guaranteed rate i/o) to load
> frames of real time video into a buffer for display. Grio requires direct i/o, 
> which in turn requires a memaligned buffer. I would like to be able to split app
> off into its own process. This, of course, requires a shared memory arena.
> 
> Does performer have a way to simulate  usmemalign with a performer arena? 
> (usmemalign + performer arena = crash)
> 

 The easiest way is to alocate the size needed + the alignment, and return
 a pointer that is aligned, keeping the other pointer for further deletion

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Date: Thu, 21 Aug 1997 18:41:07 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708211841.ZM4885@multipass.engr.sgi.com>
In-Reply-To: jjdavidian <jjdavidian@db-comm.com>
        "other forums" (Aug 21,  2:03pm)
References: <33FC82E7.41C6@db-comm.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: jjdavidian <jjdavidian@db-comm.com>, info-performer@sgi.com
Subject: Re: other forums
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Status: O

There is no equivalent forum for Optimizer.

Check our web pages and contact the product mamager.

Larry McDonough
lardog@engr.sgi.com

If you have specific questions you can contact presales or
customer support.

Cheers,Angus.

On Aug 21,  2:03pm, jjdavidian wrote:
> Subject: other forums
> Hi:
>
> Can you direct me to the SGI forum dealing with OpenGL and OpenGL
> Optimizer.
>
> Thanks
>
> Jean-Jacques Davidian
>
> <<<<<<<<<<<<>>>>>>>>>>>>>>
> 	 _     _
> 	| \AVI| \
> 	|_/   |_/IAN
>
> <<<<<<<<<DBCOMM LLC>>>>>>>>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from jjdavidian


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Does anyone have a VRML 2.0 loader for Performer?



-- 
--------------------------------------------------------------
Steve McGee		smcgee@psl.nmsu.edu			
--------------------------------------------------------------
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Date: Thu, 21 Aug 1997 18:54:16 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708211854.ZM4906@multipass.engr.sgi.com>
In-Reply-To: Julia Ellery <modellers@intersim.co.uk>
        "Updating DCS nodes via node callbacks" (Aug 21,  4:56pm)
References: <33FC735B.41C6@intersim.co.uk>
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To: Julia Ellery <modellers@intersim.co.uk>,
        performer help group <info-performer@sgi.com>
Subject: Re: Updating DCS nodes via node callbacks
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On Aug 21,  4:56pm, Julia Ellery wrote:
> Subject: Updating DCS nodes via node callbacks
> Hello
>
> I am trying to modify code that moves an object with the eyepoint
> eg. a headup display object. The object is created with a DCS node
> that is updated to match the eyepoint position immediately after
> the eyepoint is updated between pfSync and pfFrame. This works fine.
>
> Now, for the sake of generalisation, I want such objects to
> be modelled in the database as normal and flagged as being
> "stuck to eyepoint" so that the Realtime code can put a
> node callback on the DCS node, in a similar way to other
> special effects. However, I cannot seem to get this to work
> whatever callback I try and put the code in
> (ie. pre/post_app/cull/draw). The object "shudders" and seems
> to change scale, as well as not correctly moving with the eyepoint.
>
> Is it possible to do this sort of thing on a callback and
> if so, how?
>
> I have other DCS nodes that I am currently updating altogether
> after pfFrame, that I am considering moving "locally" to
> their respective node callbacks but now wonder if this
> will give similar trouble.

This is a *really* bad idea, it will exhibit the same difficulty,
the culling information will also be bogus since the cull process won't know
about object positions in the draw.

You need to perform the update in the application to stick an object
to the eye. Otherwise you have to pass the information downstream
using pfcyclebuffer methods and the culling will *very* likely be wrong.

The reason you see shuddering is the timing of your application driven
object position *write* in memory is asynchronous with the update of
the DCS in the draw callback which *reads* the same memory for the
position info.
The update will also happen too early if you don't buffer
the information downstream.

If you just update everything in the application the DCS and channel
position matrix info will be sent downstream at the same time when you
call pfFrame and you don't have to worry about cycle buffers or anything
else.

Cheers,Angus.

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Date: Thu, 21 Aug 1997 18:59:11 -0700
In-Reply-To: Markus Haas <markus@narnia.aero.swri.edu>
        "usmemalign equivalent in performer??" (Aug 21,  4:37pm)
References: <199708212137.QAA10257@narnia.aero.swri.edu>
X-Face: /7QDEc=iPrsQG=j>iQo4F||T'ys-t--1bb9IJ9qo~4|i0nB|OG%gK}I3J2{/u*-q.I8=OSv/&K}V(pw:~5aIV!Y4:y+Vk#AAX)|i'B-jHf+r(?U'"B'9"D|<-(/1PD32tUN
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Subject: Re: usmemalign equivalent in performer??
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On Aug 21,  4:37pm, Markus Haas wrote:
> Subject: usmemalign equivalent in performer??
> Hello-
> 
> 	I am working on an application that uses grio (guaranteed rate i/o) to load
> frames of real time video into a buffer for display. Grio requires direct i/o, 
> which in turn requires a memaligned buffer. I would like to be able to split app
> off into its own process. This, of course, requires a shared memory arena.
> 
> Does performer have a way to simulate  usmemalign with a performer arena? 
> (usmemalign + performer arena = crash)

The "us..." calls expect a different kind of arena.
Try using amemalign instead of usmemalign.

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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Date: Fri, 22 Aug 1997 09:18:31 +0100
From: Bettina Ball <bball@cae-gmbh.de>
To: Jesper Nystrvm <jesper@clarus.se>
Cc: Performer Info <info-performer@sgi.com>
Subject: Re: pfconv missing textures
Message-Id: <97Aug22.114018gmt+0100.14978@mail.cae-gmbh.de>
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On Thu, 21 Aug 1997, Jesper Nystrvm wrote:

> I have a problem with textures when converting flight files into pfb
> files.
>
> When I'm loading a flight file in perfly where all the textures are in
> an other directory (../textures/) and this work as is should. Then I
> convert this file into pfb file using pfconv and when I open the newly
> created pfb file with perfly I don't see any textures at all. I get the
> error message during loading:
>
> PF Warning/Resource(2):        pfTexture::loadFile() - could not find
> image file xxx.rgba
>
> I get this message all the time while perfly is running:
>
> PF Warning/Usage:              pfTexture::apply() - bad number of
> components -1
>
> It seems to me that the path to the textures is lost in pfconv. But if I
> set the environment variable PFPATH to ../textures then it works just
> fine!
>
> Could someone help me to understand this!

Hello Jesper,

you have to set a converter mode to store full path names in
the .pfb files. An excerpt from the pfconv README file:

 - By default just the name of a texture file is saved and not the full
   path of the texture file.  If you want the full path saved you should
   set the PFPFB_SAVE_TEXTURE_PATH mode to PF_ON.

So if you set the converter mode to

    pfdConverterMode_pfb (PFPFB_SAVE_TEXTURE_PATH, PF_ON);

you should be fine.

Hope this helps,

   Bettina

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


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From: Keith Henning <Keith@mma.net>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Repositioning of Objects using keystrokes - I need help
Date: Fri, 22 Aug 1997 13:01:42 +0100
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As an inexperienced user of performer I am having problems with making
an object respond in a way that I require.

senario :	Attempting to make vehicle respond to keystrokes so as
to 		make it change the direction and to give to forward
movement 		etc. etc.

present implementation :
		
		At present i am attempting to increment a set pfvec3 so
as to 		change the direction etc.

		The object has been set up as a DCS node as a child of
the 		scenegroup, so in attempting to make the increment the
required vector   

		DCS += 1.0
		pfDCSCoord(etc)

		This is one method attempted amongst many others..

		Please if there is anyone out there willing to help this
amatuer
		C programmer to solve what should be a simple problem..

		
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Date: Fri, 22 Aug 1997 10:13:27 -0400
From: Prakash Mahesh <prakash@DRAWCOMP.COM>
Organization: DRaW Computing Assoc. Inc., http://www.drawcomp.com/prakash.html
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To: Steve McGee <smcgee@psl.nmsu.edu>
CC: info-performer@sgi.com, "Paul J. Diefenbach" <pjdief@DRAWCOMP.COM>
Subject: Re: VRML 2.0 File loader for Performer?
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Steve McGee wrote:
> 
> Does anyone have a VRML 2.0 loader for Performer?
> 

Yes, it (OpenWorlds VRML 2.0 loader) will be available with Performer
2.2, as part of friends of Performer. If you are looking for a loader
for earlier versions of Performer please let us know. We have complete
VRML 2.0 support with Performer, including animation, scripting, VR
device support, etc.

Thanks.
-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9708220743.ZM4606@quid.csd.sgi.com>
Date: Fri, 22 Aug 1997 07:43:45 -0700
In-Reply-To: dorbie@multipass.engr.sgi.com (Angus Dorbie)
        "Re: other forums" (Aug 21,  6:41pm)
References: <33FC82E7.41C6@db-comm.com> 
	<9708211841.ZM4885@multipass.engr.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: dorbie@multipass.engr.sgi.com (Angus Dorbie),
        jjdavidian <jjdavidian@db-comm.com>, info-performer@sgi.com
Subject: Re: other forums
Mime-Version: 1.0
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Status: O

The web pages for both OpenGL and OpenGL Optimiser are linked off the page
www.sgi.com/Technology/ ( along with other products ). There is a public
newsgroup for OpenGL: comp.graphics.api.opengl

Cheers
Rob

On Aug 21,  6:41pm, Angus Dorbie wrote:
> Subject: Re: other forums
> There is no equivalent forum for Optimizer.
>
> Check our web pages and contact the product mamager.
>
> Larry McDonough
> lardog@engr.sgi.com
>
> If you have specific questions you can contact presales or
> customer support.
>
> Cheers,Angus.
>
> On Aug 21,  2:03pm, jjdavidian wrote:
> > Subject: other forums
> > Hi:
> >
> > Can you direct me to the SGI forum dealing with OpenGL and OpenGL
> > Optimizer.
> >
> > Thanks
> >
> > Jean-Jacques Davidian
> >
> > <<<<<<<<<<<<>>>>>>>>>>>>>>
> > 	 _     _
> > 	| \AVI| \
> > 	|_/   |_/IAN
> >
> > <<<<<<<<<DBCOMM LLC>>>>>>>>
> > =======================================================================
> > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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From: "Daniela Rainer (RUS)" <Daniela.Rainer@RUS.Uni-Stuttgart.DE>
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Date: Fri, 22 Aug 1997 18:08:08 +0000
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Subject: Material colors and multiple pfPipeWindows
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	boundary="PART-BOUNDARY=.19708221808.ZM3897.rus.uni-stuttgart.de"
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Hello,

I have a state problem with in an application with multiple windows and I
attached a small test example that shows the problem:

Both windows have the same view of an object. The object geoset contains colors
and normals.

I defined a global material with all components set to grey or white and
pfMtlColorMode(state->mtl, PFMTL_BOTH, PFMTL_CMODE_OFF) which should prohibit
that the object is drawn with the geometry colors.

Of course this is only a test program that should show the inconsistency
between the two windows, normally I would not define geometry colors and then
doesn't use them.

In the first window this looks like it was defined (an uncolored cube but
shaded cube) but in the second window the object is always drawn ambient with
the geometry color.

Does anybody have experience with multiple windows and state problems?

I compiled this program on an Indy 24-bit with IRIX 6.2 and Performer2.0.1.

Thanks for any help.

Best Regards
Daniela



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--PART-BOUNDARY=.19708221808.ZM3897.rus.uni-stuttgart.de
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Content-Description: Text
Content-Type: text/plain ; name="state_multiwin.c" ; charset=us-ascii

/****************************************************************************************/
/*											*/
/*	Test for multiple windowsmaterial    						*/
/*	Spotlight seem to have a problem on RealityEngine with Performer 2.01		*/
/*											*/
/*	OpenGL based Performer 2.0(1)							*/
/*											*/
/*	cc -o state_multiwin state_multiwin.c  -lGLU -lGL -lpf_ogl -lpfdu_ogl 		*/
/*	-lpfutil_ogl -lmpc -limage -lfm -lXirisw -lXm -lXt -lfpe -lXmu -lX11		*/
/*	-lm -lmalloc -lC -lXext								*/	
/*											*/
/****************************************************************************************/

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


#define 	PF_CPLUSPLUS_API    0
#include 	<Performer/pf.h>
#include 	<Performer/pr.h>
#include 	<Performer/pfutil.h>
#include 	<Performer/pfdu.h>
#include 	<Performer/pfui.h>


void		OpenWindow(pfPipeWindow *pw);
void		DrawFunc(pfChannel *chan, void *data);
void		PreDraw(pfChannel *chan, void *data);
void		PostDraw(pfChannel *chan, void *data);

pfGeode		*loadCube(float size);

typedef struct
{
    pfLightModel	*lm;
    pfLight		*lt;
    pfMaterial	        *mtl;    

} sharedState;	

sharedState		*state;

int 
main(int argc, char *argv[])
{
    pfChannel	    *chan1, *chan2;
    pfScene	    *scene;
    pfDCS	    *rotateDCS;
    pfGeode	    *cubeGeode;
    pfGeode 	    *testObject;
    pfMatrix	    DCSMat,  mat;
    pfPipeWindow    *pw1, *pw2;
    pfCoord	    view;
    pfVec3	    axis;

    pfInit();

    state = (sharedState *) pfCalloc(1, sizeof(sharedState), pfGetSharedArena());

    pfMultiprocess(PFMP_APPCULL_DRAW);

    pfConfig();

    scene = pfNewScene();
    rotateDCS = pfNewDCS();
    cubeGeode = loadCube(5.0f);
    pfAddChild(scene, rotateDCS);
    pfAddChild(rotateDCS, cubeGeode);

    pw1 = pfNewPWin(pfGetPipe(0)); 
    pfPWinOriginSize(pw1,  100,  100,  400,  400);   
    pfPWinConfigFunc(pw1, OpenWindow);
    pfConfigPWin(pw1);
    pfFrame();

    pw2 = pfNewPWin(pfGetPipe(0)); 
    pfPWinOriginSize(pw2,  500,  100,  400,  400);   
    pfPWinConfigFunc(pw2, OpenWindow);
    pfConfigPWin(pw2);
    pfFrame();

    chan1 = pfNewChan(pfGetPipe(0));
    pfChanTravFunc(chan1,  PFTRAV_DRAW, DrawFunc);
    pfChanScene(chan1,scene);
    pfChanNearFar(chan1, 8.0, 20.0); 
    pfMakePerspChan(chan1,-3.0f, 3.0f, -3.0f, 3.0f);
    pfSetVec3(view.xyz, 0.0f, -14.0f, 0.0f);   
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(chan1, view.xyz, view.hpr);
    pfAddChan(pw1, chan1);

    chan2 = pfNewChan(pfGetPipe(0));
    pfChanTravFunc(chan2,  PFTRAV_DRAW, DrawFunc);
    pfChanScene(chan2,scene);
    pfChanNearFar(chan2, 8.0, 20.0); 
    pfMakePerspChan(chan2,-3.0f, 3.0f, -3.0f, 3.0f);
    pfSetVec3(view.xyz, 0.0f, -14.0f, 0.0f);   
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(chan2, view.xyz, view.hpr);
    pfAddChan(pw2, chan2);

    pfSetVec3(axis,1.0f, 0.0f, 0.0f);
    pfNormalizeVec3(axis);
    pfMakeRotMat(mat, 0.9f,axis[0], axis[1], axis[3]);
  
    while (1)
    {
	pfSync();

	pfGetDCSMat(rotateDCS, DCSMat);
	pfPostMultMat(DCSMat, mat);
	pfDCSMat(rotateDCS, DCSMat);

	pfFrame();
	
    
    }
}


void
OpenWindow(pfPipeWindow *pw)
{


    pfOpenPWin(pw);

    pfPWinIndex(pw, PFWIN_GFX_WIN);
    pfSelectPWin(pw);

    /* global state */
    pfCullFace(PFCF_OFF);
    pfShadeModel(PFSM_GOURAUD);
    pfEnable(PFEN_LIGHTING);
	
    /* twosided lighting */        
    state->lm = pfNewLModel(pfGetSharedArena());
    pfLModelTwoSide(state->lm, PF_ON);
    pfLModelLocal(state->lm, PF_ON);
    pfApplyLModel(state->lm);

    /* finite light */
    state->lt = pfNewLight(pfGetSharedArena());
    pfLightPos(state->lt, 0.0f, 0.0f, 10.0f, 1.0f); 
    pfLightColor(state->lt, PFLT_DIFFUSE, 1.0f, 1.0f, 1.0f);
    pfLightColor(state->lt, PFLT_AMBIENT, 0.1f, 0.1f, 0.1f);
    pfLightColor(state->lt, PFLT_SPECULAR, 1.0f, 1.0f, 1.0f);
        	
    /* two sided material that ignores all geometry colors*/ 
    state->mtl = pfNewMtl(pfGetSharedArena());
    pfMtlSide(state->mtl,  PFMTL_BOTH);
    pfMtlColorMode(state->mtl, PFMTL_BOTH, PFMTL_CMODE_OFF);
    pfMtlColor(state->mtl, PFMTL_AMBIENT, 0.2, 0.2, 0.2); 
    pfMtlColor(state->mtl, PFMTL_DIFFUSE, 0.9, 0.9, 0.9); 
    pfMtlColor(state->mtl, PFMTL_SPECULAR, 0.8, 0.8, 0.8); 
    pfMtlColor(state->mtl, PFMTL_EMISSION, 0.0f, 0.0f, 0.0f);
    pfMtlShininess(state->mtl, 16.0f);
    pfApplyMtl(state->mtl); 


}

void 
DrawFunc(pfChannel *chan, void *data)
{
    PreDraw(chan,data);
    pfDraw();
    PostDraw(chan,data);
}

void 
PreDraw(pfChannel *chan, void *data)
{
    
    pfLightOn(state->lt);    
    pfClearChan(chan);
   
  
}

void 
PostDraw(pfChannel *leftChan, void *data)
{
    
}


pfGeode	   
*loadCube(float size)
{
    pfGeoSet		*cubeGeoSet;
    pfGeode		*cubeGeode;
    pfGeoState		*cubeGeoState;
    pfMatrix		scaleMat,  rotMat;
    static pfVec4	*cubeColor;
    pfMaterial 		*cubemtl;
    
    cubeGeode = pfNewGeode();
    cubeGeoSet  = pfdNewCube(pfGetSharedArena());
    
    cubeColor = (pfVec4 *)pfCalloc(1, sizeof(pfVec4), pfGetSharedArena());
    pfSetVec4(cubeColor[0], 0.0f, 1.0f, 1.0f, 1.0f);
    pfGSetAttr(cubeGeoSet, PFGS_COLOR4,  PFGS_OVERALL, cubeColor,  NULL);
    
    pfMakeScaleMat(scaleMat, size, size, size);
    pfdXformGSet(cubeGeoSet,  scaleMat);
    
    pfMakeRotMat(rotMat, 45.0f, 1.0f,  0.0f,  0.0f); 
    pfdXformGSet(cubeGeoSet,  rotMat);
   
    pfAddGSet(cubeGeode,  cubeGeoSet);

    return(cubeGeode);

}



--PART-BOUNDARY=.19708221808.ZM3897.rus.uni-stuttgart.de--

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From: "Stefan  Gutapfel" <guti@hni.uni-paderborn.de>
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Status: O

Hello,

I have implemented a new node class by subclassing the performer node
class pfGroup and adding addtional data member fields and functions.

Creating instances of the new node class (using the "new" operator)
and adding them to the scene graph works quite well. The performer
sample application "perfly" displays the scene without any errors or
warnings.

But when I create an instance and try to create clones by invoking
the inherited method "clone" on it, displaying the scene with perfly
causes a segmenation fault.

I tried to implement a new "clone"-method that copies the additional
data member fields first and then invokes the parent "clone"-method,
but the result was the same (segmanetation fault).

(I compiled the source code on an Indigo2 with IRIX 6.2, Maximum
Impact graphics board and Performer 2.0)

What am I doing wrong ?

Thanks,

Stefan.
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Subject: how to distinguish nodes in a scene ?
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Hello Performer friends,
I have a question about Performer & Multigen. I build scene with
Multigen 14.2 and view it by my program on Performer 2.1. The question
is, how can I distinguish nodes into different types. I know that
Multigen have 2 user defined fields for each node, but Performer
doesn't support this. Is this right? and any other methord for my
goal?

Thanks ahead

Cao Zhigang
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Hi Performers !

I'm trying to use LOD transition blending in a driving simulation. Due
to the manual, I can do this only on RealityEngine graphics systems. Is
there any possibility to do this on other machines, like an O2, too.

Thanks for your help !

Cheers, Wolfgang
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Date:     Mon, 25 Aug 97 8:11:56 EDT
From: "Mark A. Thomas" <markt@arl.mil>
To: info-performer@sgi.com
Subject:  Re:  how to distinguish nodes in a scene ?
Message-ID:  <9708250811.aa09311@lurch.arl.mil>
Status: O

You can distinquish nodes using the COMMENT field in the Multigen
nodes.  But you have to set a loader callback function, detailed
in the Multigen flight loader README, to use this.

The callback mechanism works for Multigen nodes and objects.  You
simple enable the callback mechanism, and process the multigen
nodes in your callback function in your Performer app.

Check out the README.  It is all there.

-markt

*===========================================================*
* Mark A. Thomas                    e-mail: markt@arl.mil   *
* Team Leader                       Tel:    (410)278-5011   *
* Virtual Technologies Team         FAX:    (410)278-4988   *
* U. S. Army Research Laboratory    DSN:         298-5011   *  
*===========================================================*
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Date: Mon, 25 Aug 1997 09:47:44 -0700
From: "Clement K. Tam" <ctam@risc.rockwell.com>
Organization: Rockwell Science Center
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Subject: Screen Resolution for Per Window Stereo
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Status: O

Hello,

I have recently downloaded a Performer based stereo.c from:
www.sgi.com/Technology/Performer/goodies.html

It works well on my dual monitor Onyx w/ IR graphics, viewed through
CrystalEyes Eyewear.

However, I cannot get my left monitor display (channel 0) switched to
high resolution with ircombine using the following vfo files:

1280x1024_120s.vfo
1024x768_120s.vfo

All I got is a blank screen on my left monitor.
Lower resolution with the following vfo files does work:

640x512_120s.vfo
640x480_120s.vfo

Lower refresh rate, higher resolution also works:

1024x768_96s.vfo

So my question is: Can I have the full 1280x1024 resolution while using
Per Window (Quad Buffer) stereo?

This Onyx has only ONE RM.  Could that be a factor?
Additional h/w info follows:


 /usr/gfx 44%gfxinfo
Graphics board 0 is "KONAS" graphics.
        Managed (":0.0") 2560x1024 
        Display has 8 channels
        4 GEs (of 4), occmask = 0x0f
        4MB external BEF ram, 32bit path
        1 RM6 board (of 1) 1/0/0/0
        Texture Memory: 64MB/-/-/-
        Small pixel depth
        32K cmap, 64K external gamma
        Channel 0:
         Origin = (0,0)
         Video Output: 1280 pixels, 1024 lines, 60.00Hz
(1280x1024_60.vfo)
        Channel 1:
         Origin = (0,538)
         Video Output: 640 pixels, 486 lines, 29.97Hz (640x486_30i.vfo)
        Channel 2:
         Origin = (1280,0)
         Video Output: 1280 pixels, 1024 lines, 60.00Hz
(1280x1024_60.vfo)
        Channel 3:
         Origin = (0,544)
         Video Output: 640 pixels, 480 lines, 60.00Hz (640x480_180q.vfo)


Thanks in advance for any suggestion or comment.
-- 
----------------------------------------------------------------
Clement K. Tam			|Research Scientist    
Rockwell Science Center		|Human Computer Interface
1049 Camino Dos Rios		|Voice: (805)373-4858
PO Box 1085, M/S A7A		|Comnet:     253-4858
Thousand Oaks, CA 91358		|Email: ctam@risc.rockwell.com
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199708251714.KAA04545@remi.engr.sgi.com>
Subject: Re: LOD transition blending
To: Wolfgang.Trog@philosys.de (Wolfgang Trog)
Date: Mon, 25 Aug 1997 10:14:59 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <34014B11.2781@philosys.de> from "Wolfgang Trog" at Aug 25, 97 11:06:25 am
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Status: O

Wolfgang Trog wrote:
> 
> Hi Performers !
> 
> I'm trying to use LOD transition blending in a driving simulation. Due
> to the manual, I can do this only on RealityEngine graphics systems. Is
> there any possibility to do this on other machines, like an O2, too.
> 
> Thanks for your help !
> 

  The LOD blending is done using multisampling alpha, exclusively available
  on graphics that have multisampling (RE2, IR). 
  It is possible to use the regular blending, but the polygons have to be
  sorted in back to front order in that case. (see the trenaparent bin
  in the pfChannel man page)
  You'll have to change the transparency of the object by hand acting on the
  geoState attached to the geoset you wish to blend, and have the transparency
  bin enabled

  regards

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: "Rob Jenkins" <robj@quid>
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Date: Mon, 25 Aug 1997 10:03:23 -0700
In-Reply-To: Wolfgang Trog <Wolfgang.Trog@philosys.de>
        "LOD transition blending" (Aug 25, 11:06am)
References: <34014B11.2781@philosys.de>
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On Aug 25, 11:06am, Wolfgang Trog wrote:
> Subject: LOD transition blending
> Hi Performers !
>
> I'm trying to use LOD transition blending in a driving simulation. Due
> to the manual, I can do this only on RealityEngine graphics systems. Is
> there any possibility to do this on other machines, like an O2, too.
>

You can use LOD transistion on any machine but only blended LOD on machines
that support multisampling so only RE2 and iR.

Cheers
Rob


-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Jose Ricardo Silva" <jrsilva@onyx.fe.up.pt>
Message-Id: <9708251720.ZM9061@onyx.fe.up.pt>
Date: Mon, 25 Aug 1997 17:20:50 +0000
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Subject: pfdGeoBuilder tools
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Status: O

Hi !

I'm trying to use this tools to convert a GeoSet with type QUADS or POLYS into
GeoSet(s) with type TRIS or TRISTRIPS. I've tryed the following way:

1) I already have a GeoSet with type QUADS or POLYS before the following steps

2) I create a new GeoBuilder (with pfdNewGeoBldr)

3) I allocate a new pfdGeom structure with the number of vertices obtained with
    the following sentences:
   3.1) numVerts = pfGetGSetAttrRange(PolyOrQuad, PFGS_COORD3, NULL, &max);
   3.2) numVerts = PF_MAX2(numVerts, max + 1);

4) At this step i fill the pfdGeom structure with the data from the GeoSet
   (attribute lists, bindings and so on)

5) I attach the pfdGeom structure to the GeoBuilder with pfdAddPoly

6) I use pfdBuildGSets to return a pfList with the GeoSet(s)

My problem is that in step 6 the number of elements in the pfList is always 0.

I've tested it with a simple GeoSet with 6 QUADS forming a cube and it never
worked. I also tried to use pfdAddGeom instead of pfdAddPoly (the
pfdGeoBuilder man pages say that pfdAddPoly is a low-level function invoked by
pfdAddGeom, and should not be used directly).

Anyway, i don't seem to be able to find out what's wrong with the code, so if
somebody can help me on this i'd appreciate.

-- 
Jose' Ricardo F. Silva
Tel: (02) 9966175
e-mail:	jrsilva@onyx.fe.up.pt
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Subject: Mailing list archives
To: info-performer@sgi.com
Date: Mon, 25 Aug 1997 08:32:52 -0500 (CDT)
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Status: O

Perhaps I was looking in the wrong place, but I noticed that the
mailing list archives at ftp://sgigate.sgi.com/pub/Performer/monthly-archives
only goes up to Feb '97.  I was looking for some recent notes about
VRML 2.0 loaders which seems to be unavailable.

- Geb
-- 
Dr. Geb Thomas                   The GROK Lab
Industrial Engineering           (o)  (319) 335-5936
The University of Iowa           (f)  (319) 335-5424
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From: Bruce Caridi <bruce@paradigmsim.com>
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Cc: "'Bruce Caridi'" <bruce@paradigmsim.com>,
        "'Virginia Higgins'"
	 <vhiggins@paradigmsim.com>
Subject: Career Opportunities with Paradigm Simulation!
Date: Mon, 25 Aug 1997 09:46:41 -0500
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Attention Engineers!

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systems, has immediate openings for qualified individuals interested in =
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Paradigm Simulation, Inc.
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Dallas, TX  75240
(972) 960-2301
(972) 960-2303 FAX
vhiggins@paradigmsim.com

Thank you for your interest in Paradigm Simulation!

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Greetings,

I'm tring to impliment a projected texture spotlight on a iR running
Performer 2.1.  I am using the example from the man page on
pfLightSource.

If I run as a single process I get a good textured spot light, but the 
fog is not correct and both of my side windows do not display correctly.
If I run multiprocess (APP_CULL_DRAW) I get good fog, good display in
all 3 windows, but no spotlight.  It seems to be a local light.

Any ideas as to why I get such different results with single vs.
multiprocess?  

What do I need to do to get the spotlight to disply correctly in
multiprocees mode?

Thanks for any sugestions.

-- 
*****************************************************************************
Steve Elkins
Sterling Software
NASA Ames Research Center
spelk@bert.arc.nasa.gov
*****************************************************************************
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To: info-performer@sgi.com
CC: Jenny Zhao <zhz@dandan.engr.sgi.com>
Subject: about distinguish nodes
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Status: O

Hello friends,

in my earlly mail about distinguish nodes I didn't describe my meaning
clearlly. Now allow me to explain it:

In my performer program I want to seperate some Geodes from others
( they are all in ONE scene file ) so that some operations can be
performed to on part of Geodes and other Geodes not affected. The
operations include: paste terrain clip texture to terrain Geodes 
and not building Geodes; Intersection test with some Geodes(building).
But all Geodes are same type(pfGeode). In Multigen(used to make scene
database) each node can have 2 user defined fields. These fields can
be used to identify some specific nodes. But these fields can not be
read in performer. 

How to distinguish nodes of the same type ?

Thanks in advance

Cao Zhigang
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9708251229.ZM1048@quid.csd.sgi.com>
Date: Mon, 25 Aug 1997 12:29:24 -0700
In-Reply-To: gthomas@icaen.uiowa.edu
        "Mailing list archives" (Aug 25,  8:32am)
References: <199708251332.IAA14093@l-cb00.icaen.uiowa.edu>
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On Aug 25,  8:32am, gthomas@icaen.uiowa.edu wrote:
> Subject: Mailing list archives
> Perhaps I was looking in the wrong place, but I noticed that the
> mailing list archives at ftp://sgigate.sgi.com/pub/Performer/monthly-archives
> only goes up to Feb '97.  I was looking for some recent notes about
> VRML 2.0 loaders which seems to be unavailable.


The archives are getting a little stale, we'll try and address that soon

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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From: brian@dingbat.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9708251619.ZM9225@dingbat.clubfed.sgi.com>
In-Reply-To: "Daniela Rainer (RUS)" <Daniela.Rainer@RUS.Uni-Stuttgart.DE>
        "Material colors and multiple pfPipeWindows" (Aug 22,  6:08pm)
References: <9708221808.ZM3897@vista.rus.uni-stuttgart.de>
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        info-performer@sgi.com
Subject: Re: Material colors and multiple pfPipeWindows
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Daniela,

I tried two different approaches to solve your problem the first which ran much
faster then the second, I created a seconf matrl state->mtl1 and applied it in
the first channel then created and applied state->mtl in the second channel.

The second way I tired was using one matrl definition state->mtl I created it
in the first channel and apply'd it to both but this ran considerably slower.

Please see the changes I made in OpenWindow() and to shared state in the
attached code.

I think you are having this problem because each channel has its own global
GeoState and when you tried to recreate the state->mtl in the second call to
OpenWindow() it was changing the value of the pointer in the sharedState and
Performer ignored the new matrl in the second channels global GeoState. You do
have to enable lighting in both channels because of the separate global
GeoStates.

Brian



On Aug 22,  6:08pm, Daniela Rainer (RUS) wrote:
> Subject: Material colors and multiple pfPipeWindows
>
> Hello,
>
> I have a state problem with in an application with multiple windows and I
> attached a small test example that shows the problem:
>
> Both windows have the same view of an object. The object geoset contains
colors
> and normals.
>
> I defined a global material with all components set to grey or white and
> pfMtlColorMode(state->mtl, PFMTL_BOTH, PFMTL_CMODE_OFF) which should prohibit
> that the object is drawn with the geometry colors.
>
> Of course this is only a test program that should show the inconsistency
> between the two windows, normally I would not define geometry colors and then
> doesn't use them.
>
> In the first window this looks like it was defined (an uncolored cube but
> shaded cube) but in the second window the object is always drawn ambient with
> the geometry color.
>
> Does anybody have experience with multiple windows and state problems?
>
> I compiled this program on an Indy 24-bit with IRIX 6.2 and Performer2.0.1.
>
> Thanks for any help.
>
> Best Regards
> Daniela
>
>
>
> --
> -------------------------------------------------------------------------
> Daniela Rainer                       | email: rainer@rus.uni-stuttgart.de
> Rechenzentrum Uni Stuttgart (RUS)    | Tel:   +49 (0) 711 685 5790
> Allmandring 30a, 70550 Stuttgart     | Fax:   +49 (0) 711 682 357
>
> [ Text ] :
>
> /****************************************************************************************/
> /*
										*/
> /*	Test for multiple windowsmaterial
   						*/
> /*	Spotlight seem to have a problem on RealityEngine with Performer 2.01
	*/
> /*
										*/
> /*	OpenGL based Performer 2.0(1)
						*/
> /*
										*/
> /*	cc -o state_multiwin state_multiwin.c  -lGLU -lGL -lpf_ogl -lpfdu_ogl
		*/
> /*	-lpfutil_ogl -lmpc -limage -lfm -lXirisw -lXm -lXt -lfpe -lXmu -lX11
	*/
> /*	-lm -lmalloc -lC -lXext
							*/
> /*
										*/
> /****************************************************************************************/
>
> #include	<stdlib.h>
> #include	<stdio.h>
> #include        <math.h>
>
>
> #define 	PF_CPLUSPLUS_API    0
> #include 	<Performer/pf.h>
> #include 	<Performer/pr.h>
> #include 	<Performer/pfutil.h>
> #include 	<Performer/pfdu.h>
> #include 	<Performer/pfui.h>
>
>
> void		OpenWindow(pfPipeWindow *pw);
> void		DrawFunc(pfChannel *chan, void *data);
> void		PreDraw(pfChannel *chan, void *data);
> void		PostDraw(pfChannel *chan, void *data);
>
> pfGeode		*loadCube(float size);
>
> typedef struct
> {
>     pfLightModel	*lm;
>     pfLight		*lt;
>     pfMaterial	        *mtl;
>
> } sharedState;
>
> sharedState		*state;
>
> int
> main(int argc, char *argv[])
> {
>     pfChannel	    *chan1, *chan2;
>     pfScene	    *scene;
>     pfDCS	    *rotateDCS;
>     pfGeode	    *cubeGeode;
>     pfGeode 	    *testObject;
>     pfMatrix	    DCSMat,  mat;
>     pfPipeWindow    *pw1, *pw2;
>     pfCoord	    view;
>     pfVec3	    axis;
>
>     pfInit();
>
>     state = (sharedState *) pfCalloc(1, sizeof(sharedState),
pfGetSharedArena());
>
>     pfMultiprocess(PFMP_APPCULL_DRAW);
>
>     pfConfig();
>
>     scene = pfNewScene();
>     rotateDCS = pfNewDCS();
>     cubeGeode = loadCube(5.0f);
>     pfAddChild(scene, rotateDCS);
>     pfAddChild(rotateDCS, cubeGeode);
>
>     pw1 = pfNewPWin(pfGetPipe(0));
>     pfPWinOriginSize(pw1,  100,  100,  400,  400);
>     pfPWinConfigFunc(pw1, OpenWindow);
>     pfConfigPWin(pw1);
>     pfFrame();
>
>     pw2 = pfNewPWin(pfGetPipe(0));
>     pfPWinOriginSize(pw2,  500,  100,  400,  400);
>     pfPWinConfigFunc(pw2, OpenWindow);
>     pfConfigPWin(pw2);
>     pfFrame();
>
>     chan1 = pfNewChan(pfGetPipe(0));
>     pfChanTravFunc(chan1,  PFTRAV_DRAW, DrawFunc);
>     pfChanScene(chan1,scene);
>     pfChanNearFar(chan1, 8.0, 20.0);
>     pfMakePerspChan(chan1,-3.0f, 3.0f, -3.0f, 3.0f);
>     pfSetVec3(view.xyz, 0.0f, -14.0f, 0.0f);
>     pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
>     pfChanView(chan1, view.xyz, view.hpr);
>     pfAddChan(pw1, chan1);
>
>     chan2 = pfNewChan(pfGetPipe(0));
>     pfChanTravFunc(chan2,  PFTRAV_DRAW, DrawFunc);
>     pfChanScene(chan2,scene);
>     pfChanNearFar(chan2, 8.0, 20.0);
>     pfMakePerspChan(chan2,-3.0f, 3.0f, -3.0f, 3.0f);
>     pfSetVec3(view.xyz, 0.0f, -14.0f, 0.0f);
>     pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
>     pfChanView(chan2, view.xyz, view.hpr);
>     pfAddChan(pw2, chan2);
>
>     pfSetVec3(axis,1.0f, 0.0f, 0.0f);
>     pfNormalizeVec3(axis);
>     pfMakeRotMat(mat, 0.9f,axis[0], axis[1], axis[3]);
>
>     while (1)
>     {
> 	pfSync();
>
> 	pfGetDCSMat(rotateDCS, DCSMat);
> 	pfPostMultMat(DCSMat, mat);
> 	pfDCSMat(rotateDCS, DCSMat);
>
> 	pfFrame();
>
>
>     }
> }
>
>
> void
> OpenWindow(pfPipeWindow *pw)
> {
>
>
>     pfOpenPWin(pw);
>
>     pfPWinIndex(pw, PFWIN_GFX_WIN);
>     pfSelectPWin(pw);
>
>     /* global state */
>     pfCullFace(PFCF_OFF);
>     pfShadeModel(PFSM_GOURAUD);
>     pfEnable(PFEN_LIGHTING);
>
>     /* twosided lighting */
>     state->lm = pfNewLModel(pfGetSharedArena());
>     pfLModelTwoSide(state->lm, PF_ON);
>     pfLModelLocal(state->lm, PF_ON);
>     pfApplyLModel(state->lm);
>
>     /* finite light */
>     state->lt = pfNewLight(pfGetSharedArena());
>     pfLightPos(state->lt, 0.0f, 0.0f, 10.0f, 1.0f);
>     pfLightColor(state->lt, PFLT_DIFFUSE, 1.0f, 1.0f, 1.0f);
>     pfLightColor(state->lt, PFLT_AMBIENT, 0.1f, 0.1f, 0.1f);
>     pfLightColor(state->lt, PFLT_SPECULAR, 1.0f, 1.0f, 1.0f);
>
>     /* two sided material that ignores all geometry colors*/
>     state->mtl = pfNewMtl(pfGetSharedArena());
>     pfMtlSide(state->mtl,  PFMTL_BOTH);
>     pfMtlColorMode(state->mtl, PFMTL_BOTH, PFMTL_CMODE_OFF);
>     pfMtlColor(state->mtl, PFMTL_AMBIENT, 0.2, 0.2, 0.2);
>     pfMtlColor(state->mtl, PFMTL_DIFFUSE, 0.9, 0.9, 0.9);
>     pfMtlColor(state->mtl, PFMTL_SPECULAR, 0.8, 0.8, 0.8);
>     pfMtlColor(state->mtl, PFMTL_EMISSION, 0.0f, 0.0f, 0.0f);
>     pfMtlShininess(state->mtl, 16.0f);
>     pfApplyMtl(state->mtl);
>
>
> }
>
> void
> DrawFunc(pfChannel *chan, void *data)
> {
>     PreDraw(chan,data);
>     pfDraw();
>     PostDraw(chan,data);
> }
>
> void
> PreDraw(pfChannel *chan, void *data)
> {
>
>     pfLightOn(state->lt);
>     pfClearChan(chan);
>
>
> }
>
> void
> PostDraw(pfChannel *leftChan, void *data)
> {
>
> }
>
>
> pfGeode
> *loadCube(float size)
> {
>     pfGeoSet		*cubeGeoSet;
>     pfGeode		*cubeGeode;
>     pfGeoState		*cubeGeoState;
>     pfMatrix		scaleMat,  rotMat;
>     static pfVec4	*cubeColor;
>     pfMaterial 		*cubemtl;
>
>     cubeGeode = pfNewGeode();
>     cubeGeoSet  = pfdNewCube(pfGetSharedArena());
>
>     cubeColor = (pfVec4 *)pfCalloc(1, sizeof(pfVec4), pfGetSharedArena());
>     pfSetVec4(cubeColor[0], 0.0f, 1.0f, 1.0f, 1.0f);
>     pfGSetAttr(cubeGeoSet, PFGS_COLOR4,  PFGS_OVERALL, cubeColor,  NULL);
>
>     pfMakeScaleMat(scaleMat, size, size, size);
>     pfdXformGSet(cubeGeoSet,  scaleMat);
>
>     pfMakeRotMat(rotMat, 45.0f, 1.0f,  0.0f,  0.0f);
>     pfdXformGSet(cubeGeoSet,  rotMat);
>
>     pfAddGSet(cubeGeode,  cubeGeoSet);
>
>     return(cubeGeode);
>
> }
>
>
>-- End of excerpt from Daniela Rainer (RUS)



-- 
    ----oOOo----    ----oOOo----    ----oOOo----    ----oOOo----

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


--PART-BOUNDARY=.19708251619.ZM9225.clubfed.sgi.com
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/****************************************************************************************/
/*											*/
/*	Test for multiple windowsmaterial    						*/
/*	Spotlight seem to have a problem on RealityEngine with Performer 2.01		*/
/*											*/
/*	OpenGL based Performer 2.0(1)							*/
/*											*/
/*	cc -o state_multiwin state_multiwin.c  -lGLU -lGL -lpf_ogl -lpfdu_ogl 		*/
/*	-lpfutil_ogl -lmpc -limage -lfm -lXirisw -lXm -lXt -lfpe -lXmu -lX11		*/
/*	-lm -lmalloc -lC -lXext								*/	
/*											*/
/****************************************************************************************/

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


#define 	PF_CPLUSPLUS_API    0
#include 	<Performer/pf.h>
#include 	<Performer/pr.h>
#include 	<Performer/pfutil.h>
#include 	<Performer/pfdu.h>
#include 	<Performer/pfui.h>


void		OpenWindow(pfPipeWindow *pw);
void		DrawFunc(pfChannel *chan, void *data);
void		PreDraw(pfChannel *chan, void *data);
void		PostDraw(pfChannel *chan, void *data);

pfGeode		*loadCube(float size);

typedef struct
{
    pfLightModel	*lm;
    pfLight		*lt;
    pfMaterial	        *mtl, *mtl1;    

} sharedState;	

sharedState		*state;

int 
main(int argc, char *argv[])
{
    pfChannel	    *chan1, *chan2;
    pfScene	    *scene;
    pfDCS	    *rotateDCS;
    pfGeode	    *cubeGeode;
    pfGeode 	    *testObject;
    pfMatrix	    DCSMat,  mat;
    pfPipeWindow    *pw1, *pw2;
    pfCoord	    view;
    pfVec3	    axis;

    pfInit();

    state = (sharedState *) pfCalloc(1, sizeof(sharedState), pfGetSharedArena());

    pfMultiprocess(PFMP_DEFAULT /*APPCULL_DRAW*/);

    pfConfig();

    scene = pfNewScene();
    rotateDCS = pfNewDCS();
    cubeGeode = loadCube(5.0f);
    pfAddChild(scene, rotateDCS);
    pfAddChild(rotateDCS, cubeGeode);

    pw1 = pfNewPWin(pfGetPipe(0)); 
    pfPWinOriginSize(pw1,  100,  100,  400,  400);   
    pfPWinConfigFunc(pw1, OpenWindow);
    pfConfigPWin(pw1);
    pfFrame();

    pw2 = pfNewPWin(pfGetPipe(0)); 
    pfPWinOriginSize(pw2,  500,  100,  400,  400);   
    pfPWinConfigFunc(pw2, OpenWindow);
    pfConfigPWin(pw2);
    pfFrame();

    chan1 = pfNewChan(pfGetPipe(0));
    pfChanTravFunc(chan1,  PFTRAV_DRAW, DrawFunc);
    pfChanScene(chan1,scene);
    pfChanNearFar(chan1, 8.0, 20.0); 
    pfMakePerspChan(chan1,-3.0f, 3.0f, -3.0f, 3.0f);
    pfSetVec3(view.xyz, 0.0f, -14.0f, 0.0f);   
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(chan1, view.xyz, view.hpr);
    pfAddChan(pw1, chan1);

    chan2 = pfNewChan(pfGetPipe(0));
    pfChanTravFunc(chan2,  PFTRAV_DRAW, DrawFunc);
    pfChanScene(chan2,scene);
    pfChanNearFar(chan2, 8.0, 20.0); 
    pfMakePerspChan(chan2,-3.0f, 3.0f, -3.0f, 3.0f);
    pfSetVec3(view.xyz, 0.0f, -14.0f, 0.0f);   
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(chan2, view.xyz, view.hpr);
    pfAddChan(pw2, chan2);

    pfSetVec3(axis,1.0f, 0.0f, 0.0f);
    pfNormalizeVec3(axis);
    pfMakeRotMat(mat, 0.9f,axis[0], axis[1], axis[3]);
  
    while (1)
    {
	pfSync();

	pfGetDCSMat(rotateDCS, DCSMat);
	pfPostMultMat(DCSMat, mat);
	pfDCSMat(rotateDCS, DCSMat);

	pfFrame();
	
    
    }
}


void
OpenWindow(pfPipeWindow *pw)
{
    static int doIt = 1;
    pfGeoState *gstate;

    pfOpenPWin(pw);

    pfPWinIndex(pw, PFWIN_GFX_WIN);
    pfSelectPWin(pw);

    /* global state */
    pfCullFace(PFCF_OFF);
    pfShadeModel(PFSM_GOURAUD);
    pfEnable(PFEN_LIGHTING);	/* This call must be made in both windows to
				 * get lighting. */
	
    if(doIt) {
	doIt = 0;
    /* two sided material that ignores all geometry colors*/ 
    state->mtl1 = pfNewMtl(pfGetSharedArena());
    pfMtlSide(state->mtl1,  PFMTL_BOTH);
    pfMtlColorMode(state->mtl1, PFMTL_BOTH, PFMTL_CMODE_OFF);
    pfMtlColor(state->mtl1, PFMTL_AMBIENT, 0.2, 0.2, 0.2); 
    pfMtlColor(state->mtl1, PFMTL_DIFFUSE, 0.9, 0.9, 0.9); 
    pfMtlColor(state->mtl1, PFMTL_SPECULAR, 0.8, 0.8, 0.8); 
    pfMtlColor(state->mtl1, PFMTL_EMISSION, 0.0f, 0.0f, 0.0f);
    pfMtlShininess(state->mtl1, 16.0f);
    pfApplyMtl(state->mtl1);
    
    } else {
    /* twosided lighting */        
    state->lm = pfNewLModel(pfGetSharedArena());
    pfLModelTwoSide(state->lm, PF_ON);
    pfLModelLocal(state->lm, PF_ON);
    pfApplyLModel(state->lm);

    /* finite light */
    state->lt = pfNewLight(pfGetSharedArena());
    pfLightPos(state->lt, 0.0f, 0.0f, 10.0f, 1.0f); 
    pfLightColor(state->lt, PFLT_DIFFUSE, 1.0f, 1.0f, 1.0f);
    pfLightColor(state->lt, PFLT_AMBIENT, 0.1f, 0.1f, 0.1f);
    pfLightColor(state->lt, PFLT_SPECULAR, 1.0f, 1.0f, 1.0f);
        	
    /* two sided material that ignores all geometry colors*/ 
    state->mtl = pfNewMtl(pfGetSharedArena());
    pfMtlSide(state->mtl,  PFMTL_BOTH);
    pfMtlColorMode(state->mtl, PFMTL_BOTH, PFMTL_CMODE_OFF);
    pfMtlColor(state->mtl, PFMTL_AMBIENT, 0.2, 0.2, 0.2); 
    pfMtlColor(state->mtl, PFMTL_DIFFUSE, 0.9, 0.9, 0.9); 
    pfMtlColor(state->mtl, PFMTL_SPECULAR, 0.8, 0.8, 0.8); 
    pfMtlColor(state->mtl, PFMTL_EMISSION, 0.0f, 0.0f, 0.0f);
    pfMtlShininess(state->mtl, 16.0f);
    
    pfApplyMtl(state->mtl);
    }


}

void 
DrawFunc(pfChannel *chan, void *data)
{
    PreDraw(chan,data);
    pfDraw();
    PostDraw(chan,data);
}

void 
PreDraw(pfChannel *chan, void *data)
{
    
    pfLightOn(state->lt);    
    pfClearChan(chan);
   
  
}

void 
PostDraw(pfChannel *leftChan, void *data)
{
    
}


pfGeode	   
*loadCube(float size)
{
    pfGeoSet		*cubeGeoSet;
    pfGeode		*cubeGeode;
    pfGeoState		*cubeGeoState;
    pfMatrix		scaleMat,  rotMat;
    static pfVec4	*cubeColor;
    pfMaterial 		*cubemtl;
    
    cubeGeode = pfNewGeode();
    cubeGeoSet  = pfdNewCube(pfGetSharedArena());
    
    cubeColor = (pfVec4 *)pfCalloc(1, sizeof(pfVec4), pfGetSharedArena());
    pfSetVec4(cubeColor[0], 0.0f, 1.0f, 1.0f, 1.0f);
    pfGSetAttr(cubeGeoSet, PFGS_COLOR4,  PFGS_OVERALL, cubeColor,  NULL);
    
    pfMakeScaleMat(scaleMat, size, size, size);
    pfdXformGSet(cubeGeoSet,  scaleMat);
    
    pfMakeRotMat(rotMat, 45.0f, 1.0f,  0.0f,  0.0f); 
    pfdXformGSet(cubeGeoSet,  rotMat);
   
    pfAddGSet(cubeGeode,  cubeGeoSet);

    return(cubeGeode);

}



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From: "Daniela Rainer (RUS)" <Daniela.Rainer@RUS.Uni-Stuttgart.DE>
Message-Id: <9708261054.ZM8871@vista.rus.uni-stuttgart.de>
Date: Tue, 26 Aug 1997 10:54:29 +0000
In-Reply-To: brian@dingbat.clubfed.sgi.com (Brian Furtaw)
        "Re: Material colors and multiple pfPipeWindows" (Aug 25,  4:19pm)
References: <9708221808.ZM3897@vista.rus.uni-stuttgart.de> 
	<9708251619.ZM9225@dingbat.clubfed.sgi.com>
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Hello Brian,

thanks a lot for your answer.

The second material was not the only change you did to my program. You also
changed the multiprocessing model to PFMP_DEFAULT which is on my single
processor Indy PFMP_APPCULLDRAW. But in single processing this problem doesn't
arise.

The global shared material that was used twice was an error in my test program.
As I don't need it further more, I create the material in the OpenWindow
callback now. Only the light is a global variable.

Would you please have again a look at my program?


Best Regards
Daniela

-- 
-------------------------------------------------------------------------
Daniela Rainer                       | email: rainer@rus.uni-stuttgart.de
Rechenzentrum Uni Stuttgart (RUS)    | Tel:   +49 (0) 711 685 5790	
Allmandring 30a, 70550 Stuttgart     | Fax:   +49 (0) 711 682 357

--PART-BOUNDARY=.19708261054.ZM8871.rus.uni-stuttgart.de
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/****************************************************************************************/
/*											*/
/*	Test for state varaibles in multiple windows and multiple processes  		*/
/*											*/
/*	OpenGL based Performer 2.0(1)							*/
/*											*/
/*	cc -o state_multiwin state_multiwin.c  -lpf_ogl -lpfdu_ogl 			*/
/*	-lpfutil_ogl -lmpc -limage -lfm -lfpe -lm -lmalloc -lC 				*/	
/*											*/
/****************************************************************************************/

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


#define 	PF_CPLUSPLUS_API    0
#include 	<Performer/pf.h>
#include 	<Performer/pr.h>
#include 	<Performer/pfutil.h>
#include 	<Performer/pfdu.h>
#include 	<Performer/pfui.h>


void		OpenWindow(pfPipeWindow *pw);
void		DrawFunc(pfChannel *chan, void *data);
void		PreDraw(pfChannel *chan, void *data);
void		PostDraw(pfChannel *chan, void *data);

pfGeode		*loadCube(float size);

typedef struct
{
    pfLight		*lt;

} sharedState;	

sharedState		*state;

int 
main(int argc, char *argv[])
{
    pfChannel	    *chan1, *chan2;
    pfScene	    *scene;
    pfDCS	    *rotateDCS;
    pfGeode	    *cubeGeode;
    pfGeode 	    *testObject;
    pfMatrix	    DCSMat,  mat;
    pfPipeWindow    *pw1, *pw2;
    pfCoord	    view;
    pfVec3	    axis;

    pfInit();

    state = (sharedState *) pfCalloc(1, sizeof(sharedState), pfGetSharedArena());

    pfMultiprocess(PFMP_APPCULL_DRAW); /* Please let the multiprocess model 
					  unchanged because the problem arises
					  only in mutiprocessing */

    pfConfig();

    scene = pfNewScene();
    rotateDCS = pfNewDCS();
    cubeGeode = loadCube(5.0f);
    pfAddChild(scene, rotateDCS);
    pfAddChild(rotateDCS, cubeGeode);

    pw1 = pfNewPWin(pfGetPipe(0)); 
    pfPWinOriginSize(pw1,  100,  100,  400,  400);   
    pfPWinConfigFunc(pw1, OpenWindow);
    pfConfigPWin(pw1);
    pfFrame();

    pw2 = pfNewPWin(pfGetPipe(0)); 
    pfPWinOriginSize(pw2,  500,  100,  400,  400);   
    pfPWinConfigFunc(pw2, OpenWindow);
    pfConfigPWin(pw2);
    pfFrame();

    chan1 = pfNewChan(pfGetPipe(0));
    pfChanTravFunc(chan1,  PFTRAV_DRAW, DrawFunc);
    pfChanScene(chan1,scene);
    pfChanNearFar(chan1, 8.0, 20.0); 
    pfMakePerspChan(chan1,-3.0f, 3.0f, -3.0f, 3.0f);
    pfSetVec3(view.xyz, 0.0f, -14.0f, 0.0f);   
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(chan1, view.xyz, view.hpr);
    pfAddChan(pw1, chan1);

    chan2 = pfNewChan(pfGetPipe(0));
    pfChanTravFunc(chan2,  PFTRAV_DRAW, DrawFunc);
    pfChanScene(chan2,scene);
    pfChanNearFar(chan2, 8.0, 20.0); 
    pfMakePerspChan(chan2,-3.0f, 3.0f, -3.0f, 3.0f);
    pfSetVec3(view.xyz, 0.0f, -14.0f, 0.0f);   
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(chan2, view.xyz, view.hpr);
    pfAddChan(pw2, chan2);

    pfSetVec3(axis,1.0f, 0.0f, 0.0f);
    pfNormalizeVec3(axis);
    pfMakeRotMat(mat, 0.9f,axis[0], axis[1], axis[3]);
  
    while (1)
    {
	pfSync();

	pfGetDCSMat(rotateDCS, DCSMat);
	pfPostMultMat(DCSMat, mat);
	pfDCSMat(rotateDCS, DCSMat);

	pfFrame();
	
    
    }
}


void
OpenWindow(pfPipeWindow *pw)
{
    static int firsttime = TRUE;
    pfMaterial *mtl;
    pfLightModel *lm;

    pfOpenPWin(pw);

    pfPWinIndex(pw, PFWIN_GFX_WIN);
    pfSelectPWin(pw);

    /* global state */
    pfCullFace(PFCF_OFF);
    pfShadeModel(PFSM_GOURAUD);
    pfEnable(PFEN_LIGHTING);

    /* two sided material that ignores all geometry colors*/ 
    mtl = pfNewMtl(pfGetSharedArena());
    pfMtlSide(mtl,  PFMTL_BOTH);
    pfMtlColorMode(mtl, PFMTL_BOTH, PFMTL_CMODE_OFF);
    pfMtlColor(mtl, PFMTL_AMBIENT, 0.2, 0.2, 0.2); 
    pfMtlColor(mtl, PFMTL_DIFFUSE, 0.9, 0.9, 0.9); 
    pfMtlColor(mtl, PFMTL_SPECULAR, 0.8, 0.8, 0.8); 
    pfMtlColor(mtl, PFMTL_EMISSION, 0.0f, 0.0f, 0.0f);
    pfMtlShininess(mtl, 16.0f);
    pfApplyMtl(mtl); 
	
    /*twosided light model*/
    lm = pfNewLModel(pfGetSharedArena());
    pfLModelTwoSide(lm, PF_ON);
    pfLModelLocal(lm, PF_ON);
    pfApplyLModel(lm);

    if (firsttime == TRUE) /* create the light only once */
    {
        firsttime = FALSE;
	state->lt = pfNewLight(pfGetSharedArena());
	pfLightPos(state->lt, 0.0f, 0.0f, 10.0f, 1.0f); 
	pfLightColor(state->lt, PFLT_DIFFUSE, 1.0f, 1.0f, 1.0f);
	pfLightColor(state->lt, PFLT_AMBIENT, 0.1f, 0.1f, 0.1f);
	pfLightColor(state->lt, PFLT_SPECULAR, 1.0f, 1.0f, 1.0f);


   }

   

}

void 
DrawFunc(pfChannel *chan, void *data)
{
    PreDraw(chan,data);
    pfDraw();
    PostDraw(chan,data);
}

void 
PreDraw(pfChannel *chan, void *data)
{
    
    pfLightOn(state->lt);    
    pfClearChan(chan);
   
  
}

void 
PostDraw(pfChannel *leftChan, void *data)
{
    
}


pfGeode	   
*loadCube(float size)
{
    pfGeoSet		*cubeGeoSet;
    pfGeode		*cubeGeode;
    pfGeoState		*cubeGeoState;
    pfMatrix		scaleMat,  rotMat;
    static pfVec4	*cubeColor;
    pfMaterial 		*cubemtl;
    
    cubeGeode = pfNewGeode();
    cubeGeoSet  = pfdNewCube(pfGetSharedArena());
    
    cubeColor = (pfVec4 *)pfCalloc(1, sizeof(pfVec4), pfGetSharedArena());
    pfSetVec4(cubeColor[0], 0.0f, 1.0f, 1.0f, 1.0f);
    pfGSetAttr(cubeGeoSet, PFGS_COLOR4,  PFGS_OVERALL, cubeColor,  NULL);
    
    pfMakeScaleMat(scaleMat, size, size, size);
    pfdXformGSet(cubeGeoSet,  scaleMat);
    
    pfMakeRotMat(rotMat, 45.0f, 1.0f,  0.0f,  0.0f); 
    pfdXformGSet(cubeGeoSet,  rotMat);
   
    pfAddGSet(cubeGeode,  cubeGeoSet);

    return(cubeGeode);

}



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Date: Tue, 26 Aug 1997 12:14:24 +0200
From: joerg@munich.sgi.com (Joerg Wallmersperger)
Message-Id: <9708261214.ZM12094@zaphod.munich.sgi.com>
In-Reply-To: Norbert Kociok <kociok@wetnt7.elektro.uni-wuppertal.de>
        "Magellan Space Mouse" (Aug 21,  4:04pm)
References: <33FC4AE3.41C6@wetnt7.elektro.uni-wuppertal.de>
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        info-performer@sgi.com
Subject: Re: Magellan Space Mouse
Cc: Volker Senft <Volker.Senft@dlr.de>
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--
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Content-Type: text/plain; charset=us-ascii

Hallo Herr Kociok,

I integrated the Space Mouse into the Performer demo 'complex.C'. You can
use either the mouse, Space Mouse or both. I attached the code for
'spacemouse.C' to this mail. All extra code for the Space Mouse is
enclosed in '#ifdef SPACEMOUSE...#endif' directives.

Viel Spass mit der Space Mouse

Joerg Wallmersperger

On Aug 21,  4:04pm, Norbert Kociok wrote:
} Subject: Magellan Space Mouse
} Hi Performers!
}
} I try to integrate the  Magellan Space Mouse in a small performer
sample
} programm (stats.c). There you can navigate in the scene with the
} standard-mouse.
} In addition I want to navigate with the Magellan Space Mouse in this
} sample programm. I have make it so far that the Magellan Space Mouse is
} initialized and connected to the application-window.
}
} The problem is now where the XSelectInput-query (of the keybord and the
} standard-mouse) takes place.
}
} I can get started the programm and navigate with the standard-mouse,
but
} in this moment when I make actions with the Magellan Space Mouse the
} programm plunge with the error-message "Bus error".
}
} Regards,
}
} Norbert Kociok
} =======================================================================
} 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 Norbert Kociok



-- 
Joerg Wallmersperger
Silicon Graphics GmbH, Am Hochacker 3, 85630 Grasbrunn
E-mail: joerg@munich.sgi.com
Tel.:   089-46108314 (US: 49.89.46108314)
Fax.:   089-46107314 (US: 49.89.46107314)
http://reality.sgi.com/joerg_munich

--PART-BOUNDARY=.19708261214.ZM12094.munich.sgi.com
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//
// Copyright 1995, Silicon Graphics, Inc.
// ALL RIGHTS RESERVED
//
// UNPUBLISHED -- Rights reserved under the copyright laws of the United
// States.   Use of a copyright notice is precautionary only and does not
// imply publication or disclosure.
//
// U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
// Use, duplication or disclosure by the Government is subject to restrictions
// as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
// in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
// in similar or successor clauses in the FAR, or the DOD or NASA FAR
// Supplement.  Contractor/manufacturer is Silicon Graphics, Inc.,
// 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
//
// Permission to use, copy, modify, distribute, and sell this software
// and its documentation for any purpose is hereby granted without
// fee, provided that (i) the above copyright notices and this
// permission notice appear in all copies of the software and related
// documentation, and (ii) the name of Silicon Graphics may not be
// used in any advertising or publicity relating to the software
// without the specific, prior written permission of Silicon Graphics.
//
// THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND,
// EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
// WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
//
// IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL,
// INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY
// DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
// WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY
// THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE
// OR PERFORMANCE OF THIS SOFTWARE.
//
//
// spacemouse.C
// ------------
//
// is based on the Performer example complex.C and includes support
// for the spacemouse device. 
// 
// new command line options are
//
// -s translation_speed; > 1.0 more translation speed, 0..1 less speed
//
// For further information on spacemouse
// devices watch out for
// 
// http://dv.op.dlr.de/FF-DR-RS/SC
// 
// If the compiler directives SPACEMOUSE and SPACEMOUSE_DEBUG are
// omitted the program behaves like 'complex'.
//
// spacemouse code was added by Andreas Loesch <andreas@munich.sgi.com>
// and Joerg Wallmersperger <joerg@munich.sgi.com>
// 
// complex.C documentation:
// ------------------------
// IRIS Performer example using cull and draw process callbacks.
// Mouse and keyboard go through GL which is simpler than mixed
// model (GLX), but does incur some overhead in the draw process.
// X input handling is done in a forked event handling process.
//
// $Revision: 1.18 $ 
// $Date: 1996/12/18 03:49:02 $
//
// Command-line options:
//  -b	: norborder window
//  -f	: full screen
//  -F	: put X input handling in a forked process
//  -m procsplit : multiprocess mode
//  -w	: write scene to file
// 
// Run-time controls:
//       ESC-key: exits
//        F1-key: profile
//    Left-mouse: advance
//  Middle-mouse: stop
//   Right-mouse: retreat

#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <signal.h> // for sigset for forked X event handler process 
#include <getopt.h> // for cmdline handler 
#include <X11/keysym.h>
#ifdef IRISGL
#include <gl/device.h>
#endif // GL type 

#include <Performer/pf/pfNode.h>
#include <Performer/pf/pfPipe.h>
#include <Performer/pf/pfChannel.h>

#include <Performer/pr/pfLight.h>

#include <Performer/pfutil.h>
#include <Performer/pfdu.h>
#ifdef SPACEMOUSE
#include <X11/extensions/XInput.h>
#endif
//
// structure that resides in shared memory so that the
// application, cull, and draw processes can access it.

typedef struct
{
    pfPipeWindow    *pw;
    int		    exitFlag;
    int		    inWindow, reset;
    float	    mouseX, mouseY;
    int		    winSizeX, winSizeY;
    int		    mouseButtons;
    pfCoord	    view, viewOrig;
    float	    accelRate;
    float	    sceneSize;
    int		    drawStats;
    int		    XInputInited;
#ifdef SPACEMOUSE
    int             spacemouse;
    pfCoord         spacecoord;
    float           smousefactor;
#endif
#ifdef STEREO
    int             stereo;
#endif
} SharedData;

static SharedData *Shared;

#ifdef SPACEMOUSE
int          MagellanMotionEventType, 
             MagellanButtonPressEventType, 
             MagellanButtonReleaseEventType,
             MagellanMotionEventClass,
             MagellanButtonPressEventClass, 
             MagellanButtonReleaseEventClass;
XEventClass  ListOfEventClass[3];
float        transSpeed = 1.0;
#endif
#ifdef STEREO
static float Iod = .2f;
static float Converge = .02f;
static float Fov = 45.f;
static int FBAttrs[] = {
    PFFB_RGBA, 
    PFFB_DOUBLEBUFFER, 
    PFFB_STEREO, 
    PFFB_DEPTH_SIZE, 23, 
    PFFB_RED_SIZE, 1,
    PFFB_STENCIL_SIZE, 1, 
    None,
};
#endif
//
// APP process variables

// for configuring multi-process 
static int ProcSplit = PFMP_DEFAULT;
// write out scene upon read-in - uses pfDebugPrint 
static int WriteScene = 0;
static int FullScreen = 0;
static int WinType = PFPWIN_TYPE_X;
static int NoBorder = 0;
static int ForkedXInput = 0;
char ProgName[PF_MAXSTRING];
// light source created and updated in DRAW-process 
static pfLight *Sun;

static void CullChannel(pfChannel *chan, void *data);
static void DrawChannel(pfChannel *chan, void *data);
static void OpenPipeWin(pfPipeWindow *pw);
static void UpdateView(void);
static void GetGLInput(void);
static void InitXInput(pfWSConnection dsp);
static void DoXInput(void);
static void GetXInput(Display *dsp);
static void Usage(void);
#ifdef SPACEMOUSE
static void initSpaceMouse(void);
#endif

//
//	Usage() -- print usage advice and exit. This procedure
//	is executed in the application process.


static void
Usage (void)
{
    pfNotify(PFNFY_FATAL, PFNFY_USAGE, 
	     "\
Usage: %s [-s translation_speed] [-m procSplit] [-f] [-F] [-b]\
 [-w] [file.ext ...]\n", ProgName);
    exit(1);
}

//
//	docmdline() -- use getopt to get command-line arguments, 
//	executed at the start of the application process.


static int
docmdline(int argc, char *argv[])
{
    int	    opt;
    
    strcpy(ProgName, argv[0]);
    
    // process command-line arguments 
    while ((opt = getopt(argc, argv, "s:fFbm:wxp:?")) != -1)
    {
	switch (opt)
	{
	case 'f': 
	    FullScreen = 1;
	    break;
	case 'F': 
	    ForkedXInput = 1;
	    break;
	case 'm':
	case 'p':
	    ProcSplit = atoi(optarg);
	    break;
	case 'w': 
	    WriteScene = 1;
	    break;
	case 'x': 
	    WinType &= ~(PFPWIN_TYPE_X);
	    break;
	case 'b': 
	    NoBorder ^= 1;
	    break;
#ifdef SPACEMOUSE
        case 's':
            transSpeed = atof(optarg);
            break;
#endif
#ifdef STEREO
        case 'i': /* get interocular distance */
	    Iod = atof(optarg);
	    break;
        case 'c': /* set convergence ratio */
	    Converge = atof(optarg);
	    break;
	case 'v': /* get field of view */
	    Fov = atof(optarg);
	    break;
#endif
	case '?': 
        case 'h':
        
	    Usage();
	}
    }
    return optind;
}


//
//	main() -- program entry point. this procedure
//	is executed in the application process.


int
main (int argc, char *argv[])
{
    int		    arg;
    int		    found;
    pfPipe         *p;
    pfBox           bbox;
    float	    far = 10000.0f;
    float	    near = .1f;
    pfWSConnection  dsp=NULL;
#ifdef SPACEMOUSE
    pfMatrix        mat1,mat2;
    static double   thisTime = -1.0f;
    double          prevTime;
    float           deltaTime;
#endif
#ifdef STEREO
    unsigned int   mask;
    int            *leftArg, *rightArg;
    float	   halfNearWidth;
    float	   eyeAngle;
    pfVec3	   xyzOffsets;
    pfVec3	   hprOffsets;
#endif
    arg = docmdline(argc, argv);
    
    pfInit();
    
    // configure multi-process selection 
    pfMultiprocess(ProcSplit);
    
    // allocate shared before fork()'ing parallel processes 
    Shared = (SharedData*)pfMalloc(sizeof(SharedData), pfGetSharedArena());
    Shared->inWindow = 0;
    Shared->reset = 0;
    Shared->exitFlag = 0;
    Shared->drawStats = 1;
    Shared->XInputInited = 0;
    
    // Load all loader DSO's before pfConfig() forks 
    for (found = arg; found < argc; found++)
	pfdInitConverter(argv[found]);

    // initiate multi-processing mode set in pfMultiprocess call 
    // FORKs for Performer processes,  CULL and DRAW, etc. happen here.
    
    pfConfig();
    
    // configure pipes and windows 
    p = pfGetPipe(0);
    Shared->pw = new pfPipeWindow(p);
    Shared->pw->setName("IRIS Performer");
    Shared->pw->setWinType(WinType);
    if (NoBorder)
	Shared->pw->setMode(PFWIN_NOBORDER, 1);
    // Open and configure the GL window. 
    Shared->pw->setConfigFunc(OpenPipeWin);
    Shared->pw->config();
    
    if (FullScreen)
	Shared->pw->setFullScreen();
    else
	Shared->pw->setOriginSize(0, 0, 300, 300);
    
    // set off the draw process to open windows and call init callbacks 
    pfFrame();
    
    // create forked XInput handling process 
    // since the Shared pointer has already been initialized, that structure
    // will be visible to the XInput process. Nothing else created in the
    // application after this fork whose handles are not put in shared memory
    // (such as the database and channels) will be visible to the
    // XInput process.
    
    if (WinType & PFPWIN_TYPE_X)
    {
	pid_t	    fpid = 0;
	if (ForkedXInput)
	{
	    if ((fpid = fork()) < 0)
		pfNotify(PFNFY_FATAL, PFNFY_SYSERR, "Fork of XInput process failed.");
	    else if (fpid)
		pfNotify(PFNFY_NOTICE,PFNFY_PRINT,"XInput running in forked process %d",
			 fpid);
	    else if (!fpid)
		DoXInput();
	}
	else
	{
	    dsp = pfGetCurWSConnection();
	}
    }
    
    // specify directories where geometry and textures exist 
    if (!(getenv("PFPATH")))
        pfFilePath(
                   "."
                   ":./data"
                   ":../data"
                   ":../../data"
                   ":/usr/share/Performer/data"
                   );
    pfNotify(PFNFY_INFO, PFNFY_PRINT,"FilePath: %s\n", pfGetFilePath());
    
    // load files named by command line arguments 
    pfScene *scene = new pfScene();
    for (found = 0; arg < argc; arg++)
    {
        pfNode	   *root;
	if ((root = pfdLoadFile(argv[arg])) != NULL)
	{
	    scene->addChild(root);
	    found++;
	}
    }
    
    // if no files successfully loaded, terminate program 
#if 0
    if (!found)
	Usage();
#endif
    
    // Write out nodes in scene (for debugging) 
    if (WriteScene)
    {
	FILE *fp;
	if (fp = fopen("scene.out", "w"))
	{
	    pfPrint(scene, PFTRAV_SELF|PFTRAV_DESCEND, PFPRINT_VB_DEBUG, fp);
	    fclose(fp);
	}
	else
	    pfNotify(PFNFY_WARN, PFNFY_RESOURCE,
		     "Could not open scene.out for debug printing.");
    }
    
    // determine extent of scene's geometry 
    pfuTravCalcBBox(scene, &bbox);
    
    pfFrameRate(30.0f);
    pfPhase(PFPHASE_FREE_RUN);
#ifdef STEREO

        /* create a channel for each eye */
    pfChannel *left = new pfChannel(p);
    pfChannel *chan = left;
    pfChannel *right = new pfChannel(p);
    left->attach(right);
    mask = left->getShare();

    /* same viewport */
    mask |= PFCHAN_VIEWPORT;
    left->setShare(mask);
    left->setTravFunc(PFTRAV_CULL, CullChannel);
    left->setTravFunc(PFTRAV_DRAW, DrawChannel);
    left->setScene(scene);
    left->setNearFar(0.1f, far);

    /* set up data to distinguish between left and right eye */
    leftArg = (int *)left->allocChanData(sizeof(int));
    rightArg = (int *)right->allocChanData(sizeof(int));

    *leftArg = 1;
    *rightArg = 0;

    /* data never changes, so we only need to pass it once */
    left->passChanData();
    right->passChanData();
    left->setFOV(45.f, -1.f);

    /* set up offsets for left and right channels for stereo viewing */

    /* both eyes look at same spot 1/2 way between eyes at fusion distance */
    eyeAngle = PF_RAD2DEG(
	atanf(Iod *.5f /(Converge * (far - near) + near))); 

    /* left eye */
    hprOffsets.set(-eyeAngle, 0.f, 0.f);
    xyzOffsets.set(-Iod/2.f, 0.f, 0.f);
    left->setViewOffsets(xyzOffsets, hprOffsets);

    /* right eye */
    hprOffsets.set(eyeAngle, 0.f, 0.f);
    xyzOffsets.set(Iod/2.f, 0.f, 0.f);
    right->setViewOffsets(xyzOffsets, hprOffsets);
   
#else
    pfChannel *chan = new pfChannel(p);
    Shared->pw->addChan(chan);
    chan->setTravFunc(PFTRAV_CULL, CullChannel);
    chan->setTravFunc(PFTRAV_DRAW, DrawChannel);
    chan->setScene(scene);
    chan->setNearFar(near, far);
    // vertical FOV is matched to window aspect ratio 
    chan->setFOV(45.0f, -1.0f);
#endif
    // Create an earth/sky model that draws sky/ground/horizon 
//     pfEarthSky *eSky = new pfEarthSky();
//     eSky->setMode(PFES_BUFFER_CLEAR, PFES_SKY_GRND);
//     eSky->setAttr(PFES_GRND_HT, -10.0f);
//     chan->setESky(eSky);
  
    chan->setTravMode(PFTRAV_CULL, PFCULL_VIEW|PFCULL_GSET);
  
    if (found)
    {
	float sceneSize;
	// Set initial view to be "in front" of scene 
	
	// view point at center of bbox 
	Shared->view.xyz.add(bbox.min, bbox.max);
	Shared->view.xyz.scale(0.5f, Shared->view.xyz);
	
	// find max dimension 
	sceneSize = bbox.max[PF_X] - bbox.min[PF_X];
	sceneSize = PF_MAX2(sceneSize, bbox.max[PF_Y] - bbox.min[PF_Y]);
	sceneSize = PF_MAX2(sceneSize, bbox.max[PF_Z] - bbox.min[PF_Z]);
	sceneSize = PF_MIN2(sceneSize, 0.5f * far);
	Shared->sceneSize = sceneSize;
	
	// offset so all is visible 
	Shared->view.xyz[PF_Y] -=      sceneSize;
	Shared->view.xyz[PF_Z] += 0.25f*sceneSize;	
    }  else
    {
	Shared->view.xyz.set(0.0f, 0.0f, 100.0f);
	PFSET_VEC3(bbox.min, -5000.0f, -5000.0f, -1000000.0f);
	PFSET_VEC3(bbox.max, 5000.0f, 5000.0f, 10000000.0f);
	Shared->sceneSize = 10000.0f;
    }
    Shared->view.hpr.set(0.0f, 0.0f, 0.0f);
    chan->setView(Shared->view.xyz, Shared->view.hpr);
    PFCOPY_VEC3(Shared->viewOrig.xyz, Shared->view.xyz);
    PFCOPY_VEC3(Shared->viewOrig.hpr, Shared->view.hpr);
#ifdef SPACEMOUSE
    Shared->smousefactor = transSpeed * Shared->sceneSize;
#endif    
    // main simulation loop 
    while (!Shared->exitFlag)
    {
	// wait until next frame boundary 
	pfSync();
	
	pfFrame();
	
	// Set view parameters for next frame 
	UpdateView();
	
#ifndef SPACEMOUSE
        chan->setView(Shared->view.xyz, Shared->view.hpr);
#else
        prevTime = thisTime;
        thisTime = pfGetTime();
        if (prevTime > 0){
           deltaTime = thisTime-prevTime;
           Shared->spacecoord.xyz.scale(deltaTime,Shared->spacecoord.xyz);
           Shared->spacecoord.hpr.scale(deltaTime,Shared->spacecoord.hpr);
        }
	mat1.makeCoord(&Shared->view);
        mat2.makeCoord(&Shared->spacecoord);
        mat1.preMult(mat2);
        chan->setViewMat(mat1);
	mat1.getOrthoCoord(&Shared->view);
#endif
	// initiate traversal using current state 
    
	if (!ForkedXInput)
	{
	    if (!Shared->XInputInited)
		InitXInput(dsp);
	    if (Shared->XInputInited)
		GetXInput(dsp);
	}
    }
    
    // terminate cull and draw processes (if they exist) 
    pfExit();
    
    // exit to operating system 
    return 0;
}

static void 
InitXInput(pfWSConnection dsp)
{
    Window w;
#ifdef SPACEMOUSE
    initSpaceMouse();
#endif
    /* wait for X Window to exist in Performer shared memory */
   if (w = Shared->pw->getWSWindow())
   {
	XSelectInput(dsp, w, PointerMotionMask |
			ButtonPressMask | ButtonReleaseMask | 
			KeyPressMask | KeyReleaseMask);
	XMapWindow(dsp, w);
	XFlush(dsp);
	Shared->XInputInited = 1;
    }
}

//
// DoXInput() runs an asychronous forked even handling process.
//  Shared memory structures can be read from this process
//  but NO performer calls that set any structures should be 
//  issues by routines in this process.

void
DoXInput(void)
{
    // windows from draw should now exist so can attach X input handling
    // to the X window 
    
    Display *dsp = pfGetCurWSConnection();
    
    prctl(PR_TERMCHILD);        // Exit when parent does 
    sigset(SIGHUP, SIG_DFL);    // Exit when sent SIGHUP by TERMCHILD 
    
    InitXInput(dsp);
    
    while (1)
    {
	XEvent          event;
	if (!Shared->XInputInited)
	    InitXInput(dsp);
	if (Shared->XInputInited)
	{
	    XPeekEvent(dsp, &event);
	    GetXInput(dsp);
	}
    }
}

// 
//	UpdateView() updates the eyepoint based on the information
//	placed in shared memory by GetInput().

static void    
UpdateView(void)
{
    static float speed = 0.0f;
    pfCoord *view = &Shared->view;
    float cp;
    float mx, my;
    static double thisTime = -1.0f;
    double prevTime;
    float deltaTime;

    prevTime = thisTime;
    thisTime = pfGetTime();

    if (prevTime < 0.0f)
	return;

    if (!Shared->inWindow || Shared->reset)
    {
	speed = 0;
	Shared->reset = 0;
	Shared->accelRate = 0.1f * Shared->sceneSize;
	return;
    }

    deltaTime = thisTime - prevTime;
    switch (Shared->mouseButtons)
    {
    case Button1Mask: /* LEFTMOUSE: faster forward or slower backward*/
    case Button1Mask|Button2Mask:
	speed += Shared->accelRate * deltaTime;
	if (speed > Shared->sceneSize)
	    speed = Shared->sceneSize;
	break;
    case Button3Mask: /* RIGHTMOUSE: faster backward or slower foreward*/
    case Button3Mask|Button2Mask:
	speed -= Shared->accelRate * deltaTime;
	if (speed < -Shared->sceneSize)
	    speed = -Shared->sceneSize;
	break;
    }
    if (Shared->mouseButtons)
    {
	mx = 2.0f * (Shared->mouseX / (float)Shared->winSizeX) - 1.0f;
	my = 2.0f * (Shared->mouseY / (float)Shared->winSizeY) - 1.0f;
				     
	/* update view direction */
	view->hpr[PF_H] -= mx * PF_ABS(mx) * 30.0f * deltaTime;
	view->hpr[PF_P] += my * PF_ABS(my) * 30.0f * deltaTime;
#ifndef SPACEMOUSE
	view->hpr[PF_R]  = 0.0f;
#endif	

	/* update view position */
	cp = cosf(PF_DEG2RAD(view->hpr[PF_P]));
	view->xyz[PF_X] += speed*sinf(-PF_DEG2RAD(view->hpr[PF_H]))*cp;
	view->xyz[PF_Y] += speed*cosf(-PF_DEG2RAD(view->hpr[PF_H]))*cp;
	view->xyz[PF_Z] += speed*sinf( PF_DEG2RAD(view->hpr[PF_P]));
    }
    else
    {
	speed = 0.0f;
	Shared->accelRate = 0.1f * Shared->sceneSize;
    }
}

//
//	CullChannel() -- traverse the scene graph and generate a
// 	display list for the draw process.  This procedure is 
//	executed in the CULL process.


static void
CullChannel(pfChannel *, void *)
{
    // 
    // pfDrawGeoSet or other display listable Performer routines
    // could be invoked before or after pfCull()
    pfCull();
}

//
//	OpenPipeWin() -- create a win: setup the GL and IRIS Performer.
//	This procedure is executed in the DRAW process 
//	(when there is a separate draw process).


static void
OpenPipeWin(pfPipeWindow *pw)
{
#ifdef STEREO
    pw->setFBConfigAttrs(FBAttrs);
    
#endif
    pw->open();
#ifdef STEREO
    pw->query(PFQWIN_STEREO, &Shared->stereo);
    if(Shared->stereo == PFQFTR_FALSE)
      pfNotify(PFNFY_NOTICE, PFNFY_RESOURCE,
        "Couldn't get a stereo window; using mono mode");
#endif
#ifdef IRISGL    
    if (!(WinType & PFPWIN_TYPE_X))
    {
	// register events of note with event-queue manager 
	qdevice(ESCKEY);
	qdevice(F1KEY);
	qdevice(GKEY);
    }
#endif // GL type 
    
    // create a light source in the "south-west" (QIII) 
    Sun = new pfLight();
    Sun->setPos(-0.3f, -0.3f, 1.0f, 0.0f);
}


//
//	DrawChannel() -- draw a channel and read input queue. this
//	procedure is executed in the draw process (when there is a
//	separate draw process).

static void
DrawChannel (pfChannel *channel, void *left)
{
    // rebind light so it stays fixed in position 
    Sun->on();
#ifdef STEREO
    /* which buffer to draw into ? */
    if(Shared->stereo) { /* if not stereo, draw to left all the time */
	if(*(int*)left) {
#ifdef IRISGL
	    leftbuffer(1);
	    rightbuffer(0);
#else
	    glDrawBuffer(GL_BACK_LEFT);
#endif
	} else {
#ifdef IRISGL
	    leftbuffer(0);
	    rightbuffer(1);
#else
	    glDrawBuffer(GL_BACK_RIGHT);
#endif
#endif /*STEREO*/
	}
    }    
    // erase framebuffer and draw Earth-Sky model 
    channel->clear();
    
    // invoke Performer draw-processing for this frame 
    pfDraw();
    
    // draw Performer throughput statistics 
    
    if (Shared->drawStats)
	channel->drawStats();
    
    // read window origin and size (it may have changed) 
    channel->getPWin()->getSize(&Shared->winSizeX, &Shared->winSizeY);
    
#ifdef IRISGL
    //    if (!(WinType & PFPWIN_TYPE_X))
    GetGLInput();
#endif // GL type 	
#ifdef STEREO
    if(!Shared->stereo) /* mono mode */
	if(*(int*)left) /* add extra swap to draw both buffers */
            (channel->getPWin())->swapBuffers();	    
#endif
}

#ifdef IRISGL
static void
GetGLInput(void)
{
    long x, y;
    long xo, yo;
    
    while (qtest())
    {
	short           value;
	int            device = qread(&value);
	
	// only act on key-down transitions 
	if (value)
	{
	    switch (device)
	    {
		// ESC-key signals end of simulation 
	    case ESCKEY:
		Shared->exitFlag = 1;
		break;
		
		// g-key and F1-key toggles channel-stats display 
	    case GKEY:
	    case F1KEY:
		Shared->drawStats = !Shared->drawStats;
		break;
	    }
	}
    }
    // read cursor position (may be outside our window) 
    x = getvaluator(MOUSEX);
    y = getvaluator(MOUSEY);
    
    // IRIS GL - mouse pos in screen relative and focus management is not so good
    // so update cursor virtual position when cursor inside window 
    
    getorigin(&xo, &yo);
    if (x >= xo && x < (xo + Shared->winSizeX) && 
	y >= yo && y < (yo + Shared->winSizeY))
    {
	Shared->inWindow = 1;
	Shared->mouseX = x - xo;
	Shared->mouseY = y - yo;
	Shared->mouseButtons = ((getbutton(LEFTMOUSE)   ? Button1Mask : 0) |
				(getbutton(MIDDLEMOUSE) ? Button2Mask : 0) |
				(getbutton(RIGHTMOUSE)  ? Button3Mask : 0));
    }
    else
	Shared->inWindow = 0;
}
#endif // GL type 

static void
GetXInput(pfWSConnection dsp)
{
    static int x=0, y=0;
    
    if (XEventsQueued(dsp, QueuedAfterFlush))
    while (XEventsQueued(dsp, QueuedAlready))
    {
	XEvent event;
#ifdef SPACEMOUSE
	XDeviceButtonEvent *ButtonPtr;
        XDeviceMotionEvent *MotionPtr;    
#endif	
	XNextEvent(dsp, &event);
	
	switch (event.type) 
	{
	case ConfigureNotify:
	    break;
	case FocusIn:
	    Shared->inWindow = 1;
	    break;
	case FocusOut:
	    Shared->inWindow = 0;
	    break;
	case MotionNotify: 
	    {
		XMotionEvent *motion_event = (XMotionEvent *) &event;
		x =  motion_event->x;
		y = Shared->winSizeY - motion_event->y;
	    }
	    break;
	case ButtonPress: 
	    {
		XButtonEvent *button_event = (XButtonEvent *) &event;
		x = event.xbutton.x;
		y = Shared->winSizeY - event.xbutton.y;
		Shared->inWindow = 1;
		switch (button_event->button) {
		case Button1:
		    Shared->mouseButtons |= Button1Mask;
		    break;
		case Button2:
		    Shared->mouseButtons |= Button2Mask;
		    break;
		case Button3:
		    Shared->mouseButtons |= Button3Mask;
		    break;
		}
	    }
	    break;
	case ButtonRelease:
	    {
		XButtonEvent *button_event = (XButtonEvent *) &event;
		switch (button_event->button) {
		case Button1:
		    Shared->mouseButtons &= ~Button1Mask;
		    break;
		case Button2:
		    Shared->mouseButtons &= ~Button2Mask;
		    break;
		case Button3:
		    Shared->mouseButtons &= ~Button3Mask;
		    break;
		}
	    }
	    break;
	case KeyPress:
	    {
		char buf[100];
		int rv;
		KeySym ks;
		rv = XLookupString(&event.xkey, buf, sizeof(buf), &ks, 0);
		switch(ks) {
		case XK_Escape: 
		    Shared->exitFlag = 1;
		    exit(0);
		    break;
		case XK_space:
		    Shared->reset = 1;
		    PFCOPY_VEC3(Shared->view.xyz, Shared->viewOrig.xyz);
		    PFCOPY_VEC3(Shared->view.hpr, Shared->viewOrig.hpr);
		    pfNotify(PFNFY_NOTICE, PFNFY_PRINT,  "Reset");
		    break;
		case XK_g:
		    Shared->drawStats = !Shared->drawStats;
		    break;
		default:
		    break;
		}
	    }
	    break;
	default:
#ifdef SPACEMOUSE
        if  (event.type == MagellanMotionEventType){
	    MotionPtr = (XDeviceMotionEvent *) &(event);
            if ( (MotionPtr->axes_count == 6) && 
                 (MotionPtr->first_axis == 0)){
              Shared->spacecoord.xyz[0]=MotionPtr->axis_data[ 0 ]
                 *(.001*Shared->smousefactor);
              Shared->spacecoord.xyz[1]=MotionPtr->axis_data[ 2 ]
                 *(.001*Shared->smousefactor);
              Shared->spacecoord.xyz[2]=MotionPtr->axis_data[ 1 ]
                 *(.001*Shared->smousefactor);
              Shared->spacecoord.hpr[0]=.1*MotionPtr->axis_data[ 4 ];
              Shared->spacecoord.hpr[1]=.1*MotionPtr->axis_data[ 3 ];
              Shared->spacecoord.hpr[2]=.1*MotionPtr->axis_data[ 5 ];
              Shared->spacemouse=TRUE;
#ifdef SPACEMOUSE_DEBUG
              printf("factor: %f spaceball motion: xyz: %f %f %f hpr: %f %f %f\n",
                      Shared->smousefactor,
                      Shared->spacecoord.xyz[0],
                      Shared->spacecoord.xyz[1],
                      Shared->spacecoord.xyz[2],
                      Shared->spacecoord.hpr[0],
                      Shared->spacecoord.hpr[1],
                      Shared->spacecoord.hpr[2]);
#endif

            }
        }
        if  (event.type == MagellanButtonPressEventType){
            ButtonPtr = (XDeviceButtonEvent *) &(event);
        }
        if  (event.type == MagellanButtonReleaseEventType){
            ButtonPtr = (XDeviceButtonEvent *) &(event);
        }
#endif
	    break;
	}// switch 
    }
    Shared->mouseX = x;
    Shared->mouseY = y;
}

#ifdef SPACEMOUSE
void 
initSpaceMouse()
{
  int MagellanID, DeviceNumber, loop, c_class;
  XDeviceInfo *DeviceInfo;
  XDevice *Device;
  Window w;
  Display *dsp;

  XAxisInfoPtr XAxisPtr;
  XAnyClassPtr XClassPtr;
  int axis, axes;

  XExtensionVersion *ExtVersion;

  XFeedbackState *MagellanFeedback;
  int FeedbackNumber;

  w = Shared->pw->getWSWindow();
  dsp = pfGetCurWSConnection();
  ExtVersion = XGetExtensionVersion( dsp, "XInputExtension" );
  if ( (ExtVersion == NULL) || ((int)ExtVersion == NoSuchExtension) )
   {
    fprintf( stderr, "Cannot access X Input Extension. Exit ... \n");
    exit( -1 );
   };
  printf("X Input Extension Version %d.%d \n", ExtVersion->major_version, ExtVersion->minor_version );
  XFree( ExtVersion );

  DeviceInfo = XListInputDevices( dsp, &DeviceNumber );
  MagellanID = -1;
  for ( loop=0; loop<DeviceNumber; ++loop )
  {
   printf("------------------------------------------------------------------------\n");
   printf(" Type = %d \n", DeviceInfo[loop].type );
   printf("Device Name = %s Type = %d Atom = %s \n", DeviceInfo[loop].name,
           DeviceInfo[loop].type, XGetAtomName(dsp,DeviceInfo[loop].type) );
   printf(" Device Class(es) = %d  Use = %s \n", DeviceInfo[loop].num_classes,
            DeviceInfo[loop].use ? "TRUE" : "FALSE" );

   XClassPtr = (XAnyClassPtr) DeviceInfo[loop].inputclassinfo;
   for ( c_class=0; c_class<DeviceInfo[loop].num_classes; ++c_class )
    {
     switch( XClassPtr->c_class )
      {
       case 0: 
        printf("  Keyboard  Keycode Min = %d Max = %d  Number of Keys = %d \n",
                  ((XKeyInfo *)XClassPtr)->min_keycode,
                  ((XKeyInfo *)XClassPtr)->max_keycode,
                  ((XKeyInfo *)XClassPtr)->num_keys );
        break;

       case 1:
        printf("  Button(s)  Number of Buttons = %d \n", 
                  ((XButtonInfo *)XClassPtr)->num_buttons );
        break;

       case 2:
        printf("  Valuator(s)  Axes = %d  Mode = %d  Motion Buffer = %d \n",
                  ((XValuatorInfo *)XClassPtr)->num_axes,
                  ((XValuatorInfo *)XClassPtr)->mode,
                  ((XValuatorInfo *)XClassPtr)->motion_buffer );
        XAxisPtr = ((XValuatorInfo *)XClassPtr)->axes;
        axes = ((XValuatorInfo *)XClassPtr)->num_axes;
        for ( axis=0; axis<axes; ++axis )
         {
          printf("   Valuator = %d  Min = %d Max = %d  Resolution = %d \n", axis+1,
                     XAxisPtr->min_value, XAxisPtr->max_value, XAxisPtr->resolution );
          ++XAxisPtr;
         };
        break;

       default: 
        printf("  Class ID = %d  Length = %d \n", XClassPtr->c_class, XClassPtr->length );
        break;
      };  
     XClassPtr = (XAnyClassPtr) ((char *)XClassPtr+XClassPtr->length);
    };
  };

 for ( loop=0; loop<DeviceNumber; ++loop )
  {
   if ( strcmp( DeviceInfo[loop].name, "MAGELLAN" ) == NULL ||
        strcmp( DeviceInfo[loop].name, "magellan" ) == NULL )
    {
     MagellanID = DeviceInfo[loop].id;
     break;
    };
  };
 if ( MagellanID == -1 )
  {
   for ( loop=0; loop<DeviceNumber; ++loop )
    {
     if ( strcmp( DeviceInfo[loop].name, "SPACEBALL" ) == NULL ||
          strcmp( DeviceInfo[loop].name, "spaceball" ) == NULL )
      MagellanID = DeviceInfo[loop].id;
    };
  };

 XFreeDeviceList( DeviceInfo );
 printf("------------------------------------------------------------------------\n");
 printf("\n\n");

 if ( MagellanID == -1 )
  {
   printf("Magellan X Input Extension. \nCan't find Magellan. Exit ... \n" );
   exit( -1 );
  }
 else
  printf("Magellan X Input Extension ID = %d \n", MagellanID );

 Device = XOpenDevice( dsp, MagellanID );
 if ( Device == 0 )
  {
   printf("Magellan X Input Extension. \nCan't open Magellan. Exit ... \n" );
   exit( -1 );
  };

 DeviceMotionNotify( Device, MagellanMotionEventType, MagellanMotionEventClass );
 DeviceButtonPress( Device, MagellanButtonPressEventType, MagellanButtonPressEventClass );
 DeviceButtonRelease( Device, MagellanButtonReleaseEventType, MagellanButtonReleaseEventClass );

 printf("MotionNotify  Type=%d Class=%d \n", MagellanMotionEventType, MagellanMotionEventClass );
 printf("ButtonPress   Type=%d Class=%d \n", MagellanButtonPressEventType, MagellanButtonPressEventClass );
 printf("ButtonRelease Type=%d Class=%d \n", MagellanButtonReleaseEventType, MagellanButtonReleaseEventClass );

 ListOfEventClass[0] = MagellanMotionEventClass;
 ListOfEventClass[1] = MagellanButtonPressEventClass;
 ListOfEventClass[2] = MagellanButtonReleaseEventClass;

 XSelectExtensionEvent( dsp, w, ListOfEventClass, 3 );

 MagellanFeedback = XGetFeedbackControl( dsp, Device, &FeedbackNumber );
 printf("Magellan Feedback Number = %d \n", FeedbackNumber );
 for ( loop=0; loop<FeedbackNumber; ++loop )
  {
   printf("Feedback = %d  Class = %d  Length = %d  ID = %d \n", loop+1, MagellanFeedback->c_class, 
           MagellanFeedback->length, MagellanFeedback->id );
   switch( MagellanFeedback->c_class )
    {
     case KbdFeedbackClass:
      printf(" KbdFeedbackClass  Bell Volume = %d  Pitch = %d  Duration = %d   \n",
              ((XKbdFeedbackState *)MagellanFeedback)->percent,
              ((XKbdFeedbackState *)MagellanFeedback)->pitch,
              ((XKbdFeedbackState *)MagellanFeedback)->duration );
      break;

     case BellFeedbackClass:
      printf(" BellFeedbackClass  Bell Volume = %d  Pitch = %d  Duration = %d   \n",
              ((XBellFeedbackState *)MagellanFeedback)->percent,
              ((XBellFeedbackState *)MagellanFeedback)->pitch,
              ((XBellFeedbackState *)MagellanFeedback)->duration );
      break;

     case PtrFeedbackClass:
      printf(" PtrFeedbackClass   \n");
      break;

     case IntegerFeedbackClass:
      printf(" IntegerFeedbackClass   \n");
      break;

     case StringFeedbackClass:
      printf(" StringFeedbackClass   \n");
      break;

     case LedFeedbackClass:
      printf(" LedFeedbackClass   \n");
      break;

     default:
      printf(" Unkonw FeedbackClass \n");
    }
   MagellanFeedback = (XFeedbackState *)((char *)MagellanFeedback+MagellanFeedback->length);
  }
  Shared->spacemouse=FALSE;

}
#endif

--PART-BOUNDARY=.19708261214.ZM12094.munich.sgi.com
X-Zm-Content-Name: Makefile.spacemouse
Content-Description: Text
Content-Type: text/plain ; name="Makefile.spacemouse" ; charset=us-ascii

#!smake -J 1
#-------------------------------------------------------------------#
#-- Makefile for Performer/src/pguide/libpf/C++ directory         --#
#-------------------------------------------------------------------#
#-- RCS version information                                       --#
#--   $Revision: 1.74 $                                           --#
#--   $Date: 1997/06/06 11:30:05 $                                --#
#-------------------------------------------------------------------#

PFROOT ?= $(ROOT)
NEED_MOTIF_LIBS = true
include $(PFROOT)/usr/share/Performer/src/pfmakedefs

LCDEFS += -DSPACEMOUSE 
#-DSPACEMOUSE_DEBUG
LCXXDEFS += -DSPACEMOUSE
#-DSPACEMOUSE_DEBUG
#-- targets are the executables
TARGETS	= \
	spacemouse 

OBJECTS = $(TARGETS:=.o) 


include $(PFROOT)/usr/share/Performer/src/pfmakerules

--PART-BOUNDARY=.19708261214.ZM12094.munich.sgi.com--

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From guest  Tue Aug 26 09:20:08 1997
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Message-ID: <3402B596.2B30@earthling.net>
Date: Tue, 26 Aug 1997 12:53:10 +0200
From: Dr Colin Bridgewater <aardvark@earthling.net>
Reply-To: aardvark@earthling.net
Organization: ABB Teknologi, Marine Oil and Gas Group
X-Mailer: Mozilla 3.0Gold (Win95; I)
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To: Performer Discussion Group <info-performer@sgi.com>
Subject: Re: about distinguish nodes
References: <199708251541.IAA19495@dandan.engr.sgi.com> <34029682.7D27@iname.com>
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Status: O

Hi There !

> In my performer program I want to seperate some Geodes from others
> ( they are all in ONE scene file ) so that some operations can be
> performed to on part of Geodes and other Geodes not affected. 

What about setting up node or channel traversal masks ? See the manual
pages for pfNodeTravMask() and pfChanTravMask() for further details.
Alternatively, get hold of a set of the new Performer training notes -
they are excellent and give some good examples of using node and channel
masks (of course, your local SGI salesman may want to *sell* you a copy
through your attending a training course, but that's for you to
negotiate over...grin).

> Multigen.. each node can have 2 user defined fields. These fields can
> be used to identify some specific nodes. But these fields can not be
> read in performer.

Are you sure about this ? Are you *really* sure about this ? Can't
rememeber the pf function at this moment, but you *can* reference nodes
by name. I did this as an experiment very recently: I used to think you
had to build models into separate files and load them with lots of calls
to pfLoadFile() if you wanted to be able to reference them uniquely.
However, an Australian knight in shining armour showed me that this
isn't necessary provided you give the sub-objects sane names (and even
then all is not lost).

Best wishes to everyone in pfLand()

Colin

PS Guesses as to the identity of the said white knight should be sent to
me on the back of used $5 bills. There may be a prize for the first
correct answer not sent by an employee of SGI...

__________________________________________________________________
Dr Colin Bridgewater                      Marine Oil and Gas Group
ABB Corporate Research, Bergerveien 12, N-1361 BILLINGSTAD, Norway
tel: +47 66 84 35 36  fax: +47 66 84 35 41   home: +47 32 81 71 70
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From guest  Tue Aug 26 11:07:39 1997
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Date: Tue, 26 Aug 1997 14:20:56 +0000
From: David Nouls <dnouls@luc.ac.be>
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Status: O

Hello,

What would be the correct version of Performer, to install on an O2 ? Is
it 2.0 or 2.1, and what patches should be installed ?

The Same for Image Vision Library ?

/)avid
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This sig has been *CENSORED*
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Date: Tue, 26 Aug 1997 14:44:49 +0200
From: joerg@munich.sgi.com (Joerg Wallmersperger)
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Subject: Re: Magellan Space Mouse
Cc: Volker Senft <Volker.Senft@dlr.de>
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--
--PART-BOUNDARY=.19708261444.ZM12572.munich.sgi.com
Content-Type: text/plain; charset=us-ascii

Hello Performers,

again the Space Mouse - I discovered a problem in my recently posted demo
program; please use this one.

Joerg

-- 
Joerg Wallmersperger
Silicon Graphics GmbH, Am Hochacker 3, 85630 Grasbrunn
E-mail: joerg@munich.sgi.com
Tel.:   089-46108314 (US: 49.89.46108314)
Fax.:   089-46107314 (US: 49.89.46107314)
http://reality.sgi.com/joerg_munich

--PART-BOUNDARY=.19708261444.ZM12572.munich.sgi.com
X-Zm-Content-Name: Makefile
Content-Description: Text
Content-Type: text/plain ; name="Makefile" ; charset=us-ascii

#!smake -J 1
#-------------------------------------------------------------------#
#-- Makefile for Performer/src/pguide/libpf/C++ directory         --#
#-------------------------------------------------------------------#
#-- RCS version information                                       --#
#--   $Revision: 1.74 $                                           --#
#--   $Date: 1997/06/06 11:30:05 $                                --#
#-------------------------------------------------------------------#

PFROOT ?= $(ROOT)
NEED_MOTIF_LIBS = true
include $(PFROOT)/usr/share/Performer/src/pfmakedefs

LCDEFS += -DSPACEMOUSE 
#-DSPACEMOUSE_DEBUG
LCXXDEFS += -DSPACEMOUSE
#-DSPACEMOUSE_DEBUG
#-- targets are the executables
TARGETS	= \
	spacemouse 

OBJECTS = $(TARGETS:=.o) 


include $(PFROOT)/usr/share/Performer/src/pfmakerules

--PART-BOUNDARY=.19708261444.ZM12572.munich.sgi.com
X-Zm-Content-Name: spacemouse.C
Content-Description: Text
Content-Type: text/plain ; name="spacemouse.C" ; charset=us-ascii

//
// Copyright 1995, Silicon Graphics, Inc.
// ALL RIGHTS RESERVED
//
// UNPUBLISHED -- Rights reserved under the copyright laws of the United
// States.   Use of a copyright notice is precautionary only and does not
// imply publication or disclosure.
//
// U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
// Use, duplication or disclosure by the Government is subject to restrictions
// as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
// in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
// in similar or successor clauses in the FAR, or the DOD or NASA FAR
// Supplement.  Contractor/manufacturer is Silicon Graphics, Inc.,
// 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
//
// Permission to use, copy, modify, distribute, and sell this software
// and its documentation for any purpose is hereby granted without
// fee, provided that (i) the above copyright notices and this
// permission notice appear in all copies of the software and related
// documentation, and (ii) the name of Silicon Graphics may not be
// used in any advertising or publicity relating to the software
// without the specific, prior written permission of Silicon Graphics.
//
// THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND,
// EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
// WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
//
// IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL,
// INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY
// DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
// WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY
// THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE
// OR PERFORMANCE OF THIS SOFTWARE.
//
//
// spacemouse.C
// ------------
//
// is based on the Performer example complex.C and includes support
// for the spacemouse device. 
// 
// new command line options are
//
// -s translation_speed; > 1.0 more translation speed, 0..1 less speed
//
// For further information on spacemouse
// devices watch out for
// 
// http://dv.op.dlr.de/FF-DR-RS/SC
// 
// If the compiler directives SPACEMOUSE and SPACEMOUSE_DEBUG are
// omitted the program behaves like 'complex'.
//
// spacemouse code was added by Andreas Loesch <andreas@munich.sgi.com>
// and Joerg Wallmersperger <joerg@munich.sgi.com>
// 
// complex.C documentation:
// ------------------------
// IRIS Performer example using cull and draw process callbacks.
// Mouse and keyboard go through GL which is simpler than mixed
// model (GLX), but does incur some overhead in the draw process.
// X input handling is done in a forked event handling process.
//
// $Revision: 1.18 $ 
// $Date: 1996/12/18 03:49:02 $
//
// Command-line options:
//  -b	: norborder window
//  -f	: full screen
//  -F	: put X input handling in a forked process
//  -m procsplit : multiprocess mode
//  -w	: write scene to file
// 
// Run-time controls:
//       ESC-key: exits
//        F1-key: profile
//    Left-mouse: advance
//  Middle-mouse: stop
//   Right-mouse: retreat

#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <signal.h> // for sigset for forked X event handler process 
#include <getopt.h> // for cmdline handler 
#include <X11/keysym.h>
#ifdef IRISGL
#include <gl/device.h>
#endif // GL type 

#include <Performer/pf/pfNode.h>
#include <Performer/pf/pfPipe.h>
#include <Performer/pf/pfChannel.h>

#include <Performer/pr/pfLight.h>

#include <Performer/pfutil.h>
#include <Performer/pfdu.h>
#ifdef SPACEMOUSE
#include <X11/extensions/XInput.h>
#endif
//
// structure that resides in shared memory so that the
// application, cull, and draw processes can access it.

typedef struct
{
    pfPipeWindow    *pw;
    int		    exitFlag;
    int		    inWindow, reset;
    float	    mouseX, mouseY;
    int		    winSizeX, winSizeY;
    int		    mouseButtons;
    pfCoord	    view, viewOrig;
    float	    accelRate;
    float	    sceneSize;
    int		    drawStats;
    int		    XInputInited;
#ifdef SPACEMOUSE
    int             spacemouse;
    pfCoord         spacecoord;
    float           smousefactor;
#endif
#ifdef STEREO
    int             stereo;
#endif
} SharedData;

static SharedData *Shared;

#ifdef SPACEMOUSE
int          MagellanMotionEventType, 
             MagellanButtonPressEventType, 
             MagellanButtonReleaseEventType,
             MagellanMotionEventClass,
             MagellanButtonPressEventClass, 
             MagellanButtonReleaseEventClass;
XEventClass  ListOfEventClass[3];
float        transSpeed = 1.0;
#endif
#ifdef STEREO
static float Iod = .2f;
static float Converge = .02f;
static float Fov = 45.f;
static int FBAttrs[] = {
    PFFB_RGBA, 
    PFFB_DOUBLEBUFFER, 
    PFFB_STEREO, 
    PFFB_DEPTH_SIZE, 23, 
    PFFB_RED_SIZE, 1,
    PFFB_STENCIL_SIZE, 1, 
    None,
};
#endif
//
// APP process variables

// for configuring multi-process 
static int ProcSplit = PFMP_DEFAULT;
// write out scene upon read-in - uses pfDebugPrint 
static int WriteScene = 0;
static int FullScreen = 0;
static int WinType = PFPWIN_TYPE_X;
static int NoBorder = 0;
static int ForkedXInput = 0;
char ProgName[PF_MAXSTRING];
// light source created and updated in DRAW-process 
static pfLight *Sun;

static void CullChannel(pfChannel *chan, void *data);
static void DrawChannel(pfChannel *chan, void *data);
static void OpenPipeWin(pfPipeWindow *pw);
static void UpdateView(void);
static void GetGLInput(void);
static void InitXInput(pfWSConnection dsp);
static void DoXInput(void);
static void GetXInput(Display *dsp);
static void Usage(void);
#ifdef SPACEMOUSE
static void initSpaceMouse(void);
#endif

//
//	Usage() -- print usage advice and exit. This procedure
//	is executed in the application process.


static void
Usage (void)
{
    pfNotify(PFNFY_FATAL, PFNFY_USAGE, 
	     "\
Usage: %s [-s translation_speed] [-m procSplit] [-f] [-F] [-b]\
 [-w] [file.ext ...]\n", ProgName);
    exit(1);
}

//
//	docmdline() -- use getopt to get command-line arguments, 
//	executed at the start of the application process.


static int
docmdline(int argc, char *argv[])
{
    int	    opt;
    
    strcpy(ProgName, argv[0]);
    
    // process command-line arguments 
    while ((opt = getopt(argc, argv, "s:fFbm:wxp:?")) != -1)
    {
	switch (opt)
	{
	case 'f': 
	    FullScreen = 1;
	    break;
	case 'F': 
	    ForkedXInput = 1;
	    break;
	case 'm':
	case 'p':
	    ProcSplit = atoi(optarg);
	    break;
	case 'w': 
	    WriteScene = 1;
	    break;
	case 'x': 
	    WinType &= ~(PFPWIN_TYPE_X);
	    break;
	case 'b': 
	    NoBorder ^= 1;
	    break;
#ifdef SPACEMOUSE
        case 's':
            transSpeed = atof(optarg);
            break;
#endif
#ifdef STEREO
        case 'i': /* get interocular distance */
	    Iod = atof(optarg);
	    break;
        case 'c': /* set convergence ratio */
	    Converge = atof(optarg);
	    break;
	case 'v': /* get field of view */
	    Fov = atof(optarg);
	    break;
#endif
	case '?': 
        case 'h':
        
	    Usage();
	}
    }
    return optind;
}


//
//	main() -- program entry point. this procedure
//	is executed in the application process.


int
main (int argc, char *argv[])
{
    int		    arg;
    int		    found;
    pfPipe         *p;
    pfBox           bbox;
    float	    far = 10000.0f;
    float	    near = .1f;
    pfWSConnection  dsp=NULL;
#ifdef SPACEMOUSE
    pfMatrix        mat1,mat2;
    static double   thisTime = -1.0f;
    double          prevTime;
    float           deltaTime;
#endif
#ifdef STEREO
    unsigned int   mask;
    int            *leftArg, *rightArg;
    float	   halfNearWidth;
    float	   eyeAngle;
    pfVec3	   xyzOffsets;
    pfVec3	   hprOffsets;
#endif
    arg = docmdline(argc, argv);
    
    pfInit();
    
    // configure multi-process selection 
    pfMultiprocess(ProcSplit);
    
    // allocate shared before fork()'ing parallel processes 
    Shared = (SharedData*)pfMalloc(sizeof(SharedData), pfGetSharedArena());
    Shared->inWindow = 0;
    Shared->reset = 0;
    Shared->exitFlag = 0;
    Shared->drawStats = 1;
    Shared->XInputInited = 0;
    
    // Load all loader DSO's before pfConfig() forks 
    for (found = arg; found < argc; found++)
	pfdInitConverter(argv[found]);

    // initiate multi-processing mode set in pfMultiprocess call 
    // FORKs for Performer processes,  CULL and DRAW, etc. happen here.
    
    pfConfig();
    
    // configure pipes and windows 
    p = pfGetPipe(0);
    Shared->pw = new pfPipeWindow(p);
    Shared->pw->setName("IRIS Performer");
    Shared->pw->setWinType(WinType);
    if (NoBorder)
	Shared->pw->setMode(PFWIN_NOBORDER, 1);
    // Open and configure the GL window. 
    Shared->pw->setConfigFunc(OpenPipeWin);
    Shared->pw->config();
    
    if (FullScreen)
	Shared->pw->setFullScreen();
    else
	Shared->pw->setOriginSize(0, 0, 300, 300);
    
    // set off the draw process to open windows and call init callbacks 
    pfFrame();
    
    // create forked XInput handling process 
    // since the Shared pointer has already been initialized, that structure
    // will be visible to the XInput process. Nothing else created in the
    // application after this fork whose handles are not put in shared memory
    // (such as the database and channels) will be visible to the
    // XInput process.
    
    if (WinType & PFPWIN_TYPE_X)
    {
	pid_t	    fpid = 0;
	if (ForkedXInput)
	{
	    if ((fpid = fork()) < 0)
		pfNotify(PFNFY_FATAL, PFNFY_SYSERR, "Fork of XInput process failed.");
	    else if (fpid)
		pfNotify(PFNFY_NOTICE,PFNFY_PRINT,"XInput running in forked process %d",
			 fpid);
	    else if (!fpid)
		DoXInput();
	}
	else
	{
	    dsp = pfGetCurWSConnection();
	}
    }
    
    // specify directories where geometry and textures exist 
    if (!(getenv("PFPATH")))
        pfFilePath(
                   "."
                   ":./data"
                   ":../data"
                   ":../../data"
                   ":/usr/share/Performer/data"
                   );
    pfNotify(PFNFY_INFO, PFNFY_PRINT,"FilePath: %s\n", pfGetFilePath());
    
    // load files named by command line arguments 
    pfScene *scene = new pfScene();
    for (found = 0; arg < argc; arg++)
    {
        pfNode	   *root;
	if ((root = pfdLoadFile(argv[arg])) != NULL)
	{
	    scene->addChild(root);
	    found++;
	}
    }
    
    // if no files successfully loaded, terminate program 
#if 0
    if (!found)
	Usage();
#endif
    
    // Write out nodes in scene (for debugging) 
    if (WriteScene)
    {
	FILE *fp;
	if (fp = fopen("scene.out", "w"))
	{
	    pfPrint(scene, PFTRAV_SELF|PFTRAV_DESCEND, PFPRINT_VB_DEBUG, fp);
	    fclose(fp);
	}
	else
	    pfNotify(PFNFY_WARN, PFNFY_RESOURCE,
		     "Could not open scene.out for debug printing.");
    }
    
    // determine extent of scene's geometry 
    pfuTravCalcBBox(scene, &bbox);
    
    pfFrameRate(30.0f);
    pfPhase(PFPHASE_FREE_RUN);
#ifdef STEREO

        /* create a channel for each eye */
    pfChannel *left = new pfChannel(p);
    pfChannel *chan = left;
    pfChannel *right = new pfChannel(p);
    left->attach(right);
    mask = left->getShare();

    /* same viewport */
    mask |= PFCHAN_VIEWPORT;
    left->setShare(mask);
    left->setTravFunc(PFTRAV_CULL, CullChannel);
    left->setTravFunc(PFTRAV_DRAW, DrawChannel);
    left->setScene(scene);
    left->setNearFar(0.1f, far);

    /* set up data to distinguish between left and right eye */
    leftArg = (int *)left->allocChanData(sizeof(int));
    rightArg = (int *)right->allocChanData(sizeof(int));

    *leftArg = 1;
    *rightArg = 0;

    /* data never changes, so we only need to pass it once */
    left->passChanData();
    right->passChanData();
    left->setFOV(45.f, -1.f);

    /* set up offsets for left and right channels for stereo viewing */

    /* both eyes look at same spot 1/2 way between eyes at fusion distance */
    eyeAngle = PF_RAD2DEG(
	atanf(Iod *.5f /(Converge * (far - near) + near))); 

    /* left eye */
    hprOffsets.set(-eyeAngle, 0.f, 0.f);
    xyzOffsets.set(-Iod/2.f, 0.f, 0.f);
    left->setViewOffsets(xyzOffsets, hprOffsets);

    /* right eye */
    hprOffsets.set(eyeAngle, 0.f, 0.f);
    xyzOffsets.set(Iod/2.f, 0.f, 0.f);
    right->setViewOffsets(xyzOffsets, hprOffsets);
   
#else
    pfChannel *chan = new pfChannel(p);
    Shared->pw->addChan(chan);
    chan->setTravFunc(PFTRAV_CULL, CullChannel);
    chan->setTravFunc(PFTRAV_DRAW, DrawChannel);
    chan->setScene(scene);
    chan->setNearFar(near, far);
    // vertical FOV is matched to window aspect ratio 
    chan->setFOV(45.0f, -1.0f);
#endif
    // Create an earth/sky model that draws sky/ground/horizon 
//     pfEarthSky *eSky = new pfEarthSky();
//     eSky->setMode(PFES_BUFFER_CLEAR, PFES_SKY_GRND);
//     eSky->setAttr(PFES_GRND_HT, -10.0f);
//     chan->setESky(eSky);
  
    chan->setTravMode(PFTRAV_CULL, PFCULL_VIEW|PFCULL_GSET);
  
    if (found)
    {
	float sceneSize;
	// Set initial view to be "in front" of scene 
	
	// view point at center of bbox 
	Shared->view.xyz.add(bbox.min, bbox.max);
	Shared->view.xyz.scale(0.5f, Shared->view.xyz);
	
	// find max dimension 
	sceneSize = bbox.max[PF_X] - bbox.min[PF_X];
	sceneSize = PF_MAX2(sceneSize, bbox.max[PF_Y] - bbox.min[PF_Y]);
	sceneSize = PF_MAX2(sceneSize, bbox.max[PF_Z] - bbox.min[PF_Z]);
	sceneSize = PF_MIN2(sceneSize, 0.5f * far);
	Shared->sceneSize = sceneSize;
	
	// offset so all is visible 
	Shared->view.xyz[PF_Y] -=      sceneSize;
	Shared->view.xyz[PF_Z] += 0.25f*sceneSize;	
    }  else
    {
	Shared->view.xyz.set(0.0f, 0.0f, 100.0f);
	PFSET_VEC3(bbox.min, -5000.0f, -5000.0f, -1000000.0f);
	PFSET_VEC3(bbox.max, 5000.0f, 5000.0f, 10000000.0f);
	Shared->sceneSize = 10000.0f;
    }
    Shared->view.hpr.set(0.0f, 0.0f, 0.0f);
    chan->setView(Shared->view.xyz, Shared->view.hpr);
    PFCOPY_VEC3(Shared->viewOrig.xyz, Shared->view.xyz);
    PFCOPY_VEC3(Shared->viewOrig.hpr, Shared->view.hpr);
#ifdef SPACEMOUSE
    Shared->smousefactor = transSpeed * Shared->sceneSize;
#endif    
    // main simulation loop 
    while (!Shared->exitFlag)
    {
	// wait until next frame boundary 
	pfSync();
	
	pfFrame();
	
	// Set view parameters for next frame 
	UpdateView();
	
#ifndef SPACEMOUSE
        chan->setView(Shared->view.xyz, Shared->view.hpr);
#else
        prevTime = thisTime;
        thisTime = pfGetTime();
        if (prevTime > 0){
           deltaTime = thisTime-prevTime;
           Shared->spacecoord.xyz.scale(deltaTime,Shared->spacecoord.xyz);
           Shared->spacecoord.hpr.scale(deltaTime,Shared->spacecoord.hpr);
        }
	mat1.makeCoord(&Shared->view);
        mat2.makeCoord(&Shared->spacecoord);
        mat1.preMult(mat2);
        chan->setViewMat(mat1);
	mat1.getOrthoCoord(&Shared->view);
#endif
	// initiate traversal using current state 
    
	if (!ForkedXInput)
	{
	    if (!Shared->XInputInited)
		InitXInput(dsp);
	    if (Shared->XInputInited)
		GetXInput(dsp);
	}
    }
    
    // terminate cull and draw processes (if they exist) 
    pfExit();
    
    // exit to operating system 
    return 0;
}

static void 
InitXInput(pfWSConnection dsp)
{
    Window w;
#ifdef SPACEMOUSE
    initSpaceMouse();
#endif
    /* wait for X Window to exist in Performer shared memory */
   if (w = Shared->pw->getWSWindow())
   {
	XSelectInput(dsp, w, PointerMotionMask |
			ButtonPressMask | ButtonReleaseMask | 
			KeyPressMask | KeyReleaseMask);
	XMapWindow(dsp, w);
	XFlush(dsp);
	Shared->XInputInited = 1;
    }
}

//
// DoXInput() runs an asychronous forked even handling process.
//  Shared memory structures can be read from this process
//  but NO performer calls that set any structures should be 
//  issues by routines in this process.

void
DoXInput(void)
{
    // windows from draw should now exist so can attach X input handling
    // to the X window 
    
    Display *dsp = pfGetCurWSConnection();
    
    prctl(PR_TERMCHILD);        // Exit when parent does 
    sigset(SIGHUP, SIG_DFL);    // Exit when sent SIGHUP by TERMCHILD 
    
    InitXInput(dsp);
    
    while (1)
    {
	XEvent          event;
	if (!Shared->XInputInited)
	    InitXInput(dsp);
	if (Shared->XInputInited)
	{
	    XPeekEvent(dsp, &event);
	    GetXInput(dsp);
	}
    }
}

// 
//	UpdateView() updates the eyepoint based on the information
//	placed in shared memory by GetInput().

static void    
UpdateView(void)
{
    static float speed = 0.0f;
    pfCoord *view = &Shared->view;
    float cp;
    float mx, my;
    static double thisTime = -1.0f;
    double prevTime;
    float deltaTime;

    prevTime = thisTime;
    thisTime = pfGetTime();

    if (prevTime < 0.0f)
	return;

    if (!Shared->inWindow || Shared->reset)
    {
	speed = 0;
	Shared->reset = 0;
	Shared->accelRate = 0.1f * Shared->sceneSize;
	return;
    }

    deltaTime = thisTime - prevTime;
    switch (Shared->mouseButtons)
    {
    case Button1Mask: /* LEFTMOUSE: faster forward or slower backward*/
    case Button1Mask|Button2Mask:
	speed += Shared->accelRate * deltaTime;
	if (speed > Shared->sceneSize)
	    speed = Shared->sceneSize;
	break;
    case Button3Mask: /* RIGHTMOUSE: faster backward or slower foreward*/
    case Button3Mask|Button2Mask:
	speed -= Shared->accelRate * deltaTime;
	if (speed < -Shared->sceneSize)
	    speed = -Shared->sceneSize;
	break;
    }
    if (Shared->mouseButtons)
    {
	mx = 2.0f * (Shared->mouseX / (float)Shared->winSizeX) - 1.0f;
	my = 2.0f * (Shared->mouseY / (float)Shared->winSizeY) - 1.0f;
				     
	/* update view direction */
	view->hpr[PF_H] -= mx * PF_ABS(mx) * 30.0f * deltaTime;
	view->hpr[PF_P] += my * PF_ABS(my) * 30.0f * deltaTime;
#ifndef SPACEMOUSE
	view->hpr[PF_R]  = 0.0f;
#endif	

	/* update view position */
	cp = cosf(PF_DEG2RAD(view->hpr[PF_P]));
	view->xyz[PF_X] += speed*sinf(-PF_DEG2RAD(view->hpr[PF_H]))*cp;
	view->xyz[PF_Y] += speed*cosf(-PF_DEG2RAD(view->hpr[PF_H]))*cp;
	view->xyz[PF_Z] += speed*sinf( PF_DEG2RAD(view->hpr[PF_P]));
    }
    else
    {
	speed = 0.0f;
	Shared->accelRate = 0.1f * Shared->sceneSize;
    }
}

//
//	CullChannel() -- traverse the scene graph and generate a
// 	display list for the draw process.  This procedure is 
//	executed in the CULL process.


static void
CullChannel(pfChannel *, void *)
{
    // 
    // pfDrawGeoSet or other display listable Performer routines
    // could be invoked before or after pfCull()
    pfCull();
}

//
//	OpenPipeWin() -- create a win: setup the GL and IRIS Performer.
//	This procedure is executed in the DRAW process 
//	(when there is a separate draw process).


static void
OpenPipeWin(pfPipeWindow *pw)
{
#ifdef STEREO
    pw->setFBConfigAttrs(FBAttrs);
    
#endif
    pw->open();
#ifdef STEREO
    pw->query(PFQWIN_STEREO, &Shared->stereo);
    if(Shared->stereo == PFQFTR_FALSE)
      pfNotify(PFNFY_NOTICE, PFNFY_RESOURCE,
        "Couldn't get a stereo window; using mono mode");
#endif
#ifdef IRISGL    
    if (!(WinType & PFPWIN_TYPE_X))
    {
	// register events of note with event-queue manager 
	qdevice(ESCKEY);
	qdevice(F1KEY);
	qdevice(GKEY);
    }
#endif // GL type 
    
    // create a light source in the "south-west" (QIII) 
    Sun = new pfLight();
    Sun->setPos(-0.3f, -0.3f, 1.0f, 0.0f);
}


//
//	DrawChannel() -- draw a channel and read input queue. this
//	procedure is executed in the draw process (when there is a
//	separate draw process).

static void
DrawChannel (pfChannel *channel, void *left)
{
    // rebind light so it stays fixed in position 
    Sun->on();
#ifdef STEREO
    /* which buffer to draw into ? */
    if(Shared->stereo) { /* if not stereo, draw to left all the time */
	if(*(int*)left) {
#ifdef IRISGL
	    leftbuffer(1);
	    rightbuffer(0);
#else
	    glDrawBuffer(GL_BACK_LEFT);
#endif
	} else {
#ifdef IRISGL
	    leftbuffer(0);
	    rightbuffer(1);
#else
	    glDrawBuffer(GL_BACK_RIGHT);
#endif
	}
    }    
#endif /*STEREO*/
    // erase framebuffer and draw Earth-Sky model 
    channel->clear();
    
    // invoke Performer draw-processing for this frame 
    pfDraw();
    
    // draw Performer throughput statistics 
    
    if (Shared->drawStats)
	channel->drawStats();
    
    // read window origin and size (it may have changed) 
    channel->getPWin()->getSize(&Shared->winSizeX, &Shared->winSizeY);
    
#ifdef IRISGL
    //    if (!(WinType & PFPWIN_TYPE_X))
    GetGLInput();
#endif // GL type 	
#ifdef STEREO
    if(!Shared->stereo) /* mono mode */
	if(*(int*)left) /* add extra swap to draw both buffers */
            (channel->getPWin())->swapBuffers();	    
#endif
}

#ifdef IRISGL
static void
GetGLInput(void)
{
    long x, y;
    long xo, yo;
    
    while (qtest())
    {
	short           value;
	int            device = qread(&value);
	
	// only act on key-down transitions 
	if (value)
	{
	    switch (device)
	    {
		// ESC-key signals end of simulation 
	    case ESCKEY:
		Shared->exitFlag = 1;
		break;
		
		// g-key and F1-key toggles channel-stats display 
	    case GKEY:
	    case F1KEY:
		Shared->drawStats = !Shared->drawStats;
		break;
	    }
	}
    }
    // read cursor position (may be outside our window) 
    x = getvaluator(MOUSEX);
    y = getvaluator(MOUSEY);
    
    // IRIS GL - mouse pos in screen relative and focus management is not so good
    // so update cursor virtual position when cursor inside window 
    
    getorigin(&xo, &yo);
    if (x >= xo && x < (xo + Shared->winSizeX) && 
	y >= yo && y < (yo + Shared->winSizeY))
    {
	Shared->inWindow = 1;
	Shared->mouseX = x - xo;
	Shared->mouseY = y - yo;
	Shared->mouseButtons = ((getbutton(LEFTMOUSE)   ? Button1Mask : 0) |
				(getbutton(MIDDLEMOUSE) ? Button2Mask : 0) |
				(getbutton(RIGHTMOUSE)  ? Button3Mask : 0));
    }
    else
	Shared->inWindow = 0;
}
#endif // GL type 

static void
GetXInput(pfWSConnection dsp)
{
    static int x=0, y=0;
    
    if (XEventsQueued(dsp, QueuedAfterFlush))
    while (XEventsQueued(dsp, QueuedAlready))
    {
	XEvent event;
#ifdef SPACEMOUSE
	XDeviceButtonEvent *ButtonPtr;
        XDeviceMotionEvent *MotionPtr;    
#endif	
	XNextEvent(dsp, &event);
	
	switch (event.type) 
	{
	case ConfigureNotify:
	    break;
	case FocusIn:
	    Shared->inWindow = 1;
	    break;
	case FocusOut:
	    Shared->inWindow = 0;
	    break;
	case MotionNotify: 
	    {
		XMotionEvent *motion_event = (XMotionEvent *) &event;
		x =  motion_event->x;
		y = Shared->winSizeY - motion_event->y;
	    }
	    break;
	case ButtonPress: 
	    {
		XButtonEvent *button_event = (XButtonEvent *) &event;
		x = event.xbutton.x;
		y = Shared->winSizeY - event.xbutton.y;
		Shared->inWindow = 1;
		switch (button_event->button) {
		case Button1:
		    Shared->mouseButtons |= Button1Mask;
		    break;
		case Button2:
		    Shared->mouseButtons |= Button2Mask;
		    break;
		case Button3:
		    Shared->mouseButtons |= Button3Mask;
		    break;
		}
	    }
	    break;
	case ButtonRelease:
	    {
		XButtonEvent *button_event = (XButtonEvent *) &event;
		switch (button_event->button) {
		case Button1:
		    Shared->mouseButtons &= ~Button1Mask;
		    break;
		case Button2:
		    Shared->mouseButtons &= ~Button2Mask;
		    break;
		case Button3:
		    Shared->mouseButtons &= ~Button3Mask;
		    break;
		}
	    }
	    break;
	case KeyPress:
	    {
		char buf[100];
		int rv;
		KeySym ks;
		rv = XLookupString(&event.xkey, buf, sizeof(buf), &ks, 0);
		switch(ks) {
		case XK_Escape: 
		    Shared->exitFlag = 1;
		    exit(0);
		    break;
		case XK_space:
		    Shared->reset = 1;
		    PFCOPY_VEC3(Shared->view.xyz, Shared->viewOrig.xyz);
		    PFCOPY_VEC3(Shared->view.hpr, Shared->viewOrig.hpr);
		    pfNotify(PFNFY_NOTICE, PFNFY_PRINT,  "Reset");
		    break;
		case XK_g:
		    Shared->drawStats = !Shared->drawStats;
		    break;
		default:
		    break;
		}
	    }
	    break;
	default:
#ifdef SPACEMOUSE
        if  (event.type == MagellanMotionEventType){
	    MotionPtr = (XDeviceMotionEvent *) &(event);
            if ( (MotionPtr->axes_count == 6) && 
                 (MotionPtr->first_axis == 0)){
              Shared->spacecoord.xyz[0]=MotionPtr->axis_data[ 0 ]
                 *(.001*Shared->smousefactor);
              Shared->spacecoord.xyz[1]=MotionPtr->axis_data[ 2 ]
                 *(.001*Shared->smousefactor);
              Shared->spacecoord.xyz[2]=MotionPtr->axis_data[ 1 ]
                 *(.001*Shared->smousefactor);
              Shared->spacecoord.hpr[0]=.1*MotionPtr->axis_data[ 4 ];
              Shared->spacecoord.hpr[1]=.1*MotionPtr->axis_data[ 3 ];
              Shared->spacecoord.hpr[2]=.1*MotionPtr->axis_data[ 5 ];
              Shared->spacemouse=TRUE;
#ifdef SPACEMOUSE_DEBUG
              printf("factor: %f spaceball motion: xyz: %f %f %f hpr: %f %f %f\n",
                      Shared->smousefactor,
                      Shared->spacecoord.xyz[0],
                      Shared->spacecoord.xyz[1],
                      Shared->spacecoord.xyz[2],
                      Shared->spacecoord.hpr[0],
                      Shared->spacecoord.hpr[1],
                      Shared->spacecoord.hpr[2]);
#endif

            }
        }
        if  (event.type == MagellanButtonPressEventType){
            ButtonPtr = (XDeviceButtonEvent *) &(event);
        }
        if  (event.type == MagellanButtonReleaseEventType){
            ButtonPtr = (XDeviceButtonEvent *) &(event);
        }
#endif
	    break;
	}// switch 
    }
    Shared->mouseX = x;
    Shared->mouseY = y;
}

#ifdef SPACEMOUSE
void 
initSpaceMouse()
{
  int MagellanID, DeviceNumber, loop, c_class;
  XDeviceInfo *DeviceInfo;
  XDevice *Device;
  Window w;
  Display *dsp;

  XAxisInfoPtr XAxisPtr;
  XAnyClassPtr XClassPtr;
  int axis, axes;

  XExtensionVersion *ExtVersion;

  XFeedbackState *MagellanFeedback;
  int FeedbackNumber;

  w = Shared->pw->getWSWindow();
  dsp = pfGetCurWSConnection();
  ExtVersion = XGetExtensionVersion( dsp, "XInputExtension" );
  if ( (ExtVersion == NULL) || ((int)ExtVersion == NoSuchExtension) )
   {
    fprintf( stderr, "Cannot access X Input Extension. Exit ... \n");
    exit( -1 );
   };
  printf("X Input Extension Version %d.%d \n", ExtVersion->major_version, ExtVersion->minor_version );
  XFree( ExtVersion );

  DeviceInfo = XListInputDevices( dsp, &DeviceNumber );
  MagellanID = -1;
  for ( loop=0; loop<DeviceNumber; ++loop )
  {
   printf("------------------------------------------------------------------------\n");
   printf(" Type = %d \n", DeviceInfo[loop].type );
   printf("Device Name = %s Type = %d Atom = %s \n", DeviceInfo[loop].name,
           DeviceInfo[loop].type, XGetAtomName(dsp,DeviceInfo[loop].type) );
   printf(" Device Class(es) = %d  Use = %s \n", DeviceInfo[loop].num_classes,
            DeviceInfo[loop].use ? "TRUE" : "FALSE" );

   XClassPtr = (XAnyClassPtr) DeviceInfo[loop].inputclassinfo;
   for ( c_class=0; c_class<DeviceInfo[loop].num_classes; ++c_class )
    {
     switch( XClassPtr->c_class )
      {
       case 0: 
        printf("  Keyboard  Keycode Min = %d Max = %d  Number of Keys = %d \n",
                  ((XKeyInfo *)XClassPtr)->min_keycode,
                  ((XKeyInfo *)XClassPtr)->max_keycode,
                  ((XKeyInfo *)XClassPtr)->num_keys );
        break;

       case 1:
        printf("  Button(s)  Number of Buttons = %d \n", 
                  ((XButtonInfo *)XClassPtr)->num_buttons );
        break;

       case 2:
        printf("  Valuator(s)  Axes = %d  Mode = %d  Motion Buffer = %d \n",
                  ((XValuatorInfo *)XClassPtr)->num_axes,
                  ((XValuatorInfo *)XClassPtr)->mode,
                  ((XValuatorInfo *)XClassPtr)->motion_buffer );
        XAxisPtr = ((XValuatorInfo *)XClassPtr)->axes;
        axes = ((XValuatorInfo *)XClassPtr)->num_axes;
        for ( axis=0; axis<axes; ++axis )
         {
          printf("   Valuator = %d  Min = %d Max = %d  Resolution = %d \n", axis+1,
                     XAxisPtr->min_value, XAxisPtr->max_value, XAxisPtr->resolution );
          ++XAxisPtr;
         };
        break;

       default: 
        printf("  Class ID = %d  Length = %d \n", XClassPtr->c_class, XClassPtr->length );
        break;
      };  
     XClassPtr = (XAnyClassPtr) ((char *)XClassPtr+XClassPtr->length);
    };
  };

 for ( loop=0; loop<DeviceNumber; ++loop )
  {
   if ( strcmp( DeviceInfo[loop].name, "MAGELLAN" ) == NULL ||
        strcmp( DeviceInfo[loop].name, "magellan" ) == NULL )
    {
     MagellanID = DeviceInfo[loop].id;
     break;
    };
  };
 if ( MagellanID == -1 )
  {
   for ( loop=0; loop<DeviceNumber; ++loop )
    {
     if ( strcmp( DeviceInfo[loop].name, "SPACEBALL" ) == NULL ||
          strcmp( DeviceInfo[loop].name, "spaceball" ) == NULL )
      MagellanID = DeviceInfo[loop].id;
    };
  };

 XFreeDeviceList( DeviceInfo );
 printf("------------------------------------------------------------------------\n");
 printf("\n\n");

 if ( MagellanID == -1 )
  {
   printf("Magellan X Input Extension. \nCan't find Magellan. Exit ... \n" );
   exit( -1 );
  }
 else
  printf("Magellan X Input Extension ID = %d \n", MagellanID );

 Device = XOpenDevice( dsp, MagellanID );
 if ( Device == 0 )
  {
   printf("Magellan X Input Extension. \nCan't open Magellan. Exit ... \n" );
   exit( -1 );
  };

 DeviceMotionNotify( Device, MagellanMotionEventType, MagellanMotionEventClass );
 DeviceButtonPress( Device, MagellanButtonPressEventType, MagellanButtonPressEventClass );
 DeviceButtonRelease( Device, MagellanButtonReleaseEventType, MagellanButtonReleaseEventClass );

 printf("MotionNotify  Type=%d Class=%d \n", MagellanMotionEventType, MagellanMotionEventClass );
 printf("ButtonPress   Type=%d Class=%d \n", MagellanButtonPressEventType, MagellanButtonPressEventClass );
 printf("ButtonRelease Type=%d Class=%d \n", MagellanButtonReleaseEventType, MagellanButtonReleaseEventClass );

 ListOfEventClass[0] = MagellanMotionEventClass;
 ListOfEventClass[1] = MagellanButtonPressEventClass;
 ListOfEventClass[2] = MagellanButtonReleaseEventClass;

 XSelectExtensionEvent( dsp, w, ListOfEventClass, 3 );

 MagellanFeedback = XGetFeedbackControl( dsp, Device, &FeedbackNumber );
 printf("Magellan Feedback Number = %d \n", FeedbackNumber );
 for ( loop=0; loop<FeedbackNumber; ++loop )
  {
   printf("Feedback = %d  Class = %d  Length = %d  ID = %d \n", loop+1, MagellanFeedback->c_class, 
           MagellanFeedback->length, MagellanFeedback->id );
   switch( MagellanFeedback->c_class )
    {
     case KbdFeedbackClass:
      printf(" KbdFeedbackClass  Bell Volume = %d  Pitch = %d  Duration = %d   \n",
              ((XKbdFeedbackState *)MagellanFeedback)->percent,
              ((XKbdFeedbackState *)MagellanFeedback)->pitch,
              ((XKbdFeedbackState *)MagellanFeedback)->duration );
      break;

     case BellFeedbackClass:
      printf(" BellFeedbackClass  Bell Volume = %d  Pitch = %d  Duration = %d   \n",
              ((XBellFeedbackState *)MagellanFeedback)->percent,
              ((XBellFeedbackState *)MagellanFeedback)->pitch,
              ((XBellFeedbackState *)MagellanFeedback)->duration );
      break;

     case PtrFeedbackClass:
      printf(" PtrFeedbackClass   \n");
      break;

     case IntegerFeedbackClass:
      printf(" IntegerFeedbackClass   \n");
      break;

     case StringFeedbackClass:
      printf(" StringFeedbackClass   \n");
      break;

     case LedFeedbackClass:
      printf(" LedFeedbackClass   \n");
      break;

     default:
      printf(" Unkonw FeedbackClass \n");
    }
   MagellanFeedback = (XFeedbackState *)((char *)MagellanFeedback+MagellanFeedback->length);
  }
  Shared->spacemouse=FALSE;

}
#endif

--PART-BOUNDARY=.19708261444.ZM12572.munich.sgi.com--

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Message-Id: <199708261323.IAA16571@l-ecn040.icaen.uiowa.edu>
Organization: Iowa Computer Aided Engineering Network, University of Iowa
Subject: Spotlight textures
To: info-performer@sgi.com
Date: Tue, 26 Aug 1997 08:23:35 -0500 (CDT)
X-Mailer: ELM [version 2.4 PL25]
MIME-Version: 1.0
Content-Type: text/plain; charset=US-ASCII
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Status: O

I'm trying to project a single image as a spotlight texture onto a surface,
but can't seem to get the image from repeating or cropping.  I've tried a
variety of tricks, particularly focusing on:

  pfTexRepeat(myTexture, TX_WRAP, PFTEX_SELECT);

followed by:

  pfLSourceAttr(myLightSource, PFLS_PROJ_TEX, myTexture);

but can't get the projection to end at the boundary of the photo.  Either it
wraps or clamps, depending on what else I've been fooling with.

Could it be my hardware?  hinv gives:

Video: MVP unit 0 version 1.2
AV: AV1 Card version 1, O2Cam type 1 version 0 connected.
FLASH PROM version 4.0
On-board serial ports: 2
On-board EPP/ECP parallel port
1 180 MHZ IP32 Processor
FPU: MIPS R5000 Floating Point Coprocessor Revision: 1.0
CPU: MIPS R5000 Processor Chip Revision: 2.1
Data cache size: 32 Kbytes
Instruction cache size: 32 Kbytes
Secondary unified instruction/data cache size: 512 Kbytes on Processor 0
Main memory size: 64 Mbytes
Iris Audio Processor: version A3 revision 0
Integral Ethernet: ec0, version 1
  Tape drive: unit 7 on SCSI controller 1: DAT
    Disk drive / removable media: unit 3 on SCSI controller 1
  CDROM: unit 4 on SCSI controller 0
  Disk drive: unit 1 on SCSI controller 0
CRM graphics installed
Integral SCSI controller 1: Version ADAPTEC 7880
Integral SCSI controller 0: Version ADAPTEC 7880
Vice: DX

Thanks for the help.

- Geb

-- 
Dr. Geb Thomas                   The GROK Lab
Industrial Engineering           (o)  (319) 335-5936
The University of Iowa           (f)  (319) 335-5424
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Date: Tue, 26 Aug 1997 19:06:53 +0100
From: Clive Harding <clive@reading.sgi.com>
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To: aardvark@earthling.net
CC: Performer Discussion Group <info-performer@sgi.com>
Subject: Re: about distinguish nodes
References: <199708251541.IAA19495@dandan.engr.sgi.com> <34029682.7D27@iname.com> <3402B596.2B30@earthling.net>
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Status: O

You can recover most of  the information from the multigen nodes
(in OpenFlight) using the register node mechanism which is
REALLY well documented. You can see which bits you can get out
of your Groups, Lods, Objects etc by looking at the pfflt header
file. The following code fragment should help. Sorry if this is
spam since I've only seen a reply to a mail. Seems that the
performer-info stuff just disappears from my inbox ;)

#include <pfdb/pfflt.h>

static void *regFuncPtr = registerFunc;

void 
registerFunc ( pfNode *node, int mgOp, int *cbs, COMMENTcb *cbcom, void
*userData)
{
char text[80];
short id;

    if(cbcom) 
    {
	if(cbcom->text[0])
	{
	    // You can look at the comment field of a 
            // Group, Object etc. etc. etc.
	}
    }
    switch(mgOp)
    {
	case CB_GROUP: someval = ((GROUPcb *)cbs)->special2;
		       break;
	case CB_LOD:   someval = ((LODcb *)cbs)->special2;
		       break;
	case CB_OBJECT:someval = ((OBJcb *)cbs)->special2;
		       break;
	case CB_DOF:   getDofInfo((DOFcb *)cbs);
		       break;
	case ........ Ad Nauseam.
    }
	
    if(someval)
    {
        someFunction(node); // Actually do stuff to the pfNode.
    }
	
}




// Then somewhere after pfConfig()
    
    // Initialise the loader callback
    pfdConverterAttr(".flt", PFFLT_REGISTER_NODE, &regFuncPtr);

Cheers,
Clive.
-- 
________________________________________________________________
Clive Harding, Software Support Group, Silicon Graphics UK Ltd.       
Forum 1, Station Road, Theale, Reading, UK, RG7 4RA. 
Tel: 01189 307736 Fax: 01189 307553 Email: clive@reading.sgi.com

	    "Si non confectus, non reficiat."
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Message-ID: <3403789F.729C3156@rtset.co.il>
Date: Wed, 27 Aug 1997 03:45:19 +0300
From: Ran Yakir <rany@rtset.co.il>
Reply-To: rany@rtset.co.il
Organization: RT-Set
X-Mailer: Mozilla 4.01 [en] (Win95; I)
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To: info-performer@sgi.com
Subject: DIVO
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Status: O

Hi,

Has anyone used DIVO on ONYX2 yet ? I've tried reading a video into
texture using DIVO. The video is read using the DMBuffer mechanism into
memory, and then glTexSubImage-ed into texture memory. The weird thing
is that the dmBufferFree() function, which is supposed to just free my
dmbuffer, is taking 2.5 milisec. This is way too much for swaping
pointers. Solutions, anyone ?

Thanks
Ran


--
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | 28 Ben Gurion St.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | Hod Hasharon 54200
              _/                     | Israel
-------------------------------------+--------------------------------
At Home :                            | At Work :
                                     |   RT-SET
  Voice  : +972-9-7489974            |   Voice  : +972-9-9552236
  Fax    : +972-9-7422149            |   Fax    : +972-9-9552239
  E-mail : rany@netvision.net.il     |   E-mail : rany@rtset.co.il
http://rtset.co.il/rany


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Organization: DRaW Computing Assoc. Inc., http://www.drawcomp.com/prakash.html
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Subject: Texture with pfdNew*
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Status: O

Hi,

I'm having troubles with texture mapping.  Currently to make a sphere I
am using pfdNewSphere, but this doesn't seem to generate any kind of
default texture coordinates.  Is there any easy way for me to generate
them for all of those shapes while still using the pfdNew* functions or
do I have to create the Sphere myself and put the texture coordinates in
when I make it?

Thanks.
-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
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Subject: test
Status: O

testing mail to Paradigm Simulation.  no reply please.
thanks
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9708261420.ZM3552@quid.csd.sgi.com>
Date: Tue, 26 Aug 1997 14:20:13 -0700
In-Reply-To: David Nouls <dnouls@luc.ac.be>
        "Which Performer on O2 ?" (Aug 26,  2:20pm)
References: <3402E648.441834DF@luc.ac.be>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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Status: O

The table belowis in the FAQs off the PF web page ( pointer in the sig of this
message )

So you want: pf 2.0 + patches 1696 (eoe) and 1392 (dev) for O2

Subject: ! -9- What version of IRIS Performer should I use?
Date: 17 Mar 97 00:00:01 EST

  IRIX             performer_eoe  performer_dev           +Patches
  -----------------------------------------------------------------------
  6.4                 2.0.4            2.0                     1392 (dev)
  6.3                 2.0.3            2.0         1696 (eoe), 1392 (dev)
  6.2 (IR only*)      2.1              2.1         n/a
  6.2 (non-IR*)       2.0.1            2.0         1696 (eoe), 1392 (dev)
  5.3                 2.0              2.0         1414 (eoe & dev)

  (*) Onyx [not Onyx2] InfiniteReality systems running 6.2 should use
  IRIS Performer 2.1 (eoe and dev).  Note that Performer 2.1 is
  -only- officially supported on Onyx InfiniteReality systems running
  IRIX 6.2.  Other systems running 6.2 should use 2.0.1 eoe and 2.0
  dev, (plus patches) as indicated above.

The latest Imagevision release is IL 3.1.1, IL too has a web page with this
info: www.sgi.com/Technology/ImageVision

IL 3.1.1 eoe can be downloaded from
www.sgi.com/Products/Evaluation/evaluation.html

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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To: "Clement K. Tam" <ctam@risc.rockwell.com>
cc: info-performer@sgi.com, ekunze@yacko
Subject: Re: Screen Resolution for Per Window Stereo 
In-reply-to: Your message of "Mon, 25 Aug 1997 09:47:44 PDT."
             <3401B730.41C6@risc.rockwell.com> 
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Date: Tue, 26 Aug 1997 17:53:05 -0700
From: Eric Kunze <ekunze@yacko>
Status: O

 
> However, I cannot get my left monitor display (channel 0) switched to
> high resolution with ircombine using the following vfo files:
> 
> 1280x1024_120s.vfo

  This format will generally only run on the high-end projectors, such as 
Barco or Electrohome. The SGI shipped monitor definitely won't display it as 
the horizontal rate is too high.

> 1024x768_120s.vfo
  
  This is at the edge of what most monitors can display. You don't say which 
monitor you have, looking at the horizontal rates in the manual and comparing 
them to the values for this format in /usr/gfx/ucode/KONA/dg4/vfo/README 
should give you an idea as to whether this should work or not.

> 
> All I got is a blank screen on my left monitor.
> Lower resolution with the following vfo files does work:
> 
> 640x512_120s.vfo
> 640x480_120s.vfo
> 
> Lower refresh rate, higher resolution also works:
> 
> 1024x768_96s.vfo
> 
> So my question is: Can I have the full 1280x1024 resolution while using
> Per Window (Quad Buffer) stereo?

  The IR can do it, it is a matter of finding a display capable of these 
speeds.  If you are using SGI shipped monitors, sticking to 1024x768_96s is 
probably your best bet.


Eric

> 
> This Onyx has only ONE RM.  Could that be a factor?
> Additional h/w info follows:
> 
> 
>  /usr/gfx 44%gfxinfo
> Graphics board 0 is "KONAS" graphics.
>         Managed (":0.0") 2560x1024 
>         Display has 8 channels
>         4 GEs (of 4), occmask = 0x0f
>         4MB external BEF ram, 32bit path
>         1 RM6 board (of 1) 1/0/0/0
>         Texture Memory: 64MB/-/-/-
>         Small pixel depth
>         32K cmap, 64K external gamma
>         Channel 0:
>          Origin = (0,0)
>          Video Output: 1280 pixels, 1024 lines, 60.00Hz
> (1280x1024_60.vfo)
>         Channel 1:
>          Origin = (0,538)
>          Video Output: 640 pixels, 486 lines, 29.97Hz (640x486_30i.vfo)
>         Channel 2:
>          Origin = (1280,0)
>          Video Output: 1280 pixels, 1024 lines, 60.00Hz
> (1280x1024_60.vfo)
>         Channel 3:
>          Origin = (0,544)
>          Video Output: 640 pixels, 480 lines, 60.00Hz (640x480_180q.vfo)
> 
> 
> Thanks in advance for any suggestion or comment.
> -- 
> ----------------------------------------------------------------
> Clement K. Tam			|Research Scientist    
> Rockwell Science Center		|Human Computer Interface
> 1049 Camino Dos Rios		|Voice: (805)373-4858
> PO Box 1085, M/S A7A		|Comnet:     253-4858
> Thousand Oaks, CA 91358		|Email: ctam@risc.rockwell.com
> ----------------------------------------------------------------
> =======================================================================
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From guest  Wed Aug 27 07:39:01 1997
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From: Dirk Luesebrink <crux@artcom.de>
Organization: art+com gmbh
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To: gthomas@icaen.uiowa.edu
CC: info-performer@sgi.com
Subject: Re: Spotlight textures
References: <199708261323.IAA16571@l-ecn040.icaen.uiowa.edu>
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Status: O

try using CLAMP and put a one pixel wide neutral border in your texture.
for example white. than only this borders gets clamped over the rest of
the surface. remind when mipmaping the border must be wider maybe
because of automaitcally generated lower resolution versions of you
original texture. that would blur some photo pixels into the border.

dirk.

thats a workaround.


gthomas@icaen.uiowa.edu wrote:
> 
> I'm trying to project a single image as a spotlight texture onto a surface,
> but can't seem to get the image from repeating or cropping.  I've tried a
> variety of tricks, particularly focusing on:
> 
>   pfTexRepeat(myTexture, TX_WRAP, PFTEX_SELECT);
> 
> followed by:
> 
>   pfLSourceAttr(myLightSource, PFLS_PROJ_TEX, myTexture);
> 
> but can't get the projection to end at the boundary of the photo.  Either it
> wraps or clamps, depending on what else I've been fooling with.
> 
> Could it be my hardware?  hinv gives:
> 
> Video: MVP unit 0 version 1.2
> AV: AV1 Card version 1, O2Cam type 1 version 0 connected.
> FLASH PROM version 4.0
> On-board serial ports: 2
> On-board EPP/ECP parallel port
> 1 180 MHZ IP32 Processor
> FPU: MIPS R5000 Floating Point Coprocessor Revision: 1.0
> CPU: MIPS R5000 Processor Chip Revision: 2.1
> Data cache size: 32 Kbytes
> Instruction cache size: 32 Kbytes
> Secondary unified instruction/data cache size: 512 Kbytes on Processor 0
> Main memory size: 64 Mbytes
> Iris Audio Processor: version A3 revision 0
> Integral Ethernet: ec0, version 1
>   Tape drive: unit 7 on SCSI controller 1: DAT
>     Disk drive / removable media: unit 3 on SCSI controller 1
>   CDROM: unit 4 on SCSI controller 0
>   Disk drive: unit 1 on SCSI controller 0
> CRM graphics installed
> Integral SCSI controller 1: Version ADAPTEC 7880
> Integral SCSI controller 0: Version ADAPTEC 7880
> Vice: DX
> 
> Thanks for the help.
> 
> - Geb
> 
> --
> Dr. Geb Thomas                   The GROK Lab
> Industrial Engineering           (o)  (319) 335-5936
> The University of Iowa           (f)  (319) 335-5424
> =======================================================================
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Message-Id: <9708271947.ZM22808@systech.hinet.net>
Date: Wed, 27 Aug 1997 19:47:54 -0700
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Hi:
	Have you any ideas about submarine simulation. I'd like to render the
circle channel of telescope and the undersea senario.

	Thanks in advance

-- 
Support Engineer    Jim Tsai
System & Technology Corp. Visual Simulation Group
www.systech.hinet.net
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Status: O

David-

Here are some details that aren't obvious from the FAQ entry 
on this subject. (The FAQ entry was already posted, so I 
won't repeat it.)

For O2, you want to end up with performer_eoe 2.0.4 and
performer_dev 2.0.2.  Here's how to get there:

(1) Load performer_eoe 2.0.3 from the IRIX 6.3 for O2 CD.

(2) Install patch 1696 to upgrade performer_eoe to 2.0.4.

(3) Load performer_dev 2.0 from the Performer 2.0 CD.

(4) Install patch 1392 to upgrade performer_dev to 2.0.2.

Patches are available at the SGI patch site, @
http://www.surf.sgi.com/SurfZone/Support/allpatch/

-Chris

-- 
Chris Malley
Evolving Video Technologies          voice: 303-456-1450
7850 Vance Drive, Suite 210            fax: 303-456-1434
Arvada, CO 80003                     email: cmalley@evt.com
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Subject: pfDelete bug
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Status: O

Hi.

Attribute arrays of a pfGeoSet not unrefed/deleted after
deletion of the pfGeoSet using pfDelete(). The pfGeoSet
manpage says:
    ...
    When a pfGeoSet is deleted with pfDelete, all pfMalloc'ed
    lists will have their reference counts decremented by one
    and will be freed if their count reaches 0.
    ...

A workaround for this bug is using pfMemory::checkDelete()
instead of pfDelete() and everthing works like expected.

But what workaround exists for pfAsyncDelete(), which have the same
bug as pfDelete()? (I've tested it with a lot of pfFrame()s to force
the deletion)

As I now, pfDelete() uses pfBuffer::checkDelete(). What
is the difference between pfBuffer::checkDelete() and
pfMemory::checkDelete()?


The following code demonstrates, what I mean.


Axel.

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

//
// Compile with: CC -o pfDeleteTest pfDeleteTest.c++ -lpf -lfpe
//
// Test using pfDelete():
//
//     pfDeleteTest
//
// Test using pfMemory::checkDelete():
//
//     pfDeleteTest Du musst Amboss oder Hammer sein
//

#include <Performer/pr/pfGeoSet.h>
#include <Performer/pf/pfGeode.h>


main(int ac, char** av)
{
    pfInit();
    pfMultiprocess(PFMP_APPCULLDRAW); // no mp
    pfConfig();

    pfGeode* geode = new pfGeode();

    pfGeoSet* gset = new pfGeoSet();
    gset->ref(); // ref, so we can check if refcount is decremented
after
                 // geode was deleted

    pfVec3* coord = (pfVec3*)pfMalloc(3 * sizeof(pfVec3),
pfGetSharedArena());
    pfMemory::getMemory(coord)->ref(); // ref, so we can check if
refcount was
                                       // decremented after geoset was
deleted

    gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, coord, 0);
    gset->setPrimType(PFGS_TRIS);
    gset->setNumPrims(1);

    geode->addGSet(gset);

    int retval;
    fprintf(stderr, "before any deletion         : geode-rc(%d)
gset-rc(%d) coord-rc(%d)\n", geode->getRef(), gset->getRef(),
pfMemory::getMemory(coord)->getRef());
    if (ac == 1) {
        retval = pfDelete(geode);
        fprintf(stderr, "after pfDelete(geode)==%d    :            
gset-rc(%d) coord-rc(%d)\n", retval, gset->getRef(),
pfMemory::getMemory(coord)->getRef());
    } else {
        retval = pfMemory::checkDelete(geode);
        fprintf(stderr, "after checkDelete(geode)==%d :            
gset-rc(%d) coord-rc(%d)\n", retval, gset->getRef(),
pfMemory::getMemory(coord)->getRef());
    }
    if (ac == 1) {
        retval = pfUnrefDelete(gset);
        fprintf(stderr, "after
pfUnrefDelete(gset)==%d:                        coord-rc(%d) <- should
be 1\n", retval, pfMemory::getMemory(coord)->getRef());
    } else {
        retval = pfMemory::unrefDelete(gset);
        fprintf(stderr, "after unrefDelete(gset)==%d 
:                        coord-rc(%d) <- should be 1\n", retval,
pfMemory::getMemory(coord)->getRef());
    }

}
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Date: Wed, 27 Aug 1997 10:27:27 -0400
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Subject: Re: Which Performer on O2 ?
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Status: O

Rob Jenkins wrote:

> 
> So you want: pf 2.0 + patches 1696 (eoe) and 1392 (dev) for O2
> 

I have a question regarding this.  On our recently received O2's we were
shipped Performer 2.1.  I thought I had remembered from the many
postings on this question that 2.0 + patches was the proper version.  I
checked the FAQ's and then called our Government SGI reseller about
this.  They felt 2.1 was the proper version to be shipped according to
their database but said they would talk to SGI to confirm this.  The
next day they called back saying that their SGI rep told them that 2.1
is shipped with O2's, not 2.0.  This is in contradiction to what the
FAQ's say.  Can anyone elaborate on this?

Thank you.

Scott
-- 
Dr. Scott R. Angster
Associate in Research, Washington State University
Guest Researcher, National Institute of Standards and Technology
Email: sangster@cme.nist.gov
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Wed, 27 Aug 1997 10:14:35 -0700
In-Reply-To: czg@iname.com
        "about distinguish nodes" (Aug 26,  1:40am)
References: <199708251541.IAA19495@dandan.engr.sgi.com> 
	<34029682.7D27@iname.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Aug 26,  1:40am, czg@iname.com wrote:
> In my performer program I want to seperate some Geodes from others
> ( they are all in ONE scene file ) so that some operations can be
> performed to on(e) part of Geodes and other Geodes not affected.

The phrases "separate geodes" and "part of geodes" imply that you are really
trying to manipulate pfGeoSet and pfGeoState objects. pfGeode's are _always_
distinct nodes in the scene graph after all.

Separating geometry into geodes is simply a matter of hierarchical modeling. In
MultiGen, simply create separate group or object beads and model some faces
under (as children) one object (or group) and some under another.

Note that separating geometry by hierarchy doesn't mean that their appearance
or graphics state (pfGeoState) is separate.

> The operations include: paste terrain clip texture to terrain Geodes
> and not building Geodes;

pfClipTexture's are not bound to pfGeode's per se, they are bound to
pfGeoState's. pfGeoState's are bound to pfGeoSet's which are bound to
pfGeode's. High performance rendering requires that geostates be shared between
as many "identical" geosets as possible. The OpenFlight loader spends much of
its time optimizing geostate sharing. State that is initially shared cannot be
easily unshared at runtime.

> But all Geodes are same type(pfGeode). In Multigen(used to make scene
> database) each node can have 2 user defined fields. These fields can
> be used to identify some specific nodes. But these fields can not be
> read in performer.

Correct. OpenFlight attributes that do not map to Performer attributes are not
part of the collating criteria use by the loader to separate geometry, by
graphics state, in the scene graph.

> How to distinguish nodes of the same type ?

Would you be interested in having the OpenFlight loader extend pfGeoState to
include new attributes, say face DFAD FID and SMC, and include them as sort
criteria?

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: Wed, 27 Aug 1997 14:07:44 -0400
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To: info-performer@sgi.com
Subject: OpenGL graphics state during draw callback
Cc: rrabbitz@motown.lmco.com
Status: O


Hi Performers,

We have an application where we need to customize channel drawing to include
some OpenGL calls. I know this must be done in the DRAW process since this
is the only place to get a handle to a graphics context. When we enter the
draw process we draw the scene graph (which renders correctly), but then when
we try to make some render call in OpenGL it seems as though the projection
and model matrix stacks are not retained from the channel setup, so we have
to go and set these again in OpenGL to ensure the proper view transformation
for our OpenGL rendering. So my question is: In the draw callback does the
graphics context we are handed retain any state from the channel call made
previously? Or, do we have set the view transformation explicitly every time do
OpenGL rendering?

Thanks,

=================================/|==========================
|                  _____________/_|__                       |
| L O C K H E E D  M A R T I N /  | /      G E S            |
|                             /   |/                        |
| Rich Rabbitz                      Phone: (609) 722-4559   |
| Mail Stop 137-124                 Fax  : (609) 273-5185   |
| Moorestown, NJ  08057          rrabbitz@motown.lmco.com   |
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9708271228.ZM5595@quid.csd.sgi.com>
Date: Wed, 27 Aug 1997 12:28:37 -0700
In-Reply-To: "jim" <jim@systech.hinet.net>
        "How to build the senario of submarine" (Aug 27,  7:47pm)
References: <9708271947.ZM22808@systech.hinet.net>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "jim" <jim@systech.hinet.net>, info-vega@paradigmsim.com,
        info-performer@sgi.com
Subject: Re: How to build the senario of submarine
Mime-Version: 1.0
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Status: O

If you quesion is how to achieve the circular 'window' then you could do that
with a stencil mask, you draw a circle to the stencil planes, enable a stencil
test such that anything then drawn outside the circle fails the stencil test. I
think there's OpenGL examples, you could put the OpenGL in a predraw call back
then draw the scene, I dare sat someone on the list has done something similar
already.

Cheers
Rob

On Aug 27,  7:47pm, jim wrote:
> Subject: How to build the senario of submarine
> Hi:
> 	Have you any ideas about submarine simulation. I'd like to render the
> circle channel of telescope and the undersea senario.
>
> 	Thanks in advance
>
> --
> Support Engineer    Jim Tsai
> System & Technology Corp. Visual Simulation Group
> www.systech.hinet.net
> =======================================================================
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>-- End of excerpt from jim



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Volz, Bill (wrvo)" <WRVO@chevron.com>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Rendering  a 3-d texture
Date: Wed, 27 Aug 1997 13:28:02 -0700
X-Priority: 3
X-Mailer: Internet Mail Service (5.0.1458.49)
Status: O

I have a 3-d texture I want to render this cube in a given number of
planes where each plane is perpendicular to the eye direction (parallel
to the screen). I can't seem to figure out what transforms I need to do
this. I've tried Texture matrix and generating the coordinates in
EYE_LINEAR with a constant box in x,y (0,0->1,0->1,1->0,1->0,0) and the
z coordinate changing but this rendering stuff that is outside of the
cube. The current code generates and renders the cube parallel to the
cube's z's axis not parallel to the screen. I know it can be done, but
how? I looked at the tex3d program but it renders using the
texture matrix and just uses that to modify the orientation of the cube,
not the view direction.

Thanks,

Bill Volz
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Date: Wed, 27 Aug 1997 12:01:32 -0700
To: info-performer@sgi.com
From: Steve Elkins <selkins@mail.arc.nasa.gov>
Subject: Job at NASA Ames Research Center
Cc: mhernan@mail.arc.nasa.gov
Status: O

<fontfamily><param>Times</param>The TAP (Terminal Area Productivity)
simulator is a medium-fidelity simulator for investigating aircraft
taxiing and surface operations under low visibility conditions at NASA
Ames Research Center.  The project is prototyping cockpit displays such
as HUD and Map displays. 


The simulation software is currently written in C and is being upgraded
to the newest version of SGI Performer.   Assignments will include:  1)
participation in the design and development of a new flight simulator
system to replace the current legacy system with an OO design and
language (C++).  It is anticipated that the candidate will have a
leadership role in this redesign, and 2) general simulation programming
in support of experimental platforms for human factors research, to
include interface with several researchers in designing, scheduling,
and managing different experiment projects and analysis tools. 
Projects are developed on SGI, PC, or Mac.  


Required qualifications for this position include: A BS or MS degree in
engineering, mathematics or CS (MS preferred). Experience using OOA/OOD
is required. The candidate must also have an extensive background in
real-time simulation (preferably flight simulation) and real-time
graphics.  Thorough knowledge of GL/OpenGL, TCP/IP networking, and
serial communications is mandatory. Experience in SGI Performer is
strongly preferred, and Mac or PC programming is a plus. The applicant
must have excellent oral and written communication skills and must
enjoy working in a highly interactive environment between researchers
and software development staff. Project management experience is a
plus.


Please submit your resume in ASCII form to: 
sterling_software@mail.arc.nasa.gov 


 Sterling Software 

 Recruiting 

 P.O.Box 138 

 Moffett Field, CA 94035-0138 

 Fax 415/604-1503 


 Equal Opportunity Employer. 


</fontfamily>

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Date: Wed, 27 Aug 1997 23:24:11 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708272324.ZM2059@multipass.engr.sgi.com>
In-Reply-To: "Volz, Bill (wrvo)" <WRVO@chevron.com>
        "Rendering  a 3-d texture" (Aug 27,  1:28pm)
References: <199708272028.NAA05733@cybil.sr.chevron.com>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Volz, Bill (wrvo)" <WRVO@chevron.com>,
        "'info-performer@sgi.com
 '" <info-performer@sgi.com>
Subject: Re: Rendering  a 3-d texture
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Aug 27,  1:28pm, Volz, Bill (wrvo) wrote:
> Subject: Rendering  a 3-d texture
> I have a 3-d texture I want to render this cube in a given number of
> planes where each plane is perpendicular to the eye direction (parallel
> to the screen). I can't seem to figure out what transforms I need to do
> this. I've tried Texture matrix and generating the coordinates in
> EYE_LINEAR with a constant box in x,y (0,0->1,0->1,1->0,1->0,0) and the
> z coordinate changing but this rendering stuff that is outside of the
> cube. The current code generates and renders the cube parallel to the
> cube's z's axis not parallel to the screen. I know it can be done, but
> how? I looked at the tex3d program but it renders using the
> texture matrix and just uses that to modify the orientation of the cube,
> not the view direction.
>

I have written a performer based example which shows a simple
volume rendering method using 3D texture coordinates produced
using texgen with appropriate matrix operations for orientation.
I won't post the code here but if anyone wants a copy
they are welcome to it if they ask.

The program is suboptimal w.r.t. clipping the orthogonal
quad polys to the reoriented volume cube and fragment pixel
fragment operation, it zbuffers for example, but this may
be desirable for some applications.

Cheers,Angus.
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From: "Shankar Swamy" <shankar@redwood.rt.cs.boeing.com>
Message-Id: <9708272042.ZM4459@vidya>
Date: Wed, 27 Aug 1997 20:42:20 -0700
In-Reply-To: Richard Rabbitz <rrabbitz@motown.lmco.com>
        "OpenGL graphics state during draw callback" (Aug 27,  2:07pm)
References: <199708271807.OAA00740@newton.motown.lmco.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: OpenGL graphics state during draw callback
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Status: O


>
> So my question is: In the draw callback does the
> graphics context we are handed retain any state from the channel call made
> previously? Or, do we have set the view transformation explicitly every time
> > do OpenGL rendering?
>


I haven't seen this documented anywhere, but it appears like the
transformation matrices are handed over to the draw callbacks.
This makes sense since this would save  a glLoadIdentity()
or a glPopMatrix() in the performer (source) code, which would
be required to change/restore the matrix.

In fact, the post-draw callback for the (n-1)th frame will have the same
viewing matrix that the pre-draw callback for the n-th frame gets.  You
can verify that by printing the matrices from the callbacks with something
like:


int preDrawCB(pfTraverser*, void*){
  static int ii = 0 ;

  float  myMat[16] ;
  printf("Iteration no. %d IN PRE-DRAW\n", ii++) ;

  glMatrixMode(GL_MODELVIEW_MATRIX) ;
  glGetFloatv(GL_MODELVIEW_MATRIX, myMat) ;

  printf("Row 0:   %5.3f,  %5.3f,  %5.3f,  %5.3f\n",
        myMat[0], myMat[4], myMat[8], myMat[12]);
  printf("Row 1:   %5.3f,  %5.3f,  %5.3f,  %5.3f\n",
        myMat[1], myMat[5], myMat[9], myMat[13]);
  printf("Row 2:   %5.3f,  %5.3f,  %5.3f,  %5.3f\n",
        myMat[2], myMat[6], myMat[10], myMat[14]);
  printf("Row 3:   %5.3f,  %5.3f,  %5.3f,  %5.3f\n",
        myMat[3], myMat[7], myMat[11], myMat[15]);

return NULL ; } //preDrawCB(...)


int postDrawCB(pfTraverser* myTr, void*) {
  static int ii = 0 ;

  float  myMat[16] ;
  printf("Iteration no. %d IN POST-DRAW\n", ii++) ;

  glMatrixMode(GL_MODELVIEW_MATRIX) ;
  glGetFloatv(GL_MODELVIEW_MATRIX, myMat) ;

  printf("Row 0:   %5.3f,  %5.3f,  %5.3f,  %5.3f\n",
        myMat[0], myMat[4], myMat[8], myMat[12]);
  printf("Row 1:   %5.3f,  %5.3f,  %5.3f,  %5.3f\n",
        myMat[1], myMat[5], myMat[9], myMat[13]);
  printf("Row 2:   %5.3f,  %5.3f,  %5.3f,  %5.3f\n",
        myMat[2], myMat[6], myMat[10], myMat[14]);
  printf("Row 3:   %5.3f,  %5.3f,  %5.3f,  %5.3f\n",
        myMat[3], myMat[7], myMat[11], myMat[15]);

  return NULL ; } //postDrawCB(...)


 - shankar swamy
 -------------------------------------------------------------------
 shankar@boeing.com


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Subject: Intersect Mask
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Hello Performer frienfs,

Thanks for reply of my earlly question about how to distinguish
nodes.
Now I encounter another difficulty. I use intersect traversal to
get the hight above the terrain. The terrain group and the cloud
group are masked with different intersect masks using pfNodeTravMask.
The terrain is 0x01 and cloud is 0x08. Then I set segset.isectMask
to 0x01. When the view point is above terrain and under cloud, it
works right. But when above cloud, the hight is against the CLOUD.
What's wrong?

Thanks inadvance

Cao Zhigang



My code is as follows:


in generic.c :

pfSegSet	segset;

void
InitIsect(void)
{
    segset.activeMask = 1;
    segset.isectMask = 0x0001;
    segset.discFunc = NULL;
    segset.bound = NULL;
    segset.mode = PFTRAV_IS_PRIM|PFTRAV_IS_NORM|PFTRAV_IS_CULL_BACK;
    pfSetVec3(segset.segs[0].dir, 0.0f, 0.0f, -1.0f);
    segset.segs[0].length = 50000.0f;
}


/* using ViewState->viewCoord as shared->yval & shared->zval */
void
IsectFunc(void *data)
{
int		isect;
pfVec3		pnt, xpnt;
pfMatrix	xmat;
pfHit		**hits[32];

    /* update location of intersection segment */
    pfSetVec3(segset.segs[0].pos, 
		    ViewState->viewCoord.xyz[PF_X], 
		    ViewState->viewCoord.xyz[PF_Y], 
		    ViewState->viewCoord.xyz[PF_Z]);

    /* do an intersection test against the scene graph */
    isect = pfNodeIsectSegs(ViewState->scene, &segset, hits);

    /* if successful, print out the hight of view point against the
terrain */
    if (isect)
    {
	pfQueryHit(*hits[0], PFQHIT_POINT, &pnt);
	/* transform object point into scene coordinates */
	pfQueryHit(*hits[0], PFQHIT_XFORM, xmat);
	pfXformPt3(xpnt, pnt, xmat);
    }
	printf("\n%8.3f", ViewState->viewCoord.xyz[PF_Z]-pnt[PF_Z]);
}




in perfly.c :

int
initSceneGraph(pfScene *scene)
{
    pfNode     *root;
    int		i;
    int		j;
    int		loaded	= 0;
    pfSphere    bsphere;
    int		intersectmask[2];

	.
	.
	.

    /* setup Database files and intersect mask */
    DatabaseFiles[0]=terrainfile;
    DatabaseFiles[1]=cloudfile;
    NumFiles=2;
    intersectmask[0]=0x01;
    intersectmask[1]=0x08;
    

    /* Load each of the files named on the command line */
    for (i = 0;	i < NumFiles; i++)
    {
	for (j = 0; j < ViewState->iterate; j++)
	{
	    /* Load the database. create a hierarchy under node "root" */
	    root = pfdLoadFile(DatabaseFiles[i]);

		.
		.
		.

	    pfAddChild(ViewState->sceneGroup, root);
	    ++loaded;

	    /* set intersect mask */
	    pfNodeTravMask(root, PFTRAV_ISECT, intersectmask[i],
               PFTRAV_SELF | PFTRAV_DESCEND, PF_SET);
	    
	}
    }
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Date: Wed, 27 Aug 1997 23:28:15 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708272328.ZM2070@multipass.engr.sgi.com>
In-Reply-To: Richard Rabbitz <rrabbitz@motown.lmco.com>
        "OpenGL graphics state during draw callback" (Aug 27,  2:07pm)
References: <199708271807.OAA00740@newton.motown.lmco.com>
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To: Richard Rabbitz <rrabbitz@motown.lmco.com>, info-performer@sgi.com
Subject: Re: OpenGL graphics state during draw callback
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On Aug 27,  2:07pm, Richard Rabbitz wrote:
> Subject: OpenGL graphics state during draw callback
>
> Hi Performers,
>
> We have an application where we need to customize channel drawing to include
> some OpenGL calls. I know this must be done in the DRAW process since this
> is the only place to get a handle to a graphics context. When we enter the
> draw process we draw the scene graph (which renders correctly), but then when
> we try to make some render call in OpenGL it seems as though the projection
> and model matrix stacks are not retained from the channel setup, so we have
> to go and set these again in OpenGL to ensure the proper view transformation
> for our OpenGL rendering. So my question is: In the draw callback does the
> graphics context we are handed retain any state from the channel call made
> previously? Or, do we have set the view transformation explicitly every time
do
> OpenGL rendering?

It depends where you insert the callbacks.

In the channel draw callback where you clear and call pfDraw you
won't have a suitable modelviewing matrix, however in node callbacks you
do, so if you need the viewing transform the simplest way could be
to add a callback to an unculled scene graph node with pfNodeTravFuncs
or C++ equivalent. You can use bins to order the rendering.

Cheers,Angus.
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To: Eric Hirschorn <eric@mred.bgm.link.com>
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Eric-

Thanks for the mail but I guess I forgot to clarify that I was refering
to the development environment, not the execution only environment.  The
Performer development environment according to the FAQ's should be 2.0.2
and execution be 2.0.4 but when you buy it from SGI the database
apparently says ship 2.1.

Scott

Eric wrote:
> 
> I've ported a large Performer-based package to O2, and have found
> it to work fine if you use Performer 2.0.3 which comes right on the
> IRIX 6.3 CDROM.
> 
> Cheers,
> 
> Eric
> 


-- 
Dr. Scott R. Angster
Associate in Research, Washington State University
Guest Researcher, National Institute of Standards and Technology
Email: sangster@cme.nist.gov
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Thu, 28 Aug 1997 10:44:02 -0700
In-Reply-To: "Marcus Barnes" <marcus@multigen.com>
        "Re: about distinguish nodes" (Aug 27, 10:14am)
References: <199708251541.IAA19495@dandan.engr.sgi.com> 
	<34029682.7D27@iname.com> 
	<9708271014.ZM7124@logan.engr.multigen.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Aug 27, 10:14am, Marcus Barnes wrote:
> On Aug 26,  1:40am, czg@iname.com wrote:
> > In my performer program I want to seperate some Geodes from others
> > ( they are all in ONE scene file ) so that some operations can be
> > performed to on(e) part of Geodes and other Geodes not affected.
>
> The phrases "separate geodes" and "part of geodes" imply that you are really
> trying to manipulate pfGeoSet and pfGeoState objects. pfGeode's are _always_
> distinct nodes in the scene graph after all.
>
> Separating geometry into geodes is simply a matter of hierarchical modeling.

... and I was assuming that nodes were not instanced. ;)

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: "TJANDRASA, HADI M. (JSC-ER7)" <hadi.m.tjandrasa1@jsc.nasa.gov>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>,
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	 <robj@quid>
Subject: RE: How to build the senario of submarine
Date: Thu, 28 Aug 1997 08:33:07 -0500
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Status: O

Hi Rob,

Is there any penalty in perfomance using the stencil mechanism, such as
RM throughput, extra processing time, or else? If there is any, can you
elaborate on that?

Thanks in advance,
Hadi

>----------
>From: 	Rob Jenkins[SMTP:robj@quid.csd.sgi.com]
>Sent: 	Wednesday, August 27, 1997 2:28 PM
>To: 	jim; info-vega@paradigmsim.com; info-performer@sgi.com
>Subject: 	Re: How to build the senario of submarine
>
>If you quesion is how to achieve the circular 'window' then you could do that
>with a stencil mask, you draw a circle to the stencil planes, enable a
>stencil
>test such that anything then drawn outside the circle fails the stencil test.
>I
>think there's OpenGL examples, you could put the OpenGL in a predraw call
>back
>then draw the scene, I dare sat someone on the list has done something
>similar
>already.
>
>Cheers
>Rob
>
>On Aug 27,  7:47pm, jim wrote:
>> Subject: How to build the senario of submarine
>> Hi:
>> 	Have you any ideas about submarine simulation. I'd like to render the
>> circle channel of telescope and the undersea senario.
>>
>> 	Thanks in advance
>>
>> --
>> Support Engineer    Jim Tsai
>> System & Technology Corp. Visual Simulation Group
>> www.systech.hinet.net
>> =======================================================================
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>>-- End of excerpt from jim
>
>
>
>-- 
>________________________________________________________________
>Rob Jenkins mailto:robj@sgi.com
>Silicon Graphics, Mtn View, California, USA
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Subject: Flight Simulator
Status: O

I got a small task to add some flight characteristics to an airplane which takes
off vertically
like an Helicopter.  The plan has to bank and pitch (nose up a bit) while it
turns.
Does any body has source code/functions for a task like that, or at least the
algorithm.

Any help would be greatly appreciated

Thanks,
Eric Ghershony

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From: scott@ht.com (Scott McMillan)
Message-Id: <199708281643.MAA09017@hf.ht.com>
Subject: Re: Intersections
In-Reply-To: <9708221453.ZM24376@imtsg12.epfl.ch> from Didier Guzzoni at "Aug 22, 97 02:53:46 pm"
To: guzzoni@imtsg14.epfl.ch (Didier Guzzoni)
Date: Thu, 28 Aug 1997 12:43:52 -0400 (EDT)
Cc: info-performer@sgi.com
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Status: O

Didier Guzzoni wrote:
> Scott McMillan wrote:
> > I was successful in using multiple segs way back in 2.0 (no patches) but I
> > was allocating an array of 32 pfHit** even when I only had 4 or 5 segs.
> > Don't know if this has anything to do with my success, though.
> 
> I am stuck trying to do the same, and it doesn't work. Let me show you
> what I do :
> 
>     pfHit       **mHits[PFIS_MAX_SEGS];
>     pfSegSet	segSet;
> 
>     segSet.mode = PFTRAV_IS_PRIM;
>     segSet.isectMask = 0xFFFFFFFF;
>     segSet.activeMask = 0x03;
>     segSet.userData = NULL;
>     segSet.bound = NULL;
>     segSet.discFunc = NULL;
> 
>     segSet.segs[...] = mySegs (Two of them, and there are OK)
> 
>     nbHits=(mRoot->isect(&segSet, (pfHit***)mHits))
>     (Where mRoot is a pfNode pointing the whole scene)
> 
>     Even if I intersect the two segments, I get only (and always) one hit.
> 
> My question is : Can I request the intersection query from the Root ?
>            Shall I set some masks in the root itself (Using setTravMask)

I dusted off an old example in which I attach geometry I am interested in
contacting with to the scene, along with other stuff I am not interested in
testing intersections:

   const int CONTACT_GEOMETRY_MASK = 0x02;  // arbitrarily set one bit

   // G_shared->anatomy is a pfNode *
   G_shared->anatomy = pfdLoadFile("hersheymod6.obj");

   // G_shared->scene is a pfScene *
   G_shared->scene->addChild(G_shared->anatomy);
   G_shared->anatomy->setTravMask(PFTRAV_ISECT, CONTACT_GEOMETRY_MASK,
                                  PFTRAV_SELF|PFTRAV_DESCEND,
                                  PF_SET);

For grins and giggles I also set the scene's isect traversal mask to
CONTACT_GEOMETRY_MASK, with no difference in behaviour.  I suspect Performer
may be traversing the tree back to the root when I call setTravMask for the
anatomy node.  If this is not the case, then you need to set the isect
traversal masks of all parent nodes to the OR'ed combination of all its
children's isect traversal mask.  (I vaguely recall someone posting a
function that does this already, but I can't seem to find it at the moment).

Next I set up the intersection data structures.  Since I have
NUM_CONTACT_POINTS isect segments and
                ((long) pow(2,NUM_CONTACT_POINTS)) - 1
is the corresponding bit field representation for setting the activeMask

   const int NUM_CONTACT_SEGMENTS = 4;
   pfHit **m_hits[PFIS_MAX_SEGS];
   pfSegSet m_contact_seg_set;

   m_contact_seg_set.mode = PFTRAV_IS_PRIM|PFTRAV_IS_CULL_BACK|PFTRAV_IS_NORM;
   m_contact_seg_set.activeMask = ((long) pow(2,NUM_CONTACT_POINTS)) - 1;
   m_contact_seg_set.discFunc = NULL;
   m_contact_seg_set.bound = NULL;
   m_contact_seg_set.isectMask = CONTACT_GEOMETRY_MASK;

All this can be set once.  I was also successful when setting the isectMask
to 0xffffffff.  I also ignore backfaces (PFTRAV_IS_CULL_BACK) but including
or omitting this has no effect on whether or not multiple isects are
detected.  (Note: I am also asking for the normals, which again has no effect
on whether or not multiple hits are detected).

Now for each isect test, I need to define the isect segments themselves, and
for this I will use the pfSet::makePnts function (you can do whatever)

   pfVec3 pnt1[NUM_CONTACT_SEGMENTS], pnt2[NUM_CONTACT_SEGMENTS];

   // do something here to define the beginning and end of each contact
   // segment and store the results in pnt1[i] and pnt2[i] respectively.

   for (int i=0; i<NUM_CONTACT_SEGMENTS; i++)
   {
      m_contact_seg_set.segs[i].makePts(pt1, pt2);
   }

Then I check for contacts against the geometry (I have also tried isecting
against the scene with the same success):

   int num_hits = G_shared->anatomy->isect(&m_contact_seg_set, m_hits);

A possible culprit to your problems is your specification of the pfHit
argument.  You shouldn't need the cast.

Now I need to process the pfHit info if num_hits is greater than 0;

   if (num_hits) 
   {
      cerr << num_hits << ": ";

      for (i=0; i<NUM_CONTACT_POINTS; i++)
      {
         static int flags;
         m_hits[i][0]->query(PFQHIT_FLAGS, &flags);

         // Make sure point and normal are valid - you don't need the latter.
         if ((flags & PFHIT_POINT) && (flags & PFHIT_NORM))
         {
            // if we got here that means segment_i encountered a contact.
            cerr << i << ' ';

            static pfVec3 pnt, norm;
            m_hits[i][0]->query(PFQHIT_POINT, pnt.vec);
            m_hits[i][0]->query(PFQHIT_NORM,  norm.vec);

            // if the object is attached via some DCS -- must Xform vectors
            // to express them in the global coordinate system.
            if (flags & PFHIT_XFORM)
            {
               static pfMatrix xform;

               m_hits[i][0]->query(PFQHIT_XFORM, (float*)xform.mat);
               pnt.xformPt(pnt, xform);
               norm.xformVec(norm, xform);
            }

            // do stuff with pnt and norm here to visualize results
         }
      }
      cerr << endl;
   }

I have line segment classes that were developed in-house which I use to debug
this stuff.  I attach line segments to the scene which indicate where my
isect segs are and where the contact point is (if present) and aligned along
the normal direction at the intersection.  I highly recommend you do
something like this to debug your intersection testing.  You may find that
your intersection line segments aren't where they are supposed to be.

By the way this works under Performer 2.0 (with the latest patches) on an
Indigo2 Impact.  I don't know about 2.1, but still works under 2.2beta.

Hope this helps,
scott

-- 
  Scott McMillan  |    HT Medical, Inc.   | Developing medical VE's
   scott@ht.com   |   http://www.ht.com   | surgical simulations
 Ph: 301-984-3706 |6001 Montrose Rd., #902| and surgery simulation
Fax: 301-984-2104 |  Rockville, MD 20852  | creation tools.
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From: scott@ht.com (Scott McMillan)
Message-Id: <199708281749.NAA09116@hf.ht.com>
Subject: Re: How to build the senario of submarine
To: jim@systech.hinet.net
Date: Thu, 28 Aug 1997 13:49:51 -0400 (EDT)
Cc: info-performer@sgi.com
X-Mailer: ELM [version 2.4ME+ PL31 (25)]
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----- Forwarded message from Rob Jenkins -----

On Aug 27,  7:47pm, jim wrote:
> Subject: How to build the senario of submarine
> Hi:
> 	Have you any ideas about submarine simulation. I'd like to render the
> circle channel of telescope and the undersea senario.
>

If your quesion is how to achieve the circular 'window' then you could do that
with a stencil mask, you draw a circle to the stencil planes, enable a stencil
test such that anything then drawn outside the circle fails the stencil test. I
think there's OpenGL examples, you could put the OpenGL in a predraw call back
then draw the scene, I dare say someone on the list has done something similar
already.

Cheers
Rob

----- End of forwarded message from Rob Jenkins -----

Gee, could Rob be talking about me? ;-)

Actually the original thread began back in January with Angus Dorbie's post
(Re: pfPipeWindows & Texture on iR).  And since then I have been fiddling
with it.  Here's all the info I can give about using stencil planes to do
this.

1) use OpenGL

2) Add a stencil_flag variable to the shared arena

3) Get a visual that supports stencils.  I do this after the call to
pfPipeWindow::config() and before pfPipeWindow::open()

   pw->config();

   //-------------------------------------------------------------------
   // Visuals testing code
   int constraints[] = {PFFB_DOUBLEBUFFER,
                        PFFB_USE_GL,
                        PFFB_RGBA,
                        PFFB_DEPTH_SIZE, 24,
                        PFFB_STENCIL_SIZE, 2,
                        PFFB_RED_SIZE, 5,
                        PFFB_ALPHA_SIZE, 0,
                        NULL};

   pfFBConfig vis=pfuChooseFBConfig(NULL,-1,constraints,pfGetSharedArena());

   // if a visual is available that meets these constratints configure it.
   if (vis)
   {
      cerr << "pfuChooseFBConfig returned ID: " << hex << vis->visualid
           << endl;
      pw->setFBConfigId(vis->visualid);
   }
   pw->open();

   //pfuPrintPWinFBConfig(pw, NULL);

   // find out which visual I have and whether or not it supports stencils
   int vid = pw->getFBConfigId();

   int dst;
   int num = pw->query(PFQWIN_STENCIL_BITS, &dst);
   cerr << "Number of Stencil bits available = " << dst << endl;
   if (dst > 0)
      G_shared->stencil_flag         = TRUE;
   else
      G_shared->stencil_flag         = FALSE;

A few notes: (1) you may have to fiddle with the constraints array as you go
from platform to platform; (2) be careful not to request the 23depth/1stencil
mode on the RE's and IR's because a clear of the depth buffer will also
destroy any stencil information (thanks Sharon) -- thats why I have requested
two stencil bits even though only one is needed in my application.

4) You need to build the stencil mask in the DRAW process so I do the
following at the beginning of my draw callback:

   static int first_time = TRUE;

   // ======= FIRST TIME INIT =======
   if (first_time)
   {
      if (G_shared->stencil_flag)
      {
         StencilHUD(scope_chan->getPWin());
      }
      first_time = FALSE;
   }

This uses the StencilHUD function from Angus Dorbie:

static void StencilHUD(pfPipeWindow *pw)
{
   double f;
   static int mapped = 0;
   float new_x = 0.0f, new_y = 0.0f;

   pw->select(); //pfSelectPWin(pw);

   glPushMatrix();
   glLoadIdentity();
   glMatrixMode(GL_PROJECTION);
   glPushMatrix();
   glLoadIdentity();
   glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
   glMatrixMode(GL_MODELVIEW);

   glDisable(GL_CULL_FACE);
   glDisable(GL_DEPTH_TEST);
   glEnable(GL_STENCIL_TEST);

   glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);

   glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
   glClear(GL_COLOR_BUFFER_BIT);
   glColor3f(0.0f, 0.0f, 0.0f);

   /* Clear stencil planes to one over entire window */
   glClearStencil(0);
   glClear(GL_STENCIL_BUFFER_BIT);
   /* were a drawin' */
   glStencilFunc(GL_ALWAYS, 0x1, 0x1);
   glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);


   glBegin(GL_TRIANGLE_FAN);
   for(f = 0.0; f< 359.5; f+=1.0)
   {
      pfSinCos((float)f, &new_x, &new_y);
      glVertex2f(new_x, new_y);
   }
   glEnd();

   glEnable(GL_CULL_FACE);
   glEnable(GL_DEPTH_TEST);

   // reset framebuffer
   glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
   glClear(GL_COLOR_BUFFER_BIT);

   glMatrixMode(GL_PROJECTION);
   glPopMatrix();
   glMatrixMode(GL_MODELVIEW);
   glPopMatrix();

   glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
}

Note that this sets up the projection so that 0,0 is in the middle of the
channel (or is it pipewindow?) and a circle is drawn with radius 1 centered
at 0,0 which takes it to the edges of the channel.

Also note I have only gotten this to work in full screen applications.  I
have started trying to do this in smaller window that I can move around with
little luck yet.  I am pretty sure that if you begin moving the window around
you need to rebuild the stencil plane each time.  Not sure about resizing
yet.

5) You must enable the stencil test in the DRAW callback as follows:

   // enable stencil test
   if (G_shared->stencil_flag)
   {
      glStencilFunc(GL_EQUAL, 0x1, 0x1);
      glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
      glEnable(GL_STENCIL_TEST);
   }

   // ========= DRAW =========
   // invoke Performer draw-processing for this frame 
   pfDraw();

   // disable stencil test
   if (G_shared->stencil_flag)
   {
      glDisable(GL_STENCIL_TEST);
   }

6) If you don't get a visual with stencil bits then you have to resort to
using OpenGL commands in post-DRAW to draw black polygons around the outside
of your view.  I can use the same orthographic projection as in StencilHUD,
to do this.

void drawScopeTemplate()
{
   float x,y;
   const int NUM_SIDES = 48;

   glColor3ub(0,0,0);
   glBegin(GL_TRIANGLE_STRIP);
   for (int j=0; j<NUM_SIDES; j++)
   {
      pfSinCos(((float) j)*360.0/((float) (NUM_SIDES - 1)), &x, &y);
      glVertex2f(x*1.414, y*1.414);
      glVertex2f(x,    y);
   }
   glEnd();
}

-- 
  Scott McMillan  |    HT Medical, Inc.   | Developing medical VE's
   scott@ht.com   |   http://www.ht.com   | surgical simulations
 Ph: 301-984-3706 |6001 Montrose Rd., #902| and surgery simulation
Fax: 301-984-2104 |  Rockville, MD 20852  | creation tools.
=======================================================================
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9708281250.ZM16846@logan.engr.multigen.com>
Date: Thu, 28 Aug 1997 12:50:05 -0700
In-Reply-To: Axel Schmidt <axel@artcom.de>
        "pfDelete bug" (Aug 27,  6:00pm)
References: <34044F00.167E@artcom.de>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: pfDelete bug
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Status: O

On Aug 27,  6:00pm, Axel Schmidt wrote:
> Attribute arrays of a pfGeoSet not unrefed/deleted after
                                 ^^^^^^^^^^^^^^^^^^^
> deletion of the pfGeoSet using pfDelete(). The pfGeoSet
> manpage says:
>     ...
>     When a pfGeoSet is deleted with pfDelete, all pfMalloc'ed
>     lists will have their reference counts decremented by one
            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
i.e attribute arrays.

>     and will be freed if their count reaches 0.
          ^^^^^^^^^^^^^
I think you misread this here.

> A workaround for this bug is using pfMemory::checkDelete()
> instead of pfDelete() and everthing works like expected.

The short story is: pfDelete calls pfBuffer::checkDelete which ultimately
calls, or schedules calls to, pfMemory::destroy.

pfUpdatable's are scheduled via pfBuffer::pf_addDeletionUpdate and
pfMemory::destroy is invoked in the APP process by pfSync (at least three
pfFrame's later).

NOTE: I'm ignoring all the destructors and derived class operations that happen
in between these two end points.

> But what workaround exists for pfAsyncDelete(), which have the same
> bug as pfDelete()?

I don't think there is a bug.

> As I (k)now, pfDelete() uses pfBuffer::checkDelete(). What
> is the difference between pfBuffer::checkDelete() and
> pfMemory::checkDelete()?

pfBuffer::checkDelete's job is to (arrange to) delete pfMemory's in a MP safe
manner.

pfMemory::checkDelete's job is to (perhaps) delete pfMemory's while honoring
their reference counts.

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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--- Forwarded mail from willmc@vmaster (Will McGovern)

Date: Thu, 28 Aug 1997 19:55:15 -0700
From: willmc@vmaster (Will McGovern)
To: dorbie (Angus Dorbie)
Subject: Re: DIVO
Cc: vince@vmaster

Hi Ran,

I just reproduced the problem you are having... I was also getting
approx 3ms for each dmBufferFree.  The cause of this is cache flushing
which occurs if you have DM_CACHEABLE set the DM_TRUE.  If you turn
off the cachability of the buffer pool the time drops to ~0.05ms :-)

The code of relevance is :

dmBufferSetPoolDefaults( paramList, num, size, DM_FALSE, DM_TRUE );
                                               ^^^^^^^^
This will solve your problem...

- Will

> Hi,
>
> Has anyone used DIVO on ONYX2 yet ? I've tried reading a video into
> texture using DIVO. The video is read using the DMBuffer mechanism into
> memory, and then glTexSubImage-ed into texture memory. The weird thing
> is that the dmBufferFree() function, which is supposed to just free my
> dmbuffer, is taking 2.5 milisec. This is way too much for swaping
> pointers. Solutions, anyone ?
>
> Thanks
> Ran

--
Will McGovern                       Email willmc@sgi.com
Applied Engineering                 Phone +1.415.9337069
Advanced Entertainment Systems      FAX   +1.415.9327069
Silicon Graphics Inc.

"Love your enemies just in case your friends turn out to
                be a pack of bastards."


---End of forwarded mail from willmc@vmaster (Will McGovern)
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From: src@rose.engr.sgi.com (Sharon Clay)
Message-Id: <199708290519.WAA29578@rose.engr.sgi.com>
To: ballard@sirius.ccd.bnl.gov, info-performer@sgi.com
Subject: N64 No-border windows - Work-Around
Cc: robj@rock
Status: O


Hi all,

Several times some persistant folks have asked why in N64
windows refuse to shed their borders.  Sorry for the delay
but I finally chased this one down and will fix it for 
future versions.  I include work-around code below.
You can apply the work-around in any process as soon as
you know you have a mapped X-window.  The easiest way
to do this is in your pfPWinConfig callback which is were 
the example below does it and rips the borders off the window
after it is opened.   Sorry again for the delay - it took
a bit to realize between us and X where the conversion
trouble was and then it turned out to be very simple.

Add this utility code:

#include <Xm/MwmUtil.h>

static Atom mwm_hints_atom = 0;

static void
getMwmHints(Display *dsp,  Window w, PropMwmHints *pHints)
{
    PropMwmHints *hp;
    Atom type;
    int	fmt;
    
    unsigned long nitems, bytes_after;
    
    /* get special atom for 4DWM motif window manager */
    if (!mwm_hints_atom)
	mwm_hints_atom = XInternAtom(dsp, "_MOTIF_WM_HINTS", FALSE);
    
    XGetWindowProperty(dsp, w, mwm_hints_atom, 0, 4, False, mwm_hints_atom,
		       &type, 
		       &fmt, &nitems, &bytes_after, (unsigned char**)&hp);
    if (hp) {
	*pHints = *hp;
    } else
	memset(pHints, 0, sizeof *pHints);
}

static void 
setXWindowDecoration(Display *dsp,  Window w, int flag)
{
    PropMwmHints hints;
    
    /* get special atom for 4DWM motif window manager */
    if (!mwm_hints_atom)
	mwm_hints_atom = XInternAtom(dsp, "_MOTIF_WM_HINTS", FALSE);
    
    getMwmHints(dsp, w, &hints);
    if (flag == 0)
	hints.decorations = 0x0;
    else
	hints.decorations = MWM_DECOR_ALL;
    hints.flags |= MWM_HINTS_DECORATIONS;
    XChangeProperty(dsp, w, mwm_hints_atom, mwm_hints_atom, 32,
		    PropModeReplace, (unsigned char *)&hints, 4);
}

/* pfPWinConfigFunc() callback */ 
static void
OpenPipeWin(pfPipeWindow *pw)
{
    pfPipe *p;
    Window w;
    Display *dsp;
    
    pfOpenPWin(pw);

    dsp = pfGetCurWSConnection();
    setXWindowDecoration(dsp, pfGetPWinWSWindow(pw), 0);
    /* A hack upon hack: if the windows were opened with borders,
     * X moved the window up a bit.  But, in libpf, Performer doesn't
     * keep track of X's changes to the window position because this
     * would be deadly to performance.  So, these two lines get
     * around our check for null change to the origin and cause us
     * to put the now borderless window truly in the right spot.
     */
    pfPWinOrigin(pw, 1, 1); 
    pfPWinOrigin(pw, 0, 0);
    /* flush the X display to make it happen right away */
    XFlush(dsp);

    ......
}

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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Sender: niels@nlr.nl
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Date: Fri, 29 Aug 1997 11:20:44 +0200
From: Niels Hilbrink <Hilbrink@nlr.nl>
Organization: National Aerospace Laboratory
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To: "info-performer@sgi.com" <info-performer@sgi.com>
Subject: Bug in setView and setViewMat methods ?
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Status: O

Hi perfomers,

If got a problem with the setView (and setViewMat) method of the pfChannel
class.

my code is as follows :

TransCoord.hpr[PF_H] = 0.0;
TransCoord.hpr[PF_P] = 0.0;
TransCoord.hpr[PF_R] = 0.0;
        
TransCoord.xyz[PF_X] = 0.0;
TransCoord.xyz[PF_Y] = -10000;
TransCoord.xyz[PF_Z] = 1000;

left->setView(TransCoord.xyz, TransCoord.hpr);

after this the dbx output of the left viewMatrix looks like this :

   viewMat = class pfMatrix {
        mat = {
            [0] {
                [0] 1.0
                [1] 0.0
                [2] 0.0
                [3] 0.0
            }
            [1] {
                [0] 0.0
                [1] 1.0
                [2] 0.0
                [3] 0.0
            }
            [2] {
                [0] -10000.0
                [1] 1000.0
                [2] 1.0
                [3] 0.0
            }
            [3] {
                [0] -10000.0
                [1] 1000.0
                [2] 0.0
                [3] 0.0

This is clearly not correct, for starters the rotation matrix should be
orthogonal and the [3][3] element should be 1. 

So my Question is this a bug or am I doing something from !!??

I'm running performer version 2.1 on an ONYX RE2 (I know, performer 2.1 is not
meant for a RE2 even so this should not happen right? Or is this "bug" an
example of the difference between RE2 and IR versions of Performer ?)

Best regards,
        Niels Hilbrink


-- 
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Date: Fri, 29 Aug 1997 08:12:51 -0400
From: Randy Sims <randal.sims@srs.gov>
Subject: Forum97 Performer Overview Presentation ?
To: info-performer@sgi.com
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Status: O

Thanks for the online Forum97 slides ...

	http://www.sgi.com/Technology/Performer/devforum/forum97_session.sho

But, could you provide a matrix of feature vs hardware.  For instance,
it is not obvious (at least to me) what will (not) be supported in 2.2
for those of us with older machines like Indigo2/MaxImpact and
Onyx/RE2. 

Regards --

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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Subject: Intersect Mask ... done
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Status: O

Hello Performer friends,

I found what's wrong in my program: After the mask are set, there is
another sentence in "generic.c" that setup the collide mask. I remarked
it and the program works.

Cao Zhigang
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To: info-performer@sgi.com
Subject: material state after channel draw callback
Cc: rrabbitz@motown.lmco.com
Status: O


Hi Performers,

We have an application where we need to customize channel drawing to include
some OpenGL calls.  When we enter the draw callback we draw the scene graph
(which renders correctly), but then we try to set the material using
the calls:

   GLfloat    shininess[]   = {110.0F};
   GLfloat    specular[]    = {0.5F, 0.5F, 0.5F, 1.0F}; /* Highlights */
   GLfloat    mat_diffuse[] = {0.0F, 1.0F, 0.0F, 1.0F}; /* Material color */

   glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
   glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
   glMaterialfv(GL_FRONT, GL_SHININESS, shininess);

These calls do not seem to change the material state. My question is
what is the best way to set the material state in OpenGL during a 
drawing callback?

=================================/|==========================
|                  _____________/_|__                       |
| L O C K H E E D  M A R T I N /  | /      G E S            |
|                             /   |/                        |
| Rich Rabbitz                      Phone: (609) 722-4559   |
| Mail Stop 137-124                 Fax  : (609) 273-5185   |
| Moorestown, NJ  08057          rrabbitz@motown.lmco.com   |
=============================================================

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From: "Charles Seberino" <seberino@or_lab.tu.hac.com>
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Date: Fri, 29 Aug 1997 09:30:22 -0700
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Subject: which: glDrawPixels or glTexImage?
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Status: O

I am wondering which method is more efficient.

Problem:

    I have a floating point array of intensity values (0->1) for an image.  I
need to draw this array several frames later into a pfChannel.  Would it be
better to call glDrawPixels with my array, or should I create a texture and
apply it to a flat polygon to draw it in the channel?  I need to do this
routine every frame.  Is there a different method for drawing this to a
channel?  I am running on an Onyx2, 2RM 64MB texture, pf2.1.

Any help would be appreciated.

Charles

-- 
-----------------------------------------------------------------------
Charles Seberino                    Hughes Missile Systems Company
seberino@or_lab.tu.hac.com          phone: (520) 794-7078
                                    fax:   (520) 794-8625
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From: jaf@chem.ucsd.edu (Jeremy Friesner)
Message-Id: <199708292100.VAA27254@sdchemw1.ucsd.edu>
Subject: My scenery is invisible in single process mode?
To: info-performer@sgi.com
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Status: O


Hi Everybody,

I'm encountering another new and fascinating weirdness with my Performer app--
it works fine in multi-process mode (i.e. PFMP_FORK_CULL | PFMP_FORK_DRAW |
PFMP_FORK_ISECT | PFMP_FORK_DBASE), but if I run it as a single process (i.e.
PFMP_APPCULLDRAW), many subgraphs of my scene don't get drawn.

I printed out the scene graph with pfPrint(), and they are indeed there--also,
the collision detection detects them (I can pick them and bounce off of them!),
but something seems to be truncating the draw traversal so that they are invisible!
Does anyone know what might cause this behavior?  (This happens on our O2 and
on our Onyx/RE2)

Thanks,
Jeremy

ps the node masks are 0xFFFFFFFF for the whole tree, so it's not that.
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From: verdi@piano.ucsd.edu (Tom Impelluso)
Message-Id: <199708292211.PAA22572@imm.ucsd.edu>
To: info-performer@sgi.com
Subject: pfDelete(frust);
Status: O

Hello


In /usr/share/Performer/src/pguide/libpr/C

I found: hlcube.c

In hlcube.c ...

There is this code snip:

	/*etc*/

    win = pfNewWin(NULL);
    pfWinOriginSize(win, 0, 0, 500, 500);
    pfWinName(win, "Performer cubes");
    pfWinType(win, PFWIN_TYPE_X);
    pfOpenWin(win);

    frust = pfNewFrust(NULL);
    pfMakeSimpleFrust(frust, 45.0f);
    pfFrustNearFar(frust, 1.0f, 100.0f);
    pfApplyFrust(frust);
    pfDelete(frust);

	/*etc*/


Could somone tell me why one can delete the "frust" right
after creating it and setting its attributes?
What is gained?
Why is this allowed?


Thanks,
Tom
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Date: Fri, 29 Aug 1997 18:07:15 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9708291807.ZM1063@multipass.engr.sgi.com>
In-Reply-To: "Charles Seberino" <seberino@or_lab.tu.hac.com>
        "which: glDrawPixels or glTexImage?" (Aug 29,  9:30am)
References: <9708290930.ZM7104@or_lab.tu.hac.com>
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To: "Charles Seberino" <seberino@or_lab.tu.hac.com>, info-performer@sgi.com
Subject: Re: which: glDrawPixels or glTexImage?
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On Aug 29,  9:30am, Charles Seberino wrote:
> Subject: which: glDrawPixels or glTexImage?
> I am wondering which method is more efficient.
>
> Problem:
>
>     I have a floating point array of intensity values (0->1) for an image.  I
> need to draw this array several frames later into a pfChannel.  Would it be
> better to call glDrawPixels with my array, or should I create a texture and
> apply it to a flat polygon to draw it in the channel?  I need to do this
> routine every frame.  Is there a different method for drawing this to a
> channel?  I am running on an Onyx2, 2RM 64MB texture, pf2.1.
>
> Any help would be appreciated.
>

If you want to draw the image more than once then use texture, otherwise
it's probably better to glDrawPixels the image, but why not measure this
in your application.

Cheers,Angus.
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From: "Jose Ricardo Silva" <jrsilva@onyx.fe.up.pt>
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Date: Sat, 30 Aug 1997 19:22:23 +0000
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To: info-performer@sgi.com
Subject: pfRealloc bug?
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Hi.

I doing a program under IRIX 5.3 with Performer 2.0, in which i use the
function
 'pfRealloc' a lot of times. I sometimes get a core dumped when using it, even
when the new allocated memory space is smaller than it was before doing the
reallocation.

So i was wondering if there's something wrong with the function it self.

Thanks in advance!

-- 
Jose' Ricardo F. Silva
Tel: (02) 9966175
e-mail:	jrsilva@onyx.fe.up.pt
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