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Subject: O2 Video
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Status: O

This might be a stupid question.

I am using Performer on O2 with O2 Video for obtaining NTSC output. I
thought NTSC could be automatically output if I just adjusted a Performer
window on lower-left 640x480(?) screen area. But I found VOUT utility
seemed necessary for NTSC output.

But this requires interactive aperation with a mouse for overlaying VOUT
cursor on an appropriate area. Very inconvenient. Is there a way to get
NTSC without VOUT?

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

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From guest  Tue Sep 30 23:05:31 1997
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From: mishina@ddd.co.jp (T.Mishina)
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Subject: RE: O2 Video
Date: Wed, 1 Oct 1997 13:18:46 -0000
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Status: O

Hi, Kanou-san

> 
> This might be a stupid question.
> 
> I am using Performer on O2 with O2 Video for obtaining NTSC 
> output. I thought NTSC could be automatically output if I just 
> adjusted a Performer window on lower-left 640x480(?) screen
> area. But I found VOUT utility seemed necessary for NTSC 
> output.
> 
> But this requires interactive aperation with a mouse for 
> overlaying VOUT cursor on an appropriate area. Very 
> inconvenient. Is there a way to get NTSC without VOUT?
> 

You can do this by following command:

% videoout -geometry +0+544 -nocontrol

Try this.

 Tsuyoshi Mishina (3D Inc.)
 E-mail: mishina@ddd.co.jp
 Tel   : +81-45-314-8334
 Fax   : +81-45-314-8335
 http://www.ddd.co.jp
 Mitsuishi-Yokohama-building 1-39-3 Hiranuma
 Nishi-ku Yokohama 220 Japan


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From guest  Wed Oct  1 03:01:12 1997
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From: "Olivier Georg" <ogeorg@imtsg14.epfl.ch>
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Date: Wed, 1 Oct 1997 11:07:27 -0600
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Subject: intersections: PLEASE HELP
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Status: O

OK guys, I start being REALLY frustrated with these intersections.
My goal is to find ALL the intersections of a single segment (which I took long
enough) with a geode.  The geode has only 1 geoset (later it has more than one,
and the problem is even worse.  But let's start with one...)

At first I thought that since the pfHit array passed to 'isect' is a 2D array,
a element of that array would correspond to one particular intersection of the
geode by one particular segment.  But it seems like it doesn't work. So what's
the use of such an array ?...  It looks like no-one knows...

Then I wrote a discriminator callback, returning PFTRAV_CONT, which stores the
hit into a user data:

--------------------------------------------------------------------------------
#define		MAX_HITS_PER_SEG 10
struct SSegSetUserData
{
    pfHit	hits[MAX_HITS_PER_SEG];
    int		nbIsects;
};

int isectCallback(pfHit* hit)
{
    SSegSetUserData		*userData =
(SSegSetUserData*)hit->getUserData();

    if (userData->nbIsects<MAX_HITS_PER_SEG) {
	userData->hits[userData->nbIsects] = *hit;
	userData->nbIsects++;
    }
    return PFTRAV_CONT;
}
--------------------------------------------------------------------------------

and the 'isect' routine is called using:

--------------------------------------------------------------------------------
    pfHit			**hits[1];	// [1] since there's only 1
seg.
    SSegSetUserData		userData;
    userData.nbIsects = 0;

    pfSegSet			segSet;
    segSet.mode 		= PFTRAV_IS_PRIM;
    segSet.userData		= (void*)&userData;
    segSet.segs[0].pos 		= posTransf;
    segSet.segs[0].dir 		= dirTransf;
    segSet.segs[0].length 	= 20;
    segSet.activeMask 		= 0x00000001;	// = 0...01_2, or only 1st seg.
    segSet.isectMask		= 0xFFFFFFFF;	// all the geosets in the
geode.
    segSet.bound		= NULL;
    segSet.discFunc		= isectCallback;

    mOwner->GetGeode()->isect(&segSet, hits);	// isect the seg. w/ the geode.
--------------------------------------------------------------------------------

The segment is correctly transformed so that it uses the same coordinates
system
as the geoset.  Now the problem is that I have far too many intersections to be
discriminated in my callback. I get the 2 correct ones, but in addition, I also
get rubbish.  And when checking the flags for the hit, performer tells me all
the hit being discriminated are ok...

Have I missed something ?  I really need your help, 'cos this is a crucial
stage in my project.

Thanks for any help,

Olivier


-- 
--------------------------------------------------------------------
| Olivier Georg      \__  e-mail:    ogeorg@imt12.epfl.ch          |
| Rte de Chailly 159    \__  home:   http://imtsg7.epfl.ch/~ogeorg |
| 1814 La Tour-de-Peilz    \__  tel: +41 21 944 15 42              |
------------------------------\__-----------------------------------
| On ne peut pas tuer le temps   \__                               |
| Sans blesser un peu l'eternite    \__       ________    __o      |
| ( As if you could kill time  )       \__      _____   _`\<,_     |
| ( without injuring eternity. )          \__      ___ (_)/ (_)    |
|                   Henry David Thoreau      \                     |
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From guest  Wed Oct  1 03:01:08 1997
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Date: Wed, 1 Oct 1997 10:59:39 -0700 (PDT)
From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
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To: Performer Mailing List <info-performer@sgi.com>
Subject: Multiples lines of execution
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Hello performers.

I need two different lines of execution in my pfapp in order to modify
a dcs at the same time I walk through the scene. The dcs movement is
caused by a keyboard event, and I don't want to query in the simulation
loop the status of the dcs each time. I want it to be event managed.

For this task, I'm using the libpthread library to start an additional
line of execution and do the dcs transformation when a certain key is
pressed. Sometimes it works fine, but usually it crashes (with a Kernel
Panic message and the machine going down!!!). I use Performer 2.1 in O2
platform.

I would appreciate any suggestion about this problem, if someone have used
threads in an application.

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

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From guest  Wed Oct  1 05:50:26 1997
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Date: Wed, 1 Oct 1997 13:57:37 -0700 (PDT)
From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
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To: Mario Veraart <rioj7@fel.tno.nl>
cc: Performer <info-performer@sgi.com>
Subject: Re: Multiples lines of execution
In-Reply-To: <199710011146.NAA14416@s00sn1.fel.tno.nl>
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On Wed, 1 Oct 1997, Mario Veraart wrote:

> > I need two different lines of execution in my pfapp in order to modify
> > a dcs at the same time I walk through the scene. The dcs movement is
> > caused by a keyboard event, and I don't want to query in the simulation
> > loop the status of the dcs each time. I want it to be event managed.
> > 
> > For this task, I'm using the libpthread library to start an additional
> > line of execution and do the dcs transformation when a certain key is
> > pressed. Sometimes it works fine, but usually it crashes (with a Kernel
> > Panic message and the machine going down!!!). I use Performer 2.1 in O2
> > platform.
> > 
> > I would appreciate any suggestion about this problem, if someone have used
> > threads in an application.
> > _/ Joaquin Casillas         | email: jcasilla@glup.eleinf.uv.es         _/
> 
> Just use the same sceme that perfly uses.
> Put a variable in a shared data struct and set it when the key is pressed.
> In the App process just check this variable and perform the transform.
> 
	
  Thanks Mario for your suggestion. I have done something like that, and
checking the variable every loop is much better than starting a new thread
of execution.

> Mario
> 

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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199710011146.NAA14416@s00sn1.fel.tno.nl>
Subject: Re: Multiples lines of execution
To: jcasilla@glup.eleinf.uv.es (Joaquin Casillas Melendez)
Date: Wed, 1 Oct 1997 13:46:18 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <Pine.SGI.3.96.971001104239.999A-100000@hyperion.roblis> from "Joaquin Casillas Melendez" at Oct 1, 97 10:59:39 am
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Status: O

> I need two different lines of execution in my pfapp in order to modify
> a dcs at the same time I walk through the scene. The dcs movement is
> caused by a keyboard event, and I don't want to query in the simulation
> loop the status of the dcs each time. I want it to be event managed.
> 
> For this task, I'm using the libpthread library to start an additional
> line of execution and do the dcs transformation when a certain key is
> pressed. Sometimes it works fine, but usually it crashes (with a Kernel
> Panic message and the machine going down!!!). I use Performer 2.1 in O2
> platform.
> 
> I would appreciate any suggestion about this problem, if someone have used
> threads in an application.
> _/ Joaquin Casillas         | email: jcasilla@glup.eleinf.uv.es         _/

Just use the same sceme that perfly uses.
Put a variable in a shared data struct and set it when the key is pressed.
In the App process just check this variable and perform the transform.

Mario
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From: "Hal Bertram" <hal@jhcs.co.uk>
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Date: Wed, 1 Oct 1997 11:24:23 +0000
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Status: O

Any pointers to info about relationship between density parameter for OpenGL or
IrisGL fog and range parameters for pfFog?

Cheers,

Hal


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

hal@jhcs.co.uk

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


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Date: Wed, 1 Oct 1997 15:45:40 +0200 (MET DST)
From: Stefan Jahn <stefan@linux.f1.fhtw-berlin.de>
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Thannks for answering all my questions, Sharon Clay.
	I could successfully activate the WM_DELETE_WINDOW atom, but
don't know how to get the according X events. You wrote : "now process the
x event loop...", but this doesn't help very much. Thank you in advance,
Stefan.

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Stefan Jahn		 				      _/
_/ Student an der Fachhochschule fuer Technik und Wirtschaft  _/
_/ fon: 049-030-4491702					      _/
_/ email: stefan@f1.fhtw-berlin.de 			      _/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

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Status: O

artemedia productions gmbh

address | d-10623 berlin | hardenbergplatz 2 |
        fon +49-[0]30-25 44 3-0 | fax +49[0]30-25 44 3-400
        | e-mail jean-claude.bachmann@artemedia.de
        or stephan.neunreither@artemedia.de
        | world wide web www.artemedia.de

We  are  a quickly expanding multimedia company.
Our young team consists of specialists in the fields of VR,
postproduction, film, video, 2D- and 3D graphics, design and marketing.


Our software development department is looking for

SOFTWAREDEVELOPERS

for the realization of real-time computer graphics and virtual reality
applications in the entertainment, communication, and
scientific/engineering-
visualization area.

Requirements:

Masters degree in computer science or equivalent,  as well as thorough
knowledge in the following areas:

* Computer graphics with an emphasis on real-time computer graphics and
    animation,
* applied mathematics (numerical methods, linear algebra,
analyticalgeometry,
    calculus),
* object oriented analysis and design,
* C++,
* Unix and WindowsNT/95,
* English fluently spoken, good reading and writing skills.


Furthermore the applicants should have knowledge or practical experience

in one or more of the following areas:

* programming of massively parallel computer architectures,
* experience in programming special virtual reality input devices (for
   example HMD, SpaceMouse, Data Glove, Motion Capture Systems...),
* artificial intelligence (neural networks,
* game development
* Python / Java,
* simulation,
* code optimization down to the metal.

If you are interested to work with a young and innovative team you
should send your letter of application and CV to:

 Jean-Claude Bachmann oder Stephan Neunreither
 artemedia productions gmbh
 Hardenbergplatz 2 | 10623 Berlin
 Germany



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Hi

I am trying to load a VRML 2.0 file in perfly. I am getting this error

 Alert: 
PARSE ERROR::Error, couldn't open builtin nodes file. Check the Load
path.

The model is loadig up in Cosmo Worlds.
What could be going wrong?

Thanks


Sasikumar Kutti
kvsasi@iastate.edu
http://www.eng.iastate.edu/~kvsasi
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Subject: spotlight on iR/IRIX6.2/pf2.1/OpenGL ?
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Hello pfFriends,

I read the archive of pf mail list and not quite sure that
if it is possible to make spotlight on iR/IRIX6.2/pf2.1/OpenGL.
If so, what patchs needed and any sample code available?

Thanks

Cao Zhigang

===================================
E-Mail: flysiml@public.bta.net.cn
Tel:    (8610)68428861-340
Fax:    (8610)68424844
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Subject: Allocating memory outside the arena.
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Hi!
I have an application where I try to allocate memory (with new(C++))
outside the arena.
If I do it before pfInit I am able to get more than 700Mb (thats what I
need), immediately after pfInit I am only
able to get about 140Mb's. If I half the size of the shared and the sema
arena I still can't get more
than 140Mb's and if I half it again (to 64 and 32 Mb's) I can get almost
700Mb's.
My questions are:
Why can't I allocate more memory with the default sizes (256 and 128 Mbs)
when the manual says
that the large arenas created doesn't consume disk or swap space until
needed?
Is there a parameter in systune that you can manipulate to get more
allocatable space?

Regards
/Ulf Yngwe


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Date: Wed, 01 Oct 1997 15:58:52 -0400
From: Prakash Mahesh <prakash@drawcomp.com>
Organization: DRaW Computing Assoc. Inc., http://www.openworlds.com/employees/prakash
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To: Sasikumar Kutti <kvsasi@icemt.iastate.edu>
CC: info-performer@sgi.com
Subject: Re: VRML 2.0 loader
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Status: O

I am not sure if you are using the demo program or the loader that goes
with Performer 2.2. If you are using the loader, you can do the
following: (this should be done automatically, but not sure why it is
not)

First do a search on the performer library directories to search for
.perfLoader.wrl file (note that this is a dot(.) file). 
If you are using o32 distribution add to your LD_LIBRARY_PATH the path
of .perfLoader.wrl 
If you are using n32 distribution add to your LD_LIBRARY32_PATH the path
of .perfLoader.wrl
If you are using n64 distribution add to your LD_LIBRARY64_PATH the path
of .perfLoader.wrl

Again, please note that this should be done automatically, I will check
into it.

In case you are using a demo application from our website, we just
updated with a new, much better demo. You may try that.

Hope this helps.

Thanks

-Prakash

Sasikumar Kutti wrote:
> 
> Hi
> 
> I am trying to load a VRML 2.0 file in perfly. I am getting this error
> 
>  Alert:
> PARSE ERROR::Error, couldn't open builtin nodes file. Check the Load
> path.
> 
> The model is loadig up in Cosmo Worlds.
> What could be going wrong?
> 
> Thanks
> 
> Sasikumar Kutti
> kvsasi@iastate.edu
> http://www.eng.iastate.edu/~kvsasi
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
  	--or--
  prakash@openworlds.com
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From: "Rob Jenkins" <robj@quid>
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Date: Wed, 1 Oct 1997 17:27:08 -0700
In-Reply-To: scott@ht.com (Scott McMillan)
        "Impact texture limitations (pages)" (Sep 29, 11:53am)
References: <199709291553.LAA14653@hf.ht.com>
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To: scott@ht.com (Scott McMillan), info-performer@sgi.com
Subject: Re: Impact texture limitations (pages)
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On Sep 29, 11:53am, Scott McMillan wrote:
> Subject: Impact texture limitations (pages)
> Can someone in this forum explain the texture capabilities of a High
> Impact with the TRAM option (i.e., 4MB TRAM) in terms of texture
> pages?  Specifically what is a page, how does texture image size
> and format relate to number of pages, how does mipmapping affect page
> usage, and what is the maximum number of pages available before
> continuous texture downloads start occurring.
>
> Pointers to white papers on the Impact hardware related to these
> questions would also be appreciated.
>

I got some very useful information from Paul Hansen (the author of the Impact
texture manager), it's interspersed with info I had previously so not in the
greatest format. I've avoided editing too much though so I don't lose anything:


----------------------------------
Impacts and OCTANEs with hardware texturing (not "Solids") have the
texture memory configured (for high-speed access reasons) into 256 pages.
1-TRAM systems also have 256 pages, but the pages are not as "wide".
Generally, a page cannot be shared by two texture (level)s, but the
exception to this is:

1. for mipmapped textures, the 5 smallest (tiny) levels get packed onto
   one page.

2. for 4-TRAM systems (=> "wide" pages), luminance or luminance/alpha
   texture objects can share the page by residing in different TRAMs.

The matter is further complicated by the fact that mipmapped texture
levels 32 texels wide or bigger will require at least one extra page
of memory, for "system borders", again for high-speed access reasons.
How and why this page(s) is used is probably not necessary to describe
here, but I will later if you inquire.

To help people I coded the "tpage calculator" which resides on the
Developer Toolbox which you can download and play around with. It
will show you quickly which textures fit and how many pages they use.

http://dtdustbin.engr/toolbox/src/tutorials/OGLT

( not sure if will work outside the firewall, use the Dev Toolbox address you
normally use )

This is a training course with frames, so click on the left in "Texture
Transfer" and then you'll see it.


> General Impact tips I would post:
> 1) the largest texture you can load with one TRAM is 512x512... if a polygon
is
> supposed to be textured but shows up white, this is a good candidate for your
> problem.
>

The "max texture size" issue is complicated (as you can see in the tpage
calculator). Sometimes textures which barely fit can have more of them
simultaneously resident! (4 luminance texture objects, 1Kx1Kx8bit, nmm, in a
4-TRAM system).

Actually, with 1 TRAM you could have a 2Kx1Kx4bit nmm luminance texture!
So the 512 number you get is simply the largest square texture of any
type guaranteed to fit on any system. To find the real maximum, use the
tpage calculator or proxy texture queries. The absolute upper limit for
a texture dimension size is 8K, so you could have a texture that is 8Kx64.
I used to have 8K as the MAX_TEXTURE_SIZE, but people were trying to
define 8Kx8K!

> 2) textures *must* be a power of 2 on each edge... i.e. 8x8, 16x16, 32x32,
etc.
>  More specifically, the texture size is bounded by the TRAM size. We have 1M
> TRAMs, so the largest texture *size* is 1M. The amount of texture data is
> dependent on the number of TRAMs in the system. There can be either 1 or 4
> TRAMs. With one TRAM, all channels of a texture are multiplexed into the same
> TRAM. With 4 TRAMs, each channel is split out into the individual TRAMs.
>
> So, if you have 2D Luminance textures, you can create 1K x 1K textures on a 1
> or 4 TRAM system. But if you have RGBA textures, on a 1 TRAM system, you can
> only create a 512 x 512 texture. A 1K x 1K RGBA texture will work on a 4 TRAM
> system, each 1M R, G, B, and A channel will fill the full 1M of each of the 4
> TRAMs.
>
> Same goes for 1D or 3D textures. The largest 3D texture size is still 1M, a
> possible size is 128 * 128 * 64. Depending on the number of channels:
> Luminance, Luminance-Alpha, RGB, or RGBA, and the number of TRAMs in the
> system, the texture size may have to be reduced.
>

The information above is basically correct. Texture sizes could
be power-of-two plus two for textures with border data.

/usr/share/Performer/src/lib/libpfutil/tex.c.IMPACT is that still optimal as it
uses Guy Russell's scheme for Performer's defining textures in a special order,
with special format, with special page-related stats on usage. All of this
is still current, although with the next all platform release, defining
textures in a special order will not make a difference in how well they
get packed into the RAM's.

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

Cheers
Rob

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

Hi,

I am using pfuSmoke to create some explosion effect, and I set the
duration for
smoke and explosion.  And when my application receive some signal it
will
draw the smoke and explosion. But my problem is that when two signals
are too close, I will see some ghost image of explosion and smoke above
where I set the smoke effect.  I use PFUSMOKE_START to start my
explosion and smoke effects when the signal arrives.  I also try to add
PFUSMOKE_STOP before start but the ghost image still exists.
Any idea how to fix this?  I am using Onyx2 IR running IRIX 6.4
Performer 2.1,
and Onyx RE2 IRIX6.2.  This happens on both machines.
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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Hi!
I have an application where I try to allocate memory (with new(C++))
outside the arena.
If I do it before pfInit I am able to get more than 700Mb (thats what I
need), immediately after pfInit I am only
able to get about 140Mb's. If I half the size of the shared and the sema
arena I still can't get more
than 140Mb's and if I half it again (to 64Mb ) I can get almost 700Mb's.
My questions are:
Why can't I allocate more memory with the default sizes (256 Mb)
when the manual says
that the large arenas created doesn't consume disk or swap space until
needed?
Is there a parameter in systune that you can manipulate to get more
allocatable space?

Regards
/Ulf Yngwe



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From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
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To: Cao Zhigang <czg@iname.com>
cc: info-performer@sgi.com
Subject: Re: spotlight on iR/IRIX6.2/pf2.1/OpenGL ?
In-Reply-To: <343342E8.3007@iname.com>
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On Wed, 1 Oct 1997, Cao Zhigang wrote:

> Hello pfFriends,
> 
> I read the archive of pf mail list and not quite sure that
> if it is possible to make spotlight on iR/IRIX6.2/pf2.1/OpenGL.
> If so, what patchs needed and any sample code available?

I have used spotlights in Onyx2 Reality with pf 2.1 and it works fine.
However, when I use attenuation the spotlight doesn't work. So check if
you use a spot->setAtten(...) call in your code, comment that line and try
again. 
Hope this helps.



> 
> Thanks
> 
> Cao Zhigang
> 
> ===================================
> E-Mail: flysiml@public.bta.net.cn
> Tel:    (8610)68428861-340
> Fax:    (8610)68424844
> ===================================
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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> 

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

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To: info-performer@sgi.com
Subject: ASD and  terrain variability
X-Sun-Charset: US-ASCII
Status: O

Salut.

Is it possible to use the Active Surface Definition describe
by the pfdLodMesh structure, with the depth (LOD) of the subtree 
of faces depending on terrain variability?

For example:
1 level for the sea,
2 levels for areas with quite constant slope,
...
10 levels for areas with very variable slope.

Thanks for all

Kenavo





          
    
       
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From: "Volz, Bill (wrvo)" <WRVO@chevron.com>
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Subject: xformers in a glwMDrawingArea
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Status: O

How does one setup the xformers to handle the x events that are
generated. I'm trying to implement the standard fly methods that one can
get from the xformer feature, but don't know how the X events are passed
on to the that part of the code, especially since it is possible for the
motif stuff to be forked off into it's own process.

Thanks, 

Bill Volz

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From: richard@gossamar.paradigmsim.com (Richard McDonald)
Message-Id: <9710021158.ZM21377@gossamar.paradigmsim.com>
Date: Thu, 2 Oct 1997 11:58:02 -0500
In-Reply-To: verdi@piano.ucsd.edu (Tom Impelluso)
        "defunct performer process" (Sep 30, 11:55am)
References: <199709301855.LAA22616@imm.ucsd.edu>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: verdi@piano.ucsd.edu (Tom Impelluso)
Subject: Re: defunct performer process
Cc: info-performer@sgi.com
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Status: O

On Sep 30, 11:55am, Tom Impelluso wrote:

What you are expreriencing is the "zombie" process phenomenon. I just
recently had the same problem. Heres what you do:

Add a signal handler to your program as follows.

#include <sys/types.h>
#include <sys/wait.h>
#include <sys/prctl.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <signal.h>


void done (int) { return; }

void main ( int argc, char **argv ) {

  // (bunch of initialization code)

  // setup signal handling using POSIX functions.  This is required to
  // keep zombies from being created when one of the sproc children exits.

  struct sigaction act;
  sigemptyset ( &act.sa_mask );
  act.sa_handler = done;
  act.sa_flags = SA_NOCLDWAIT;
  if ( sigaction ( SIGCLD, &act, (struct sigaction *)NULL )) {
    perror ( "Can't setup signals with sigaction" );
    exit ( -1 );
  }

  // (still more code).

  int np = sproc ( mySprocfunction, some_sproc_related_flags );
  pid_t zz = waitpid ( np, 0, 0 );

  // The rest of your program.
}




Hope this helps.








> Subject: defunct performer process
>
> Hi,
>
> I have an xforms code that sprocs() a Performer code.
>
> 	performer_pid = sproc( /* etc */);
>
> Later, a button on the xforms code will send a signal to performer:
>
>
> 	kill(performer_pid,SIG_USR1);
>
>
> Inside the Performer code, just before the main loop, and just
> before the pfConfig(), I call signal:
>
> 	signal(SIG_USR1, graceful)
>
>
> Here is Graceful:
>
> 	void graceful() {
> 		pfuExitInput();
> 		pfuExitUtil();
> 		pfuExit();
> 	}
>
>
>
> Now, when I do a ps (while the xforms window API is still running),
> I no longer see a listing for the sproc'ed children.  One would think
> I could use the same button that sproc'ed the peformer code and
> run it again.  The window comes up, but nothing appears.
>
> As a further pathology, if I look at rsults from ps,
> I see that old Performer process still there, but listed as defunct.
> I cannot seem to have xform (or any other code, for that matter) send
> a signal to a perofrmer code taht will kill it once and for all,
> (without the defunts lying around).
>
> Help!
>
> Tom
> =======================================================================
> 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 Tom Impelluso



-- 
--

   Richard McDonald
___________________________________________________________

   richard@paradigmsim.com   Paradigm Simulation, Inc.
   voice: (972) 960-2301     14900 Landmark Blvd Ste 400
   fax:   (972) 960-2303     Dallas, TX 75240-6725
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From: Lee Willis <lee@accesscom.com>
To: "'perfly@segolene.roazhon.inra.fr'" <perfly@segolene.roazhon.inra.fr>
Cc: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: RE: ASD and  terrain variability
Date: Thu, 2 Oct 1997 12:40:04 -0700
MIME-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
Content-Transfer-Encoding: quoted-printable
Status: O

The MultiGen ASD terrain generator (CAT) builds the terrain mesh to a =
variable depth, depending on roughness.  So over water, it would only =
build 1 LOD, over flat terrain, it would build few LODs, and over rough =
terrain, it would build many

The run-time playback algorithm itself isn't well suited to making those =
decisions.  It's more of a database generation issue.
-------
Lee Willis					Software Architect
Lwillis@terrex.com				Terrain Experts, Inc.


-----Original Message-----
From:	perfly@segolene.roazhon.inra.fr =
[SMTP:perfly@segolene.roazhon.inra.fr]
Sent:	Thursday, October 02, 1997 9:03 AM
To:	info-performer@sgi.com
Subject:	ASD and  terrain variability

Salut.

Is it possible to use the Active Surface Definition describe
by the pfdLodMesh structure, with the depth (LOD) of the subtree=20
of faces depending on terrain variability?

For example:
1 level for the sea,
2 levels for areas with quite constant slope,
..
10 levels for areas with very variable slope.

Thanks for all

Kenavo





         =20
   =20
      =20
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
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From: verdi@piano.ucsd.edu (Tom Impelluso)
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To: info-performer@sgi.com
Subject: undoing pfConfig
Status: O


Hello...

I have an interface (using xforms) that sproc()'s a 
Performer Code.

There are two buttons on my interface (amongst others).

1) Run Performer
2) Kill Performer

When I hit button -1-, the xform-app sprocs the performer code
(which, in turn, sprocs a finite element code).  All is well.

When I hit button -2-, the xform-app changes a global variable
(which the performer process can access and test against).  
The change causes the performer code to die (pfExit, and all that).

When I hit button -1- again, I received warnings:

pfDataPool::create arena /usr/temp yadda yadda yadda already exists, attaching instead

pfConfig() Cannot config more than once.
pfuInitInput()  Input already initialized.  Returning...



I assume the problem relates to the fact that since the sproc'd
performer code is in the same data space, that one config is enough.
Similiar for the others.


Now...
Is there a command I can issue before the pfExit() (or even after)
that can clean things up, allowing me to re-state the pfConfig,
pfuInitInput, and whatever command caused the belch regarding the arena
(By the way, tell me what command that was, if you know, please).


Thanks
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From: "Jenny Zhao" <zhz@dandan.engr.sgi.com>
Message-Id: <9710021851.ZM3253@dandan.engr.sgi.com>
Date: Thu, 2 Oct 1997 18:51:23 -0700
In-Reply-To: Lee Willis <lee@accesscom.com>
        "RE: ASD and  terrain variability" (Oct  2, 12:40pm)
References: <01BCCF30.53C4AF70@user136.accesscom.com>
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To: "'perfly@segolene.roazhon.inra.fr'" <perfly@segolene.roazhon.inra.fr>
Subject: Re: ASD and  terrain variability
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On Oct 2, 12:40pm, Lee Willis wrote:
> Subject: RE: ASD and  terrain variability
>
> [ plain text
>   Encoded with "quoted-printable" ] :
The MultiGen ASD terrain generator (CAT) builds the terrain mesh to a variable
depth, depending on roughness.  So over water, it would only build 1 LOD, over
flat terrain, it would build few LODs, and over rough terrain, it would build
many
>
> The run-time playback algorithm itself isn't well suited to making those
decisions.  It's more of a database generation issue.
indeed.
and allowing adaptive meshing is the key feature of
active surface definition.
the ASD tree does not have to be uniform every where, for example
CAT generates such trees.

some people combine that with an evaluation functions that takes
projected on screen area into consideration,
and the effect of which would result in displaying
a terrain that is coarse in flat areas and fine in rough areas.

> -------
> Lee Willis					Software Architect
> Lwillis@terrex.com				Terrain Experts, Inc.
>
>
> -----Original Message-----
> From:	perfly@segolene.roazhon.inra.fr [SMTP:perfly@segolene.roazhon.inra.fr]
> Sent:	Thursday, October 02, 1997 9:03 AM
> To:	info-performer@sgi.com
> Subject:	ASD and  terrain variability
>
> Salut.
>
> Is it possible to use the Active Surface Definition describe
> by the pfdLodMesh structure, with the depth (LOD) of the subtree
> of faces depending on terrain variability?
>
> For example:
> 1 level for the sea,
> 2 levels for areas with quite constant slope,
> ..
> 10 levels for areas with very variable slope.
>
> Thanks for all
>
> Kenavo
>
>
>
>
>
>
>
>
> =======================================================================
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>
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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>-- End of excerpt from Lee Willis



-- 


Jenny Zhao                                   
zhz@engr.sgi.com                    
650 933-5091 (Voice)           
650 965-2658 (Fax)         
Silicon Graphics - IRIS Performer      
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From guest  Fri Oct  3 01:13:18 1997
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From: fukuoka@ddd.co.jp (I.Fukuoka)
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Status: O

Hello,

I am trying to make multiple spotlights using pfLightSource's
projected texture on our O2.
I was able to get one spotlight correctly, but when I try to make
more than one spotlight, I only get the one spotlight effect, as
if other pfLightSources are not set to PFLS_PROJTEX_ENABLE mode.
I found out that I can seem to get multiple spotlights on
non_textured scene, but not on the textured scene.
Is it possible to get multiple spotlights on O2?  If it is,
what do I have to do to get the right result?

Thank you.
Izumi

---------------------------------------------------------
Izumi Fukuoka(Ms.)               email:fukuoka@ddd.co.jp
3D Incorporated                  phone:+81-45-314-8334
1-39-3 Hiranuma, Nishi-ku        fax:+81-45-314-8335
Yokohama, Kanagawa 220 Japan     http://www.ddd.co.jp
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From: "vectec.akn" <akn@vectec.ch>
To: "Info Performer" <info-performer@sgi.com>
Subject: Soft-Multisampling
Date: Fri, 3 Oct 1997 10:06:17 +0100
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Status: O

Hi PfChaps,

Is there out somebody having coded multisampled snapshot under Perfly on an
 OpenGL machine without HW-MS ?

Thanks for your help.

Alexander Knob

///////// VECTOR TECHNOLOGIES SA /////////
  7, ch de la Venoge
  CH - 1025  St-SULPICE
  Switzerland
  tel: +41 21 691 42 43
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  It's up to us to virtualise your environment !
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Status: O

Hello fellow artists!

I've been following your continued attempts with "Inventor" and its
compatibility with

performer and perfly.....so I tried it myself and I examined a .iv file
running in Perfly.

My question is:  can a ".iv" file and its attributes be converted into a
".flt" file??

2. Where can I get a copy of "Inventor",  is it Showcase that I already
have??

please enlighten,,,,,,,forgive my ignorance,as I spend 9 hrs a day
designing and

building simulations and I have little time to experiment.  However
Inventor did catch

my
interest.
thanks


Joe :-)

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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
To: Performer ML Question <info-performer@sgi.com> (Receipt Notification 
    Requested) (Non Receipt Notification Requested)
Subject:  Combining OpenGL/Performer with RapidApp
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=0D=0CHi,

I just made something today for combining Rapidapp-generated Vk code with=
 my
Performer program, without all the stuff required in the motif.c example.=
`

Step 1:
change the main.C generated file into vkmain.C

Step 2:
into vkmain.C, change int main(argc, argv) into vkmain(argc, argv)

Step 3:
insert vkmain.o and all the Rapidapp C file names into your makefile,
including the vk lib links, etc.

Step 4:
in the Performer code, just before entering the main loop (with pfFrame),=

call a fork :

extern vkmain(...

vk_pid =3D fork();
if(vk_pid < 0)
   ...fork failed
else if(!vk_pid)
   vkmain(argc, argv)

while(!exit) 
   pfSync()
   pfFrame()
.... etc.


And it works !!!
I just toggled stats using a rapidapp-made widget !
Both processes communicate in the shared memory arena.
You can develop your vk things with rapidapp, separately develop your
Performer program, set a structure in a Shared arena for encapsulating or=
ders
from vk buttons, and everything goes OK.

It seems so simple, so why wasn't this proposed as a solution for combini=
ng
Motif with Performer ? Is that a bad method ?

Mike

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Subject:  LOD Ranges / FOV
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=0D=0CGood morning,

Question 1:
For which FOV value does the LOD range value mean *exactly* the distance
between the eye position and the LOD's center ?

Question 2:
What is the mathematical formula linking the LOD scale operated on range
values, and the channel's FOV ?

Mike
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Subject: Large Textures on an O2
Date: Fri, 03 Oct 1997 11:01:50 -0400
Message-ID: <32090.875890910@maps.cs.cmu.edu>
Sender: Michael_Polis@maps.cs.cmu.edu
Status: O

I'm trying to use a large texture (4096x4096, 8 bit luminance) on an
O2.  Performer claims to have downloaded it (apparently using an RGBA8
format):
PF                               Loading texture:
PF                                 File name           = phototex.rgb
PF                                 Image size (SxTxR)  = 4096x4096x1
PF                                 Download size       = 89478496 bytes
PF                                 Download time       =6469.723 ms
PF                                 Download rate       =  13.190 MB/sec
PF                                 Total texture use   =  85.604 MB

Despite this, the resulting texture is only 1024x1024:
  - a 1024x1024 texture flashes on the screen during download
  - xscreen reports that 2.81MB of teture memory is being used
  - The displayed resolution is 1/4 of what it should be, as
determined by counting the number of texels across certain features.

I'm using the 2.0 dev and 2.0.3 eoe with patches 1696 and 1392 as
recommended in the FAQ.  The O2 has 192MB of RAM, so it should
theoretically be able to load that texture into memory, even if it was
89MB.  I also tried a 2048x2048 version of the texture, but that came
out as 1024x1024 also.

What does is mean when Performer says the download size is 89MB?

Is there something I have to do to explicitly allocate more RAM to
texture memory?
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Status: O

Hi all,
	I am trying to understand why my performer application is slow. It is 
frame rate going from 10 -24 frames. I am doing some low-level ethernet 
communications. How can I understand which functions are eating up CPU time.
There is a program called "par". Could you send some more information about 
it.

							Dogan


	
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199710031706.KAA29843@remi.engr.sgi.com>
Subject: Re: projected texture
To: fukuoka@ddd.co.jp
Date: Fri, 3 Oct 1997 10:06:55 -0700 (PDT)
Cc: info-performer@sgi.com, shirahama@ddd.co.jp
In-Reply-To: <343490FA.3DC8@ddd.co.jp> from "I.Fukuoka" at Oct 3, 97 03:30:18 pm
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Status: O

I.Fukuoka wrote:
> 
> Hello,
> 
> I am trying to make multiple spotlights using pfLightSource's
> projected texture on our O2.
> I was able to get one spotlight correctly, but when I try to make
> more than one spotlight, I only get the one spotlight effect, as
> if other pfLightSources are not set to PFLS_PROJTEX_ENABLE mode.
> I found out that I can seem to get multiple spotlights on
> non_textured scene, but not on the textured scene.
> Is it possible to get multiple spotlights on O2?  If it is,
> what do I have to do to get the right result?
> 

 2.0.x 2.1.x is using the alpha plane to accumulate the intensity
 of the projected textures to do more than one projected texture.
 So you need to have a visual with alpha plane enabled to see more
 than one projected texture.

 This is unfortunatly slower than a non alpha plane more, and also
 cannot do two different color projtex lights as only the intensity
 is accumulated.

 Soon to be available 2.2 does not use the alpha plane, and rather
 use a different algorithm that accumulate the projtex in the RGB
 plane before blending it with the database. 2.2 supports shadows
 as well.

 So I include here an advance warning to projtex users that 2.2
 results are sightly different than 2.1 results, and that the
 pfLightSource parameters, as well as the IA texture will have to
 be different.  If you are more than concern about that,
 let me know now.

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9710030933.ZM8275@quid.csd.sgi.com>
Date: Fri, 3 Oct 1997 09:33:42 -0700
In-Reply-To: msitech <msitech@edgenet.net>
        "Perplexed in Providence" (Oct  3,  7:23am)
References: <3434D5A6.626F3C05@edgenet.net>
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On Oct 3,  7:23am, msitech wrote:
> Subject: Perplexed in Providence
> Hello fellow artists!
>
> I've been following your continued attempts with "Inventor" and its
> compatibility with
>
> performer and perfly.....so I tried it myself and I examined a .iv file
> running in Perfly.
>
> My question is:  can a ".iv" file and its attributes be converted into a
> ".flt" file??
>

There are a couple of IvTo.. utilities, I don't think SGI has done IvToFlt,
Multigen ( or someone ) might have....

The ones I know of are:
IvToRib (1)  - convert an Open Inventor 2.0 file to a Renderman .rib file
ivToVRML (1) - convert Inventor files to VRML

One note, the Performer utility pfconv will read any of the formats supported
by Performer and can write to:

         dwb       Coryphaeus Software Designer's Workbench format
         medit     Medit productions modeler format
         pfa       IRIS Performer ASCII file format
         pfb       IRIS Performer high-speed binary file format

Which might help you if you want to make all your data the same format.

> 2. Where can I get a copy of "Inventor",  is it Showcase that I already
> have??
>

No, Showcase just uses Inventor. Inventor is an API in it's own right, the .iv
format is just it's file format. You would have inventor_eoe installed, the
development libraries are a seperate SGI product.

For more Inventor info look at: http://www.sgi.com/Technology/Inventor.html

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Fri, 03 Oct 1997 18:14:01 -0400
From: Prakash Mahesh <prakash@DRAWCOMP.COM>
Organization: DRaW Computing Assoc. Inc., http://www.openworlds.com/employees/prakash
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Status: O

We just released OpenWorlds beta 0.3. Now registered beta users can
download the latest beta through the web at
        http://www.openworlds.com
We also have an enhanced IRIS Performer based VRML demo application for
download, which does not need any registration.

The latest beta release has a faster parser, and better PROTO support
with many other features.

For registering and/or joining the OW mailing list look at
        http://www.openworlds.com




Thanks.

-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
  	--or--
  prakash@openworlds.com
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Date: Sun, 5 Oct 1997 17:37:03 +0900
To: info-performer@sgi.com
From: Haruo NOMA <noma@mic.atr.co.jp>
Subject: Re: Multi pipe error [Final report]
Status: O


Dear Perfomer people,


At 10:43 PM +0900 97.9.25, Haruo NOMA wrote:
>  We have an ONYX with two RE2s. Each pipe have keyboard and mouse to use the
> ONYX with two users individually.
>  Now, we would like to display two views from different view points on each
> screen. We found a following sample code,
> 	/usr/share/Performer/src/pguide/libpf/C/multipipe
>  However, when we run this code, we had only three windows on the one screen
> and following error was displayed.

  Mr. Allen Bierbaum, Mr. Larry Peruski and Mr. Yamanaka gave me some
suggestions about the trouble, and finally, we could solve it.

  The reason why our two-H/W pipes ONYX with TKO is written on the release
note of Perfomer.

	According to the release note,
         ......
         IRIS GL based Performer 2.0 executables may encounter
         difficulties when executing multipipe on dual-head
         Indigo systems. This problem is not present in OpenGL
         applications. Check with SGI Customer Support for the
         latest advice if you encounter this problem and need to
         use IRIS GL rather than OpenGL.
         ......

  When we compiled sample src, we did it without any option, so make built
binary for IRIS-GL. We should add ogl*** option to build it.

  Furthermore, using Performer with TKO, we have to add some code to specify
window manager of each display. (refer Allen's post).

 Thank everyone.


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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Subject: texturing
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Status: O

question on textureing::



could someone please describe in DETAIL	what it takes to texture an
object and what each peace does..


this is what I have and understand so far..

// load texture
tex = new pfTexture;
tex->loadFile("fire.rgb");

// enable texturing
pfGeoState *gstate1 = new pfGeoState;
gstate1->setMode(PFSTATE_ENTEXTURE,1);
    
// set coord's for texture ???? need further explanation
pfVec2 *tcoords = new pfVec2[4];
tcoords[0].set(0.0f, 0.0f);
tcoords[1].set(1.0f, 0.0f);
tcoords[2].set(1.0f, 1.0f);
tcoords[3].set(0.0f, 1.0f);

// this creates a face when used by polygons I am not too shure what it 
// does here
ushort *tindex = new ushort[8];
tindex[0]  = 0; tindex[1]  = 1; tindex[2]  = 2; tindex[3]  =0; 
tindex[4]  = 1; tindex[5]  = 2; tindex[6]  = 2; tindex[7]  =3; 

// do texturing
gset1->setAttr(PFGS_TEXCOORD2, PFGS_PER_VERTEX,
coords1,NULL);//PFGS_PER_VERTEXgstate1->setAttr(PFSTATE_TEXTURE,tex);


I know that I am close I just need the details.....


thanks mucho
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From: Mattias.Johansson@saab.se
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Date: Mon, 06 Oct 1997 15:50:02 +0200
Subject: How many RM's?
To: info-performer@sgi.com
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Status: O

This is not really a Performer issue, but since I know that
some of you out there are experts on Raster Managers, here goes:

I would like to know if one RM7 can render one 1280x1024 channel
at 60Hz (medium pixel depth, approxm 5000 polygons in the channel).

If not, in what way would an extra RM board help (using the same
channel size and pixel depth).

The target machine we are looking at would be a single pipe Onyx 2 with
four R10000 processors.

/Mattias

-- 
----------------------------------------------------------------------------
Mattias Johansson                          Email: Mattias.Johansson@saab.se
Systems Engineer                           Phone: +46 (0)13 - 181740
Saab Military Aircraft - Simulation Center Fax  : +46 (0)13 - 184177
581 88 Linkoping - Sweden
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From: Mario Veraart <rioj7@fel.tno.nl>
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Subject: 'Multiply defined weak symbol' error from ld
To: info-performer@sgi.com (Performer)
Date: Mon, 6 Oct 1997 16:28:12 +0200 (MET DST)
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Hello,

I just got the following message from the linker.

ld: WARNING 131: Multiply defined weak symbol:(__ct__6pfVec3Fv) in
myread.o and mydraw.o (2nd definition ignored).

I don't what it means and thus not know how to solve it.
The program works as expected, so that's not the reason of sending this mail.

Mario
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From: "Mr. M.D.R. Prasad - VR Group" <mdrp@ada.ernet.in>
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Hello,

I am trying to use clipplanes in my performer application.  While I could
define 6 clipping planes (glClipplanes),  they remain static in the scene.

i.e I want to cut a scene with clipping planes and then view the portion
of
the non clipped scene in a track ball mode.  But, after clipping with the
glclipplanes, when I rotate my scene using the trackball xformer mode, 
the glclipplanes remain static and I see defferent portions of the scene
being clipped in each frame.  

How do I move my glClipplanes also, along with my scene in trackball mode?

Thanks in advance.

Prasad

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

MDR PRASAD
AERONAUTICAL DEVELOPMENT AGENCY
BANGALORE

email:  mdrp@ada.ernet.in

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





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Subject:  RE: Combining OpenGL/Performer with RapidApp
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=0D=0C-------------------------------------------------------------------=
-----------
I make my application run on a machine where rapidapp is installed, but
without a valid license of it. 
I am quite sure that you just need to have Viewkit installed to make a
rapidapp-made program run. 
But I would be glad to have a confirmation...
Even if it is not a Performer-specific question : 
Is the run-time Vk free ???
Thanks for answering.
Mike
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From: "Mr. M.D.R. Prasad - VR Group" <mdrp@ada.ernet.in>
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To: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
Cc: Performer ML Question <info-performer@sgi.com>
Subject: Re: Combining OpenGL/Performer with RapidApp
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Hello,

We are doing the same i.e develop GUI with rapidapp and draw in Performer
window in a separate process.  Works fine.  But, to run this GUI, I think
the host machine has to have the rapid app license.  I developed my GUI on
Impact where I had license for rapid app and tried to run the same on an 
Indy with out Rapid app license.  I see only my Performer Window but not
the GUI.  
Is it that, always the end user has to have the rapid app license to use 
the application?

Thanks ..

Prasad

On Fri, 3 Oct 1997, BOCCARA Michael wrote:

> Hi,
> 
> I just made something today for combining Rapidapp-generated Vk code with my
> Performer program, without all the stuff required in the motif.c example.`
> 
> Step 1:
> change the main.C generated file into vkmain.C
> 
> Step 2:
> into vkmain.C, change int main(argc, argv) into vkmain(argc, argv)
> 
> Step 3:
> insert vkmain.o and all the Rapidapp C file names into your makefile,
> including the vk lib links, etc.
> 
> Step 4:
> in the Performer code, just before entering the main loop (with pfFrame),
> call a fork :
> 
> extern vkmain(...
> 
> vk_pid = fork();
> if(vk_pid < 0)
>    ...fork failed
> else if(!vk_pid)
>    vkmain(argc, argv)
> 
> while(!exit)
>    pfSync()
>    pfFrame()
> .... etc.
> 
> 
> And it works !!!
> I just toggled stats using a rapidapp-made widget !
> Both processes communicate in the shared memory arena.
> You can develop your vk things with rapidapp, separately develop your
> Performer program, set a structure in a Shared arena for encapsulating orders
> from vk buttons, and everything goes OK.
> 
> It seems so simple, so why wasn't this proposed as a solution for combining
> Motif with Performer ? Is that a bad method ?
> 
> Mike
> 
> ===================================List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
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> 


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From: "Luis Ignacio Miranda" <lmiranda@buitre.madrid.sgi.com>
Message-Id: <9710061918.ZM1931@buitre.madrid.sgi.com>
Date: Mon, 6 Oct 1997 19:18:09 -0600
In-Reply-To: Mattias.Johansson@saab.se
        "How many RM's?" (Oct  6,  3:50pm)
References: <PAA16889@saab.se>
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Hi Mattias,

Which kind of application are you to develop?

Depending on the depth complexity you will need more or less RMs and the depth
complexity depends on the scene to render.

Regards

Nacho


-- 
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* Silicon Graphics, S.A.             Plaza del Descubridor Diego de Ordas,3   *
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From: "Axel Sammet" <axel@luca.hannover.sgi.com>
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Date: Mon, 6 Oct 1997 18:51:30 +0000
In-Reply-To: Mattias.Johansson@saab.se
        "How many RM's?" (Oct  6, 15:50)
References: <PAA16889@saab.se>
X-Face: +.n!QKG7O5w\:2hJh%S}+iu)$t[N^n/eh9w-}^>U?i6]!O|,ubP5E$:C05Wot=|3?_N&bjk 4w%$@iFnNm&KCFms>NC]uX!T)xVcoM32jd`qO\VWkG6zc(!H)d`?1>CNrT:HOyT2mtxJ$(*M,QBe4d LYJVuvh!kn}3M}wqP6}cd(b0%+q9$.{+kIFC3ECFnZ3/ok|NqVgtG0^/{+9-6i52'n,H::f|!_du_e Gd*A~4xUbln#@
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To: Mattias.Johansson@saab.se, info-performer@sgi.com
Subject: Re: How many RM's?
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Status: O

Hi Mattias,

the rm7 certainly has enough frame buffer memory to give you a 1280x1024
area to draw in at medium pixel depth. polygons ,however, are not handled
by the rm boards but by the ge12 (which gives you roughly 20-25K
"VisSim"-Polys@60Hz). The problem is the depth complexity of your database:
Since 1 RM7 fills about 150-180MPix/sec(VisSim Pixels), it is capable of
dealing with a DC of about 2 at the resolution and update rate given. for
high altitude flight simulation this is probably sufficient, for ground
action you'd better go for 4-6(DC), meaning 2-4 RM7s.

Hope that helps

Axel


On Oct 6, 15:50, Mattias.Johansson@saab.se wrote:
> Subject: How many RM's?
> This is not really a Performer issue, but since I know that
> some of you out there are experts on Raster Managers, here goes:
>
> I would like to know if one RM7 can render one 1280x1024 channel
> at 60Hz (medium pixel depth, approxm 5000 polygons in the channel).
>
> If not, in what way would an extra RM board help (using the same
> channel size and pixel depth).
>
> The target machine we are looking at would be a single pipe Onyx 2 with
> four R10000 processors.
>
> /Mattias
>
> --
> ----------------------------------------------------------------------------
> Mattias Johansson                          Email:
Mattias.Johansson@saab.se
> Systems Engineer                           Phone: +46 (0)13 - 181740
> Saab Military Aircraft - Simulation Center Fax  : +46 (0)13 - 184177
> 581 88 Linkoping - Sweden
> ----------------------------------------------------------------------------
>
> =======================================================================
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>-- End of excerpt from Mattias.Johansson@saab.se



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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199710061836.UAA20290@s00sn1.fel.tno.nl>
Subject: Re: texturing
To: gwilliams@etcflorida.com (Garrett Williams)
Date: Mon, 6 Oct 1997 20:36:14 +0200 (MET DST)
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In-Reply-To: <343904EB.41C6@etcflorida.com> from "Garrett Williams" at Oct 6, 97 08:34:03 am
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> 
> question on textureing::
> [snip]
> // set coord's for texture ???? need further explanation
> [snip]

Read the OpenGL Programmers book in the Insight Library.
And then the chapter about texture mapping.

Mario
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From: "Amaury Aubel" <aubel@lig.di.epfl.ch>
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Date: Tue, 7 Oct 1997 11:45:11 -0600
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Subject: texture size & FB?
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Hi fellow Performers,


Is there a size limitation when loading textures using the frame buffer as a
source?

    pfTexLoadMode(tex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_FRAMEBUFFER);
    pfTexLoadSize(tex, WIN_X, WIN_Y);

if I set WIN_X/WIN_Y to 32, 64 or 128, no problem. If I set them to 256 or 512,
my windows manager is killed upon the first texture load.

Is this normal?
I'm running my app. on an Octane, Irix 6.4, performer 2.0

Amaury.
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From: "Olivier Georg" <ogeorg@imtsg14.epfl.ch>
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Date: Tue, 7 Oct 1997 12:16:40 -0600
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Thanks to the (very) few which attempted to help me with my problems of
intersections with the Performer routine.  But none of the "top guns" of
Moutain View ever reacted to any of my e-mails...  They are problably too
ashamed of having deal with routines which just don't work !

Finally, far too upset to continue using 'isect' and friends, I took a really
GREAT book, Graphics Gems, and used the algorithm given there.  Well, sometimes
you have to reinvent the wheel...

Olivier

-- 
--------------------------------------------------------------------
| Olivier Georg      \__  e-mail:    ogeorg@imt12.epfl.ch          |
| Rte de Chailly 159    \__  home:   http://imtsg7.epfl.ch/~ogeorg |
| 1814 La Tour-de-Peilz    \__  tel: +41 21 693 58 50 (work)       |
------------------------------\__    +41 21 626 51 79 (private)    |
| On ne peut pas tuer le temps   \__-------------------------------|
| Sans blesser un peu l'eternite    \__       ________    __o      |
| ( As if you could kill time  )       \__      _____   _`\<,_     |
| ( without injuring eternity. )          \__      ___ (_)/ (_)    |
|                   Henry David Thoreau      \                     |
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From: Keith Henning <Keith@mma.net>
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Subject: Driver for a SpaceBall with O2
Date: Tue, 7 Oct 1997 16:08:30 +0100
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Hello again....

I am still attempting to get a spaceball 2003 working with devised
Performer simulations.

All that I am attempting at this moment is to get the spaceball to take
over action of the mouse, i.e. controlling the viewing directions.

At this moment in time I am unable to come up with a better solution
than actually writing my own driver to accomplish this.

do any of you out there want to help this stressed out amature Performer
/ C programmer... ( this is the lowest I can grovel)

any help / guidance would be gratefully received..........

Cheers  Keith....

------ =_NextPart_001_01BCD33B.42DBE610
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<BODY>
<P><FONT SIZE=3D2 FACE=3D"Arial">Hello again....</FONT>
<BR>
<BR><FONT SIZE=3D2 FACE=3D"Arial">I am still attempting to get a =
spaceball 2003 working with devised Performer simulations.</FONT>
<BR>
<BR><FONT SIZE=3D2 FACE=3D"Arial">All that I am attempting at this =
moment is to get the spaceball to take over action of the mouse, i.e. =
controlling the viewing directions.</FONT></P>
<BR>
<P><FONT SIZE=3D2 FACE=3D"Arial">At this moment in time I am unable to =
come up with a better solution than actually writing my own driver to =
accomplish this.</FONT></P>
<BR>
<P><FONT SIZE=3D2 FACE=3D"Arial">do any of you out there want to help =
this stressed out amature Performer / C programmer... ( this is the =
lowest I can grovel)</FONT></P>
<BR>
<P><FONT SIZE=3D2 FACE=3D"Arial">any help / guidance would be =
gratefully received..........</FONT>
<BR>
<BR><FONT SIZE=3D2 FACE=3D"Arial">Cheers&nbsp; Keith....</FONT>
</P>

</BODY>
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Date: Tue, 7 Oct 1997 10:33:36 -0700
From: diamond@burton.corp.sgi.com (Dave Rubright Jr)
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I'm looking for a Performer matrix which lists the performer product
including the dev option compatible to OS releases. Where can I find
this information?

thanks


*****************************************************************
Dave Rubright Jr.                  Silicon Graphics Inc.
System Support Engineer            Silicon Valley Support Branch
diamond@sgi.com                    Mountain View, CA.
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Status: O

I am still having troubles with texturing using PERFORMER.

I only recived one reply to my last question.  Thanks for the reply BUT
I need help with PERFORMER I am not using opengl directly.

I have not found any information on texturing except for the man pages
and the demo code only textures PFGS_QUADS which I now understand
slightly.  I wish to texture many PFGS_TRIS with a repeating texture. 
what I have done so far is a non continous pattern changing at every
poly.


NOW this is what I have and understand so far..
it works on PFGS_QUADS fine but is not continous on PFGS_TRIS...

// load texture
tex = new pfTexture;
tex->loadFile("fire.rgb");

// enable texturing
pfGeoState *gstate1 = new pfGeoState;
gstate1->setMode(PFSTATE_ENTEXTURE,1);
    
// set coord's for texture ? need further explanation for use with
PFGS_TRIS
pfVec2 *tcoords = new pfVec2[4];
tcoords[0].set(0.0f, 0.0f);
tcoords[1].set(1.0f, 0.0f);
tcoords[2].set(1.0f, 1.0f);
tcoords[3].set(0.0f, 1.0f);

// order of the coords to place the texture ? need further explanation
for use with PFGS_TRIS
ushort *tindex = new ushort[8];
tindex[0]  = 0; tindex[1]  = 1; tindex[2]  = 2; tindex[3]  =3; 
tindex[4]  = 0; tindex[5]  = 1; tindex[6]  = 2; tindex[7]  =3; 

// do texturing
gset1->setAttr(PFGS_TEXCOORD2, PFGS_PER_VERTEX,coords1,tindex);
gstate1->setAttr(PFSTATE_TEXTURE,tex);


Thanks to all that send help..
garrett
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199710072041.WAA16467@s00sn1.fel.tno.nl>
Subject: OpenGL - IrisGL difference on RE2 with 6.2
To: info-performer@sgi.com (Performer)
Date: Tue, 7 Oct 1997 22:41:55 +0200 (MET DST)
Cc: rioj7@s00sn1.fel.tno.nl (Mario Veraart)
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Hello,

I have a small difference in the look of my databse in perfly_ogl
and perfly_igl on a Onyx RE2, with Performer eoe 2.0.1.
At the system 'uname -a'=IRIX64 vtd 6.2 03131016 IP19

When I view my 3D world there is a small problem with one of
the textures. It is a road texture that contains a transition part
from road to grass. (It's one of the multigen defaults,
country_road.rgb:       SGI imagelib image (1024 x 32)

For pergly_ogl:
When the attributes of the texture where mipmap=BILINEAR then I see
some aliasing effects when the road comes close, when I fly over the
terrain. With mipmap=MIPMAP_TRILINEAR I see some strange bands apear
at the lower mipmap levels. The road looks half grass and half grey.

For perfly_igl I don't have the effect at MIPMAP_TRILINEAR.

It looks like the calculation of mipmap levels for OpenGL are not done
correctly.

Is there a patch for this problem?
There are no patches installed that have an effect on the OpenGL libs.

Mario
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From: katz@ips.jsc.nasa.gov (Katz)
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Hi everyone,

I am new to performer and would like to ask for recommendation on
some reading material. It seems that performer manual isn't very good
explaining some things (I am looking into usage of volumes for clearance
analysis purpose). Can anyone recommend any book on Performer that can
help me understand it better.

Thanks,


Vadim Katz
United Space Alliance, Houston
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9710071426.ZM14222@quid.csd.sgi.com>
Date: Tue, 7 Oct 1997 14:26:05 -0700
In-Reply-To: diamond@burton.corp.sgi.com (Dave Rubright Jr)
        "Performer matrix" (Oct  7, 10:33am)
References: <9710071033.ZM12956@burton.corp.sgi.com>
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Status: O

Dave

Have a look at http://www.sgi.com/Technology/Performer/ under the FAQs link
( search the FAQs for 'version' ).
Cheers
Rob

On Oct 7, 10:33am, Dave Rubright Jr wrote:
> Subject: Performer matrix
>
> I'm looking for a Performer matrix which lists the performer product
> including the dev option compatible to OS releases. Where can I find
> this information?
>
> thanks
>
>
> *****************************************************************
> Dave Rubright Jr.                  Silicon Graphics Inc.
> System Support Engineer            Silicon Valley Support Branch
> diamond@sgi.com                    Mountain View, CA.
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Dave Rubright Jr



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Tue, 7 Oct 1997 15:55:45 -0700 (PDT)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: Driver for a SpaceBall with O2
To: Keith Henning <Keith@mma.net>
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On Tue, 7 Oct 1997, Keith Henning wrote:

> I am still attempting to get a spaceball 2003 working with devised
> Performer simulations.
> 
> All that I am attempting at this moment is to get the spaceball to take
> over action of the mouse, i.e. controlling the viewing directions.
> 
> At this moment in time I am unable to come up with a better solution
> than actually writing my own driver to accomplish this.
> 
> do any of you out there want to help this stressed out amature Performer
> / C programmer... ( this is the lowest I can grovel)
> 
> any help / guidance would be gratefully received..........
> 
> Cheers  Keith....


Hi Performers,

I may have a solution for you.  Our XVS-Link software
may be able to solve your problems, so I've included
a description below.

Please let me know if you have any questions.

Regards,

Paul Cutt
VP Engineering

Xtensory Inc     
140 Sunridge Drive     
Scotts Valley, CA 95066
USA  
  
Tel:	408/439-0600     
Fax:	408/439-8845  
Email:	cutt@netcom.com 
URL:    www.xtensory.com
  
...opening the doors of perception (TM)  
  
-------------------------------------------
XVS-Link (TM)  
  
A Standard Device Interface for 
Virtual Environments and Applications  

(The software formerly known as SyncLink)

Benefits   
  
XVS-Link (TM) is a C++ class library that simplifies adding and 
maintaining virtual reality (VR) sensor support in existing 
applications.  It provides a standard device interface for 
including virtual environment devices into applications.  
  
Virtual environments have led to the proliferation of 3D devices
with multiple degrees of freedom x, y, z, roll, pitch, yaw).  Each 
device has its own strengths and weaknesses, and the creation
of new devices brings with it a constant improvement in the 
capabilities available.  However, using these devices in 
applications is not easy.  
  
Many of these devices are mutually incompatible.  They have 
different command sets; they use different command syntax for 
the same commands; the output they give to the computer follows 
different binary formats; and the same type of data is presented 
using different coordinate systems.  Until now, the near-total 
lack of standardization of even the simplest virtual reality 
functions has discouraged developers from supporting multiple 
devices, or adding any VR support to their applications at all.
  
XVS-Link takes the load off the application developer by providing
a standardized and portable object-oriented set of VR device 
drivers.  This lets the developer concentrate on the applications, 
rather than the idiosyncracies of each VR device.  
  
Object Oriented

XVS-Link provides an object-oriented interface to VR devices.
There is a single C++ class hierarchy for VR sensors.  This 
hierarchy currently handles 6-D sensors such as the Polhemus 
Fastrak, Logitech 3D Mouse, Ascension Flock of Birds, Spaceball
2003, and the VPL Research DataGlove Model 2.  A second C++ class
for coordinate systems allows the application programmer to
translate automatically between the differing coordinate systems
used by VR devices, 3D rendering systems, and existing applications
and data sets.  In addition, XVS-Link also provides a C interface 
to the C++ libraries.  This enables programming entirely in C and 
calling all the devices from C. 

Common Interface  
  
All devices which provide 6-degree of freedom position and 
orientation data are handled similarly.  XVS-Link's base sensor 
class provides standard operations for opening devices, closing 
devices, and reading position, Euler angles, toggles, and other 
device data.  Common filtering operations are also avaiable in 
the base class, including origin offset, setting tolerance levels,
clipping, modulo, and scaling.  Each device may report data in 
either absolute or relative values, whether it is an isometric 
device like the Spaceball, or an isotonic device like the Fastrak. 
  
While the XVS-Link base class provides a common interface to 
common VR functions across different devices, it does not limit 
the application programmer to the lowest common denominator.  
Device-specific functions are also provided.  For example, Fastrak 
and Flock of Birds users can make use of the multistation 
capabilities of these devices, allowing multiple receivers to be
read from a single serial port.  DataGlove Model 2 programmers 
can calibrate the glove and read and write ASCII-formatted 
calibration tables.  Logitech users may access the fringe and out 
of range settings which warn when the receiver is approaching 
its line-of-sight limits.  
  
Sample application code provided with XVS-Link demonstrates how the 
same source code can be used to control any of the supported sensors. 
  
Switching Sensors 
  
XVS-Link's common interface makes it easy to switch between sensors
from within an application.  Simply close and delete the old sensor 
object, create and open a new sensor object, and reapply the 
application's sensor filters.  Even this level of detail can be 
hidden from the user by the application.  No longer do the 
software incompatibilities between sensors inhibit switching between
them from within an application.  
  
Customized Support   
  
Xtensory provides the services for adding customized device support 
at minimal costs. We will add your device to use the same interface.  
Custom devices can then use the same standard object-oriented interface
as commercial devices, without losing access to the functionality 
that makes the device unique. This enables all devices to share 
the same API.

Maintenance    
  
Xtensory provides support for upgrades and maintains the drivers as 
new devices become available.   
  
Portability  
  
XVS-Link provides portability between different UNIX and POSIX 
platforms.  The same C++ class library is available for Silicon 
Graphics, Kubota Pacific, and Digital Equipment systems.  
  
Devices Supported   
  
Ascension Flock of Birds  
Ascension Extended Range Flock of Birds 
Ascension MotionStar
BG Systems BeeBox, FlyBox, CerealBox
General Reality CyberEye 
General Reality DataGlove
Immersion Probe and Personal Digitizer
Immersion Impulse Engine 2000  
Logitech 3D Mouse, Cyberman and Space Control Mouse/Magellan
Origin Instruments DynaSight  
Polhemus Fastrak, Insidetrak, Isotrak, and 3Ball  
Precision Navigation Wayfinder  
Spacetec Spaceball 2003 and 3003  
Virtual I/O i-glasses!  
Virtual Technologies CyberGlove 
VPL DataGlove Model 2  
5DT 5-Glove

Extended Serial Port Capability

XVS-Link supports extended serial port additions via the SCSI bus.
By attaching a serial-to-SCSI interface box to your workstation
or PC you can add more serial ports to your system.  This allows 
you to run multiple VR devices simultaneously and gets you around 
the common problem of running out of serial ports.  Since workstations
and PCs commonly have only two serial ports, users who want to run
more than two VR devices at a time have been restricted (for example,
running six SpaceBalls at once).  Similarly, users who have a variety 
of VR devices and frequently switch between them have been frustrated 
with continual plugging and unplugging the device of the moment.  With 
the extended serial port interface box and XVS-Link you can plug in all
your VR devices once and leave them plugged in, and just use them as
needed.

The serial-to-SCSI interface box attaches externally to the SCSI bus 
(it doesn't occupy any internal system card slots) and occupies 
only one SCSI address, allowing it to share the bus with other 
SCSI peripherals.  Different models of interface units provide for 
2, 4, 8, 16 or even 32 serial ports, all running on the same SCSI 
address.  Xtensory can supply the right interface box to meet
your requirements.


System Requirements  

XVS-Link includes a C wrapper library, C++ object library, C++ 
header files, and sample C++ test software.  XVS-Link requires 
one of the following operating systems:
  
	SGI IRIX 5.2 or later (Irix 6.3 and 6.4 now supported)
	Digital OSF/1 1.3 or later   
	Microsoft Windows NT 3.51 (or later)/Windows 95  
	HP-UX 9.0 or later  
	Sun  
	  
XVS-Link also requires the appropriate C/C++ compiler for 
the platform:

	SGI C++ 3.0 or later  
	Digital C++ 1.3 or later  
	Microsoft Visual C++ 4.0 
	HP  
	Sun  
  
Contact Xtensory regarding support for VR devices or UNIX/POSIX  
operating systems not listed above.  Xtensory will add in specific 
device support for custom devices so that they use the same 
interface API at minimal cost. 
	  
  
Contact

Xtensory Inc     
140 Sunridge Drive     
Scotts Valley, CA 95066
USA  
  
Tel 408/439-0600     
Fax 408/439-8845  
cutt@netcom.com  
www.xtensory.com  

...opening the doors of perception (TM)  
 




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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN">
<HTML>
<HEAD>
<META HTTP-EQUIV=3D"Content-Type" CONTENT=3D"text/html; =
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</HEAD>
<BODY>
<P><FONT SIZE=3D2 FACE=3D"Arial">Hello again....</FONT>
<BR>
<BR><FONT SIZE=3D2 FACE=3D"Arial">I am still attempting to get a =
spaceball 2003 working with devised Performer simulations.</FONT>
<BR>
<BR><FONT SIZE=3D2 FACE=3D"Arial">All that I am attempting at this =
moment is to get the spaceball to take over action of the mouse, i.e. =
controlling the viewing directions.</FONT></P>
<BR>
<P><FONT SIZE=3D2 FACE=3D"Arial">At this moment in time I am unable to =
come up with a better solution than actually writing my own driver to =
accomplish this.</FONT></P>
<BR>
<P><FONT SIZE=3D2 FACE=3D"Arial">do any of you out there want to help =
this stressed out amature Performer / C programmer... ( this is the =
lowest I can grovel)</FONT></P>
<BR>
<P><FONT SIZE=3D2 FACE=3D"Arial">any help / guidance would be =
gratefully received..........</FONT>
<BR>
<BR><FONT SIZE=3D2 FACE=3D"Arial">Cheers&nbsp; Keith....</FONT>
</P>

</BODY>
</HTML>
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From guest  Tue Oct  7 18:03:50 1997
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Date: Wed, 08 Oct 1997 01:29:31 +0200
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Hi performers,...

just a short question;
where can I find a describtion (summary) of the
inventor 1.0 2.0 2.1 ascii script ???

Thanx for your help
    Bert




    It's up to us to virtualise your environment !
    ..............................................
    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: Tue, 7 Oct 1997 17:27:59 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710071727.ZM2087@multipass.engr.sgi.com>
In-Reply-To: katz@ips.jsc.nasa.gov (Katz)
        "book" (Oct  7,  4:04pm)
References: <199710072104.AA18385@arch.jsc.nasa.gov>
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On Oct 7,  4:04pm, Katz wrote:
> Subject: book
> Hi everyone,
>
> I am new to performer and would like to ask for recommendation on
> some reading material. It seems that performer manual isn't very good
> explaining some things (I am looking into usage of volumes for clearance
> analysis purpose). Can anyone recommend any book on Performer that can
> help me understand it better.

There are no books other than the performer online documentation.


Cheers,Angus.
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Date: Wed, 8 Oct 1997 11:15:46 +0800 (SST)
From: Shuxxx!! <engp7534@leonis.nus.sg>
To: info-performer@sgi.com
Subject: Indexed Triangular Meshes
Message-ID: <Pine.OSF.3.95.971008110811.31426A-100000@leonis.nus.sg>
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Hi Performers,

Wuz wondering if someone out there can help me with this prob:

I have a set of individual triangles which have been conveniently meshed
by pfdMeshGSet.  The trouble is, the function pfdMeshGSet returns a
non-indexed geoset.  Is there any way of getting an INDEXED triangular
strip geoset with a ready-made Performer function?  Otherwise, an
"indexing" code will have to be written.

Thanx.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
David Au Kheng Syn
Mechanical and Production Engineering,
National University of Singapore.
Pager : 92593893
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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Date: Wed, 08 Oct 1997 16:52:20
To: info-performer@sgi.com
From: kanou@ddd.co.jp (Y.Kanou)
Subject: 4 stereo screens
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Hello.

I am considering a system which has 4 screens, each is stereoscopic.

If I have Onyx2/IR(1 pipe) w/4RMs w/DG5(capable of up to 8 screens), can I
get 4 stereo screens with hi-reso(more than 1024x768)?

Any suggestion is of great help for me.

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

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Status: O

Many thanks to Jason and Scott who answered
my question about accessing GeoSets from a
pfNode.

If anyone is interested...

long changeDL(pfNode *node)
{
  long        numGSets = 0;
  int         i;
  pfGeoSet   *gset;
  pfGeoState *gstate;
  pfGeode    *gnode;
  
  if (pfIsOfType(node, pfGetGroupClassType()))
  {
    /* you could do additional queries here to find out what type of 
       pfGroup this node actually is. */

    for (i=0; i<pfGetNumChildren((pfGroup *) node); i++)
    {
      numGSets += changeDL(pfGetChild((pfGroup *) node, i));
    }
  }
  else
  if (pfIsOfType(node, pfGetGeodeClassType()))
  {
    gnode = (pfGeode *)node;
    numGSets = pfGetNumGSets(gnode);
    for (i=0; i < numGSets; i++)
    {
      gset = pfGetGSet(gnode, i);
      pfGSetDrawMode(gset, PFGS_COMPILE_GL, PF_ON);
    }
  }
   
  return(numGSets);
}
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Date: Wed, 8 Oct 1997 12:56:00 +0000
From: "Eves, Gary" <gary_eves@peragroup.com>
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To: "'info_performer'" <info-performer@sgi.com>
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Hello

i appear to be getting copied on all email related to performer, get my name 
off your list or check who is getting copied on all this stuff.

Thanks

Gary Eves
Pera VR Centre Manager
gary_eves@peragroup.com
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From: "Andy Shein" <ashein@orac.boston.sgi.com>
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Date: Wed, 8 Oct 1997 03:59:32 -0700
In-Reply-To: dorbie@multipass.engr.sgi.com (Angus Dorbie)
        "Re: book" (Oct  7,  5:27pm)
References: <199710072104.AA18385@arch.jsc.nasa.gov> 
	<9710071727.ZM2087@multipass.engr.sgi.com>
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On Oct 7,  5:27pm, Angus Dorbie wrote:
> Subject: Re: book
> On Oct 7,  4:04pm, Katz wrote:
> > Subject: book
> > Hi everyone,
> >
> > I am new to performer and would like to ask for recommendation on
> > some reading material. It seems that performer manual isn't very good
> > explaining some things (I am looking into usage of volumes for clearance
> > analysis purpose). Can anyone recommend any book on Performer that can
> > help me understand it better.
>
> There are no books other than the performer online documentation.


   While Angus is correct, there are no 3rd party books on Perfomer,
you may want to tak a look at Computer Graphics principles and practice,
Foly, van Dam, Fenier, Hughes. (That big book on graphics)
   You might also look for confrerence preceedings and other books
about graphics (like graphics gems). Take a look on the first
page of the Performer insight programmers guide, there is
a small bibliography.
   You will have to take little bits from all them.

			Break a leg
			Andy
>
>
> Cheers,Angus.
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Angus Dorbie



-- 
Andrew Shein   SE Stout               email: ashein@boston.sgi.com
Silicon Graphics Inc.                 phone: (508) 562 - 4800
1 Cabot Road                            fax: (508) 562 - 4755
Hudson, MA 01749                      vmail: 59688
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199710081220.OAA02577@s00sn1.fel.tno.nl>
Subject: Re: Inventor Script
To: Bert.Grollmann@GMD.de (B. Grollmann)
Date: Wed, 8 Oct 1997 14:20:50 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <3.0.2.32.19971008012931.00bc0dd0@viswiz.gmd.de> from "B. Grollmann" at Oct 8, 97 01:29:31 am
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> just a short question;
> where can I find a describtion (summary) of the
> inventor 1.0 2.0 2.1 ascii script ???

VRML and Inventor file formats are very look alikes.
There is very good info about this and VRML on the WEB.
Use the search engines to look for VRML.

Mario
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Subject: Re: book
To: katz@ips.jsc.nasa.gov (Katz)
Date: Wed, 8 Oct 1997 14:18:11 +0200 (MET DST)
Cc: info-performer@sgi.com
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> I am new to performer and would like to ask for recommendation on
> some reading material. It seems that performer manual isn't very good
> explaining some things (I am looking into usage of volumes for clearance
> analysis purpose). Can anyone recommend any book on Performer that can
> help me understand it better.

Read the Insight book on OpenGL. It explains a lot of concepts used in
performer. The only difference is it uses a different syntax to do the
trick.
For example the chapters about viewing, building worlds and texture
mapping are very good.

Mario
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From guest  Wed Oct  8 08:19:21 1997
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From: "A. Ballard Andrews" <ballard@sirius.ccd.bnl.gov>
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Date: Wed, 8 Oct 1997 10:19:40 -0400
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Subject: Stereo
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Status: O

Does anyone have any advice (or sample
code) on the best method for generating
INTERLEAVED stereoscopic images on RE2 graphics?
I'll be sending the output to 1024x768 resolution
projector at about 30-60Hz).

I am familiar with generating stereo
via other methods (i.e.1025x768_96s, or
2@1280x1024_60) as described on the
stereo man page. Is it just a matter
of placment and sizing of the windows
as with the other techniques?

Thanks,

Ballard Andrews
Brookhaven National Lab
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From: "TJANDRASA, HADI M. (JSC-ER7)" <hadi.m.tjandrasa1@jsc.nasa.gov>
To: info-performer@sgi.com, Olivier Georg <ogeorg@imtsg14.epfl.ch>
Subject: RE: Intersections
Date: Wed, 8 Oct 1997 08:24:24 -0500 
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Hi Olivier,

Who is the author and the publisher of the Graphics Gems book?

Thanks, 
Hadi

> ----------
> From: 	Olivier Georg[SMTP:ogeorg@imtsg14.epfl.ch]
> Sent: 	Tuesday, October 07, 1997 1:16 PM
> To: 	info-performer@sgi.com
> Cc: 	ogeorg@imtsg14.epfl.ch
> Subject: 	Intersections
> 
	....................
> Finally, far too upset to continue using 'isect' and friends, I took a
> really
> GREAT book, Graphics Gems, and used the algorithm given there.  Well,
> sometimes
> you have to reinvent the wheel...
> 
> Olivier
	.....................
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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9710080946.ZM5303@christine.cae.ca>
Date: Wed, 8 Oct 1997 09:46:54 -0400
In-Reply-To: Shuxxx!! <engp7534@leonis.nus.sg>
        "Indexed Triangular Meshes" (Oct  8, 11:15am)
References: <Pine.OSF.3.95.971008110811.31426A-100000@leonis.nus.sg>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Shuxxx!! <engp7534@leonis.nus.sg>
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On Oct 8, 11:15am, Shuxxx!! wrote:
> Subject: Indexed Triangular Meshes
> Hi Performers,
>
> Wuz wondering if someone out there can help me with this prob:
>
> I have a set of individual triangles which have been conveniently meshed
> by pfdMeshGSet.  The trouble is, the function pfdMeshGSet returns a
> non-indexed geoset.  Is there any way of getting an INDEXED triangular
> strip geoset with a ready-made Performer function?  Otherwise, an
> "indexing" code will have to be written.
>
>-- End of excerpt from Shuxxx!!

pfuHashGSetVerts creates an indexed geoset out of a non-indexed one made of
independant triangles. However I'm not sure if the output is made of strips
or not.





-- 
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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Subject: Re: Inventor Script
To: rioj7@fel.tno.nl (Mario Veraart)
Date: Wed, 8 Oct 1997 09:27:33 -0500 (CDT)
Cc: Bert.Grollmann@GMD.de, info-performer@sgi.com
In-Reply-To: <199710081220.OAA02577@s00sn1.fel.tno.nl> from "Mario Veraart" at Oct 8, 97 02:20:50 pm
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Mario Veraart wrote:
> 
> > just a short question;
> > where can I find a describtion (summary) of the
> > inventor 1.0 2.0 2.1 ascii script ???
> 
> VRML and Inventor file formats are very look alikes.
> There is very good info about this and VRML on the WEB.
> Use the search engines to look for VRML.
> 
try www.sgi.com/Technology/Inventor/VRML/TIMSummary.html

-fd
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From: scott@ht.com (Scott McMillan)
Message-Id: <199710081605.MAA29842@hf.ht.com>
Subject: Re: Indexed Triangular Meshes
In-Reply-To: <Pine.OSF.3.95.971008110811.31426A-100000@leonis.nus.sg> from ! at "Oct 8, 97 11:15:46 am"
To: engp7534@leonis.nus.sg
Date: Wed, 8 Oct 1997 12:05:24 -0400 (EDT)
Cc: info-performer@sgi.com
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Status: O

> Hi Performers,
> 
> Wuz wondering if someone out there can help me with this prob:
> 
> I have a set of individual triangles which have been conveniently meshed
> by pfdMeshGSet.  The trouble is, the function pfdMeshGSet returns a
> non-indexed geoset.  Is there any way of getting an INDEXED triangular
> strip geoset with a ready-made Performer function?  Otherwise, an
> "indexing" code will have to be written.
> 
> Thanx.
> 
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> David Au Kheng Syn
> Mechanical and Production Engineering,
> National University of Singapore.
> Pager : 92593893
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Unless I missed something in my searches, you will have to write your own
meshifier that preserves the "indexedness."  I STILL tweaking this
algorithm... which began with Haberli's tomesh.c code (not fun) ...which
seems to be very similar (in some respects) to the code used in pfdTMesher so
you may want to start there instead.

-- 
  Scott McMillan  |     HT Medical, Inc.    | Disclaimers
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 Ph: 301-984-3706 | 6001 Montrose Rd., #902 | upon re-
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Date: Wed, 8 Oct 1997 19:53:40 +0200
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In-Reply-To: "A. Ballard Andrews" <ballard@sirius.ccd.bnl.gov>
        "Stereo" (Oct  8, 10:19am)
References: <9710081019.ZM7417@sirius.ccd.bnl.gov>
X-Face: "`A\#m^;_fF4zDC3eD@[pKCui5i.FQgNnQRYt[l7o[*M0tF5*@vI$(t1;}B+~t;s\&esfOu+<3\Lg/y"wyG]w'Z"K4j0-[u-~jw^D7{I;7BUU'hvnvF:~O1KGjjRoHO9/]5.@Y>~[v:km#3+c|+Rlk{LP"S~TunjL7MoGUMeTlJD?ciwXYP<VPkD[
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Status: O

On Oct 8, 10:19am, A. Ballard Andrews wrote:
> Subject: Stereo
> Does anyone have any advice (or sample
> code) on the best method for generating
> INTERLEAVED stereoscopic images on RE2 graphics?
> I'll be sending the output to 1024x768 resolution
> projector at about 30-60Hz).
>
> I am familiar with generating stereo
> via other methods (i.e.1025x768_96s, or
> 2@1280x1024_60) as described on the
> stereo man page. Is it just a matter
> of placment and sizing of the windows
> as with the other techniques?
>
>-- End of excerpt from A. Ballard Andrews

The best way I could think of (and the one that I implemented) is to
use 1 stencil bit and set it to a vertically alternating 01 pattern,
then render the left/right eye using the correct stencil comparison
functions/value. Works nicely. I don't really know how to do it in
Performer though, because you have to redraw the pattern after an
expose or resize event, and you have to set stencil functions at the
beginning of a viewport. Should be possible.

The only problem is that you will interfere with other Performer
features that use stencil planes (layers come to mind). I don't know if
there is a way to ask Performer which stencil planes it uses or tell it
to use other planes.

Better ideas welcome.

Hope it helps

	Dirk


-- 
-- 
-- Dirk Reiners                 reiners@ecrc.de, reiners@igd.fhg.de  
-- ZGDV - AR Group                   http://www.igd.fhg.de/~reiners
-- Arabellastr. 17 (ECRC)             
-- D-81925 Muenchen                  All standard disclaimers apply. 
-- Truth is stranger than fiction because fiction has to make sense. 
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Date: Wed, 08 Oct 1997 15:20:53 -0700
From: "Garrett Williams" <gwilliams@etcflorida.com>
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Subject: perfly not compiling??? :(
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Status: O

This is my simple make file with all the C files in one directory


PFLIBS = -g -all -lpfdu_ogl -lpfui -lpfutil_ogl -lpf_ogl -limage -lGLU
-lGL -lXext -lXmu -lX11 -lm -lfpe -lmalloc -lC

gogo: cmdline.o generic.o env.o gui.o keybd.o perfly.o main.o
	CC  -o gogo cmdline.o generic.o env.o gui.o keybd.o perfly.o main.o
${PFLIBS}

cmdline.o : cmdline.C
	CC -c cmdline.C

generic.o : generic.C
	CC -c generic.C

env.o : env.C
	CC -c env.C

gui.o : gui.C
	CC -c gui.C

keybd.o : keybd.C
	CC -c keybd.C

perfly.o : perfly.C
	CC -c perfly.C

main.o : main.C
	CC -c main.C


This is my error I have check for the headers being included BUT I have
not changed any of the code I just copied it to my directory....

 CC  -o gogo cmdline.o generic.o env.o gui.o keybd.o perfly.o main.o -g
-all -lpfdu_ogl -lpfui -lpfutil_ogl -lpf_ogl -Wl,-none -limage -lGLU
-lGL -lXext -lXmu -lX11 -lm -lfpe -lmalloc -lC
ld: WARNING 85: definition of _calloc in /usr/lib/libmalloc.so preempts
that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of _cfree in /usr/lib/libmalloc.so preempts
that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of __checktraps in /usr/lib/libfpe.so
preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of __readenv_sigfpe in /usr/lib/libfpe.so
preempts that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of _malloc in /usr/lib/libmalloc.so preempts
that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of _realloc in /usr/lib/libmalloc.so preempts
that definition in /usr/lib/libc.so.
ld: WARNING 85: definition of _free in /usr/lib/libmalloc.so preempts
that definition in /usr/lib/libc.so.
ld: ERROR 33: Unresolved text symbol "pfuGetGUIChan" -- 1st referenced
by generic.o.
ld: ERROR 33: Unresolved text symbol
"pfChannel::nb_getOutputOrigin(int*,int*) const" -- 1st referenced by
generic.o.
ld: ERROR 33: Unresolved text symbol
"pfChannel::nb_getOutputSize(int*,int*) const" -- 1st referenced by
generic.o.
ld: ERROR 33: Unresolved text symbol "pfChannel::nb_getPVChan(void)
const" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol
"pfPipeVideoChannel::nb_getSize(int*,int*)" -- 1st referenced by
perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuTravCreatePackedAttrs" -- 1st
referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol
"pfPipeVideoChannel::nb_setDVRMode(int)" -- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfChannel::nb_setProjMode(int)" --
1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuCursorType" -- 1st referenced
by perfly.o.
ld: ERROR 33: Unresolved text symbol
"pfPipeVideoChannel::nb_setStressFilter(float,float,float,float,float,float)"
-- 1st referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol
"pfPipeVideoChannel::nb_setOutputSize(int,int)" -- 1st referenced by
perfly.o.
ld: ERROR 33: Unresolved text symbol
"pfPipeVideoChannel::nb_getOutputSize(int*,int*)" -- 1st referenced by
perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuTravSetDListMode" -- 1st
referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuGetCursorType" -- 1st
referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuDrawPWin3DCursor" -- 1st
referenced by perfly.o.
ld: ERROR 33: Unresolved text symbol "pfuRunDiskProcsOn" -- 1st
referenced by main.o.
ld: INFO 60: Output file removed because of error.
*** Error code 1 (bu21)



Please tell me what is wrong and how do I find simular errors in the
future....


thanks for your time and help
garrett
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From: "A. Ballard Andrews" <ballard@sirius.ccd.bnl.gov>
Message-Id: <9710081556.ZM7931@sirius.ccd.bnl.gov>
Date: Wed, 8 Oct 1997 15:56:31 -0400
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Subject: Interleaving
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Status: O

Allow me to rephrase my previous query regarding
generating interleaved left/right eye stereo displays:
Is there an easy/elegant way to do this in Performer (using
stencil masks), or should I just plan to block every other
line of the output which sounds rather inefficient.

Ballard Andrews
Brookhaven National Lab
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From: "A. Ballard Andrews" <ballard@sirius.ccd.bnl.gov>
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Subject: stereo:interleaved
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Status: O

Another follow up:

Is there anyone who doesn't agree that stereo interleaving
would best be done with hardware (i.e., using a video
mixer) instead of in software using stencil masks?

Ballard Andrews
Brookhaven National Lab
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From: "Anita Kishore" <kishore@triavest.com>
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Date: Thu, 9 Oct 1997 13:57:24 -0700
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Subject: process priority
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Status: O

Hi :

	In my performer appl. I have a process which collects data
from an external device through the serial port. I have been using
schedctl(NDPRI, 0,  NDPNORMMAX) to set this process to have non-degrading
priority in IRIX 5.3. Now I need this to run on 6.4.1, and I didn't see
the NDPRI or NDPNORMMAX in the 6.4 man page of schedctl call. How can this
be done in 6.4? Is NDPRI still the same in 6.4? It compiles fine, but gives
"Operation not permitted" when I run it. This message doesn't come when I
run as root. I am confused as to what is going on. I can see it in the manual
"Topics in IRIX programming". So which doc. (man page or the manual) has not
been updated?

	My second question is also related to the above. I use systune in
a script to set the kernel param ndpri_hilim to the value available in the
file /usr/include/sys/schedctl.h. When I run this script on the Onyx2 (6.4.1),
it says "systune-> symbol:ndpri_hilim not found". What is the equilavalent way
setting this kernel parameter in 6.4?

Thanks for any help.

-anita

kishore@triavest.com

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From: KSRW44A@prodigy.com (MR WILLIAM J MOORE)
Date: Fri, 10 Oct 1997 01:22:32, -0500
To: info-performer@sgi.com
Subject: Multiprocess Problem
Status: O

When I run my performer program as a single process or two (the cull 
and draw together
and the app separate), it runs fine. When I split the cull and draw 
into separate 
processes, only the earthsky model is drawn, but never updated. 
However, the
textures do get displayed as they load.

I checked to make sure I'm calling pfMultiprocess and 
pfdInitConverter between
pfInit and pfConfig.

In the debugger, addresses and data in the cull and draw callback are 
the same.
And if I change data in the cull process, I can see the change in the 
draw 
call back.

Any Suggestions?? or what to try next?

Thanks
Tony 
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From: Francois Sillion <Francois.Sillion@imag.fr>
Message-Id: <199710101031.MAA23352@safran.imag.fr>
Subject: Huge performance drop when using two pfPipeWindows ??
To: info-performer@sgi.com
Date: Fri, 10 Oct 1997 12:31:36 +0200 (MDT)
In-Reply-To: <199710100900.CAA16508@holodeck.csd.sgi.com> from "info-performer Mailing List" at Oct 10, 97 02:00:01 am
Reply-To: Francois.Sillion@imag.fr
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Status: O

Dear Performers:

We are trying to use a second pfPipeWindows to render our scene in
an offscreen buffer (allocated as a pixel buffer). In fact we only
need to render in our offscreen area once in a while, and it is not
clear that we chose the correct approach. But this was the only
one we found that would let us tell Performer to render
our scene in the offscreen area. We thought we could avoid most of the
overhead by removing the channel associated to the "offscreen pipewindow"
when we don't need to perform this rendering (i.e. for most frames), and
re-installing it only for the relatively unfrequent cases where we
need to regenerate our offscreen view (to create textures).
	
	-> when we need an offscreen image, we attach the channel to the PW
	   using pfPipeWindow::addChan. When we are done with the image
	   we use pfPipeWindow::removeChan.

The problem is:  on our Onyx2/IR, we see a huge performance drop.
When using a single pfPipeWindow, we spend about 3 ms drawing,
when we have the second pipewindow, and *even if we don't create
a channel for it*, drawing time appears to be > 100 ms !! (all timings reported
on the on-screen stats display).
Note that I modified the draw function for the offscreen channel so
that it does nothing, to make sure I wasn't actually drawing all the
time. I am running these tests without even rendering anything offscreen.

Is there any good reason for this massive overhead? 
Why does it look like there is no overhead on the O2 ?
Why is the Onyx2 slower than the O2 :-) ?
Why is there such a large latency?

                       latency  app		cull	draw
Onyx2:

	full functionality:	490		0.2		0.1		116.5
	without pfChannel:	same numbers
	without 2nd pfPW:	40		0.2		0.1		3.0

O2:
	full functionality:	246		0.8		0.6		106
	without pfChannel:	212		0.8		0.6		98
	without  2nd pfPW:	218		0.8		0.6		100

Any advice on the proper organization that would be best for running most
of the time with peak performance on-screen, and *sometimes* being
able to render using Performer in an offscreen-window? (it's OK if
that frame takes much longer) ? 

Can we use our second PipeWindow, but close it and open it on demand?

Thanks in advance for your help,
+------------------+------------------------------------------------------+
| Francois SILLION | iMAGIS - GRAVIR/IMAG, B.P. 53, 38041 Grenoble Cedex 9|
|     '            | France. Tel:+33 4 76 51 43 54 - Fax:+33 4 76 63 55 80|
+------------------+--------+---------------------------------------------+
| Francois.Sillion@imag.fr  | http://www-imagis.imag.fr/~Francois.Sillion |
+---------------------------+---------------------------------------------+
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From: "Brad Colbert" <bcolbert@ait.nrl.navy.mil>
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Date: Fri, 10 Oct 1997 09:45:27 -0400
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Subject: Channel->getEye hates me!
Mime-Version: 1.0
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Status: O


   Hey folks,

   I'm trying to use the pfuSmoke routines and seem to be having trouble
   getting the eye argument for the pfuDrawSmokes call...

      void pfuDrawSmokes (pfVec3 eye);

   I've created a custom draw routine as follows...


void myDrawFunc (pfChannel *chan, void* data)
{
   static pfVec3 eyept;

   chan->clear ();
   chan->getEye (eyept);

   pfuDrawSmokes (eyept);

   pfDraw();
}


   I get a SIGBUS on the chan->getEye call?  here is the trace...


Process 13924 (dbase) stopped on signal SIGBUS: Bus error (default) at
[pfFrustum::getEye(pfVec3&) const:3344 ,0x3fe45428]
         Source (of ../../../lib/libpr/pfGeoMath.C) not available for Process
13924
(dbx) where
>  0 pfFrustum::getEye(pfVec3&) const(0x2, 0x1000de60, 0x1badbebe, 0x3ff3d794)
["../../../lib/libpr/pfGeoMath.C":3344, 0x3fe45428]
   1 ::myDrawFunc(pfChannel*,void*)(chan = 0x18152930, data = (nil))
["/home/bcolbert/work/performerclass/labs-c++/dbase.C":82, 0x40482c]
   2 pfChannel::pf_callDrawFunc(void)(0x18152930, 0x1000de60, 0x1badbebe,
0x3ff3d794) ["../../../lib/libpf/pfChannel.C":1808, 0x3fda82d0]
   3 doDraw(pfChannel*)(0x18152930, 0x1000de60, 0x1badbebe, 0x3ff3d794)
["../../../lib/libpf/pfProcess.C":3792, 0x3fda6650]
   4 NewTank = 0x18104250
appCullDraw(int)(0x0, 0x1000de60, 0x1badbebe, 0x3ff3d794)
["../../../lib/libpf/pfProcess.C":2426, 0x3fe30dfc]
   5 pfFrame(0x2, 0x1000de60, 0x1badbebe, 0x3ff3d794)
["../../../lib/libpf/pfProcess.C":2727, 0x3fe31a3c]
   6 main(argc = 1, argv = 0x7fff2f44)
["/home/bcolbert/work/performerclass/labs-c++/dbase.C":345, 0x4059dc]
   7 __istart() ["crt1tinit.s":13, 0x4045a0]


   What am I doing wrong?

   Thanks in advance,

   Brad


-- 
-+-----------------------------------------------------------------------------
-| Brad Colbert            w: (202) 404-4708      Kaman Sciences Corporation
-| bcolbert@acm.org        m: (703) 862-4104      ITD Virtual Reality Lab, NRL
-+----------------| http://www.ait.nrl.navy.mil/people/bcolbert |--------------
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From: "Julie Cardosi" <cardosi@kirk.motown.lmco.com>
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Date: Fri, 10 Oct 1997 13:21:57 -0400
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Subject: smooth globe
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Status: O

I have what's probably a fairly simple problem.

I'm rendering a globe in a Performer application and it looks faceted
(like Epcot at Disney).  If I view the same globe using perfly, it looks
smooth (as it should). Does anyone know what I'm missing??

Thanks,

Julie

-- 
----------------------------------------------------------------------------
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  Lockheed Martin
  Government Electronic Systems
  199 Borton Landing Road

  E-mail:       jcardosi@motown.lmco.com
  Phone Number: (609) 722-2497
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From guest  Fri Oct 10 16:35:47 1997
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From: scott@ht.com (Scott McMillan)
Message-Id: <199710102146.RAA00809@hf.ht.com>
Subject: Re: smooth globe
To: cardosi@kirk.motown.lmco.com (Julie Cardosi)
Date: Fri, 10 Oct 1997 17:46:47 -0400 (EDT)
Cc: info-performer@sgi.com
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Status: O

> I have what's probably a fairly simple problem.
> 
> I'm rendering a globe in a Performer application and it looks faceted
> (like Epcot at Disney).  If I view the same globe using perfly, it looks
> smooth (as it should). Does anyone know what I'm missing??
> 
> Thanks,
> 
> Julie

Your application is apparently setting FLAT shading while perfly is using
GOURAUD shading (I am assuming you want the latter).  First try the following
somewhere in your application:

  pfShadeModel(PFSM_GOURAUD);

If that doesn't work you probably have to fiddle with the model's pfGeoState.
if you can get a handle to this pfGeoState (call it gstate) then the
following command might work:

  gstate->setMode(PFSTATE_SHADEMODEL, PFSM_GOURAUD);

This is in the man page for pfShadeModel but is missing from the pfGeoState
man pages.

Actually I won't go any further...the man page for pfShadeModel lists about
four different ways that FLAT shading could be turned on and off.  You'll
have to go through them and see which one is causing flat shading.

Cheers,
scott

-- 
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 Ph: 301-984-3706 | 6001 Montrose Rd., #902 | upon re-
Fax: 301-984-2104 |   Rockville, MD 20852   | quest.
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Date: Mon, 13 Oct 1997 09:55:19 -0400
From: Julie Cardosi <cardosi@kirk.motown.lmco.com>
Subject: smooth globe clarification
To: info-performer@sgi.com
Message-id: <9710130955.ZM26130@kirk.motown.lmco.com>
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Status: O

Let me clarify my previous message:

> I have what's probably a fairly simple problem.
>
> I'm rendering a globe in a Performer application and it looks faceted
> (like Epcot at Disney).  If I view the same globe using perfly, it looks
> smooth (as it should). Does anyone know what I'm missing??


This globe was generated with MultiGen and Gouraud shadding is being applied
when rendering with Performer.  The problem is that the normals for the
triangles (of the globe) are being used instead of the normals for the vertices
of the triangles.  Any ideas??

Thanks,

Julie

-- 
----------------------------------------------------------------------------
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  Lockheed Martin
  Government Electronic Systems
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  E-mail:       jcardosi@motown.lmco.com
  Phone Number: (609) 722-2497
  Fax Number:   (609) 273-5182
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From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
Message-Id: <199710131621.MAA14843@sirius.ccd.bnl.gov>
Subject: Stencils
Apparently-To: info-performer@sgi.com
Status: O

Hi folks,

Could someone send me some sample code 
showing how Stencils are used?
It turns out I have to do some masking
in software which I thought I could do
in hardware with a video mixer.
Specifically, I have to generate a mask
which blocks odd lines in one channel and
even lines in another (left/right eyes)
I'm experimenting with OGL code to do this
which I will then try to incorporate into
a Performer app, but it would be helpful to
see and example of stencil use in Performer,
however general.

Thanks,

Ballard Andrews
Brookhaven National Lab
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Subject: IV-Script
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Status: O

Hi Performers,

can someone explain me, how I can realize
a short -film- with the blinker node
in inventor-ascii script ????


Thax for your help
 Bert



        It's up to us to virtualise your environment !
        ..............................................
    Bert Grollmann   mailto:Bert.Grollmann@Ruhr-Uni-Bochum.de
		       mailto:Bert.Grollmann@FH-Bochum.de      
 ======================================================================
    RUB - Ruhr University Bochum
    FH  - Polytechnical Institute of Bochum
          Dept. for artificial intelligence, system software 
                and graphic systems
                kiss-lab

    Lennershofstr. 140 
    44801 Bochum 
    Germany 
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From: Wade Olsen <wade@slack.shoreline-studios.com>
To: info-performer@sgi.com
CC: wade@slack.shoreline-studios.com
Subject: Static BBox doesn't work
Comments: Hyperbole mail buttons accepted, v04.01.
Status: O

I'm unable to get static bounding boxes to work. Whenever I try to
apply one it seems to be ignored and a wacky bogus one is used
instead.

Is there some other issue beyond the just calling 

	gset->setBound( bbox, PFBOUND_STATIC );

that I nead to be aware of?

I've include a minimal test case that exhibits the problem. After
running briefly, the scene graph is dumped to "scene.out"

------------------------bbox.c++--------------------------------------------

#include <Performer/pf.h>
#include <Performer/pr/pfGeoState.h>
#include <Performer/pr/pfGeoSet.h>
#include <Performer/pf/pfGeode.h>
#include <Performer/pf/pfScene.h>
#include <Performer/pf/pfChannel.h>

#define performerNew(type,num) (type *)(pfMalloc(sizeof(type) * num, pfGetSharedArena()))

void
main()
{
  pfInit();
  pfMultiprocess(0);
  pfConfig();
  
  pfGeoState * gstate = new pfGeoState;

  pfVec3 * verts = performerNew(pfVec3, 4);
  verts[0].set(-0.51f, -0.5f, 0.0f);
  verts[1].set(0.5f,  -0.5f, 0.0f);
  verts[2].set(-0.5f, 0.5f, 0.0f);
  verts[3].set(0.5f,  0.5f, 0.0f);

  int * lengths = performerNew( int, 1 );
  lengths[0] = 4;

  pfVec4 * colors = performerNew(pfVec4, 1);
  colors[0].set(1.0, 1.0, 1.0, 1.0);

  //==== Create Bounding Box ====//
  pfBox * bbox = performerNew(pfBox, 1);
  bbox->min.set(-1, -1, -1);
  bbox->min.set(1, 1, 1);

  // Create the geoset
  pfGeoSet * gset = new pfGeoSet;

  // If the line below is uncommented, A wacky bounding sphere
  // ends up the geode.
  //
  gset->setBound( bbox, PFBOUND_STATIC );

  gset->setPrimType(PFGS_TRISTRIPS);
  gset->setPrimLengths( lengths );
  gset->setNumPrims(1);
  gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, verts, 0);
  gset->setAttr(PFGS_COLOR4, PFGS_OVERALL, colors, 0);
  gset->setGState(gstate);

  // Create a geode
  pfGeode * geode = new pfGeode;
  geode->addGSet(gset);

  pfScene * scene = new pfScene;
  scene->addChild(geode);

  pfVec3 xyz(0, 0, 2);
  pfVec3 hpr(0, -90, 0);  
  pfChannel * channel = new pfChannel(pfGetPipe(0));
  channel->setScene(scene);
  channel->setView(xyz, hpr);

  for (int i = 0; i < 60; i++)
    {
      pfSync();
      pfFrame();
    }
  
  FILE * file = fopen ("scene.out","w");
  pfPrint(scene, PFTRAV_SELF | PFTRAV_DESCEND, PFPRINT_VB_DEBUG, file);
  fclose(file);
}
--------------------------------Makefile------------------------------------
include /usr/include/make/commondefs

TARGETS = bbox

LLDOPTS = \
	-lpf		\
	-lpf_ogl	\
	-limage		\
	-lGLU		\
	-lGL		\
	-lX11		\
	-lm		\
	-lfpe		\
	${NULL}

default: ${TARGETS}

include /usr/include/make/commonrules

-- 
-----------------------------
Wade Olsen, Shoreline Studios
e-mail:	wade@shoreline-studios.com
phone:	650-969-7896
fax:	650-969-7864
www:	http://www.shoreline-studios.com
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From: "ATIF ZAFAR" <zafar_a@regenstrief.iupui.edu>
Organization: Regenstrief Inst. IU Medical School
To: info-performer@sgi.com
Date: Mon, 13 Oct 1997 17:14:20 EST
Subject: Modelling tools
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Status: O

Hello:

   Does anyone know of any free or "Inexpensive" terrain modelling 
tools for use with Performer? Thanks in advance.

Atif Zafar
Zafar_A@regenstrief.iupui.edu
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9710131819.ZM4316@logan.engr.multigen.com>
Date: Mon, 13 Oct 1997 18:19:17 -0700
In-Reply-To: Julie Cardosi <cardosi@kirk.motown.lmco.com>
        "smooth globe clarification" (Oct 13,  9:55am)
References: <9710130955.ZM26130@kirk.motown.lmco.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: Re: smooth globe clarification
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Status: O

On Oct 13,  9:55am, Julie Cardosi wrote:
> This globe was generated with MultiGen and Gouraud shadding is being applied
> when rendering with Performer.  The problem is that the normals for the
> triangles (of the globe) are being used instead of the normals for the
> vertices of the triangles.  Any ideas??

when you use the calc. shading tool in multigen you must specify the "lighting
mode" radio box. the loader will only use the model's normals if the lighting
mode is "Dynamic" or "Dynamic Gouraud".

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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Date: Mon, 13 Oct 1997 18:14:54 -0700
In-Reply-To: Wade Olsen <wade@slack.shoreline-studios.com>
        "Static BBox doesn't work" (Oct 13, 12:28pm)
References: <199710131928.MAA10638@slack.shoreline-studios.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Wade Olsen <wade@slack.shoreline-studios.com>, info-performer@sgi.com
Subject: Re: Static BBox doesn't work
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Status: O

On Oct 13, 12:28pm, Wade Olsen wrote:
> Is there some other issue beyond the just calling
>
> 	gset->setBound( bbox, PFBOUND_STATIC );
>
> that I nead to be aware of?

call this _after_ you've bound your gset attributes. you want performer to
calculate the box initially or the box will be nil.

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: Shuxxx!! <engp7534@leonis.nus.sg>
To: Julie Cardosi <cardosi@kirk.motown.lmco.com>
cc: info-performer@sgi.com
Subject: Re: smooth globe clarification
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On Mon, 13 Oct 1997, Julie Cardosi wrote:

> Let me clarify my previous message:
> 
> > I have what's probably a fairly simple problem.
> >
> > I'm rendering a globe in a Performer application and it looks faceted
> > (like Epcot at Disney).  If I view the same globe using perfly, it looks
> > smooth (as it should). Does anyone know what I'm missing??
> 
> 
> This globe was generated with MultiGen and Gouraud shadding is being applied
> when rendering with Performer.  The problem is that the normals for the
> triangles (of the globe) are being used instead of the normals for the vertices
> of the triangles.  Any ideas??
> 

Just a query:  Do you have the individual vertex normals?  If you have,
you can set the normals on a per-vertex basis (using gset->setAttributes
(PFGS_PER_VERTEX, ...)) .  As you said, your Performer application is
probably using PFGS_PER_PRIM (I'm assuming that MultiGen creates a
list of indept triangles here) -- hence the Epcot look for the globe.

If you don't have the list of individual vertex normals, you may either
calculate it out bruteforce (yuck) or extract it from perfly.  Have a look
at the source code of the database loading for MultiGen files.

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To: info-performer@sgi.com
From: "Salvador Bayarri. Univ. Valencia" <Salvador.Bayarri@uv.es>
Status: O


Hi everybody,

I've tried to send a subscription request, but nobody seems to
answer, so I'm sending this message directly to the list.

I'm not happy with the kind of filtering used by Performer
to create the minification levels in a MipMap texture, so
I'm trying to define them from a set of images that I've
generated, using pfTexLevel, but my trick is not working:=20
Performer seems to generate anyway the MipMap levels by itself
from the highest resolution image...

Any idea? Any sample code to create user-defined MipMaps?
(Please, I need it).

Thanks in advance. I hope someone can send and e-mail to me
with suggestions.

   S. Bayarri


----------------------------------------------------
Dr.Salvador Bayarri
Dept.Informatica y Electronica. Grupo de Gr=E1ficos 3D.
Instituto de Trafico y Seguridad Vial (INTRAS)
Universitat de Valencia
e-mail:  Salvador.Bayarri@uv.es
Ph: +34 6 3601472
Fax: +34 6 3607366
--------------------------------------------------

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Subject: Some questions about performer ?
To: info-performer@sgi.com
Date: Tue, 14 Oct 1997 17:01:30 +0800 (HKT)
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Dear all,

	I have some questins about performer ?

	1. Is there any plugin for alias/wavefront that can read PFB
           files into alias ?

        2. Can I use pfiXformer to make objects walk in a scene
           according to the landscape of the scene. ( Just like the
           drive mode ) ?

        3. I want to remove some Geode node in the scene ( store in a
           pfb file according to its color. How can I do it ?

        4. In the town demo, the tree textures are mapped with the
           border transparent. I want to replace the texture,
           the image must be rgba format or not so that the border is 
           transparent. If yes, how can I change an image in other
           format to rgba ?

        5. The original perfly make use the mouse for the input.
           I want to change it to use fastrek for input. Does anyone
           implement it before.
           ( I want to keep the drive mode and collision and use the 
             fastrek for input );
thanks,
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199710140956.LAA19849@s00sn1.fel.tno.nl>
Subject: Re: LOD Ranges / FOV
To: MICHAEL.BOCCARA@siege.aerospatiale.fr (BOCCARA Michael)
Date: Tue, 14 Oct 1997 11:56:36 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <199710031418.HAA19381@sgi.sgi.com> from "BOCCARA Michael" at Oct 3, 97 05:34:15 pm
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> Question 1:
> For which FOV value does the LOD range value mean *exactly* the distance
> between the eye position and the LOD's center ?
To my knowledge you should model the database so it looks as it should
be for a 1280x1024 window and a FOV set to 45 degrees.
> 
> Question 2:
> What is the mathematical formula linking the LOD scale operated on range
> values, and the channel's FOV ?
For the LOD scale the pixel area covered by one square meter at a
certain distance is calculated. Taking into acount the window size and
FOV. Based on this area and the area taken in case of a 1280x1024 window 45
FOV a scale factor is determined.

Mario
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From: "Rick Weyrauch" <rweyrauch@camus.paradigmsim.com>
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Date: Tue, 14 Oct 1997 07:02:36 -0500
In-Reply-To: "Salvador Bayarri. Univ. Valencia" <Salvador.Bayarri@uv.es>
        "" (Oct 14,  9:35am)
References: <199710140727.AAA23195@sgi.sgi.com>
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--PART-BOUNDARY=.19710140702.ZM8054.paradigmsim.com
Content-Description: Text
Content-Type: text/plain ; charset=iso-8859-1
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X-Zm-Decoding-Hint: mimencode -q -u 


You can force Performer not to generate mip-maps using the pfTexFormat ro=
utine.

pfTexFormat(tex, PFTEX_GEN_MIPMAP_FORMAT, PF_OFF);

Use the pfTexLevel routine the set the mip-map levels to your own texture=
s.

Rick


On Oct 14,  9:35am, Salvador Bayarri. Univ. Valencia wrote:
> Subject:
>
> [ plain text
>   Encoded with "quoted-printable" ] :

> Hi everybody,
>
> I've tried to send a subscription request, but nobody seems to
> answer, so I'm sending this message directly to the list.
>
> I'm not happy with the kind of filtering used by Performer
> to create the minification levels in a MipMap texture, so
> I'm trying to define them from a set of images that I've
> generated, using pfTexLevel, but my trick is not working:
> Performer seems to generate anyway the MipMap levels by itself
> from the highest resolution image...
>
> Any idea? Any sample code to create user-defined MipMaps?
> (Please, I need it).
>
> Thanks in advance. I hope someone can send and e-mail to me
> with suggestions.
>
>    S. Bayarri
>
>
> ----------------------------------------------------
> Dr.Salvador Bayarri
> Dept.Informatica y Electronica. Grupo de Gr=E1ficos 3D.
> Instituto de Trafico y Seguridad Vial (INTRAS)
> Universitat de Valencia
> e-mail:  Salvador.Bayarri@uv.es
> Ph: +34 6 3601472
> Fax: +34 6 3607366
> --------------------------------------------------
>
> 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 Salvador Bayarri. Univ. Valencia



-- =


Rick Weyrauch				voice: (972) 960-2301
Paradigm Simulation Inc.		fax:   (972) 960-2303
14900 Landmark Blvd., Suite 400		rweyrauch@paradigmsim.com
Dallas TX 75240				www.paradigmsim.com

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From: scott@ht.com (Scott McMillan)
Message-Id: <199710141545.LAA03610@hf.ht.com>
Subject: Re: smooth globe clarification
To: info-performer@sgi.com
Date: Tue, 14 Oct 1997 11:45:16 -0400 (EDT)
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----- Forwarded message from Marcus Barnes -----

On Oct 13, Julie Cardosi wrote:
> > I have what's probably a fairly simple problem.
> >
> > I'm rendering a globe in a Performer application and it looks faceted
> > (like Epcot at Disney).  If I view the same globe using perfly, it looks
> > smooth (as it should). Does anyone know what I'm missing??
> 
> This globe was generated with MultiGen and Gouraud shadding is being applied
> when rendering with Performer.  The problem is that the normals for the
> triangles (of the globe) are being used instead of the normals for the
> vertices of the triangles.  Any ideas??

when you use the calc. shading tool in multigen you must specify the "lighting
mode" radio box. the loader will only use the model's normals if the lighting
mode is "Dynamic" or "Dynamic Gouraud".

----- End of forwarded message from Marcus Barnes -----

I am a wee bit confused...the original post mentioned that it was smooth
when loaded into perfly.  I would then assume that both perfly and Julie's
application would use the same Multigen loader, and therefore something in
either app is changing the shading mode...hence my previous post.

scott

-- 
  Scott McMillan  |     HT Medical, Inc.    | Disclaimers
   scott@ht.com   |    http://www.ht.com    | available
 Ph: 301-984-3706 | 6001 Montrose Rd., #902 | upon re-
Fax: 301-984-2104 |   Rockville, MD 20852   | quest.
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199710141700.TAA29279@s00sn1.fel.tno.nl>
Subject: Re: Some questions about performer ?
To: yprj2317@cse.cuhk.edu.hk (VR Entertainment II)
Date: Tue, 14 Oct 1997 19:00:33 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <199710140901.RAA07927@mxi.cs.cuhk.hk> from "VR Entertainment II" at Oct 14, 97 05:01:30 pm
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> 	I have some questins about performer ?
> 
>         2. Can I use pfiXformer to make objects walk in a scene
>            according to the landscape of the scene. ( Just like the
>            drive mode ) ?
Use the pfuPath routines in the pfutil lib.
If you want ground clamping you can use node intersections to
determine height and orientation.

>         4. In the town demo, the tree textures are mapped with the
>            border transparent. I want to replace the texture,
>            the image must be rgba format or not so that the border is 
>            transparent. If yes, how can I change an image in other
>            format to rgba ?
Use an image edit tool like the texture editor of Multigen.
I don't know another one that can edit the alpha plane.

> 
>         5. The original perfly make use the mouse for the input.
>            I want to change it to use fastrek for input. Does anyone
>            implement it before.
>            ( I want to keep the drive mode and collision and use the 
>              fastrek for input );
The source of the pfiXformer are available in
    /usr/share/Performer/src/lib/libpfui
so you can adjust them to fit another input device.

Mario
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   Hey folks,

   Is anyone out there using pfuSmoke?  If so, would you mind giving me some
   pointers on how to get it working.  I'm having problems getting the
   eye coordinates in which to pass to the pfuDrawSmokes function.

   Thanks,

   Brad

-- 
-+-----------------------------------------------------------------------------
-| Brad Colbert            w: (202) 404-4708      Kaman Sciences Corporation
-| bcolbert@acm.org        m: (703) 862-4104      ITD Virtual Reality Lab, NRL
-+----------------| http://www.ait.nrl.navy.mil/people/bcolbert |--------------
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Subject: Roulette wheel
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Hi,

I am looking for a model of a roulette wheel.
Any pointers welcome!

J.C.


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Date: Wed, 15 Oct 1997 12:34:41 -0500 (CDT)
From: "Craig J. Ferril" <cccraig@grover.atc.missouri.edu>
To: info-performer@sgi.com
Subject: morphing geometries
Message-ID: <Pine.SGI.3.96.971015123059.4544A-100000@grover.atc.missouri.edu>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

Hello, Performer people. 

I have been working with Performer a little lately, and I am trying to
morph from one geometry to another. I have been making some progress, but
it is slow going so far. If anyone has any samples, suggestions, or
techniques that work well, I would appreciate some comments. I am using
two open flight format (.flt) files, which have the same number of
vertices and polygons. Any help will be greatly appreciated. Thanks! 

Regards,
Craig Ferril



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Date: Wed, 15 Oct 1997 15:06:04 -0700
From: kjh@slack.shoreline-studios.com (Ken Harris)
Message-Id: <199710152206.PAA21494@slack.shoreline-studios.com>
To: techdoc@sgi.com, info-performer@sgi.com
Subject: Performer callback before swapbuffer?
Reply-To: kjh@surf.shoreline-studios.com
Status: O


	Is it possible for Performer to make a callback
before the glXSwapBuffers call?

        I need to do a glReadPixels or glCopyPixels, and I'd
like to do it before the glXSwapBuffers.

---
Ken J. Harris	voice:	650/969-7896 x 15	fax: 650/969-7864
mailto:kjh@shoreline-studios.com    http://www.shoreline-studios.com
snail mail: 1804 N. Shoreline Blvd, Ste 240, Mountain View, CA 94043
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Date: Wed, 15 Oct 1997 17:32:57 -0700
Message-Id: <199710160032.RAA26877@slack.shoreline-studios.com>
From: Wade Olsen <wade@slack.shoreline-studios.com>
To: "Marcus Barnes" <marcus@multigen.com>
Cc: Wade Olsen <wade@slack.shoreline-studios.com>, info-performer@sgi.com
Subject: Re: Static BBox doesn't work
In-Reply-To: <9710131814.ZM4296@logan.engr.multigen.com>
References: <199710131928.MAA10638@slack.shoreline-studios.com>
	<wade@slack.shoreline-studios.com>
	<9710131814.ZM4296@logan.engr.multigen.com>
Comments: Hyperbole mail buttons accepted, v04.01.
Status: O

Marcus,

Thanks for your prompt response. As you suggested I moved the setBound
call after I've bound the geoset attributes:

  // Create the geoset
  pfGeoSet * gset = new pfGeoSet;

  gset->setPrimType(PFGS_TRISTRIPS);
  gset->setPrimLengths( lengths );
  gset->setNumPrims(1);
  gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, verts_a, 0);
  gset->setAttr(PFGS_COLOR4, PFGS_OVERALL, colors, 0);
  gset->setGState(gstate);

  //==== Create Bounding Box ====//
  pfBox * bbox = performerNew(pfBox, 1);
  bbox->min.set(-1, -1, -1);
  bbox->min.set(1, 1, 1);

  // If the line below is uncommented, A wacky bounding sphere
  // ends up the geode.
  //
  gset->setBound( bbox, PFBOUND_STATIC );


But I still have the same problem. Any other ideas? The bounding
volume is still wacky as shown by this scene graph dump:

[0:0]pfScene pfId=129 0x18076e40 {
    trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
    bsphere: ctr(0.500000, 0.500000, 0.500000) rad=-1.000000
    Num Children: 1
  [1:0]pfGeode pfId=128 0x18079890 {
      trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
      bsphere: ctr(0.500000, 0.500000, 0.500000) rad=-1.000000
      Num pfGeoSets: 1
    [2:0]
        GeoSet: 0x180797e0 {
          Primitive: PFGS_TRISTRIPS, NON-INDEXED, pfPrims=1, glPrims=2, verts=4
            Attribute Bindings:
        	PFGS_COLOR4=PFGS_OVERALL  PFGS_NORMAL3=PFGS_OFF  PFGS_TEXCOORD2=PFGS_OFF  Packed=0
          Attribute List Pointers: 
            PFGS_COORD3:	0x180797a0 
            PFGS_COLOR4:	0x18076a00 
            PFGS_NORMAL3:	0x0 
            PFGS_TEXCOORD2:	0x0 
            PackedAttrs:	0x0 
          Attribute Index List Pointers: 
            PFGS_COLOR4:	0x0 
            PFGS_NORMAL3:	0x0 
            PFGS_TEXCOORD2:	0x0 
            PFGS_COORD3:	0x0 
          Strip Lengths: 4
          Overall Color    0:   R: 1.000000	 G: 1.000000	 B: 1.000000	 A: 1.000000

          Coord    0:   X: -0.510000	 Y: -0.500000	 Z: 0.000000
          Coord    1:   X: 0.500000	 Y: -0.500000	 Z: 0.000000
          Coord    2:   X: -0.500000	 Y: 0.000000	 Z: 0.000000
          Coord    3:   X: 0.500000	 Y: 0.000000	 Z: 0.000000

        } GeoSet: 0x180797e0
    [2:0]
  [1:0]} pfGeode 128 0x18079890
[0:0]} pfScene 129 0x18076e40

Thanks for your time,

Wade


Marcus Barnes writes:
    On Oct 13, 12:28pm, Wade Olsen wrote:
    > Is there some other issue beyond the just calling
    >
    > 	gset->setBound( bbox, PFBOUND_STATIC );
    >
    > that I nead to be aware of?
    
    call this _after_ you've bound your gset attributes. you want performer to
    calculate the box initially or the box will be nil.
    
    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       +

-- 
-----------------------------
Wade Olsen, Shoreline Studios
e-mail:	wade@shoreline-studios.com
phone:	650-969-7896
fax:	650-969-7864
www:	http://www.shoreline-studios.com
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	for info-performer@sgi.com id RAA26152; Wed, 15 Oct 1997 17:25:31 -0700
Date: Wed, 15 Oct 1997 17:25:31 -0700
From: kishore@triavest.com (Anita Kishore)
Message-Id: <199710160025.RAA26152@silver.triavest.com>
Apparently-To: info-performer@sgi.com
Status: O

	I am trying to map live video feed from DIVO onto a pf texture
of a geometry. I couldn't find any pf based sample code in the distribution.
Any sample code from anyone is greatly appreciated.

	In the program that I am trying, I do the foll. steps:

	- configure DIVO video src, drn nodes etc.
	- get video image in dmBuffer
	- configure pf texture to receive video image 
	  using the pfTexLoadMode call with PFTEX_SOURCE_IMAGE

	- every frame in the channel Draw callback
	    - get image dataPtr from dmBuffer
	    - use this image ptr in pfTexImage call
	    - load tex into tram

The DIVO related parts are taken from the opnGL example.
The result that I get is totally bad. The problems that I have seen so far
are:
	- I don't get a valid dmBuffer every frame
	- the mapped image is all garbage
	- giving the scale factors in the tex matrix does not work properly
	- I am sure there are other problems too.

I am enclosing my code with this mail for anyone interested in it.
Any help with this idea or someother idea for mapping live video
onto texture is welcome. Too bad that DIVO can't transfer video
directly into TRAM like Sirius. I wonder what the reason can be...

thanks
-anita

kishore@triavest.com

P.S: I am using IRIX 6.4.1, pf 2.1 on Onyx2 IR

----------------------------------------------------------------------------
File : divo_lvideo.c
----------------------------------------------------------------------------
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <vl/vl.h>
#include <Performer/pf.h>

#define GEO_SIZE               1.0f

typedef struct {
 Display       * Dsp;
 pfPipeWindow  * pw;
 pfGeoState    * gst;
 VLServer      vlServer;
 VLPath        vlPath;
} lvStruct;

lvStruct        *lvData;


/* VL variables */
VLBuffer buffer;
int frames = 0;
VLNode vlSrc, vlDrn;
VLControlValue size;
VLTransferDescriptor xferDesc;
int vlTexWidth, vlTexHeight;
int F1_is_first;


int frameSize;
int cspace = VL_COLORSPACE_RGB;
int packing = VL_PACKING_4444_8;
int capType = VL_CAPTURE_NONINTERLEAVED;
//int capType = VL_CAPTURE_INTERLEAVED;
GLXVideoSourceSGIX videosource;

DMbuffer dmbuf;
DMbufferpool pool;
uint **dataPtr;

pfTexture       **tex;
void            *arena = NULL;

static float idmat[4][4] = {
    1.0, 0.0, 0.0, 0.0,
    0.0, 1.0, 0.0, 0.0,
    0.0, 0.0, 1.0, 0.0,
    0.0, 0.0, 0.0, 1.0
};


static int
loadTextureMatrixCB(pfGeoState *gs, void *userData)
{
    pfMatrix *tmat = (pfMatrix *)(userData);
    glMatrixMode(GL_TEXTURE);
    pfLoadMatrix(*tmat);
    glMatrixMode(GL_MODELVIEW);

    return 0;
}

static int
loadIDMatrixCB(pfGeoState *gs, void *userData)
{
    glMatrixMode(GL_TEXTURE);
    pfLoadMatrix(idmat);
    glMatrixMode(GL_MODELVIEW);

    return 0;
}


pfGeoSet *makeGeometry(void)
{

    pfTexEnv *tenv;
    pfGeoSet *gset;
    pfGeoState *gst;

    static pfVec3         verts[] ={{-GEO_SIZE, 0, -GEO_SIZE},
                                    { GEO_SIZE, 0, -GEO_SIZE},
                                    { GEO_SIZE, 0,  GEO_SIZE},
                                    {-GEO_SIZE, 0,  GEO_SIZE}};

    static ushort         vindex[] ={0, 1, 2, 3};       /* front */

    static pfVec3         norms[] ={{ 0.0f, -1.0f, 0.0f}};

    static ushort         nindex[] ={0};

    static pfVec2         tcoords[] ={{0.0f, 0.0f},
                                      {1.0f, 0.0f},
                                      {1.0f, 1.0f},
                                      {0.0f, 1.0f}};

    static ushort         tindex[] ={0, 1, 2, 3};

    gset = pfNewGSet(arena);

    pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, verts, vindex);
    pfGSetAttr(gset, PFGS_NORMAL3, PFGS_PER_PRIM, norms, nindex);
    pfGSetAttr(gset, PFGS_TEXCOORD2, PFGS_PER_VERTEX, tcoords, tindex);
    pfGSetPrimType(gset, PFGS_QUADS);
    pfGSetNumPrims(gset, 1);

    lvData->gst = gst = pfNewGState(arena);
    pfGStateMode(gst, PFSTATE_ENTEXTURE, 1);
    pfGSetGState(gset, gst);
    *tex = pfNewTex(arena);
    pfLoadTexFile(*tex, "/usr/share/Performer/data/bark.rgb");

    pfGStateAttr(gst, PFSTATE_TEXTURE, *tex);
    tenv = pfNewTEnv(arena);
    pfTEnvMode(tenv, PFTE_DECAL);
    pfGStateAttr(gst, PFSTATE_TEXENV, tenv);

    return gset;

}

pfGroup *MkScene()
{
        pfGroup         *group;
        pfGeoSet        *geometry;
        pfGeode         *geode;

        group    = pfNewGroup();
        geode    = pfNewGeode();
        geometry = makeGeometry();
        pfAddGSet(geode, geometry);

        pfAddChild(group, geode);
        return group;
}


void UpdateTiming(VLControlValue *vlTiming)
{
    VLControlValue dominance;

    if (vlGetControl(lvData->vlServer, lvData->vlPath, vlSrc,
        VL_TIMING, vlTiming) <0)
    {
        vlPerror("VlGetControl");
        exit(1);
    }
    if (vlGetControl(lvData->vlServer, lvData->vlPath, vlSrc,
        VL_FIELD_DOMINANCE, &dominance) <0)
    {
        vlPerror("VlGetControl");
        exit(1);
    }

    F1_is_first = ( (vlTiming->intVal == VL_TIMING_625_SQ_PIX) ||
                  (vlTiming->intVal == VL_TIMING_625_CCIR601) );
    F1_is_first ^= (dominance.intVal == VL_F2_IS_DOMINANT);

}

void VideoInit(VLControlValue *vlSize, VLControlValue *vlTiming,
                VLControlValue *vlTexPack)
{
    VLControlValue val;
    DMparams* plist;

    if (!(lvData->vlServer = vlOpenVideo("")))
    {
        printf("couldn't open connection to VL server\n");
        exit(1);
    }

    vlDrn = vlGetNode(lvData->vlServer, VL_DRN, VL_MEM, VL_ANY);
    vlSrc = vlGetNode(lvData->vlServer, VL_SRC, VL_VIDEO, VL_ANY);
    if ((lvData->vlPath = vlCreatePath(lvData->vlServer,
        VL_ANY, vlSrc, vlDrn)) < 0)
    {
        vlPerror("vlCreatePath");
        exit(1);
    }

    if (vlSetupPaths(lvData->vlServer, (VLPathList)&lvData->vlPath,
        1, VL_SHARE, VL_SHARE) < 0)
    {
        vlPerror("vlSetupPaths");
        exit(1);
    }

    UpdateTiming(vlTiming);

    vlSelectEvents(lvData->vlServer, lvData->vlPath,
                        VLStreamStartedMask | VLTransferCompleteMask |
                        VLTransferFailedMask | VLStreamStoppedMask);

    vlTexPack->intVal = packing;
    if (vlSetControl(lvData->vlServer, lvData->vlPath,
        vlDrn, VL_PACKING, vlTexPack) < 0)
    {
        vlPerror("vlSetControl(VL_PACKING)");
        exit(1);
    }

    val.intVal = cspace;
    if (vlSetControl(lvData->vlServer, lvData->vlPath,
        vlDrn, VL_COLORSPACE, &val) < 0)
    {
        vlPerror("vlSetControl(VL_PACKING)");
        exit(1);
    }

    val.intVal = capType;
    if (vlSetControl(lvData->vlServer, lvData->vlPath,
        vlDrn, VL_CAP_TYPE, &val) < 0)
    {
        vlPerror("vlSetControl(VL_CAP_TYPE)");
        exit(1);
    }

    vlGetControl(lvData->vlServer, lvData->vlPath, vlDrn, VL_SIZE, vlSize);
    fprintf(stderr,"After vlGetControl : xsize is %d, ysize is %d\n",
                vlSize->xyVal.x, vlSize->xyVal.y);

    frameSize = vlGetTransferSize(lvData->vlServer, lvData->vlPath);

    if (dmParamsCreate(&plist))
    {
        printf("dmParamsCreate failed!\n");
        exit(1);
    }
    dmBufferSetPoolDefaults(plist, 2, frameSize, DM_TRUE, DM_FALSE);
    vlDMGetParams(lvData->vlServer, lvData->vlPath, vlDrn, plist);

    if (dmBufferCreatePool(plist, &pool) != DM_SUCCESS)
        printf("dmBufferCreatePool failed %s\n", dmGetError(0, 0));

    dmParamsDestroy(plist);

    if (!pool)
    {
        vlPerror("NULL pool");
        exit(1);
    }

    /* Associate the pool with the lvData->vlPath */
    if (vlDMPoolRegister(lvData->vlServer, lvData->vlPath, vlDrn, pool))
    {
        vlPerror("vlDMPoolRegister");
        dmBufferDestroyPool(pool);
        exit(1);
    }
    xferDesc.mode = VL_TRANSFER_MODE_CONTINUOUS;
    xferDesc.count = 0;
    xferDesc.delay = 0;
    xferDesc.trigger = VLTriggerImmediate;

    fprintf ( stderr, "video init done\n" );
}

static void
setVideoTextureParameters(VLControlValue * vlSize,
                VLControlValue * vlTiming, VLControlValue * vlTexPack )
{
    pfMatrix *tmat;
    float s_scale, t_scale;
    float vheight = vlSize->xyVal.y * 2.0;

/*
    if ((vlTiming->intVal == VL_TIMING_525_SQ_PIX)
     || (vlTiming->intVal == VL_TIMING_525_CCIR601)) {
        vlTexWidth = 1024;
        vlTexHeight = 512;
    } else {
        vlTexWidth = 1024;
        vlTexHeight = 1024;
    }
*/

    /*
     * texture dimensions must be powers of two.  Find the smallest powers
     * of two that are greater than or equal to image width and height.
     */
    vlTexWidth = 1;
    while (vlTexWidth < vlSize->xyVal.x) {
        vlTexWidth <<= 1;
    }
    vlTexHeight = 1;
    while (vlTexHeight < vheight) {
        vlTexHeight <<= 1;
    }


    /* create texture matrix for scaling texcoords to valid part of texture */
    tmat = (pfMatrix*) pfCalloc(sizeof(pfMatrix), 1, pfGetSharedArena() );
    pfMakeIdentMat(*tmat);
    s_scale = vlSize -> xyVal.x / (float) vlTexWidth;
    //t_scale = vlSize -> xyVal.y / (float) vlTexHeight;
    t_scale = vheight / (float) vlTexHeight;

printf("**** vlSize.x = %d vlSize.y = %d vlTexWidth = %d vlTexHeight = %d\n",
vlSize -> xyVal.x, vlSize -> xyVal.y, vlTexWidth, vlTexHeight);



/*
    (*tmat)[0][0] =  s_scale;
    (*tmat)[1][1] = -t_scale;
    (*tmat)[3][1] =  t_scale;
*/
    (*tmat)[1][1] = -1;

    /* gset callbacks to manage texture matrix - put matrix in userData */
    pfGStateFuncs(lvData->gst, loadTextureMatrixCB, loadIDMatrixCB, tmat);


    /* Now configure the pf texture */
    pfTexFormat(*tex, PFTEX_SUBLOAD_FORMAT, 1);
    pfTexFilter(*tex, PFTEX_MINFILTER, PFTEX_BILINEAR);

    pfTexImage(*tex, *dataPtr, 4, vlTexWidth, vlTexHeight/2, 1);
    pfTexLoadSize(*tex, vlSize->xyVal.x, vlSize->xyVal.y/2);
    pfTexFormat(*tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGB_5);
    pfTexLoadMode(*tex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_IMAGE);


}



void beginVideo()
{
    vlBeginTransfer(lvData->vlServer, lvData->vlPath, 1,  &xferDesc);
}


void
OpenPipeWin (pfPipeWindow *pw)
{
    VLControlValue vlSize, vlTiming, vlTexPack;

    pfOpenPWin(pw);
    pfApplyLModel(pfNewLModel(NULL));

    VideoInit (&vlSize, &vlTiming, &vlTexPack );
    setVideoTextureParameters(&vlSize, &vlTiming, &vlTexPack );
    beginVideo();
}

void
DrawChannel (pfChannel *chan, void *data)
{
    int ret;

    ret = vlDMBufferGetValid(lvData->vlServer, lvData->vlPath,
                             vlDrn, &dmbuf);
    if (ret == VLSuccess)
    {
        *dataPtr = dmBufferMapData(dmbuf);
        if (*dataPtr == NULL)
        {
            printf("dmBufferMapData failed %s\n", dmGetError(0,0));
            exit(1);
        }
        else
        {
            //pfTexImage(*tex, *dataPtr, 4, vlTexWidth, vlTexHeight/2, 1);
            dmBufferFree(dmbuf);
        }
    }
    else if (vlErrno!=VLAgain)
    {
        vlPerror("vlDMBufferGetValid");
        exit(1);
    }
    else if (vlErrno==VLAgain)
        printf("Bad dmbuf\n");

    pfClearChan(chan);
    pfLoadTex(*tex);
    pfDraw();
}


int main(int argc, char **argv)
{
    pfScene     *scene;
    pfPipe      *p;
    pfPipeWindow *pw;
    pfChannel   *chan;
    pfSphere    bsphere;
    pfCoord     view;
    pfNode      *root;
    pfLightSource       *ls;


    pfInit();

    arena = pfGetSharedArena();
    tex = (pfTexture **) pfMalloc(sizeof(pfTexture *), arena);
    lvData = (lvStruct *)pfMalloc( sizeof(lvStruct), arena);
    dataPtr = (uint **)pfMalloc( sizeof(uint *), arena);
    *dataPtr = NULL;

    pfMultiprocess(PFMP_DEFAULT);
    pfConfig();

    scene = pfNewScene();
    root = (pfNode *) MkScene();
    pfAddChild(scene, root);

    pfGetNodeBSphere (scene, &bsphere);
    /* Configure and open GL window */
    p = pfGetPipe(0);
    lvData->pw = pw = pfNewPWin(p);
    pfPWinName(pw, argv[0]);
    pfPWinOriginSize(pw, 0, 0, 500, 500);
    lvData->Dsp = pfGetCurWSConnection();
    pfPWinConfigFunc(pw, OpenPipeWin);
    pfConfigPWin(pw);

    /* Create and configure a pfChannel. */
    chan = pfNewChan(p);
    pfChanScene(chan, scene);
    pfChanNearFar(chan, 1.0f, 10.0f * bsphere.radius);
    pfChanFOV(chan, 45.0f, 0.0f);
    pfCopyVec3(view.xyz, bsphere.center);
    view.xyz[PF_Y] -= 3.0f * bsphere.radius;
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(chan, view.xyz, view.hpr);
    pfChanTravFunc(chan, PFTRAV_DRAW, DrawChannel);

    /* Create a pfLightSource and attach it to scene. */
    ls = pfNewLSource();
    pfLSourcePos(ls, view.xyz[0], view.xyz[1], view.xyz[2], 1.0f);
    pfAddChild(scene, ls);

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

-----------------------------------------------------------------------------
File : makefile
-----------------------------------------------------------------------------
SHELL   = /bin/sh

#-- provide a list of alternate locations for file searches
UNIQUE  = .

#-- alternate locatins for included files
INCLUDE = \
        -I/usr/include/Performer

#SRCLIBOPT=_igl
SRCLIBOPT=_ogl

PERFORMER = \
        -lpf${SRCLIBOPT}


#-- IRIX 4.x uses shared gl {gl_s} library {System-V Make lacks #if movietex.cs}#LIBGL1 = -lgl
LIBGL1  = -lGL

LIBGL2  = ${LIBGL1:.4=_s}
LIBGL   = ${LIBGL2:.5=}

SYSTEM = \
        -lInventor \
        -lvl \
        -ldmedia \
        ${LIBGL} \
        -lX11 \
        -lm \
        -lfpe \
        -lC

LIBRARIES = \
        ${PERFORMER} ${SYSTEM}

#-- select c-compiler options
CFLAGS  = -xansi -g -D__STDC__ ${INCLUDE} ${COPT} -DPF_C_API=1 \
                 -DPF_CPLUSPLUS_API=0 \
                 -DPF_MAJOR_VERSION=2 -Xcpluscomm -mips2 -32
#-DIRISGL

#-- base name of program
TARGET  = divo_lvideo

#-- object files from which target built {some are in the common directory}
OBJECTS = \
        divo_lvideo.o


${TARGET}: ${OBJECTS}
        ${CC} ${CFLAGS} -o $@ ${OBJECTS} ${LIBRARIES}

#-- objects are built from either unique or common files
divo_lvideo.o:  ${UNIQUE}/divo_lvideo.c
        ${CC} ${CFLAGS} -c divo_lvideo.c -o $@

clean :
        rm -f divo_lvideo divo_lvideo.o

	    
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Disclose-Recipients: prohibited
Date: Thu, 16 Oct 1997 11:10:16 +0000 (GMT)
From: Neil Williams <neil.f.williams@gecm.com>
Subject: How do I compile Performer 2.1 samples ?
To: info-performer <info-performer@sgi.com>
Message-Id: <6816101116101997/A45561/SULLY/11BA82CA0F00*@MHS>
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Status: O

Hi,
I've just aquired an O2 with Performer 2.1 and am trying to compile the sample
C code in 
/usr/share/Performer/src/pguide/libpf/C

As root, if I just type 'make' then it makes all the files as OpenGL versions
and all seems well.
If I type 'make hello' or 'make simple' it tries to make it as IrisGL and
complains about being unable to find '-lpf_igl'. I've installed all of the
Performer 2.1 CD, so why doesn't it work? Also why does it make IrisGL for
single executable, but OpenGL for a total make?

Thanks.

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From: ESPELSA-STC <espelsa@mad.servicom.es>
To: "info-performer@sgi.com" <info-performer@sgi.com>
Subject: Computing TRAM usage on iR
Date: Thu, 16 Oct 1997 13:45:55 +-100
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Status: O

Hi all,

I'm trying to compute the TRAM usage due to more than one clipmap,
although this could be applied to regular mipmaps.

Each level's size will be added to a TRAM bank alternatively, and this
will yield different occupacies per bank for the first
clip/mipmap. Now, for the second clipmap, will its first level be
loaded in bank 0 (more loaded in my computation) or in bank 1? What
will happen to the third mipmap? A new clipmap might be accepted
without overloading TRAM depending on where will the first level and
subsequent levels go.

Further, since the mipmap levels occupy *areas* rather than *lengths*
and thus, texture occupancies do not actually sum up linearly,
an estimation in this fashion can be risky. Is there any fine grain
algorithm available for this computation?

And one additional issue: does iR manage the last 5 levels of a mipmap
in a single bundle as IMPACT so that they are not distributed 
alternatively in banks but rather stay together in one?

Any insights on these close-to-the-metal topics will be greatly
appreciated.

Yuri.



----
Juan R. "Yuri" Saenz-Diez
ESPELSA - Division STC
Madrid, Spain
espelsa@mad.servicom.es

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From: scott@ht.com (Scott McMillan)
Message-Id: <199710161520.LAA07113@hf.ht.com>
Subject: Re: How do I compile Performer 2.1 samples ?
In-Reply-To: <6816101116101997/A45561/SULLY/11BA82CA0F00*@MHS> from Neil Williams at "Oct 16, 97 11:10:16 am"
To: neil.f.williams@gecm.com (Neil Williams)
Date: Thu, 16 Oct 1997 11:20:01 -0400 (EDT)
Cc: info-performer@sgi.com
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Status: O

> Hi,
> I've just aquired an O2 with Performer 2.1 and am trying to compile the sample
> C code in 
> /usr/share/Performer/src/pguide/libpf/C
> 
> As root, if I just type 'make' then it makes all the files as OpenGL versions
> and all seems well.
> If I type 'make hello' or 'make simple' it tries to make it as IrisGL and
> complains about being unable to find '-lpf_igl'. I've installed all of the
> Performer 2.1 CD, so why doesn't it work? Also why does it make IrisGL for
> single executable, but OpenGL for a total make?
> 
> Thanks.

Not sure why it can't libpf_igl.so but I think I can explain the make
behaviour (although I do not have direct access to the 2.1 versions).

In the first case when you make everything, my guess is that the first target
in the make file looks something like this:

default: ogldso

Which tells it to make all the OpenGL versions with dynamic linking (the
default in my 2.0 Makefile is igldso).

Now when you try to just make one of them (here's the second guess...based on
my 2.0 Makefile) it bypasses the default target and the first one that
it appears to match is:

$(TARGETS): $(@:=.igldso)

and when I change the igldso to ogldso and type "make simple," it creates an
OpenGL version.

-- 
  Scott McMillan  |     HT Medical, Inc.    | Disclaimers
   scott@ht.com   |    http://www.ht.com    | available
 Ph: 301-984-3706 | 6001 Montrose Rd., #902 | upon re-
Fax: 301-984-2104 |   Rockville, MD 20852   | quest.
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From: BILLARD Olivier <ceti@worldnet.net>
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Status: O

do you have or do you know an opengl mailling list ?
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Date: Thu, 16 Oct 1997 11:07:25 -0500 (CDT)
From: Steve Baker <sbaker@link.com>
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To: kjh@surf.shoreline-studios.com
cc: Info-Performer Mailing List <info-performer@sgi.com>
Subject: Re: Performer callback before swapbuffer?
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On Wed, 15 Oct 1997, Ken Harris wrote:

> 
> 	Is it possible for Performer to make a callback
> before the glXSwapBuffers call?
> 
>         I need to do a glReadPixels or glCopyPixels, and I'd
> like to do it before the glXSwapBuffers.

Yep - just register your function with:

   pfPipeSwapFunc ( pfPipe *, your_function ) ;

Don't forget to call pfSwapPWinBuffers() inside your callback.

Your code should have the form:-

void my_PipeSwapFunc ( pfPipe *pp, pfPipeWindow *pw )
{
  ...
  pfSwapPWinBuffers ( pw ) ;
  ...
}


Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
2200 Arlington Downs Road       SBaker@link.com (eMail)
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
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** Beware of Geeks bearing GIF's. **


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To: Anita Kishore <kishore@triavest.com>, info-performer@sgi.com
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References: <199710160025.RAA26152@silver.triavest.com>
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Anita Kishore wrote:

>         I am trying to map live video feed from DIVO onto a pf texture
> of a geometry. I couldn't find any pf based sample code in the distribution.
> Any sample code from anyone is greatly appreciated.
>
>         In the program that I am trying, I do the foll. steps:
>
>         - configure DIVO video src, drn nodes etc.
>         - get video image in dmBuffer
>         - configure pf texture to receive video image
>           using the pfTexLoadMode call with PFTEX_SOURCE_IMAGE
>
>         - every frame in the channel Draw callback
>             - get image dataPtr from dmBuffer
>             - use this image ptr in pfTexImage call
>             - load tex into tram
>
> The DIVO related parts are taken from the opnGL example.

yes, I did the same.

> The result that I get is totally bad. The problems that I have seen so far
> are:

>        - I don't get a valid dmBuffer every frame

I encountered exactly the same problem  when calling vlDMBufferGetValid, errno is set to VLAgain
all the time.Any suggestions,  what I am doing wrong.

>         - the mapped image is all garbage
>

You are using a packing of  VL_PACKING_4444_8 and a texture format of  PFTEX_RGB_5 .That could be
problem, try using PFTEX_RGBA_4, but I am not sure about it, or try the 32 bit versions of both.

>         - giving the scale factors in the tex matrix does not work properly
>         - I am sure there are other problems too.
>
> I am enclosing my code with this mail for anyone interested in it.
> Any help with this idea or someother idea for mapping live video
> onto texture is welcome. Too bad that DIVO can't transfer video
> directly into TRAM like Sirius. I wonder what the reason can be...

I would like to have a pointer as well, please

J.C.




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Message-Id: <9709168770.AA877028629@CCMAIL.NTSC.NAVY.MIL>
To: info-performer@sgi.com
Subject: pfdTMesher.c improvement
Status: O

A few weeks ago I was having problems getting the Performer tmesher
to convert some coplanar triangles into triangle strips.  I looked 
into the problem and discovered that the tmesher was able to retessellate
some quads into triangles that could be striped.  It does this by 
retessellating future quads as they are added to the strip. However, if
the strip starts out wrong, the retessellation code wont help.

I am providing some changes to the file pfdTMesher.c which will go back
and fix a triangle strip consisting of a quad that starts out tessellated
wrong.    

This change has shown an improvement in triangle strip lengths in almost
every file I have tried it on.

This change has not been exhaustively tested so if you try it and find
problems, please let me know.

Thanks,

Bob Reif

diff to file pfdTMesher.c:

683a684,783
> /*
>  * Check if strip consists of a quad and retessellate the quad if possible.
> */
> 
> static int 
> swapTriList(int primsInStrip, TriList * triList)
> {
>     Tri    * tri1, * tri2;
>     int    i, j;
>     ushort vi, vj;
> 
>     /* must be two primitives in strip to retessellate */
>     if (primsInStrip != 2)
>         return 0;
> 
>     /* check for a quad */
>     tri1 = triList->next;
>     tri2 = tri1->next; 
> 
>     /* just check for simple strips now */
>     if (tri1->adjCount != 1 || tri2->adjCount != 1)
>         return 0;
> 
>     if (!(tri1->flags & NORM_OK))
>         computeNormal(tri1);
> 
>     if (!(tri2->flags & NORM_OK))
>         computeNormal(tri2);
> 
>     /* Make sure two triangles are coplanar */
>     if (!PFALMOST_EQUAL_VEC3(tri1->norm, tri2->norm, SORTOF))
>         return 0;
> 
>     /* Make sure PER_PRIM colors of the two triangles are the same */
>     if (CBind == PFGS_PER_PRIM && 
>         !PFALMOST_EQUAL_VEC4(Colors[Cindex[tri1->id]], 
>                              Colors[Cindex[tri2->id]], SORTOF))
>         return 0;
> 
>     i = notCommon(tri1, tri2);
>     j = notCommon(tri2, tri1);
> 
>     vi = tri1->vert[i];
>     vj = tri2->vert[j];
> 
>     /* Make sure vertex colors are the same */
>     if (CBind == PFGS_PER_VERTEX &&
>         (!PFALMOST_EQUAL_VEC4(Colors[Cindex[vi]], 
>                               Colors[Cindex[vj]], SORTOF) ||
>          !PFALMOST_EQUAL_VEC4(Colors[Cindex[vi]], 
>                               Colors[Cindex[(vj+1) % 3]], SORTOF)))
>         return 0;
> 
>     /* Make sure two triangles form convex quad */
>     if (concaveCheck(tri1->norm, vi, tri1->vert[NextVertIndex[i]], 
>                                  vj, tri2->vert[NextVertIndex[j]]))
>         return 0;
> 
>     /* retessellate quad in strip */
>     if (tri1->adj[0])
>     {
>         tri1->vert[2] = vj;
>         NextEdge = 0;
>     }
>     else if (tri1->adj[1])
>     {
>         tri1->vert[0] = vj;
>         NextEdge = 1;
>     }
>     else
>     {
>         tri1->vert[1] = vj;
>         NextEdge = 2;
>     }
> 
>     if (tri2->adj[0])
>     {
>         Tri * tmp = tri2->adj[0];
>         tri2->vert[0] = vi;
>         tri2->adj[0] = tri2->adj[2];
>         tri2->adj[2] = tmp;
>     }
>     else if (tri2->adj[1])
>     {
>         Tri * tmp = tri2->adj[1];
>         tri2->vert[1] = vi;
>         tri2->adj[1] = tri2->adj[0];
>         tri2->adj[0] = tmp;
>     }
>     else
>     {
>         Tri * tmp = tri2->adj[2];
>         tri2->vert[2] = vi;
>         tri2->adj[2] = tri2->adj[1];
>         tri2->adj[1] = tmp;
>     }
> 
>     return 1;
> }
> 
846,849c946,976
<      if (primType == PFGS_TRIS)
     <          tri = getNextTri(tri);
     <      else
     <          tri = getNextLine(tri);
     ---
     >             if (Retessellate)
     >             {
     >                 Tri * newtri;
     > 
     >                 if (primType == PFGS_TRIS)
     >                     newtri = getNextTri(tri);
     >                 else
     >                     newtri = getNextLine(tri);
     > 
     >                 /* check if triangle has adjacencies but not added 
     to strip */
     >                 if (!newtri && tri->adjCount)
     >                 {
     >                     /* retesselate strip if possible */
     >                     if (swapTriList(primsInStrip, newTriList))
     >                     {
     >                         if (primType == PFGS_TRIS)
     >                             newtri = getNextTri(tri);
     >                         else
     >                             newtri = getNextLine(tri);
     >                     }
     >                 }
     > 
     >                 tri = newtri;
     >             }
     >             else
     >             {
     >                 if (primType == PFGS_TRIS)
     >                     tri = getNextTri(tri);
     >                 else
     >                     tri = getNextLine(tri);
     >             }
     

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Status: O

Hi,

Are there some good reasons not to have given direct access to members
of Performer C++API classes (reasons more important than performance!)

2 examples:

1) the only way to access the pfPlanes of a pfPolytope (without a copy)
is to subclass it (the "facets" member is protected),

2) there is no way to access the culling pfPolytopes of a pfChannel
(without a copy) (the "cullVol" and "nomCullVol" members are privates).

???
 
------------------------------------------------------------------------
                       Lionel Maiaux
                       l.maiaux@corys.fr
------------------------------------------------------------------------
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From: John Rauch <m248582@fltsim.stl.mo.boeing.com>
Message-Id: <199710161653.LAA12080@fltsim.stl.mo.boeing.com>
Subject: sharing downloaded textures in database process
To: info-performer@sgi.com
Date: Thu, 16 Oct 1997 11:53:26 -0600 (CDT)
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Status: O

We have a performer task which generates real-world visuals for a flight 
simulatior.  We have implemented a database process which controlls the 
asynchronous loading of pfb database files, using the pfpfb.c database
loading routines.

All of the textures which are used in the database are known before hand
and are downloaded to the the hardware, using the pfDownloadTexList 
routine.

The pfpfb routines appear to keep their own list of pfTextures, which
differs from the pfList which is used by pfDownloadTexList to put the
textures in texture memory.

It appears that I will have to create an initialization routine in
pfpfb.c that converts the pfList of pfTextures to a list of tex_list_t
structures.

My questions are:

1.  Has anyone else dealt with this situation before?

2.  Is there some sample (available) code which does this already?


Thanks in advance for any help!


John C. Rauch			   Flight Simulation Technology
john.c.rauch@boeing.com			The Boeing Company
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9710161022.ZM28951@quid.csd.sgi.com>
Date: Thu, 16 Oct 1997 10:22:50 -0700
In-Reply-To: BILLARD Olivier <ceti@worldnet.net>
        "question to sgi web master" (Oct 16,  5:12pm)
References: <1.5.4.32.19971016161254.00664704@worldnet.net>
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Status: O

On Oct 16,  5:12pm, BILLARD Olivier wrote:
> Subject: question to sgi web master
> do you have or do you know an opengl mailling list ?

Don't know of a mailing list but the public newsgroup is good:

comp.graphics.api.opengl

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Thu, 16 Oct 1997 13:56:12 -0500 (CDT)
From: Steve Baker <sbaker@link.com>
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To: ROBERT_REIF@ntsc.navy.mil
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Subject: Re: pfdTMesher.c improvement
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Status: O

On Thu, 16 Oct 1997 ROBERT_REIF@ntsc.navy.mil wrote:

> A few weeks ago I was having problems getting the Performer tmesher
> to convert some coplanar triangles into triangle strips.  I looked 
> into the problem and discovered that the tmesher was able to retessellate
> some quads into triangles that could be striped.  It does this by 
> retessellating future quads as they are added to the strip. However, if
> the strip starts out wrong, the retessellation code wont help.
 
CAVEAT: It's a long time since I looked at this - and it might have been
fixed recently - but....

IIRC, there is a bad problem with the Performer tmesher in the area of this
retessellate code. What ideally happens is this:

1) You shove a quad into the tmesher somewhere in the DB loader.
2) It splits it (arbitrarily) into two (coplanar) triangles along
   a diagonal.
3) The tmesher decides to retesselate to make a longer strip.
4) This is A GOOD THING.

However, what *can* happen is this:

1) You shove two coplanar triangles that share a common edge and which
   have the same texture, etc into the tmesher.
2) The tmesher thinks this could be a quad and retesselates to make
   a longer strip.
3) Your original pair of triangles have now been switched into a
   new pair of triangles.
4) This *sounds* like A GOOD THING.

What I found can happen is that the two triangles can have different colour
shading gradients. Then, the retessellation causes a change in the appearance
of the model.

Consider two colour shaded triangles:

    Red ______ Green
       |     /|
       |    / |
       |   /  |
       |  /   |
       | /    |
       |/_____|
   Green      Blue

As drawn, the point in the very center of the square is green.
However, when the tmesher retesselates the new colour at the center of
the square is halfway between red and blue (a dark shade of magenta)
- a colour that was never supposed to be in the model.

This isn't a problem (I suppose) for a TRUE quadrilateral - since I
didn't have any reason to assume what the colour of the middle of the
quad would be (it's undefined) - but for a pair of triangles, I have
a reasonable expectation that the colour along the diagonal is known -
and more importantly, that the colour of the pixels within the triangle
lie somewhere between the colours at its vertices.

The problem can also show up when surface normals are attached to the vertices
and the 'curvature' of the surface is not uniform. Even worse things happen
when the texture map is stretched more over one triangle than the other.

Here are the texture coordinates at the vertices:

   (0,1)______(1,1)
       |     /|
       |    / |
       |   /  |
       |  /   |
       | /    |
       |/_____|
   (0,0)      (10,1)

The texture coord at the center of the square should be (0.5,0.5) - but
if the retesselator gets it's hands on it, it'll come out to (5,1).

Apologies if this has been fixed - I doubt that it has though.

What we did to provide a better retesselate check is to check the 'planarity'
of the two triangles - not just in (X,Y,Z) space [as the existing tmesher does],
but in (X,Y,Z,S,T,nX,nY,nX,R,G,B,A) space. We form a 12-dimensional coordinate
for each vertex, figure out the 12D hyper-plane equations and check that they
are the same (to some tolerance).

It's not often you get to do 12-dimensional math - Cool or what?!  :-)


Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
2200 Arlington Downs Road       SBaker@link.com (eMail)
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
http://www.hti.com              http://web2.airmail.net/sjbaker1 (personal)

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


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From: "Smith, James L. " <smithjl2@eglin.af.mil>
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Date: Thu, 16 Oct 1997 14:28:00 -0500
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Status: O

SGI Info:

I work with a group using SG's Onyx 2 /Reality Engine for real-time
simulation at the Guided Weapons Evaluation Facility (GWEF) at Eglin AFB
in Florida.  Operating software uses IRIS Performer with IRIX.
Questions arose when choosing the minification filter in Multigen for
textured terrain.  A bilinear, non-mipmapped scene showed considerable
scintillation (alias) when moved.  When they chose the "none" option, a
scene without alias and quite good response time developed.
The guys don't know what "none" is.  They determine it selects
Performer's default setting.

Question: what is "default" regards filtering and mipmapping with the
stated equipment.  I feel default does mipmapping and at least point
sampling.  Your opinion?
Lynn Smith
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	  id PAA25391; Thu, 16 Oct 1997 15:13:42 -0500 (CDT)
Date: Thu, 16 Oct 1997 15:10:33 -0500 (CDT)
From: Steve Baker <sbaker@link.com>
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Reply-To: Steve Baker <sbaker@link.com>
To: Lionel Maiaux <maiaux@corys.fr>
cc: info-performer@sgi.com
Subject: Re: Direct access to members in C++API ?
In-Reply-To: <34464193.41C6@corys.fr>
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On Thu, 16 Oct 1997, Lionel Maiaux wrote:

> Hi,
> 
> Are there some good reasons not to have given direct access to members
> of Performer C++API classes (reasons more important than performance!)
> 
> 2 examples:
> 
> 1) the only way to access the pfPlanes of a pfPolytope (without a copy)
> is to subclass it (the "facets" member is protected),

> 2) there is no way to access the culling pfPolytopes of a pfChannel
> (without a copy) (the "cullVol" and "nomCullVol" members are privates).

What's wrong with:

       int pfPolytope::getFacet(int i, pfPlane *facet);
and
       void pfChannel::getPtope(pfPolytope *ptope);

???

I understand that you'd like to avoid a copy - but if the channel object
gave you the address of the pfPolytope then you'd be able to *write* to
it without pfChannel knowing that you'd done that - if the channel caches
other information related to the Polytope (or more likely - passes it on
to daughter processes in a mp-safe manner) then the fact that you could
change it at any time *might* be a very bad thing.

Hence it's a private/protected member to be on the safe side.

Since you say that you need this access for reasons *other* than
performance - and a copy is for some reason no use to you - then it seems
like it must be that you were planning just such a dangerous access
and the protection afforded by the pfChannel class was warranted.

Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
2200 Arlington Downs Road       SBaker@link.com (eMail)
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
http://www.hti.com              http://web2.airmail.net/sjbaker1 (personal)

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


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Date: Thu, 16 Oct 1997 16:56:00 -0400 (EDT)
From: Luc Leblanc <leblanc@atsaerospace.com>
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To: info-performer@sgi.com
Subject: overlay window
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Hi all.

I want to draw some text with OpenGL (in a draw callback) in an overlay
window created with Performer. I have created a pfPipewindow (the graphics
window) and a pfWindow (the overlay window). I have also created a
colormap and allocate colors for it using Xlib functions. I'm pretty sure
all the colors have been successfully allocated and I know my overlay
window is configured properly. But guess what ? My text never appear and I
don't know why. I would like to have code example that draw with OpenGL in
an overlay window created with Performer. Where can I find it ?

I have checked the Peformer example but they are all with IRIS GL instead
of OpenGL.

For those of you who can be interested, there is my draw callback:

static void DrawChannel (pfChannel *channel, void *data)
{
    /* rebind light so it stays fixed in position */
    pfLightOn(Sun);

    /* erase framebuffer */
    pfClearChan(channel);

    /* invoke Performer draw-processing for this frame */
    pfDraw();

    /* Select the overlay window */
    pfPWinIndex(Shared->pw, PFWIN_OVERLAY_WIN);
    pfSelectPWin(Shared->pw);

    /* Select a color for OpenGL in color index mode */
    glIndexi(tdPixel[50]);

    pfPushState();
    pfBasicState();

    glDepthFunc(GL_ALWAYS);
    glDepthMask(GL_FALSE);

    glRasterPos3f(0.5f * (Shared->bsphere.radius), 0.0f, 0.5f *
                  (Shared->bsphere.radius));
    drawXFontString("TEXT IN SCENE");

    pfPopState();

    glDepthFunc(GL_LEQUAL);
    glDepthMask(GL_TRUE);

    /* Reselect the graphics window */
    pfPWinIndex(Shared->pw, PFWIN_GFX_WIN);
    pfSelectPWin(Shared->pw);
}

This code work when I'm not drawing in the overlay window.

Thanks in advance...

Luc Leblanc
Software Designer
RTG&E Group

TEL : (514) 441-2507 ext. 318 
FAX : (514) 441-6789
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Date: Thu, 16 Oct 1997 14:18:48 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710161418.ZM1582@multipass.engr.sgi.com>
In-Reply-To: BILLARD Olivier <ceti@worldnet.net>
        "question to sgi web master" (Oct 16,  5:12pm)
References: <1.5.4.32.19971016161254.00664704@worldnet.net>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
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On Oct 16,  5:12pm, BILLARD Olivier wrote:
> Subject: question to sgi web master
> do you have or do you know an opengl mailling list ?

No but there is a newsgroup,

comp.graphics.api.opengl

I think that's it.

Cheers,ANgus.
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From: "Don Hatch" <hatch@hell.engr.sgi.com>
Message-Id: <9710161513.ZM12957@hell.engr.sgi.com>
Date: Thu, 16 Oct 1997 15:13:03 -0700
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: Computing TRAM usage on iR
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Here's an answer from Mark Peercy, who knows this stuff...

> | From: ESPELSA-STC <espelsa@mad.servicom.es>
> | To: "info-performer@sgi.com" <info-performer@sgi.com>
> | Subject: Computing TRAM usage on iR
> | Date: Thu, 16 Oct 1997 13:45:55 +-100
> | 
> | Hi all,
> | 
> | I'm trying to compute the TRAM usage due to more than one clipmap,
> | although this could be applied to regular mipmaps.
> | 
> | Each level's size will be added to a TRAM bank alternatively, and this
> | will yield different occupacies per bank for the first
> | clip/mipmap. Now, for the second clipmap, will its first level be
> | loaded in bank 0 (more loaded in my computation) or in bank 1? What
> | will happen to the third mipmap? A new clipmap might be accepted
> | without overloading TRAM depending on where will the first level and
> | subsequent levels go.
> 
> Assuming an application has not run out of texture memory, we always try
> to place the larger collection of levels on the bank with more space.
> So two identical textures loaded back to back will occupy exactly the
> same amount of space total on both banks.
> 
> | Further, since the mipmap levels occupy *areas* rather than *lengths*
> | and thus, texture occupancies do not actually sum up linearly,
> | an estimation in this fashion can be risky. Is there any fine grain
> | algorithm available for this computation?
> 
> Except for really small levels (<8x8) the memory allocation acts as if
> it were linear within each bank.
> 
> | And one additional issue: does iR manage the last 5 levels of a mipmap
> | in a single bundle as IMPACT so that they are not distributed 
> | alternatively in banks but rather stay together in one?
> 
> No; the iR treats every level uniquely.  The smallest levels are expanded
> slightly in terms of memory usage in a space-vs-efficiency tradeoff, but
> alternating levels go to opposite banks.

Also, if you set the environment variable GLKONA_TEXTURE_USAGE,
you'll get some info messages saying how much texture memory
is being used.

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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From: "Rob Jenkins" <robj@quid>
Message-Id: <9710161705.ZM29839@quid.csd.sgi.com>
Date: Thu, 16 Oct 1997 17:05:01 -0700
In-Reply-To: "Smith, James L. " <smithjl2@eglin.af.mil>
        "Alias/Mipmap" (Oct 16,  2:28pm)
References: <199710161931.OAA22545@postman.eglin.af.mil>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Smith, James L. " <smithjl2@eglin.af.mil>,
        "'Silicon Graph. Info'" <info-performer@sgi.com>
Subject: Re: Alias/Mipmap
Mime-Version: 1.0
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On Oct 16,  2:28pm, Smith, James L.  wrote:
> Subject: Alias/Mipmap
> SGI Info:
>
> I work with a group using SG's Onyx 2 /Reality Engine for real-time
> simulation at the Guided Weapons Evaluation Facility (GWEF) at Eglin AFB
> in Florida.  Operating software uses IRIS Performer with IRIX.
> Questions arose when choosing the minification filter in Multigen for
> textured terrain.  A bilinear, non-mipmapped scene showed considerable
> scintillation (alias) when moved.  When they chose the "none" option, a
> scene without alias and quite good response time developed.
> The guys don't know what "none" is.  They determine it selects
> Performer's default setting.
>
> Question: what is "default" regards filtering and mipmapping with the
> stated equipment.  I feel default does mipmapping and at least point
> sampling.  Your opinion?
> Lynn Smith
> =======================================================================
> 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 Smith, James L.

man pfTexture says ( around page 7 and 8 ):

     The default filter types are:
     magfilter = PFTEX_BILINEAR, minfilter = PFTEX_MIPMAP_TRILINEAR for both
     InfiniteReality and Reality Engine, and PFTEX_MIPMAP_LINEAR otherwise.

and ( around page 5 ):

         PFTEX_GEN_MIPMAP_FORMAT
                    Specifies whether or not MIPmap level should be
                    automatically created for a texture if a MIPmap
                    minification filter is in use.  The default value is TRUE.

So by default it seems like you get mipmaps with trilinear min filter which
seems to agree with what you saw ( ie looked good ).

Cheers
Rob


-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
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In-Reply-To: "Smith, James L. " <smithjl2@eglin.af.mil>
        "Alias/Mipmap" (Oct 16,  2:28pm)
References: <199710161931.OAA22545@postman.eglin.af.mil>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: "Smith, James L. " <smithjl2@eglin.af.mil>,
        "'Silicon Graph. Info'" <info-performer@sgi.com>
Subject: Re: Alias/Mipmap
Mime-Version: 1.0
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On Oct 16,  2:28pm, Smith, James L.  wrote:
> Subject: Alias/Mipmap
> SGI Info:
>
> I work with a group using SG's Onyx 2 /Reality Engine for real-time
> simulation at the Guided Weapons Evaluation Facility (GWEF) at Eglin AFB
> in Florida.  Operating software uses IRIS Performer with IRIX.
> Questions arose when choosing the minification filter in Multigen for
> textured terrain.  A bilinear, non-mipmapped scene showed considerable
> scintillation (alias) when moved.  When they chose the "none" option, a
> scene without alias and quite good response time developed.
> The guys don't know what "none" is.  They determine it selects
> Performer's default setting.
>
> Question: what is "default" regards filtering and mipmapping with the
> stated equipment.  I feel default does mipmapping and at least point
> sampling.  Your opinion?

This is trilinear MIP mapping ( LINEAR_MIPMAP_LINEAR in OpenGL)

Try explicitly selecting MIPMAP TRILINEAR on the GUI for the same results.

Cheers,Angus.
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Date: Thu, 16 Oct 1997 18:40:47 -0700
From: allan (Allan Schaffer)
Message-Id: <199710170140.SAA10547@holodeck.csd.sgi.com>
To: info-performer@sgi.com
Subject: FAQ updates
Status: O


Hello Performers,

Thanks to Sharon's fiery reminders :-) I've posted updates to the
Performer FAQ.  The updated version is available at:

    ftp://sgigate.sgi.com/pub/Performer/FAQ  (plain text)
    http://www-viz.tamu.edu/~sgi-faq/        (plain text & HTML w/ diffs)

The versions at rtfm.mit.edu and www.sgi.com will be updated by
the next comp.sys.sgi.misc FAQ posting.

New/updated stuff:

!  -9- What version of IRIS Performer should I use?
! -10- What patches should be used with IRIS Performer?
+ -11- What version of IRIS Performer am I currently running?
! -12- What are all of the released versions of IRIS Performer?
! -18- What are the minimum requirements for using IRIS Performer?
! -20- Binary Compatibility on different releases

If you spot any errors, please let me know (allan@sgi.com)

Allan
----
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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From: Schmidt Rudolf <SchmidtR@Krauss-Maffei.de>
To: "'SGI Performer Mailing List'" <info-performer@sgi.com>
Subject: RE: How do I compile Performer 2.1 samples ?
Date: Fri, 17 Oct 1997 07:28:15 +0200
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> Hi,
> I've just aquired an O2 with Performer 2.1 and am trying to compile
the sample
> C code in 
> /usr/share/Performer/src/pguide/libpf/C
> 
> As root, if I just type 'make' then it makes all the files as OpenGL
versions
> and all seems well.
> If I type 'make hello' or 'make simple' it tries to make it as IrisGL
and
> complains about being unable to find '-lpf_igl'. I've installed all of
the
> Performer 2.1 CD, so why doesn't it work? Also why does it make IrisGL
for
> single executable, but OpenGL for a total make?
> 
> Thanks.

To my opinion, Performer 2.1 is an OpenGL release only, and that's why
the igl-compile fails. So You have to build an OpenGL target, e.g.
ogldso.
If You're brave enough, try to find the igl-supporting version of
Performer that is recommended on an O2 ! (->archives). Or wait for
Performer 2.2.

-- Rudi
------------------------------------------------------------------------
-----------------------------------------
Rudolf Schmidt
Krauss Maffei Wehrtechnik
Ausbildung und Simulation
Abt. W-AS 102
Krauss-Maffei-Str. 2
80997 Muenchen
Germany

Tel:	++49 (89) 8899 - 2149
Fax:	++49 (89) 8899 - 4394
mailto:schmidtr@krauss-maffei.de
WWW:	http://www.krauss-maffei.de
------------------------------------------------------------------------
-----------------------------------------
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From: "Francesco Scire'" <chicco@relay.infobyte.it>
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Date: Fri, 17 Oct 1997 09:30:09 +0000
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Hi Oliver, you can try on this sites :

 http://people.magnet.com/~amk/sigs-live/pipermail/1996q1.matrix-sig/98f8eac316ec.html

http://www.hexenworld.com/board/messages/1706.html

http://www.sgi.com/Technology/OpenGL/faq.html

http://www.opengl.org/Info/FAQ/basicsfaq.html

http://www.opengl.org/Info/FAQ/genfaq.html

http://www.opengl.org/Info/FAQ/techfaq.html

    Francesco Scire'

-- 
+---------------------------------------------------------------------------+
 Francesco Scire'             Infobyte S.p.A. - Virtual Reality Division
 VR Software Engineer         Via della Camilluccia, 67 - 00135 Roma - Italy
 e-mail : chicco@infobyte.it  Phone +39-6-355721     Fax +39-6-35572300
 Phone +39-6-35572204         World Wide Web : http//www.infobyte.it/
+---------------------------------------------------------------------------+

"All that we see or seem, is but a dream within a dream" (E.A.Poe)
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From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
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In-Reply-To: Schmidt Rudolf <SchmidtR@Krauss-Maffei.de>
        "RE: How do I compile Performer 2.1 samples ?" (Oct 17,  7:28am)
References: <F34EC955FC8FD011B5160000F67499B503D73F@KMDI-EX01>
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To: Schmidt Rudolf <SchmidtR@Krauss-Maffei.de>,
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Subject: Re: How do I compile Performer 2.1 samples ?
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On Oct 17,  7:28am, Schmidt Rudolf wrote:
> Subject: RE: How do I compile Performer 2.1 samples ?

> If You're brave enough, try to find the igl-supporting version of
> Performer that is recommended on an O2 ! (->archives). Or wait for
> Performer 2.2.
>

Just to avoid any misunderstanding, if on an O2, compile for
OpenGL libs also.

Cheers,ANgus.
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Date: Fri, 17 Oct 1997 06:15:38 -0400
From: brian@dingbat.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9710170615.ZM8086@dingbat.clubfed.sgi.com>
In-Reply-To: kjh@slack.shoreline-studios.com (Ken Harris)
        "Performer callback before swapbuffer?" (Oct 15,  3:06pm)
References: <199710152206.PAA21494@slack.shoreline-studios.com>
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Ken,

pfPipe has a swapbuffers callback look at the man page.

     void                 pfPipe::setSwapFunc(pfPipeSwapFuncType func);

     pfPipeSwapFuncType   pfPipe::getSwapFunc(void);

Brian


On Oct 15,  3:06pm, Ken Harris wrote:
> Subject: Performer callback before swapbuffer?
>
> 	Is it possible for Performer to make a callback
> before the glXSwapBuffers call?
>
>         I need to do a glReadPixels or glCopyPixels, and I'd
> like to do it before the glXSwapBuffers.
>
> ---
> Ken J. Harris	voice:	650/969-7896 x 15	fax: 650/969-7864
> mailto:kjh@shoreline-studios.com    http://www.shoreline-studios.com
> snail mail: 1804 N. Shoreline Blvd, Ste 240, Mountain View, CA 94043
> =======================================================================
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>
>-- End of excerpt from Ken Harris



-- 
    ----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

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Date: Fri, 17 Oct 1997 12:51:27 +0100
From: Mark Lewis <markl@equipe.ltd.uk>
Organization: Equipe Electronics Ltd.
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Equipe would like to hear from any Performer or MultiGen 
experienced engineers interested in working on high 
performance Visual Simulation applications for the world's 
major aircraft manufacturers and military services.

Skills should include at least one of the following:

	MultiGen (and other modelers)
	IRIS Performer
	OpenGL
	Unix, C, C++
	PC graphics

We are a leading edge company, providing total visual 
solutions for all types of vehicle simulation and Virtual 
Reality Applications. 

Our turnkey products are the most comprehensive visual 
applications available, incorporating full tactical mission 
features, weather effects, distortion correction and texture 
paging for daylight, night vision, IR sensor and Radar 
simulation. We also produce visual databases for large areas 
of terrain with a range of spectral bands for correlated 
sensor imagery.

If you are interested in this exciting aspect of the computer 
graphics industry and are willing to invest time and effort 
in a young growing company, then please let us know what 
you can do.

Resumes can be sent to: kevinj@equipe.ltd.uk
For more company info see our web page at www.equipe.ltd.uk

Thanks

-- 
Mark C Lewis
Principal Development Engineer
Equipe Electronics Ltd.
13 Liverpool Gardens
Worthing, W. Sussex
BN11 1RY
ENGLAND

Phone +44 (0) 1903 216622
FAX   +44 (0) 1903 216633

markl@equipe.ltd.uk
http://www.equipe.ltd.uk
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Thanks to all who responded so quickly and with such enlightening 
science. That's the spirit!

Best regards,
Yuri.


----
Juan R. "Yuri" Saenz-Diez
ESPELSA - Division STC
Madrid, Spain
espelsa@mad.servicom.es


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Subject: Mixing IrisGL code and Performer 2.1 ??
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Hi Performers,
	I am trying to insert a HUD code written in IRISGL and performer
perfly code in 2.1 release. I call the HUD code (Heads Up Display) in
localpostDraw. I first initiliaze the performer to its basic state and
call the HUD. I donot have libraries like pf??_igl and all I have is 
pf??_ogl so I use them.
	The program seems to compile with a few warnings but when it
comes to executing it coredumps at the first point when an IRISGL call
is made. What am I missing. If those IrisGL functions are not there,
why isn't the compiler warning me about it ?
	Do I have to do some extra stuff so that it does not core dump.


								Dogan

P.S. Please reply dogan@ceng.metu.edu.tr
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From: "Amaury Aubel" <aubel@lig.di.epfl.ch>
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Date: Fri, 17 Oct 1997 17:39:55 -0600
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To: info-performer@sgi.com
Subject: two questions
Mime-Version: 1.0
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Status: O

Hi,


1) In perfly, just before the Application main loop (main.c) I call one of my
own functions, in which I need to check whether the window (single pipe mode)
is open. I added this line:

 while (!pfIsPWinOpen(ViewState->pw[0])) sleep(1);

which causes an endless loop.

- ViewState points to shared memory.
- The window is opened in the draw process, which is set off by a previous call
to pfFrame (or at least that's what I understand).

Could anyone explain to me what I'm doing wrong?

2) Ten days ago I sent the following post:

> Is there a size limitation when loading textures using the frame buffer as a
> source?
>
>     pfTexLoadMode(tex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_FRAMEBUFFER);
>     pfTexLoadSize(tex, WIN_X, WIN_Y);
>
> if I set WIN_X/WIN_Y to 32, 64 or 128, no problem. If I set them to 256 or
512,
> my windows manager is killed upon the first texture load.
>
> Is this normal?
> I'm running my app. on an Octane, Irix 6.4, performer 2.0

Since then, I ran the same application on an O2 and an Impact: everything
worked fine, no matter the texture size. Did anyone else experience this on
Octanes?

Thanks for your time,

Amaury
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Date: Fri, 17 Oct 1997 12:04:16 -0500
To: info-performer@sgi.com
From: Jeremy Townsend <paradoxgames@mindspring.com>
Subject: Joystick Input for Performer?
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Status: O

Hi, we've been scouring the world for an SGI joystick to use with our
performer app, but so far all we've found is one from BG Systems for
roughly $2500. Apparently all we need is an analog jostick with a 9 pin
serial connection. Do you know of anyone else that makes such a thing, or
where we could look for technical info to make our own?
Thank you very much!

Jeremy Townsend

Paradox Games

fax:(352)375-2799
email:paradoxgames@mindspring.com
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Sender: gary@vr3.tees.ac.uk
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Date: Fri, 17 Oct 1997 20:26:45 +0000
From: Gary Quinn <G.Quinn@tees.ac.uk>
Organization: University of Teesside
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Subject: AntiAlias and Multisampling
References: <199710170900.CAA11627@holodeck.csd.sgi.com>
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Status: O

Hi Performers.

I've got two problems which are holding me back
a little bit.  Can anyone shed some light for me
please.

Firstly, I can't persuade Antialiasing to work when
using 3 channels out of an IR, but it does work
(sometimes) when using only one channel.

I suspect that this has something to do with the
AntiAliasing multisampling which seems to default
to 8x8 when there's enough memory, and nothing when
there's not enough memory - hmmm, but I can't
verify this.

Is there a way to ask for (say) 4x4 or 2x2
multisampling ?  On High and Max Impact, I can't
persuade AntiAliasing to work at all :-(


My second problem seems so trivial that it's
driving me up the wall.  I must be missing something
so silly that I'm prepared to kick myself down the
street when I find the answer.

I can't disable texturing.

pfGStateMode(shared->gstateScene, PFSTATE_ENTEXTURE, PF_OFF);

I've tried pfOverride() with PF_ON and PF_OFF, before AND after
the above - with no effect - textures are always on !


I'm using similar code for wireframe

pfGStateMode(shared->gstateScene, PFSTATE_ENWIREFRAME, PF_ON);

which does enable/disable wireframe for me, so I can't
understand why the texture switch doesn't work.


Thanks in advance,
Gary.



/*****************************\/*********************\
* Gary Quinn, VR Centre            Technical Manager *
* University of Teesside            SG Network Admin *
* Borough Road, Middlesbrough              Go Player *
* Cleveland, TS1 3BA              G.Quinn@tees.ac.uk *
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From guest  Fri Oct 17 13:23:37 1997
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	  id OAA14932; Fri, 17 Oct 1997 14:27:21 -0500 (CDT)
Date: Fri, 17 Oct 1997 14:24:13 -0500 (CDT)
From: Steve Baker <sbaker@link.com>
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Reply-To: Steve Baker <sbaker@link.com>
To: dcibiceli@etcusa.com
cc: info-performer@sgi.com
Subject: Re: Mixing IrisGL code and Performer 2.1 ??
In-Reply-To: <vines.guH8+j+sFoA@bangate.etcusa.com>
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On Fri, 17 Oct 1997 dcibiceli@etcusa.com wrote:

> Hi Performers,
> 	I am trying to insert a HUD code written in IRISGL and performer
> perfly code in 2.1 release. I call the HUD code (Heads Up Display) in
> localpostDraw. I first initiliaze the performer to its basic state and
> call the HUD. I donot have libraries like pf??_igl and all I have is 
> pf??_ogl so I use them.
> 	The program seems to compile with a few warnings but when it
> comes to executing it coredumps at the first point when an IRISGL call
> is made. What am I missing. If those IrisGL functions are not there,
> why isn't the compiler warning me about it ?
> 	Do I have to do some extra stuff so that it does not core dump.

You can't mix IrisGL and OpenGL without *big* problems. I guess it'll
compile and link if you include the IrisGL headers and libs - but I
don't think it'll run.

So, either get the pf*_igl libraries or rewrite your IrisGL code into
OpenGL.

IMHO, it's a very bad idea to develop *anything* in IrisGL anymore because
(IIRC) SGI have plans to abandon IrisGL support completely in the very
near future.

Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
2200 Arlington Downs Road       SBaker@link.com (eMail)
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
http://www.hti.com              http://web2.airmail.net/sjbaker1 (personal)

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


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Subject: Re: Joystick Input for Performer?
To: paradoxgames@mindspring.com (Jeremy Townsend)
Date: Fri, 17 Oct 1997 14:46:22 -0500 (CDT)
Cc: info-performer@sgi.com
In-Reply-To: <3.0.1.32.19971017120416.00692528@pop.mindspring.com> from "Jeremy Townsend" at Oct 17, 97 12:04:16 pm
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> Hi, we've been scouring the world for an SGI joystick to use with our
> performer app, but so far all we've found is one from BG Systems for
> roughly $2500. Apparently all we need is an analog jostick with a 9 pin
> serial connection. Do you know of anyone else that makes such a thing, or
> where we could look for technical info to make our own?
> Thank you very much!
> 

Far too much for a simple I/O converter, don't you think? :-)

For an inexpensive solution (one of several, I might add, but this is
the only one I have handy), look at
	http://this.is/tpg/products/unwinder/

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From guest  Fri Oct 17 16:23:41 1997
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From: "Philip Nemec" <nemec@sgi.com>
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Date: Fri, 17 Oct 1997 15:17:22 -0700
In-Reply-To: Jeremy Townsend <paradoxgames@mindspring.com>
        "Joystick Input for Performer?" (Oct 17, 12:04pm)
References: <3.0.1.32.19971017120416.00692528@pop.mindspring.com>
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To: Jeremy Townsend <paradoxgames@mindspring.com>, info-performer@sgi.com
Subject: Re: Joystick Input for Performer?
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Status: O

I currently know of two (maybe three) PC game devices that plug into the serial
port and thus can be supported by any SGI app...  There is also at least one
box that allows you convert game controller interface to serial.

** Logitech WingMan Warrior - good PC joystick with a wheel to spin with your
left hand.

http://www.uvision.com/prdct/066/42.html - links to by $50-$100

http://www.zdnet.com/wsources/content/960717/hotprod.html - review

http://www.logitech.com/gaming/wingmanwarrior/javaindex.htm - company page

** Thrustmaster - I think one of their joysticks connects to the serial port...
 If anyone can tell me which one I'd appreciate it.

http://www.thrustmaster.com/

** SpaceOrb 360 - a game version of a 3D controller like a Spaceball.  Held
much differently, but the same ideas apply...

http://www.spaceorb.com/ - company page - with link to buy for $80

** Unwinder - convert any game controller joystick (the other 95%) to serial

http://this.is/tpg/products/unwinder/ - $200
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Date: Fri, 17 Oct 1997 15:23:27 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710171523.ZM3874@multipass.engr.sgi.com>
In-Reply-To: Gary Quinn <G.Quinn@tees.ac.uk>
        "AntiAlias and Multisampling" (Oct 17,  8:26pm)
References: <199710170900.CAA11627@holodeck.csd.sgi.com> 
	<3447CA05.59E2@tees.ac.uk>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Gary Quinn <G.Quinn@tees.ac.uk>, info-performer@sgi.com
Subject: Re: AntiAlias and Multisampling
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On Oct 17,  8:26pm, Gary Quinn wrote:
> Subject: AntiAlias and Multisampling
> Hi Performers.
>
> I've got two problems which are holding me back
> a little bit.  Can anyone shed some light for me
> please.
>
> Firstly, I can't persuade Antialiasing to work when
> using 3 channels out of an IR, but it does work
> (sometimes) when using only one channel.
>
> I suspect that this has something to do with the
> AntiAliasing multisampling which seems to default
> to 8x8 when there's enough memory, and nothing when
> there's not enough memory - hmmm, but I can't
> verify this.

You should have a single window, with the same visual.

The problem is probably you disabling antialiasing.

Make sure you turn this on in your open window function and then leave it
alone.

>
> Is there a way to ask for (say) 4x4 or 2x2
> multisampling ?  On High and Max Impact, I can't
> persuade AntiAliasing to work at all :-(

That's because it doesn't have multisample buffer.

>
>
> My second problem seems so trivial that it's
> driving me up the wall.  I must be missing something
> so silly that I'm prepared to kick myself down the
> street when I find the answer.
>
> I can't disable texturing.
>
> pfGStateMode(shared->gstateScene, PFSTATE_ENTEXTURE, PF_OFF);
>

Whoa, youre just changing state for a geostate. Doing this and
overriding won't change the current state and your override will
loke whatever state you have currently.

So to change this for a specific state just make the call without
any override.

To change this globally do this in the draw process:
pfDisable(PFEN_TEXTURE);
pfOverride(PFSTATE_ENTEXTURE, PF_ON);

To restore normal behaviour do this:

pfOverride(PFSTATE_ENTEXTURE, PF_OFF);

Cheers,Angus.
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From: "VenkataKrishnan Chandran" <venkatakrishnanc@hotmail.com>
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Subject: Problem in Intersection.
Content-Type: text/plain
Date: Fri, 17 Oct 1997 21:00:08 PDT
Status: O

Dear Performer users,

Sub: Problem in Intersection.

I have two Objects in one of our simulation software, a 
Spherical body which is in its own DCS and a Terrain
which is placed in SCS. I am trying to get a point on the
Terrain where the Spherical body from certain height,
falls and intersects with it (the terrain).

  To get this point, this is what I have done:

    1. Created a line segment attached to the Spherical
       -body to sense the intersection with Terrain.
  
    2. Code Synopsis :
           
          ball_segset.activeMask = 0x01;
          ball_segset.isectMask  = 0x02;
          ball_segset.mode       = PFTRAV_IS_PRIM | PFTRAV_IS_NORMS;       
      
          
          pfSetVec3(ball_segset.segs[0].pos,0.0f,ball_y,ball_z);
          pfSetVec3(ball_segset.segs[0].dir,0.0f,0.0f,-1.0f);
          ball_segset.segs[0].length = 40.0f;


          isect_ball = pfSegsIsectNode(group,&ball_segset,hit);
        
            if(isect_ball)
            {
               pfVec3 pnt;
                
               pfQueryHit(*hit[0],PFQHIT_POINT,&pnt);
               
               ball_y = pnt[PF_Y];
               ball_z = pnt[PF_Z];        
            }


        3.Observation :
            The Intersection is happening only when the length
            of the isect segment is more than 25.0 (ball_segset.segs[0].
            length). If the isect segment length is less than 25.0,
            intersection is not happening. What could be the reason?
            My interest is at a smaller segment length. Kindly, help
            me in this regard.
	         
Thanks in advance,
Venkat.
          
	          

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From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710180038.ZM4658@multipass.engr.sgi.com>
In-Reply-To: "VenkataKrishnan Chandran" <venkatakrishnanc@hotmail.com>
        "Problem in Intersection." (Oct 17,  9:00pm)
References: <199710180400.VAA04380@f82.hotmail.com>
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To: "VenkataKrishnan Chandran" <venkatakrishnanc@hotmail.com>,
        info-performer@sgi.com
Subject: Re: Problem in Intersection.
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On Oct 17,  9:00pm, VenkataKrishnan Chandran wrote:
> Subject: Problem in Intersection.
> Dear Performer users,
>
> Sub: Problem in Intersection.
>
> I have two Objects in one of our simulation software, a
> Spherical body which is in its own DCS and a Terrain
> which is placed in SCS. I am trying to get a point on the
> Terrain where the Spherical body from certain height,
> falls and intersects with it (the terrain).
>
>   To get this point, this is what I have done:
>
>     1. Created a line segment attached to the Spherical
>        -body to sense the intersection with Terrain.
>
>     2. Code Synopsis :
>
>           ball_segset.activeMask = 0x01;
>           ball_segset.isectMask  = 0x02;
>           ball_segset.mode       = PFTRAV_IS_PRIM | PFTRAV_IS_NORMS;
>
>
>           pfSetVec3(ball_segset.segs[0].pos,0.0f,ball_y,ball_z);
>           pfSetVec3(ball_segset.segs[0].dir,0.0f,0.0f,-1.0f);
>           ball_segset.segs[0].length = 40.0f;
>
>
>           isect_ball = pfSegsIsectNode(group,&ball_segset,hit);
>
>             if(isect_ball)
>             {
>                pfVec3 pnt;
>
>                pfQueryHit(*hit[0],PFQHIT_POINT,&pnt);
>
>                ball_y = pnt[PF_Y];
>                ball_z = pnt[PF_Z];
>             }
>
>
>         3.Observation :
>             The Intersection is happening only when the length
>             of the isect segment is more than 25.0 (ball_segset.segs[0].
>             length). If the isect segment length is less than 25.0,
>             intersection is not happening. What could be the reason?
>             My interest is at a smaller segment length. Kindly, help
>             me in this regard.
>

I haven't looked too closely but what speed is the ball falling?
Also make your your vector points in the direction of motion.
It's quite possible you miss the terrain due to discrete sampling.

Cheers,Angus.
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From: allan (Allan Schaffer)
Message-Id: <9710181621.ZM18264@holodeck.csd.sgi.com>
In-Reply-To: dcibiceli@etcusa.com
        "Mixing IrisGL code and Performer 2.1 ??" (Oct 17, 11:05am)
References: <vines.guH8+j+sFoA@bangate.etcusa.com>
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To: <info-performer@sgi.com>, dogan@ceng.metu.edu.tr
Subject: Re: Mixing IrisGL code and Performer 2.1 ??
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On Oct 17, 11:05am, dcibiceli@etcusa.com wrote:
> 	I am trying to insert a HUD code written in IRISGL and performer
> perfly code in 2.1 release. I call the HUD code (Heads Up Display) in
> localpostDraw. I first initiliaze the performer to its basic state and
> call the HUD. I donot have libraries like pf??_igl and all I have is 
> pf??_ogl so I use them.
> 	The program seems to compile with a few warnings but when it
> comes to executing it coredumps at the first point when an IRISGL call
> is made. What am I missing. If those IrisGL functions are not there,
> why isn't the compiler warning me about it ?
> 	Do I have to do some extra stuff so that it does not core dump.

OpenGL and IRIS GL cannot both be used at the same time by the same
application.  This is why it dumps core.

Since 2.1 uses OpenGL exclusively and your HUD code is IRIS GL, you
must either port your HUD code to OpenGL or downgrade to an IRIS GL
compatible version of Performer (ie, 2.0.x).

With that choice in mind, I'd strongly discourage writing any new
applications using IRIS GL.  All of SGI's current systems (Impact,
Octane, O2, InfiniteReality) are OpenGL-based, and only emulate IRIS
GL via a software layer that can be pretty slow.  You'll be much
better off with OpenGL.

Allan

-- 
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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From: allan (Allan Schaffer)
Message-Id: <9710181717.ZM18549@holodeck.csd.sgi.com>
In-Reply-To: Gary Quinn <G.Quinn@tees.ac.uk>
        "AntiAlias and Multisampling" (Oct 17,  8:26pm)
References: <199710170900.CAA11627@holodeck.csd.sgi.com> 
	<3447CA05.59E2@tees.ac.uk>
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On Oct 17,  8:26pm, Gary Quinn wrote:
> Firstly, I can't persuade Antialiasing to work when
> using 3 channels out of an IR, but it does work
> (sometimes) when using only one channel.

setenv PFNFYLEVEL 9 (or something high) to see why.  My guess is that
with 1 channel, your system runs with medium pixel depth.  With three
channels, you probably only have enough RM boards to support small
pixel depth, which doesn't have any doublebuffered 8-bit multisample
visuals (only 4 bit).  Load the 3-channel video combination & run
/usr/gfx/gfxinfo to see whether you are running with small or medium
pixel depth.

> I suspect that this has something to do with the
> AntiAliasing multisampling which seems to default
> to 8x8 when there's enough memory, and nothing when
> there's not enough memory - hmmm, but I can't
> verify this.
> 
> Is there a way to ask for (say) 4x4 or 2x2
> multisampling ?  

Yes, when configuring the pfPipeWindow do something like this:

static int FBAttrs[] = {
    PFFB_RGBA,
    PFFB_DOUBLEBUFFER,
    PFFB_DEPTH_SIZE, 1,
    PFFB_RED_SIZE, 1,
    PFFB_SAMPLES, 4,
    PFFB_STENCIL_SIZE, 1,
    None,
};

[...]
    pfPWinFBConfigAttrs(pipewindow, FBAttrs);

The 'PFFB_SAMPLES, 4' is a hard specification:  it tells Performer
that you require that item to be exactly that value.  Specifying "1"
in the others says "as much of this as is available."

Load the 3-channel video combination and then run '/usr/sbin/glxinfo'
(or glxinfo -t) to find out what's available.  You can then tailor
your FBAttrs info to this.

> On High and Max Impact, I can't
> persuade AntiAliasing to work at all :-(

High & Max Impact don't have multisample buffers.

> My second problem seems so trivial that it's
> driving me up the wall.  I must be missing something
> so silly that I'm prepared to kick myself down the
> street when I find the answer.
> 
> I can't disable texturing.
> 
> pfGStateMode(shared->gstateScene, PFSTATE_ENTEXTURE, PF_OFF);
> 
> I've tried pfOverride() with PF_ON and PF_OFF, before AND after
> the above - with no effect - textures are always on !

This doesn't work because of lazy evaluation of state.  The "global
geostate" attributes are only used for objects which don't have their
own attributes set.  

pfDisable(PFEN_TEXTURE);
pfOverride(PFSTATE_ENTEXTURE, PF_ON);

...in a DRAW process callback should do the trick.
(See perfly.c 'localPreDraw()' code as an example)

> I'm using similar code for wireframe
> 
> pfGStateMode(shared->gstateScene, PFSTATE_ENWIREFRAME, PF_ON);
> 
> which does enable/disable wireframe for me, so I can't
> understand why the texture switch doesn't work.

Your geostates don't happen to have wireframe specified so they all
pick up whatever is set for the 'global geostate'.

Allan

-- 
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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Date: Mon, 20 Oct 1997 00:11:26 -0700
From: Cao Zhigang <czg@iname.com>
Reply-To: czg@iname.com
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Subject: Still have problem for per-pixel spotlight
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Hello pfFriends,
I try to make per-pixel spotlight on my machine
( iR/IRIX6.2/pf2.1/OpenGL ) and get help from
many friends. But the scene looks like per-vertex
spotlight, NOT PER-PIXEL spotlight. I copied the
code bellow. Please help me.

Thanks

Cao Zhigang
 
 ===================================
 E-Mail: czg@iname.com
 Tel:    (8610)68428861-340
 Fax:    (8610)68424844
 ===================================







void
initEnvironment(void)
{
    pfEarthSky 	*es;

    pfFrustum *shadFrust;
    pfLightSource *proj;
    pfDCS *shadDCS, *projDCS;
    pfTexture *tex; 

    /* Create and configure shadow frustum */
    shadFrust = pfNewFrust(pfGetSharedArena());
    pfMakeSimpleFrust(shadFrust, 1.0f);
    pfFrustNearFar(shadFrust, 10.0f, 10000.0f); 
    
    /* Create and configure red spotlight */
    proj = pfNewLSource();
    tex = pfNewTex(pfGetSharedArena());
    pfLoadTexFile(tex, "spotlight.inta");
    pfLSourceMode(proj, PFLS_PROJTEX_ENABLE, 1);
    pfLSourceAttr(proj, PFLS_PROJ_FRUST, shadFrust);
    pfLSourceAttr(proj, PFLS_PROJ_TEX, tex);
    pfLSourceColor(proj, PFLT_DIFFUSE, 1.0f, 0.0f, 0.0f);
    pfLSourceVal(proj, PFLS_INTENSITY, 1.0f);
    pfLSourcePos(proj, 0.0f, 0.0f, 1000.0f, 1.0f);
    pfSpotLSourceDir(proj, 1.0f, 0.0f, 1.0f);

    /* Add to DCSes so we can move lights around */
    projDCS = pfNewDCS();
    pfAddChild(projDCS, proj);
    pfAddChild(ViewState->scene, projDCS);

    /* Enable emissive pass since scene has emissive surfaces */
    pfChanTravMode(ViewState->masterChan, PFTRAV_MULTIPASS,
                         PFMPASS_EMISSIVE_PASS|PFMPASS_GLOBAL_AMBIENT);

}
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Date: Sun, 19 Oct 1997 14:53:16 -0500 (CDT)
From: Frank Dea <frank@narnia.aero.swri.edu>
To: info-performer@sgi.com
Subject: Performer Window on top.
Message-ID: <Pine.LNX.3.95.971019144037.19046A-100000@narnia.aero.swri.edu>
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Has anyone found a way to tell the window manager to always keep your
Performer window on top of all other windows on the desktop at all times?
If so, did you do this through WM_HINTS?

In the draw process, I can call XRaiseWindow(display, window)
continuously to keep my Performer window on top.  However, it takes
anywhere from 1-3 seconds on an iR Onyx for my Performer window to
return to the top and it does not prevent other windows from covering it 
briefly.  Here's my code for this:

    Window window = pipe->getPWin(0)->getWSWindow(); 
    Display *display = pfGetCurWSConnection(); 
    XRaiseWindow(display, window); 

What I'm looking for, is to request that my Performer window stay on top
once in the pfPipeWindow's configuration function.  This would prevent
other windows from overlapping my Performer window at all times.

Any suggestions?


Thanks in advance,


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

Research Engineer
Southwest Research Institute


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Subject: Re: Mixing IrisGL code and Performer 2.1 ??
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Allan Schaffer wrote:
> 
> With that choice in mind, I'd strongly discourage writing any new
> applications using IRIS GL.  All of SGI's current systems (Impact,
> Octane, O2, InfiniteReality) are OpenGL-based, and only emulate IRIS
> GL via a software layer that can be pretty slow.  You'll be much
> better off with OpenGL.
> 

And what about the RE2 and other IrisGL-based machines ?

Are you sure that OpenGL on top of IrisGL has the same performance than
direct IrisGL ?

------------------------------------------------------------------------
                       Lionel Maiaux
                       l.maiaux@corys.fr
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From: "Jean-Luc Dery" <dery@Discreet.COM>
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On Oct 19,  2:53pm, Frank Dea wrote:
> Subject: Performer Window on top.
>
> Has anyone found a way to tell the window manager to always keep your
> Performer window on top of all other windows on the desktop at all times?
> If so, did you do this through WM_HINTS?
>
> In the draw process, I can call XRaiseWindow(display, window)
> continuously to keep my Performer window on top.  However, it takes
> anywhere from 1-3 seconds on an iR Onyx for my Performer window to
> return to the top and it does not prevent other windows from covering it
> briefly.  Here's my code for this:
>
>     Window window = pipe->getPWin(0)->getWSWindow();
>     Display *display = pfGetCurWSConnection();
>     XRaiseWindow(display, window);
>
> What I'm looking for, is to request that my Performer window stay on top
> once in the pfPipeWindow's configuration function.  This would prevent
> other windows from overlapping my Performer window at all times.
>
> Any suggestions?
XConfigureWindow

Try calling the following after XRaiseWindow:

XFlush( display );

This should take care of the delay.

As for preventing other windows from overlapping, I've never tried it, but have
a look at XChangeWindowAttributes; this could help you.

Hope this helps,

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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Date: Mon, 20 Oct 1997 11:19:38 -0400 (EDT)
From: Hansong Zhang <zhangh@cs.unc.edu>
Reply-To: Hansong Zhang <zhangh@cs.unc.edu>
To: info-performer@sgi.com
Subject: copy z-buffer with scaling on iR
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Hello everyone,

I have a problem copying the Z-buffer (framebuffer to framebuffer)
with a zoom factor. I was to copy a 512x512 area to 256x256, with a
zoom factor of 0.5. My code works on Max Impacts but not on iR, where
the destination 256x256 area is empty after the copy. 

Interestingly, with minor change to the code (GL_DEPTH -> GL_RGBA), I was
able to zoom-copy the color channels on iR with no problem.

My question is: has anybody had the problem before? Is this a known bug
and if so what's the way around it.

Thanks,

Hansong

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


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From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: Audio w/ Performer
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                      Subject:                              Time:  8:46 AM
  OFFICE MEMO         Audio w/ Performer                    Date:  10/20/97

Performer Developers:

What is the best way to get sound into one's application?  I tried using the
"system" command from my C++ program to launch soundplayer and sending it a
midi file to play a single note?  This worked but there must be a better way.

Thanks,
Scott O'Friel


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Subject: Pixel depths on Onyx2 Reality
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Hi all,

By experimenting with ircombine, it seems that the Onyx2 Reality
configuration (NOT the Onyx2 InfiniteReality) does not support pixel
depths greater than "medium", regardless of how many RM8's are
configured, and how small the managed area is.

Any ideas why this is so?

Thanks,
Moshe Nissim
Orad Hi-Tec Systems
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From guest  Mon Oct 20 12:09:06 1997
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199710201757.KAA11325@remi.engr.sgi.com>
Subject: Re: Mixing IrisGL code and Performer 2.1 ??
To: maiaux@corys.fr (Lionel Maiaux)
Date: Mon, 20 Oct 1997 10:57:47 -0700 (PDT)
Cc: info-performer@sgi.com, allan
In-Reply-To: <344B0178.41C6@corys.fr> from "Lionel Maiaux" at Oct 20, 97 08:00:08 am
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Lionel Maiaux wrote:
> 
> Allan Schaffer wrote:
> > 
> > With that choice in mind, I'd strongly discourage writing any new
> > applications using IRIS GL.  All of SGI's current systems (Impact,
> > Octane, O2, InfiniteReality) are OpenGL-based, and only emulate IRIS
> > GL via a software layer that can be pretty slow.  You'll be much
> > better off with OpenGL.
> > 
> 
> And what about the RE2 and other IrisGL-based machines ?
> 
> Are you sure that OpenGL on top of IrisGL has the same performance than
> direct IrisGL ?

 There was no IrisGL with 2.1 as 2.1 is intended only for IR, and
 IR is OpenGL based (IrisGL is slower and have less feature than OpenGL
 on IR, Onyx2, Octane, O2)
 On RE2, you want to use Performer 2.0, and may use IRISGL as it give you
 access to some features that the software OpenGL emmulation wont
 give you (spot lights, shadows ...). In a VisSim Application
 the limitation is very often the fill-rate (especialy on RE2)
 rather than the polygon rate, so you will not see any difference
 between OpenGL and IrisGL on Re2 for a fill limited vis-sim application.

 Note: coming Performer 2.2 is multiplatform, and support IrisGL and OpenGL.


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Hi,

I guess there is an API called "acoustron" or something like ( I don't
remember the name correctly) that to do Stereo/mono effects. You could
embed this in a Performer application and run *.wav files.

I guess you could communicate with the sound-server on your machine
using this api.

Hope this helps ....
-- 
Ram
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Rambabu Munjuluri                 Phone # : 770-564-1148             
E-mail  : ram@ivex3d.com          Fax     : 770-381-0622
IVEX Corporation, Norcross GA.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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In-Reply-To: Moshe Nissim <moshe@orad.co.il>
        "Pixel depths on Onyx2 Reality" (Oct 20,  6:19pm)
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On Oct 20,  6:19pm, Moshe Nissim wrote:
> Subject: Pixel depths on Onyx2 Reality
> Hi all,
>
> By experimenting with ircombine, it seems that the Onyx2 Reality
> configuration (NOT the Onyx2 InfiniteReality) does not support pixel
> depths greater than "medium", regardless of how many RM8's are
> configured, and how small the managed area is.
>
> Any ideas why this is so?
>
> Thanks,
> Moshe Nissim
> Orad Hi-Tec Systems
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Moshe Nissim

This sounds right, Reality has reduced framebuffer capacity compared to i=
R ( it
will only do 4 multisamples max ).

Reality is essentially an iR with it's wings clipped ( hence the price
difference :-) ), there's summary info on:
http://www.sgi.com/Products/hardware/graphics/products/Onyx2Reality.html

Onyx2 Reality
   Hot New Graphics at an Accessible Price

   The Onyx2 Reality deskside system has one to four
   1MB cache MIPS=AE R10000 processors, 64MB to
   2GB of Memory, and a single graphics pipeline with
   one or two Reality Raster Managers (RM).

       5.5M Polygons/sec
       4-sample antialiasing
       2 RM capacity
           40MB Frame Buffer each
           16 or 64MB of Texture Memory
       1-4 180MHz 1MB Cache R10000 CPU's
       64MB-2GB RAM
       1-5 3.5" Ultra SCSI discs (4.5, 9.1GB)
       Integrated Audio and Standard CDROM
       4 I/O Slots (Optional PCI)
       20" Monitor

I hope this isn't too different from what you expected when you bought th=
e
machine !

Cheers
Rob

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Hi folks,

1.)I need to make a custom vof at
1025x768_(60or75)s for an RE2
Can this be done and how?
2.) Can anyone send me some OGL code 
which shows how to interleave 
two color buffers? 
3.) I'm trying to force the stereo.c
app to draw both left/right eye views
at 1025x768_60u instead of 1025x768_96s,
but despite setting Shared->stereo=1 and 
commenting out the pfQuery lines I can 
only draw one channel so obviously 
something else is going on I don't
understand - what is it that happens when
you invoke setmon besides increasing the 
frequency?

Thanks,

Ballard Andrews
 
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199710201947.MAA11861@remi.engr.sgi.com>
Subject: Re: Pixel depths on Onyx2 Reality
To: moshe@orad.co.il (Moshe Nissim)
Date: Mon, 20 Oct 1997 12:47:26 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <344B7661.41C6@orad.co.il> from "Moshe Nissim" at Oct 20, 97 06:19:21 pm
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Moshe Nissim wrote:
> 
> Hi all,
> 
> By experimenting with ircombine, it seems that the Onyx2 Reality
> configuration (NOT the Onyx2 InfiniteReality) does not support pixel
> depths greater than "medium", regardless of how many RM8's are
> configured, and how small the managed area is.
> 
> Any ideas why this is so?

 The Onyx2 reality is limited to 2 RMs and 4-sample antialiasing.
 It also has half the polygon performance, less textured fill rate
 and is limited to medium (512 bits/pixels). It is also
 less expensive that the Infinite Reality :-)

 Please check http://www.sgi.com/Works/EA/caeforum/Prod/sgi/hardware/graphics/products/Onyx2specs.html for comparison between all graphic options.


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Subject: Re: Pixel depths on Onyx2 Reality
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Moshe Nissim wrote:
> 
> Hi all,
> 
> By experimenting with ircombine, it seems that the Onyx2 Reality
> configuration (NOT the Onyx2 InfiniteReality) does not support pixel
> depths greater than "medium", regardless of how many RM8's are
> configured, and how small the managed area is.
> 
> Any ideas why this is so?
> 
> Thanks,
> Moshe Nissim
> Orad Hi-Tec Systems
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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Hi,


The frame buffer size on Onyx2 RE is  1/2 the FBSize of an Onyx2 iR, So
So, you are fixing the FB size to 40MB (MAX) and trying to vary the
pixel depth. Did you try varying the resolution on the RE ?? 

On top of this  the RM8s has upto 4 multisamples and has a very
"shallower" max pixel depth.



Hope this helps ....
-- 
Ram
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Rambabu Munjuluri                 Phone # : 770-564-1148             

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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From: "A. Ballard Andrews" <ballard@sirius.ccd.bnl.gov>
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To: info-performer@sgi.com
Subject: vof, stereo, OGL
Mime-Version: 1.0
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Status: O

Hi folks,

1.)I need to make a custom vof at
1025x768_(60or75)s for an RE2
Can this be done and how?
2.) Can anyone send me some OGL code
which shows how to interleave
two color buffers?
3.) I'm trying to force the stereo.c
app to draw both left/right eye views
at 1025x768_60u instead of 1025x768_96s,
but despite setting Shared->stereo=1 and
commenting out the pfQuery lines I can
only draw one channel so obviously
something else is going on I don't
understand - what is it that happens when
you invoke setmon besides increasing the
frequency?

Thanks,

Ballard Andrews
=======================================================================
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Date: Mon, 20 Oct 1997 13:39:06 -0700
In-Reply-To: Hansong Zhang <zhangh@cs.unc.edu>
        "copy z-buffer with scaling on iR" (Oct 20, 11:19am)
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On Oct 20, 11:19am, Hansong Zhang wrote:
> Subject: copy z-buffer with scaling on iR
> Hello everyone,
>
> I have a problem copying the Z-buffer (framebuffer to framebuffer)
> with a zoom factor. I was to copy a 512x512 area to 256x256, with a
> zoom factor of 0.5. My code works on Max Impacts but not on iR, where
> the destination 256x256 area is empty after the copy.
>

Here's a few pieces of info that would help narrow this down quickly:

Do you have a small piece of code to test this with ?
Are you using IrisGl or OpenGL ?
Do you have latest iR gfx patches ? ( 1808 for Onyx, 2191 for Onyx2 )
Does it work with no zoom ? ( or other values of zoom )
Does glCopyPixels return any GL error ? The quick/easy test would be just run
it through ogldebug and turn on GL error checking. If OpenGL thinks you did a
GL_INVALID_OPERATION say it might just not transfer any pixels and carry on.
Do you have zbuffering etc enabled when you do the copy ?
Do you have a multisampled visual ( and so a multisampled zbuffer ) ?

Cheers
Rob
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Date: Mon, 20 Oct 1997 21:01:06 -0400 (EDT)
From: Hansong Zhang <zhangh@cs.unc.edu>
To: Rob Jenkins <robj@quid>
cc: info-performer@sgi.com
Subject: Re: copy z-buffer with scaling on iR
In-Reply-To: <9710201339.ZM6077@quid.csd.sgi.com>
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Thanks Rob. Problem nailed.

> Are you using IrisGl or OpenGL ?

OpenGL

> Do you have latest iR gfx patches ? ( 1808 for Onyx, 2191 for Onyx2 )

I don't know. Have to ask the facilities.

> Does it work with no zoom ? ( or other values of zoom )

Yes. 512x512 -> 512x512 copy is no problem.

> Does glCopyPixels return any GL error ? The quick/easy test would be just run
> it through ogldebug and turn on GL error checking. If OpenGL thinks you did a
> GL_INVALID_OPERATION say it might just not transfer any pixels and carry on.

No error message. I have glGetError() etc in my program but caught
nothing.

> Do you have zbuffering etc enabled when you do the copy ?

DEPTH_TEST is off. Turns out this is the problem. So on iR if there's no
DEPTH_TEST, there's no depth write. Generally I think this is not quite
right - no DEPTH_TEST should mean writes without any condition
(i.e. not_depth_test = do_depth_test && depth_func_is_ALWAYS), just like
on Impacts. And what about depth reads? Does turning off DEPTH_TEST
prohibits depth reads (sounds even more unreasonable)? have to try this..

Anyway, the convention should at least be the same across machines.

> Do you have a multisampled visual ( and so a multisampled zbuffer ) ?
> 
Turning GLUT_MULTIPSAMPLE on or off (I use glut) doesn't make a 
difference.

Thanks,
Hansong

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From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
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Subject: Re: Pixel depths on Onyx2 Reality
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On Oct 20, 12:47pm, R=E9mi Arnaud wrote:
> Subject: Re: Pixel depths on Onyx2 Reality
> Moshe Nissim wrote:
> >
> > Hi all,
> >
> > By experimenting with ircombine, it seems that the Onyx2 Reality
> > configuration (NOT the Onyx2 InfiniteReality) does not support pixel
> > depths greater than "medium", regardless of how many RM8's are
> > configured, and how small the managed area is.
> >
> > Any ideas why this is so?
>
>  The Onyx2 reality is limited to 2 RMs and 4-sample antialiasing.
>  It also has half the polygon performance, less textured fill rate
>  and is limited to medium (512 bits/pixels). It is also
>  less expensive that the Infinite Reality :-)

You mean less fill performance per PR if you anti-alias.

Cheers,Angus.

--PART-BOUNDARY=.19710201839.ZM7033.engr.sgi.com--

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From: simon@hal.wgs.estec.esa.nl (Simon Mills)
Message-Id: <199710210729.JAA00770@mercury.wgs.estec.esa.nl>
To: info-performer@sgi.com
Subject: Re: Audio w/ Performer
Cc: ofriels1@qmsmtpgw.mugu.navy.mil
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Scott O'Friel wrote:
> What is the best way to get sound into one's application?  I tried using the
> "system" command from my C++ program to launch soundplayer and sending it a
> midi file to play a single note?  This worked but there must be a better way.

I have successfully used the SGI Audio Library which is part of the Digital 
Media Development libraries to add sound to graphics applications including 
Performer applications. I built a library that includes 3D and stereo effects. 
The best way is to create a separate audio rendering process to which you send 
commands. This allows you more control to adjust volume, pitch etc. on the fly 
than the simple "system" command.

Hope it helps.

Regards, Simon Mills

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       Fax: +33 (01) 53.90.11.12
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To: info-performer@sgi.com, "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
From: Roger Morris <rmorris@tswl.co.uk>
Subject: re: Audio w/ Performer
Date: Tue, 21 Oct 1997 09:14:04 -0700
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Status: O


--BeyondBoundary_1_Tue_Oct_21_09:14:06_1997__29
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>  From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>, on 20/10/97 09:19:
>                        Subject:                              Time:  8:46 AM
>    OFFICE MEMO         Audio w/ Performer                    Date:  10/20/97
>  
>  Performer Developers:
>  
>  What is the best way to get sound into one's application?  I tried using the
>  "system" command from my C++ program to launch soundplayer and sending it a
>  midi file to play a single note?  This worked but there must be a better 
>  way.
>  
>  Thanks,
>  Scott O'Friel
>  
>  
>  =======================================================================
>  List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>              Submissions:  info-performer@sgi.com
>          Admin. requests:  info-performer-request@sgi.com
>  
>  
Scott,

You might like to look at AudioWorks from Paradigm Simulation

	http://www.paradigmsim.com/aw.html

==========================
Roger Morris				TRANSFORMATION SOFTWARE
Applications Engineer		Thame Park Road
TEL: 01844 261456			Thame
FAX: 01844 260056			Oxon, OX9 3UQ
E-mail: rmorris@tswl.co.uk
http://www.transform.co.uk
==========================

--BeyondBoundary_1_Tue_Oct_21_09:14:06_1997__29
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From: "Inge E.Henriksen" <inge@autosim.no>
To: "info-perfomer mailing list" <info-performer@sgi.com>
Subject: Fw: Re:Audio w/ Performer
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-----Original Message-----
From: Inge E.Henriksen <inge@autosim.no>
To: info-perfomer mailing list <info-performer@sgi.com>
Date: 21. oktober 1997 11:53
Subject: Re:Audio w/ Performer



>
>***************************************************************************
*
>**
>
>From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
>Date: 20 Oct 1997 09:19:50 U
>Subject: Audio w/ Performer
>
>>                      Subject:                              Time:  8:46 AM
>>  OFFICE MEMO         Audio w/ Performer                    Date:
10/20/97
>
>>Performer Developers:
>
>>What is the best way to get sound into one's application?  I tried using
>the
>>"system" command from my C++ program to launch soundplayer and sending it
a
>
>>midi file to play a single note?  This worked but there must be a better
>way.
>
>>Thanks,
>
>>Scott O'Friel
>
>Hello
>____
>
>You can use a tool called AudioWorks2(TM) from paradigm simulation, you can
>reach them at www.paradimsim.com .

Sorry, I misspelled their WEB-adress ( I have a bad 'G' key on my
keyboard ), the correct adress is www.paradigmsim.com ... There you go !!

>
>Greetings !
>


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To: Hansong Zhang <zhangh@cs.unc.edu>
CC: Rob Jenkins <robj@quid>, info-performer@sgi.com
Subject: Re: copy z-buffer with scaling on iR
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Hansong Zhang wrote:
> 
> Thanks Rob. Problem nailed.
> 
> > Are you using IrisGl or OpenGL ?
> 
> OpenGL
> 
> > Do you have latest iR gfx patches ? ( 1808 for Onyx, 2191 for Onyx2 )
> 
> I don't know. Have to ask the facilities.
> 

you can always check whats installed on your system with the versions
command. lots of options. see the man page. for finding your patches
try:

versions | grep "Patch SG"

dirk
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****************************************************************************
**

From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Date: 20 Oct 1997 09:19:50 U
Subject: Audio w/ Performer

>                      Subject:                              Time:  8:46 AM
>  OFFICE MEMO         Audio w/ Performer                    Date:  10/20/97

>Performer Developers:

>What is the best way to get sound into one's application?  I tried using
the
>"system" command from my C++ program to launch soundplayer and sending it a

>midi file to play a single note?  This worked but there must be a better
way.

>Thanks,

>Scott O'Friel

Hello
____

You can use a tool called AudioWorks2(TM) from paradigm simulation, you can
reach them at www.paradimsim.com .

Greetings !






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To: Rob Jenkins <robj@quid>
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Status: O

Rob Jenkins wrote:

>=20
> This sounds right, Reality has reduced framebuffer capacity compared to=
 iR ( it
> will only do 4 multisamples max ).
>=20
> Reality is essentially an iR with it's wings clipped ( hence the price
> difference :-) ), there's summary info on:
> http://www.sgi.com/Products/hardware/graphics/products/Onyx2Reality.htm=
l
>=20
> Onyx2 Reality
>    Hot New Graphics at an Accessible Price
>=20
>    The Onyx2 Reality deskside system has one to four
>    1MB cache MIPS=AE R10000 processors, 64MB to
>    2GB of Memory, and a single graphics pipeline with
>    one or two Reality Raster Managers (RM).
>=20
>        5.5M Polygons/sec
>        4-sample antialiasing
>        2 RM capacity
>            40MB Frame Buffer each
>            16 or 64MB of Texture Memory
>        1-4 180MHz 1MB Cache R10000 CPU's
>        64MB-2GB RAM
>        1-5 3.5" Ultra SCSI discs (4.5, 9.1GB)
>        Integrated Audio and Standard CDROM
>        4 I/O Slots (Optional PCI)
>        20" Monitor
>=20
> I hope this isn't too different from what you expected when you bought =
the
> machine !
>=20

It is quite different from what I expected.

I knew the fb size is 40 Mb.
I knew it has reduced fill-rate.
I knew it has reduced texture fill-rate.
I knew it has only 4 samples.
But in the above spec there is no mention of a limit on pixel depth that
is
above the normal fb memory limitations.

I could'nt get "large" pixels even when I got down to tiny framebuffer
resolutions and 2x or 4x RMs.

But now I realize the problem is even deeper.

Medium pixels are 512 bits.
This should be enough for rgba + 4 samples + z + double-buffer:
(RGBA+Z)*MS + RGBA =3D (4*12+23)*4 + 4*12 =3D 332
which is much smaller than 512.

Indeed, when I run
findvis 'rgba && ms && z && db'
on an Onyx1 InfiniteReality, configured for medium pixels (as indicated
by
/usr/gfx/gfxinfo), I get many matching visuals, including even stereo
and accumulation.

When I run the same findvis on an Onyx2 Reality configured for medium
pixels,
I get no visuals at all.
Even when lifting the z-buffer and double-buffer requirements (findvis
'rgba && ms')
I get no visuals.

What is going on in there?

Bye,
Moshe Nissim
Orad Hi-Tec Systems
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From: "Inge E.Henriksen" <inge@autosim.no>
To: "info-perfomer mailing list" <info-performer@sgi.com>
Subject: PC spatial sound
Date: Tue, 21 Oct 1997 13:47:08 +0100
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Hello
-------
Even though this is not a direct performer-question I hope you can answer
it!
Is there a spatial,quadrafonic 3D-sound system for PC's ? What I wan't is a
PC-version of Paradigm Simulation's Soundworks(TM). I don't think that the
system called Convolvotron(might be miss-spelled) or Beach-tron is what I
wan't.

Thank you for any help.


Greetings



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Status: O

2019 PF Fatal/SysErr:         pfInitArenas() usinit failed for
/usr/people/mrp/MRP_OTW/pfSemaFile.a000V

Does someone know why I would be getting this error? Unless I run as
root I am unable to allocate and init the share memory....I figure it's a
permission problem, but that's about as far as what's obvious. Can
anyone narrow it down a little more?

Thanks.

- b. wasileski
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Status: O

Hello Performers,

in the perfly-application the events will be received with the function

pfuGetEvents (pfuEventStream *events);

My problem is to find out the right procedure with which I can ask in
the switch assignment in the keybd.c source-code after the "magellan
space mouse events" !

For example to ask the "keybord events" the perfly application use in
the switch assignment the procedure PFUDEV_KEYBD .

Do someone know with procedure I must use to ask my 
"magellan space mouse events" and where can I get more information about
these procedures which are assign to the pfuEventStream (in the IRIS
Performer 2.0 C Reference Pages I don't find nothing).


Thanks in advance,
 
Norbert Kociok
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Subject: Alphatexture + multisampling
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Status: O

Hi performers,

A short question regarding alphatexture and multisampling.
I am using 6.2 on a 2 RM RE2, performer 2.0 (no patches),
perfly, MultiGen file.

In perfly, when i look at a textured polygon with non-constant alpha 
I see severe banding when antialiasing is on.
The texture is perfectly interpolated when antialiasing is switched off.
Banding appears no matter which texture mode is set in MultiGen.
Is this due to the non-existing patches?
I thought I saw it ok. What is the point i am missing?

Thanks in advance,

   Klaus
 ------------------------------------------------------
| Klaus Otto               |                           |
| CAE Elektronik GmbH      | Email: kotto@cae-gmbh.de  |
| Abt. Systemtechnik       |                           |
| Steinfurt 11             | Tel. : +49-2402-106-456   |
| D-52222 Stolberg         | Fax  : +49-2402-106-270   |
| Germany                  |                           |
 ------------------------------------------------------

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Date: Tue, 21 Oct 1997 23:12:47 -0700
From: Cao Zhigang <czg@iname.com>
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Subject: What the spotlight looks like? 
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Status: O

Hello pfFriends,
I have been working on per-pixel Spotlight and asked many
questions on this mail list. Thanks to friends who helped
me. Maybe I'm not smart enough that I still can't get what
that looks like PER-PIXEL SPOTLIGHT.
I use iR station with IRIX6.2/pf2.1/OpenGL. I wrote my program
by modifing perfly. In env.c I added following code:


void
initEnvironment(void)
{
    pfEarthSky	    *es;

    pfFrustum	    *spotFrust;
    pfTexture	    *spotTex; 
    pfFog           *spotFog;
    
    /* Create and configure shadow frustum */
    spotFrust = pfNewFrust(pfGetSharedArena());
    pfMakeSimpleFrust(spotFrust, 20.0f);
    pfFrustNearFar(spotFrust, 1.0f, 100.0f); 
    
    /* Load spotlight texture */
    spotTex = pfNewTex(pfGetSharedArena());
    pfLoadTexFile(spotTex, "spot.rgba");

    /* Create and configure range-attenuation fog model */
    spotFog = pfNewFog(pfGetSharedArena());
    pfFogColor(spotFog, 0.1f, 0.1f, 0.1f);
    pfFogRange(spotFog, 0.0f, 100.0f);

    /* Create and configure spotlight */
    ViewState->spot = pfNewLSource();
    pfLSourceAttr(ViewState->spot, PFLS_PROJ_TEX, spotTex);
    pfLSourceAttr(ViewState->spot, PFLS_PROJ_FRUST, spotFrust);
    pfLSourceAttr(ViewState->spot, PFLS_PROJ_FOG, spotFog);
    pfLSourceColor(ViewState->spot, PFLT_DIFFUSE, 1.0f, 1.0f, 1.0f);
    pfLSourceVal(ViewState->spot, PFLS_INTENSITY, 1.0f);
    pfLSourcePos(ViewState->spot, 0.0f, 0.0f, 0.0f, 1.0f);
    pfSpotLSourceDir(ViewState->spot, 1.0f, 0.0f, 1.0f);
    pfLSourceMode(ViewState->spot, PFLS_PROJTEX_ENABLE, 1);

    /* Add to DCSes so we can move lights around */
    ViewState->spotDCS = pfNewDCS();
    pfAddChild(ViewState->spotDCS, ViewState->spot);
    pfAddChild(ViewState->scene, ViewState->spotDCS);

    /* Enable emissive pass since scene has emissive surfaces */
    pfChanTravMode(ViewState->masterChan, PFTRAV_MULTIPASS,
                         PFMPASS_EMISSIVE_PASS|PFMPASS_GLOBAL_AMBIENT);
    .......
}


void
updateEnvironment(void)
{

    ......    
    /* update pos of spot lightsource */
    pfDCSMat(ViewState->spotDCS, ViewState->viewMat);
    ......
}


The program works but the scene is not lighted PER-PIXEL but PER-VERTEX.
And whatever type the spottexture is, there is no difference. I'v used
the
texture with all texels set to max value and the texture with all texels
set to zero, and no difference. In on-line books and manpage I can't
find
how to make spottexture----its size and type, how it is placed related
with
the lightsource. There is no change if I remark out the line
    pfChanTravMode(ViewState->masterChan, PFTRAV_MULTIPASS,
                         PFMPASS_EMISSIVE_PASS|PFMPASS_GLOBAL_AMBIENT);

I'm in a heavy fog ... don't know where to go. Please help.

Thanks

Cao Zhigang
 
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 E-Mail: czg@iname.com
 Tel:    (8610)68428861-340
 Fax:    (8610)68424844
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Date: Tue, 21 Oct 1997 11:27:29 -0400 (EDT)
From: Hansong Zhang <zhangh@cs.unc.edu>
To: Rob Jenkins <robj@quid>, info-performer@sgi.com
Subject: Re: copy z-buffer with scaling on iR
In-Reply-To: <9710202224.ZM6946@quid.csd.sgi.com>
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Status: O

> > > Do you have latest iR gfx patches ? ( 1808 for Onyx, 2191 for Onyx2 )
> >
> > I don't know. Have to ask the facilities.
> >
> 
> You can see with: versions | grep patch
> 

I don't think we have the patches you mentioned: 
versions | grep patch | grep 1808 shows nothing (the machine is Onyx
chasis with iR upgrade). Our largest-numbered patch is actually 1460.


> > > Does it work with no zoom ? ( or other values of zoom )
> >
> > Yes. 512x512 -> 512x512 copy is no problem.
> >
> 
> So DEPTH_TEST enabled/disabled as you describe below has no effect ( ie always
> works ) if pixelzoom == 1.0 ?
>

That's right. When doing no-zoom copies DEPTH_TEST on/off has no effect.
The copy is fine either way.

> > DEPTH_TEST is off. Turns out this is the problem. So on iR if there's no
> > DEPTH_TEST, there's no depth write. Generally I think this is not quite
> > right - no DEPTH_TEST should mean writes without any condition
> > Anyway, the convention should at least be the same across machines.
> 
> Well, man glEnable says:
> ...
> It doesn't say that if disabled then update depth buffer. Just so I'm clear, do
> you have DEPTH_TEST on while you draw, then turn it off to copypixels or is it
> always the same state ?
>

DEPTH_TEST is on when I draw geometry. Then I disable it to do tricks:-)
The zbuffer copy code happened to be after the depth test's disabled, and
before it's re-enabled for the next draw. 

> Do you know if you actually had a multisampled visual, use glXGetConfig in code
> on your visual, or use the xwininfo command:
>  use -tree option to get all windows then use the -id option on the window
> that's your main draw window, this will show which visual you use. You can look
> at the visual data then with findvis.
> 

The visual is 0x5a:

0x5a, RGBA 12/12/12/12, db, Z 23, S 1

I guess S1 means no multisampling. And I see obviously zig-zag on polygon
edges. 

Actually this is another problem: about a year ago when I was using
GLUT-3.1, multisampling is fine, but after upgrading to 3.2... etc, I lost
it - for the same code. But I'll ask Mark Kilgard about this.  

> The simplest thing might be if you could send me the code you are using, sounds
> like we should get the story straight, especially if behaviour is different
> depending on pixelzoom. If your code is large then it might be a useful
> exercise to narrow it down to a small test case, that always helps in these
> cases.
> 
Yes the program is big (with my own Performer-like data structure!)... but
the parts that causes the problem are simple, so here it is:

        glColorMask(0,0,0,GL_TRUE); 
        glClear(GL_COLOR_BUFFER_BIT); 
        glColor4f(1,1,1,1); 

        glDisable(GL_DEPTH_TEST); 
        .
        .
        .
            // The following call is key to the problem. Without it
            // copy with 0.5 zoom factor won't work (i.e. when
	    // cam_w=cam_h=512, copy_w=copy_h=256)

            // glEnable(GL_DEPTH_TEST); 
            
            //glDepthFunc(GL_ALWAYS);
            glDepthMask(GL_TRUE); 
            CopyPixels(cam_w, cam_h, copy_w, copy_h,
                cam_x0, cam_y0, copy_x0, copy_y0, GL_DEPTH);
            glReadPixels(copy_x0, copy_y0, copy_w, copy_h,
                GL_DEPTH_COMPONENT, GL_FLOAT, zbuffer); 
            glDepthMask(0); 
            glDisable(GL_DEPTH_TEST); 

	    // The following always works.
            // Copy color buffer for debugging purposes only
            glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); 
            CopyPixels(cam_w, cam_h, copy_w, copy_h,
                cam_x0, cam_y0, copy_x0, copy_y0, GL_COLOR); 
            glColorMask(0,0,0,GL_TRUE); 


The CopyPixels() function called above is:

void CopyPixels(int fromWidth, int fromHeight, int toWidth, int toHeight,
                int fromX, int fromY, int toX, int toY,
                int type) 
                /* type can be GL_COLOR, GL_DEPTH, GL_STENCIL */ 
{
   float oldxfactor, oldyfactor; 
   float xfactor = (float) toWidth / (float) fromWidth; 
   float yfactor = (float) toHeight / (float) fromHeight; 
   int oldviewport[4]; 

   PushViewProjMat(); 
   glGetIntegerv(GL_VIEWPORT, oldviewport); 
   Go2D_NoScissor(toX, toY, toWidth, toHeight); 
   glRasterPos2i(0, 0); 

   glViewport(oldviewport[0],oldviewport[1],oldviewport[2],oldviewport[3]); 
   PopViewProjMat(); 
   glGetFloatv(GL_ZOOM_X, &oldxfactor); 
   glGetFloatv(GL_ZOOM_Y, &oldyfactor); 
   /* set zoom factor */
   glPixelZoom(xfactor, yfactor); 

   glCopyPixels(fromX, fromY, fromWidth, fromHeight, type); 
   GLenum error = glGetError(); 
   if (error != GL_NO_ERROR) {
       fprintf(stderr, "GL Error in CopyPixels: %d\n", error); 
   }

   /* restore old zoom factors */
   glPixelZoom(oldxfactor, oldyfactor); 
}



Enjoy,
Hansong

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Date: 21 Oct 1997 09:23:59 U
From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: Execlp'ing a Perf app
To: info-performer@sgi.com
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                      Subject:                              Time:  8:59 AM
  OFFICE MEMO         Execlp'ing a Perf app                 Date:  10/21/97

Hello all:

>From my "launch" app, I am using execlp to launch my performer app after a
fork call.  The new forked child process is overlaid by my performer app using
execlp.  When I do this the performer app fails because it can't load my
models that are pointed to by PFPATH env. var as "/usr/models".
When I load my performer app from the command line it works fine and loads the
models.  I have verified the environment is same in the launch app and the
performer app.

Does anyone know what may be wrong here?  I really appreciate all responses.

Thanks kindly,
Scott O'Friel 


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Date: Tue, 21 Oct 1997 09:29:33 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710210929.ZM1607@multipass.engr.sgi.com>
In-Reply-To: "Klaus Otto" <kotto@cae-gmbh.de>
        "Alphatexture + multisampling" (Oct 21,  2:32pm)
References: <97Oct21.154623gmt+0100.14977@mail.cae-gmbh.de>
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Subject: Re: Alphatexture + multisampling
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On Oct 21,  2:32pm, Klaus Otto wrote:
> Subject: Alphatexture + multisampling
> Hi performers,
>
> A short question regarding alphatexture and multisampling.
> I am using 6.2 on a 2 RM RE2, performer 2.0 (no patches),
> perfly, MultiGen file.
>
> In perfly, when i look at a textured polygon with non-constant alpha
> I see severe banding when antialiasing is on.
> The texture is perfectly interpolated when antialiasing is switched off.
> Banding appears no matter which texture mode is set in MultiGen.
> Is this due to the non-existing patches?
> I thought I saw it ok. What is the point i am missing?

Multisample alpha uses a subpixel screendoor mask for
fast order invariant zbuffered transparency rendering.

Due to the limited number of samples there's a quantizing
effect which is undesirable in some situations.

You can use blended alpha in an antialiased scene if you
change the type of pfTransparency set in the geostates to
PFTR_BLEND_ALPHA.

Cheers,Angus.
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From: scott@ht.com (Scott McMillan)
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Subject: Re: Permission errors
In-Reply-To: <s44c4fde.055@mdc.com> from Bryan Wasileski at "Oct 21, 97 06:46:24 am"
To: bwasileski@mdc.com (Bryan Wasileski)
Date: Tue, 21 Oct 1997 11:35:06 -0400 (EDT)
Cc: info-performer@sgi.com
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Status: O

> 2019 PF Fatal/SysErr:         pfInitArenas() usinit failed for
> /usr/people/mrp/MRP_OTW/pfSemaFile.a000V
> 
> Does someone know why I would be getting this error? Unless I run as
> root I am unable to allocate and init the share memory....I figure it's a
> permission problem, but that's about as far as what's obvious. Can
> anyone narrow it down a little more?
> 
> Thanks.
> 
> - b. wasileski

Yes, this happens if you do not have write permission to that directory
(/usr/people/mrp/MRP_OTW).  A possible solution is to move the semaphore
arena to something like /usr/tmp where _usually_ everyone has write
permission.  You can do this by setting the PFTMPDIR environment variable to
the desired location.  However, is sounds like the software that you are
using is overriding this mechanism with a call to

   pfTmpDir("/usr/people/mrp/MRP_OTW");

If this is the case, you need to change the source code (I recommend removing
it and using the environment variable instead) and recompile.

Hope this helps,
scott

-- 
  Scott McMillan  |     HT Medical, Inc.    | When in doubt,
   scott@ht.com   |    http://www.ht.com    | blame it on
 Ph: 301-984-3706 | 6001 Montrose Rd., #902 | Micro$oft.
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From: Pete Willemsen <willemsn@cs.uiowa.edu>
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Subject: N32 Flight Loaders, version 15.2a
To: info-performer@sgi.com
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Status: O

I've been attempting to find the n32 flight loaders, version 15.2a off
of the Multigen site, but it seems that they only distribute the o32
15.2a loaders there in the prepackaged tar file off of the support
page.

Can anyone direct me to where I can get the n32 (and n64) development
libraries for the version 15.2+ flight loaders?  I'd even take source
that I can build.

Many thanks.

Pete
----------------------------------------------
Pete Willemsen        Department of Comp. Sci.
willemsn@cs.uiowa.edu       University of Iowa
                      ---
http://www.cs.uiowa.edu/~willemsn
----------------------------------------------
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Date: Tue, 21 Oct 1997 13:32:04 -0400
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Status: O

It looks like either your PFTMPDIR environment variable is pointing to
someplace you have no write permission. Or, when you ran as root the app
didn't clean up the temporary files it had created. If that is the case,
when your app now tries to create those temp files, it finds they are
already there, they are owned root, and you don't have permission to
overwrite them.

It is usually better to "setenv PFTMPDIR /tmp" where the /tmp filesystem
has a lot of room available. Then, after running the app, you can "rm
/tmp/pf*" without concern.

Thom

Bryan Wasileski wrote:
> 
> 2019 PF Fatal/SysErr:         pfInitArenas() usinit failed for
> /usr/people/mrp/MRP_OTW/pfSemaFile.a000V
> 
> Does someone know why I would be getting this error? Unless I run as
> root I am unable to allocate and init the share memory....I figure it's a
> permission problem, but that's about as far as what's obvious. Can
> anyone narrow it down a little more?
> 
> Thanks.
> 
> - b. wasileski
> =======================================================================
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-- 
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Message-ID: <344D8877.5E56@orad.co.il>
Date: Tue, 21 Oct 1997 22:00:39 -0700
From: Moshe Nissim <moshe@orad.co.il>
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Subject: Problem with medium pixel-depth on Onyx2 Reality 
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Status: O

Hi all,

There seems to be a crucial difference between available visuals
in the same pixel depth (medium) between Onyx2 Reality and
InfiniteReality.

Although medium pixels (512 bits) should be able to support visuals with
both multisampling and alpha (findvis 'rgba && ms') , as they indeed do
on iR,
such visuals do not exist on Onyx2 Reality.
Again, this is with the SAME pixel depth in both architectures.

I am aware of the fact that the RM8 has 1/2 the fb memory, that it
supports
only 4 samples (not 8), that it is slower, and cheapr. All these things
are in the specs. The specs also advertise RGBA-48-bit color, which is
indeed
available but NOT with multi-sampling.

Any comments?

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


Hi -

I would like to use the GL_ADD texture mode that is available in
OpenGL in my Performer app:

    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);

But i do not see it in the pfTEnvMode function:

     pfTEnvMode(tev, PFTE_ADD);   !! not allowed

Will this be supported in Performer 2.2?  Is there any work
around possible in currently released versions of Performer?

Thanks in advance!

ken

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Date: Tue, 21 Oct 1997 14:22:15 -0500
From: Bryan Wasileski <bwasileski@mdc.com>
To: info-performer@sgi.com
Subject:  permissions
Status: O

Sorry folks:

Unfortunately, everyone responded with the same answer about making
sure I had write permissions on the PFTMPDIR.  I do have write
permission on /usr/tmp. Additionally, I set PFTMPDIR to my local directory
to assure myself that it wasn't a write priveledges issue and I was still
having the problem.

I'm stumped....does anyone have another suggestion?
Thanks.


- bryan wasileski
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From: "Rob Jenkins" <robj@quid>
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Date: Tue, 21 Oct 1997 16:54:06 -0700
In-Reply-To: Hansong Zhang <zhangh@cs.unc.edu>
        "Re: copy z-buffer with scaling on iR" (Oct 21, 11:27am)
References: <Pine.SGI.3.96.971021105022.11528A-100000@histidine.cs.unc.edu>
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To: Hansong Zhang <zhangh@cs.unc.edu>, info-performer@sgi.com
Subject: Re: copy z-buffer with scaling on iR
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Status: O

On Oct 21, 11:27am, Hansong Zhang wrote:
> Subject: Re: copy z-buffer with scaling on iR
> > > > Do you have latest iR gfx patches ? ( 1808 for Onyx, 2191 for Onyx2 )
> > >
> > > I don't know. Have to ask the facilities.
> > >
> >
> > You can see with: versions | grep patch
> >
>
> I don't think we have the patches you mentioned:
> versions | grep patch | grep 1808 shows nothing (the machine is Onyx
> chasis with iR upgrade). Our largest-numbered patch is actually 1460.
>

You must have one of the Onyx iR gfx patches ( 1460 is an iR gfx diagnostics
patch ). Run 'versions | grep -i patch' and look through the descriptions of
the patches for something like 'InfiniteReality N Release' where N will 2nd,
third, or fourth for patches 1355, 1699 or 1808 respectively.

If you have any of those patches prior to 1808 the I would recommend getting
1808 ( log a support call with you local office ). I can't be sure it will fix
your problem but it has many other fixes and performance enhancements in.

>
> > > > Does it work with no zoom ? ( or other values of zoom )
> > >
> > > Yes. 512x512 -> 512x512 copy is no problem.
> > >
> >
> > So DEPTH_TEST enabled/disabled as you describe below has no effect ( ie
always
> > works ) if pixelzoom == 1.0 ?
> >
>
> That's right. When doing no-zoom copies DEPTH_TEST on/off has no effect.
> The copy is fine either way.
>

This is important and doesn't sound right, the zoom shouldn't change behaviour.

> > > DEPTH_TEST is off. Turns out this is the problem. So on iR if there's no
> > > DEPTH_TEST, there's no depth write. Generally I think this is not quite
> > > right - no DEPTH_TEST should mean writes without any condition
> > > Anyway, the convention should at least be the same across machines.
> >
> > Well, man glEnable says:
> > ...
> > It doesn't say that if disabled then update depth buffer. Just so I'm
clear, do
> > you have DEPTH_TEST on while you draw, then turn it off to copypixels or is
it
> > always the same state ?
> >
>
> DEPTH_TEST is on when I draw geometry. Then I disable it to do tricks:-)
> The zbuffer copy code happened to be after the depth test's disabled, and
> before it's re-enabled for the next draw.
>

This makes sense, you typically should turn off any fragment type operations
you can before doing GL pixel operations to shorten the pixel path and get
better performance.

> > Do you know if you actually had a multisampled visual, use glXGetConfig in
code
> > on your visual, or use the xwininfo command:
> >  use -tree option to get all windows then use the -id option on the window
> > that's your main draw window, this will show which visual you use. You can
look
> > at the visual data then with findvis.
> >
>
> The visual is 0x5a:
>
> 0x5a, RGBA 12/12/12/12, db, Z 23, S 1
>
> I guess S1 means no multisampling. And I see obviously zig-zag on polygon
> edges.
>

Actually S1 means the visual has 1 stencil plane, the number of samples in a
visual is shown like this ( see man findvis ):

0x77, RGBA 10/10/10/0, db, Z 16, samples 4

> Actually this is another problem: about a year ago when I was using
> GLUT-3.1, multisampling is fine, but after upgrading to 3.2... etc, I lost
> it - for the same code. But I'll ask Mark Kilgard about this.
>

It's unlikely that Mark broke something so fundemental without noticing, I
expect it's due to some other difference like ( just guessing ): You have less
RM boards or you ask for different visual characteristics and end up with no
samples or you have a different vof etc. Could you break your initial window
setup code down to a simple test case so we can consider that seperately ?


I'll look into this more and get back to you.

Cheers
Rob

> > The simplest thing might be if you could send me the code you are using,
sounds
> > like we should get the story straight, especially if behaviour is different
> > depending on pixelzoom. If your code is large then it might be a useful
> > exercise to narrow it down to a small test case, that always helps in these
> > cases.
> >
> Yes the program is big (with my own Performer-like data structure!)... but
> the parts that causes the problem are simple, so here it is:
>
>         glColorMask(0,0,0,GL_TRUE);
>         glClear(GL_COLOR_BUFFER_BIT);
>         glColor4f(1,1,1,1);
>
>         glDisable(GL_DEPTH_TEST);
>         .
>         .
>         .
>             // The following call is key to the problem. Without it
>             // copy with 0.5 zoom factor won't work (i.e. when
> 	    // cam_w=cam_h=512, copy_w=copy_h=256)
>
>             // glEnable(GL_DEPTH_TEST);
>
>             //glDepthFunc(GL_ALWAYS);
>             glDepthMask(GL_TRUE);
>             CopyPixels(cam_w, cam_h, copy_w, copy_h,
>                 cam_x0, cam_y0, copy_x0, copy_y0, GL_DEPTH);
>             glReadPixels(copy_x0, copy_y0, copy_w, copy_h,
>                 GL_DEPTH_COMPONENT, GL_FLOAT, zbuffer);
>             glDepthMask(0);
>             glDisable(GL_DEPTH_TEST);
>
> 	    // The following always works.
>             // Copy color buffer for debugging purposes only
>             glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
>             CopyPixels(cam_w, cam_h, copy_w, copy_h,
>                 cam_x0, cam_y0, copy_x0, copy_y0, GL_COLOR);
>             glColorMask(0,0,0,GL_TRUE);
>
>
> The CopyPixels() function called above is:
>
> void CopyPixels(int fromWidth, int fromHeight, int toWidth, int toHeight,
>                 int fromX, int fromY, int toX, int toY,
>                 int type)
>                 /* type can be GL_COLOR, GL_DEPTH, GL_STENCIL */
> {
>    float oldxfactor, oldyfactor;
>    float xfactor = (float) toWidth / (float) fromWidth;
>    float yfactor = (float) toHeight / (float) fromHeight;
>    int oldviewport[4];
>
>    PushViewProjMat();
>    glGetIntegerv(GL_VIEWPORT, oldviewport);
>    Go2D_NoScissor(toX, toY, toWidth, toHeight);
>    glRasterPos2i(0, 0);
>
>    glViewport(oldviewport[0],oldviewport[1],oldviewport[2],oldviewport[3]);
>    PopViewProjMat();
>    glGetFloatv(GL_ZOOM_X, &oldxfactor);
>    glGetFloatv(GL_ZOOM_Y, &oldyfactor);
>    /* set zoom factor */
>    glPixelZoom(xfactor, yfactor);
>
>    glCopyPixels(fromX, fromY, fromWidth, fromHeight, type);
>    GLenum error = glGetError();
>    if (error != GL_NO_ERROR) {
>        fprintf(stderr, "GL Error in CopyPixels: %d\n", error);
>    }
>
>    /* restore old zoom factors */
>    glPixelZoom(oldxfactor, oldyfactor);
> }
>
>
>
> Enjoy,
> Hansong
>-- End of excerpt from Hansong Zhang

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From: Wade Olsen <wade@slack.shoreline-studios.com>
To: info-performer
CC: wade@slack.shoreline-studios.com, jrg@slack.shoreline-studios.com
Subject: pfFont's and pfDrawBin's don't mix?
Status: O


How can I add 3D Textured Fonts to a DrawBin.  
I'm using the code below to set the draw bin but 
it doesn't seem to work. The text is draw before
everything else and when I do a pfDrawBin(PFSORT_TRANSP_BIN),
the text doesn't show up at all. 

  pfFont * font = pfdLoadFont_type1("Times-Elfin", PFDFONT_TEXTURED);

  //==== Add GeoSet To Draw Bin ====//
  int num_chars = font->getMode( PFFONT_NUM_CHARS );
  for ( int i = 0 ; i < num_chars ; i++ )
    {
      pfGeoSet* cg = font->getCharGSet( i );
      if ( cg )
        cg->setDrawBin(PFSORT_TRANSP_BIN);
    }

Any ideas?

Thanks,

J.R. & Wade
-- 
-----------------------------
Wade Olsen, Shoreline Studios
e-mail:	wade@shoreline-studios.com
phone:	650-969-7896
fax:	650-969-7864
www:	http://www.shoreline-studios.com
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Subject: Two questions using Performer with Motif
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Status: O

Dear Performers,

I integrated my performer program with Motif.
Basically, I used the motif.C in sample programs directory as
template and put my code into it. However, after change,
two problems occurred.

First, the program runs about the half the speed of before
motif integration. Is it normal? Or is there anything that
I have to set or I am missing?  

Second, trasparency works partially. It seems that transparency
works among objects, but not with black background or a texture
that covers the whole background. Someone hinted that I shoud
set the following in my resource file. But it didn't work.

    *glwidget*rgba:  TRUE
    *glwidget*alphaSize: 1
    *glwidget*allocateBackground: TRUE
    *glwidget*doublebuffer: TRUE

Can somebody help me?

Thanks in advance.

Byungsung Cho
rtv@bbs.para.co.kr
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Date: Wed, 22 Oct 1997 08:59:29 +0300
From: Harri Kaimio <harri.kaimio@yle.fi>
Organization: Finnish Broadcasting Company
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To: info-performer@sgi.com
Subject: Re: pfFont's and pfDrawBin's don't mix?
References: <199710220120.SAA13586@slack.shoreline-studios.com>
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Status: O

Wade Olsen wrote:

> How can I add 3D Textured Fonts to a DrawBin.
> I'm using the code below to set the draw bin but
> it doesn't seem to work. The text is draw before
> everything else and when I do a pfDrawBin(PFSORT_TRANSP_BIN),
> the text doesn't show up at all.
>
>   pfFont * font = pfdLoadFont_type1("Times-Elfin", PFDFONT_TEXTURED);
>
>   //==== Add GeoSet To Draw Bin ====//
>   int num_chars = font->getMode( PFFONT_NUM_CHARS );
>   for ( int i = 0 ; i < num_chars ; i++ )
>     {
>       pfGeoSet* cg = font->getCharGSet( i );
>       if ( cg )
>         cg->setDrawBin(PFSORT_TRANSP_BIN);
>     }
>

I have run into the same problem. It seems that text is drawn with
PFSORT_OPAQUE_BIN regardless of what is defined for the geosets, which
is a bit strange since pfdLoadFont, for example, sets NO_OCCLUDE
bit of the loaded texture. Sounds like a bug to me...

My solution was to develop my own text object that handles transpared
textures correctly (well, if it is possible in Z-buffered systems ;-)

By the way, as I am nagging about pfText, I ran into some other
problems as well when implementing my own text classes. It seems to
me that when you have geosets that are drawn in depth sorted order,
Performer resets the whole geostate (or at least a big part of it)
between every geoset. With many characters, all in their own geosets,
this causes performance problems (with a 400 character string I measured
around 25 ms overhead per frame on High Impact!) Of course there are partial
solutions. I put all of the string's geometry into one geoset, but
if there are other transparent objects (that can be small when compared
with text) the drawing order is often wrong. This can be solved some times
by creating a new draw bin for all text objects and by drawing it after other
transparent objects, but there are cases in which this doesn't work
either.

Could Performer handle these cases better? Could it for example test whether
the new geostate is actually different from he current one before resetting
hardware? Or perhaps it is fixed in some of the latest Performer patches (this
was some time ago and I am not exactly sure if I had installed all
patches at that time)

Best wishes,
Harri

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



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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199710220639.XAA18661@remi.engr.sgi.com>
Subject: Re: pfFont's and pfDrawBin's don't mix?
To: wade@slack.shoreline-studios.com (Wade Olsen)
Date: Tue, 21 Oct 1997 23:39:54 -0700 (PDT)
Cc: info-performer, wade@slack.shoreline-studios.com,
        jrg@slack.shoreline-studios.com
In-Reply-To: <199710220120.SAA13586@slack.shoreline-studios.com> from "Wade Olsen" at Oct 21, 97 06:20:27 pm
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Status: O

Wade Olsen wrote:
> 
> 
> How can I add 3D Textured Fonts to a DrawBin.  
> I'm using the code below to set the draw bin but 
> it doesn't seem to work. The text is draw before
> everything else and when I do a pfDrawBin(PFSORT_TRANSP_BIN),
> the text doesn't show up at all. 
> 
>   pfFont * font = pfdLoadFont_type1("Times-Elfin", PFDFONT_TEXTURED);
> 
>   //==== Add GeoSet To Draw Bin ====//
>   int num_chars = font->getMode( PFFONT_NUM_CHARS );
>   for ( int i = 0 ; i < num_chars ; i++ )
>     {
>       pfGeoSet* cg = font->getCharGSet( i );
>       if ( cg )
>         cg->setDrawBin(PFSORT_TRANSP_BIN);
>     }
> 
> Any ideas?

 The pfGeoSet has to have a pfGeoState directly attached to it.
 pfGeoSet::setGState(pfGeoState *), if it does not, it will not go
 in a bin.

 Note that you can create your own bin, using pfChannel::setBinOrder(bin, order)
 and give that bin an order greater than PFSORT_TRANSP_BIN_ORDER (1), and
 setDrawBin() to that bin.

> 
> Thanks,
> 
> J.R. & Wade
> -- 
> -----------------------------
> Wade Olsen, Shoreline Studios
> e-mail:	wade@shoreline-studios.com
> phone:	650-969-7896
> fax:	650-969-7864
> www:	http://www.shoreline-studios.com
> =======================================================================
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> 

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From: "Inge E.Henriksen" <inge@autosim.no>
To: "John Perser" <jppc@paradigmsim.com>
Cc: "info-perfomer mailing list" <info-performer@sgi.com>
Subject: Re: PC spatial sound
Date: Wed, 22 Oct 1997 09:42:38 +0100
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-----Original Message-----
From: John Perser <jperser@paradigmsim.com>
To: Inge E.Henriksen <inge@autosim.no>
Date: 21. oktober 1997 16:30
Subject: Re: PC spatial sound



>Are you looking for something that runs on an internal soundcard on the
same
>machine as your graphics processes?
>What operating system are you interested in?

Hello Mr . John Perser
---------------------------------
I would like to run the sound on Windows NT V4.0(TM), but other
operation-systems could also be interresting. The soundcard would preferable
be a mass-produced one, like Soundblaster AWE64 (TM) that has a chipset that
handles 3D-sound ( called EMU 3D ) without demanding much of the main
processor.


Greetings
>
>-----Original Message-----
>From: Inge E.Henriksen <inge@autosim.no>
>To: info-perfomer mailing list <info-performer@sgi.com>
>Date: Tuesday, October 21, 1997 9:06 AM
>Subject: PC spatial sound
>
>
>>Hello
>>-------
>>Even though this is not a direct performer-question I hope you can answer
>>it!
>>Is there a spatial,quadrafonic 3D-sound system for PC's ? What I wan't is
a
>>PC-version of Paradigm Simulation's Soundworks(TM). I don't think that the
>>system called Convolvotron(might be miss-spelled) or Beach-tron is what I
>>wan't.
>>
>>Thank you for any help.
>>
>>
>>Greetings
>>
>>
>>
>>=======================================================================
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>>            Submissions:  info-performer@sgi.com
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>>
>
>

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From: Tran <tran@aei.ch>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
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Date: Wed, 22 Oct 1997 09:46:00 +0200
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Hi performer,

Do you know  E-mail address of Oracle user.
Thank you for a pointer to that address.

                                      Best regards

			  Tran

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From guest  Wed Oct 22 08:56:54 1997
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Date: Wed, 22 Oct 1997 09:06:24 -0700 (PDT)
From: Steve Baker <sbaker@link.com>
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Reply-To: Steve Baker <sbaker@link.com>
To: ken sartor <sartor@bur.visidyne.com>
cc: info-performer@sgi.com
Subject: Re: texture modes
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On Tue, 21 Oct 1997, ken sartor wrote:

> I would like to use the GL_ADD texture mode that is available in
> OpenGL in my Performer app:
> 
>     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
> 
> But i do not see it in the pfTEnvMode function:
> 
>      pfTEnvMode(tev, PFTE_ADD);   !! not allowed
> 
> Will this be supported in Performer 2.2?  Is there any work
> around possible in currently released versions of Performer?

My (beta) copy of 2.2 *does* define PFTE_ADD - so I guess it should
work in 2.2.

I don't know if there is a work-around for 2.0 or 2.1. The 'define'
for all the PFTE_ env modes are just the same as the OpenGL tokens,
so I suppose there is a *chance* that you might have success if
you simply hack in:

  #define PFTE_ADD GL_ADD

-- NO promises!
-- Don't forget to take this out when you eventually do upgrade to 2.2!
-- Don't do this for IrisGL!)


Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
2200 Arlington Downs Road       SBaker@link.com (eMail)
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
http://www.hti.com              http://web2.airmail.net/sjbaker1 (personal)

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


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Date: Wed, 22 Oct 1997 17:47:11 +0100
To: info-performer@sgi.com
From: BILLARD Olivier <ceti@worldnet.net>
Subject: a question not answered on the mailling list
Status: O

a few weeks ago, I saw this question, but none of us answered on the list.

Maybe the asker (I guess M. Grollmann) got direct answers, but I'd like to
know if there is a way to do this :

is there a possibility to load and play
quicktime movies or avis or mpegs (from hard disk)
as texture on an object, without special video
hardware ?
Where can I find (if it exists) a -little- source code ?
==================================================================
      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ 
    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ 
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  _/  _/  _/        _/     _/ _/     _/    _/       _/  _/   
  _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/  
                                                              
     BILLARD Olivier  - Engineer R&D  -   C&I Software 
     1 avenue de la mer  - 44380  PORNICHET  -  FRANCE 
     Tel: +33 2 40 11 68 72      Fax: +33 2 40 61 68 14     
  Email: ceti@worldnet.net  URL:http://www.worldnet.net/~ceti 
=================================================================
                          \\\|||///
                         \\  - -  //
                          (  @ @  )
       +----------------oOOo-(_)-oOOo----------------------+
       | " We don't inherit the world from our ancestors,  |
       |      it's only a loan from our children ."        |
       |             Antoine de Saint Exupery.             |
       +-------------------------Oooo----------------------+
                         oooO   (   )
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From guest  Wed Oct 22 10:33:38 1997
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From: John Rauch <m248582@fltsim.stl.mo.boeing.com>
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Subject: database paging
To: info-performer@sgi.com
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Is there anybody on this list who has implemented database paging?
I am attempting to download a pfList of pfTextures to the graphics
hardware, and share my pfList of "downloaded" textures with the 
database paging routines.  Has anyone else had any success with this?

John Rauch
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From guest  Wed Oct 22 12:56:13 1997
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From: "Eric Tran" <etran@CGSD.COM>
To: "Inge E.Henriksen" <inge@autosim.no>, "John Perser" <jppc@paradigmsim.com>
Cc: "info-perfomer mailing list" <info-performer@sgi.com>
Subject: Re: PC spatial sound
Date: Wed, 22 Oct 1997 23:02:56 -0700
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Greetings,

Have you heard of the Diamond's 3D Monster Sound Card ?
Diamon Multimedia's web page http://www.diamondmm.com/
should have more info.

Eric Tran
------------------------------------------------------------------
Computer Graphics Systems Development Corp.
office:  (650)903-4932
lab: (650)903-4930  
fax: (650)967-5252

=-==--=-=-=-=--=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=
> From: Inge E.Henriksen <inge@autosim.no>
> Subject: Re: PC spatial sound
> 
> -----Original Message-----
> From: John Perser <jperser@paradigmsim.com>
> Subject: Re: PC spatial sound
> 
> 
> 
> >Are you looking for something that runs on an internal soundcard on the
> same
> >machine as your graphics processes?
> >What operating system are you interested in?
> 
> Hello Mr . John Perser
> ---------------------------------
> I would like to run the sound on Windows NT V4.0(TM), but other
> operation-systems could also be interresting. The soundcard would
preferable
> be a mass-produced one, like Soundblaster AWE64 (TM) that has a chipset
that
> handles 3D-sound ( called EMU 3D ) without demanding much of the main
> processor.
> 
> 
> Greetings
> >
> >-----Original Message-----
> >From: Inge E.Henriksen <inge@autosim.no>
> >Subject: PC spatial sound
> >
> >
> >>Hello
> >>-------
> >>Even though this is not a direct performer-question I hope you can
answer
> >>it!
> >>Is there a spatial,quadrafonic 3D-sound system for PC's ? What I wan't
is
> a
> >>PC-version of Paradigm Simulation's Soundworks(TM). I don't think that
the
> >>system called Convolvotron(might be miss-spelled) or Beach-tron is what
I
> >>wan't.
> >>
> >>Thank you for any help.
> >>
> >>
> >>Greetings
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Subject: File Converter
Content-Type: text/plain; charset=us-ascii
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Status: O

Hi anybody,
        recently I intended to write an universal 3d model file
converter basing on the Performers support of different file formats
using the pfdLoadFile and pfdStoreFile routines. But unfortunately the
notify handler always says 'Converter does not support
pfdStoreFile_????'. What's the
matter with it ? Do I need a special version of Performer or why aint
these routines included ? Where do find the refering libraries or where
can I get them ?

Thanks in advance, Stefan.

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Stefan Jahn                                                _/
_/ Student an der Fachhochschule fuer Technik und Wirtschaft  _/
_/ fon: 049-030-4491702                                       _/
_/ email: stefan@linux.f1.fhtw-berlin.de                      _/
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From: "Linda Rae" <lrae@indy3.gstone.com>
To: <info-performer@sgi.com>
Subject: Memory Leak in IRIX Texture Memory Management???
Date: Wed, 22 Oct 1997 12:23:24 -0700
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Hello all:

I am hoping the problem that I am describing is user induced; but I will be
wecoming all inputs...

My app runs on IRIX6.2 on an Onyx w/ 256M memory.   One platform has 2 RM4
boards and 1 platform has 2 RM5 boards.   The app is loading a terrain
database that contains a total  of  64M of texture.   I am not currently doing
any active database management (like with pfDBase).   I am letting IRIX/
Performer handle the Texture memory management as my app moves through the
database.

The problem is that there an apparent memory leak.     If I run my app with a
terrain database that contains < 4 MB texture.  This memory leak does not
occur.     Additionally this memory leak does no occur on my O2.  (yes, yes, I
know the O2 has different graphics HW etc..  )  Which is why I think that 
this problem I am experiencing is down in the RasterMemory memory management
scheme.  Additionally this problem can be reproduced on any similiar HW
platform.   Some other obvious observations include that leakage rate
accelerates as I increase the number of different camera views drawing the
Terrain view.   Is there a patch(s)  that I am not aware of??    Has anyone
else attempted overload the RM memory w/out activly managing the database
(e.g. pfDBase)....    

Any insight/ opinions etc will be welcome...

Thank-you.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Linda Rae                                                           4950
Murphy Canyon Rd
GreyStone Technology                                       San Diego, CA 92123
lrae@gstone.com
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Date: Wed, 22 Oct 1997 20:53:29 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710222053.ZM5930@multipass.engr.sgi.com>
In-Reply-To: Steve Baker <sbaker@link.com>
        "Re: texture modes" (Oct 22,  9:06am)
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To: Steve Baker <sbaker@link.com>, ken sartor <sartor@bur.visidyne.com>
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On Oct 22,  9:06am, Steve Baker wrote:
> Subject: Re: texture modes
> On Tue, 21 Oct 1997, ken sartor wrote:
>
> > I would like to use the GL_ADD texture mode that is available in
> > OpenGL in my Performer app:
> >
> >     glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
> >
> > But i do not see it in the pfTEnvMode function:
> >
> >      pfTEnvMode(tev, PFTE_ADD);   !! not allowed
> >
> > Will this be supported in Performer 2.2?  Is there any work
> > around possible in currently released versions of Performer?
>
> My (beta) copy of 2.2 *does* define PFTE_ADD - so I guess it should
> work in 2.2.
>
> I don't know if there is a work-around for 2.0 or 2.1. The 'define'
> for all the PFTE_ env modes are just the same as the OpenGL tokens,
> so I suppose there is a *chance* that you might have success if
> you simply hack in:
>
>   #define PFTE_ADD GL_ADD
>
> -- NO promises!
> -- Don't forget to take this out when you eventually do upgrade to 2.2!
> -- Don't do this for IrisGL!)
>

I've used this successfully for light map textures in beta
Performer 2.2, you should be aware that you can always call
the gl or even try calling performer with the gl token.

The performer texture code makes some tests on the token so
the GL_TEXTURE_ENV_COLOR parameter will not actually work
when using the add token and you must call the gl for this
anyway.
This should be fixed in the 2.2 release.

Cheers,Angus.
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From: "Inge E.Henriksen" <inge@autosim.no>
To: "info-perfomer mailing list" <info-performer@sgi.com>
Subject: PC-3D sound
Date: Thu, 23 Oct 1997 15:18:37 +0100
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Status: O

 Hello all
-------------
Since we are looking into using PC to create a spatial 3D-sound using four
 six speaker solution is also interresting ) speakers, we are eager to get
in touch with any company or person(s) that has created such a system. If
any you have made (or heard of ) any such routines that you think could be
transferred with ease to a PC with a soundcard please let me know by sending
me an e-mail.

Greetings from Inge E.Henriksen, Database designer, Autosim A/S .




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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
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Status: O

=0D=0CHi all,
This question is not especifically a pf one, but a general 3D animation
question.

I know the following input space-time data :
at time t1 : x1, y1, z1, vx1, vy1, vz1
at time t2 : x2, y2, z2, vx2, vy2, vz2

I want the interpolated : x, y, z for time t, where t1 <=3D t < t2
The path should obviously be smooth and derivable.

I know this may be a cubic spline (4 constraints), or something like that=
,
but I would like to get a good formula, without re-inventing the wheel...=


the pfuPath utilities does not convince me, because it is working with a =
set
of lines and fillets, while I am working with a discrete set of points an=
d
speeds. But maybe there is a simple way to convert my input data given ab=
ove,
into pfuPath input lines-arcs data...

Thanks
Mike


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Subject: pfTexture error
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Status: O

I've got a hopefully simple problem with pfTexture.  We have an ONYX
RE2 and and Indigo2.  Both have Performer 2.0 and IRIX 6.2.  When I
run one of our Medit models on the ONYX with the complex.C sample
program, everything works fine.  But when I try to run it on the Indigo,
I get this error repeated:
PF Warning/Usage:              pfTexture::apply() - bad number of components -1
The application opens but almost all of the textures are missing.

Any advice is appreciated.

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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Date: Thu, 23 Oct 1997 13:34:55 -0700
From: "Kaylor, Brett" <Brett.Kaylor@GSC.GTE.Com>
Subject: n32 libpfs.a installation
To: "'=Performer Group'" <info-performer@sgi.com>
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Status: O

All,

I have been using -32 static libs successfully on an Onyx RE2/ IRIX 6.2/
Performer 2.0.2.
I am trying to install -n32 static libs.  Starting with the 2.0 CD; I
install n32 static libs
including the GL independent libs.  Then I install patch 1392;
everything installs but
the n32 GL independent libs.  

The conflict I get is missing performer_dev.sw32.common_performer.
I do have performer_dev.sw32.common_static_performer.  
I am trying to get the libpfs.a n32 version.

Any ideas?

Thanks.

P.S.  To all who answered my RE2 -> iR port questions; thanks it went
great.


========================================================
Brett B. Kaylor
Software Engineer

GGovernment Systems
1805 West Drake Drive
Tempe, AZ 85283
 
Tel: 602.777.1725
Fax: 602.777.1717
eMail: brett.kaylor@gsc.gte.com     http://www.gsc.gte.com


"A BILLION HERE, A BILLION THERE,  SOONER 
 OR LATER IT ADDS UP TO REAL MONEY."
     - Senator Everett Dirksen

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

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does any one have the math for converting world coords to x,y coords



easy question easy answer


thanks for the help

	garrett
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Form: Memo
Text: (6 lines follow)

	I would like to be added to your list for the performer user group. This 
would be greatly
appreciated.
	THANK YOU
		Kenneth Mackenzie
Use Proportional Font: true
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From: src@rose.engr.sgi.com (Sharon Clay)
Message-Id: <9710231728.ZM5153@rose.engr.sgi.com>
In-Reply-To: "Kaylor, Brett" <Brett.Kaylor@GSC.GTE.Com>
        "n32 libpfs.a installation" (Oct 23,  1:34pm)
References: <8160010C5363D0118D3B00805FC1840469B7EB@mtvex03.mtv.gtegsc.com>
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+>---- On Oct 23,  1:34pm, Kaylor, Brett wrote:
> Subject: n32 libpfs.a installation
->All,
->
->I have been using -32 static libs successfully on an Onyx RE2/ IRIX 6.2/
->Performer 2.0.2.
->I am trying to install -n32 static libs.  Starting with the 2.0 CD; I
->install n32 static libs
->including the GL independent libs.  Then I install patch 1392;
->everything installs but
->the n32 GL independent libs.  
->
->The conflict I get is missing performer_dev.sw32.common_performer.
->I do have performer_dev.sw32.common_static_performer.  
->I am trying to get the libpfs.a n32 version.
->
->Any ideas?
->

Yup - we screwed up the dependancy rule with a typo and didn't
catch it - terribly sorry.
I am really glad you are going to N32 and found it though!
I only hope more people hit it soon :-)

Anyway, for this patch, 'set rulesoverride on' to get around this.

src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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Michael,

BOCCARA Michael wrote:
> 
> Hi all,
> This question is not especifically a pf one, but a general 3D animation
> question.
> 
> I know the following input space-time data :
> at time t1 : x1, y1, z1, vx1, vy1, vz1
> at time t2 : x2, y2, z2, vx2, vy2, vz2
> 
> I want the interpolated : x, y, z for time t, where t1 <= t < t2
> The path should obviously be smooth and derivable.
> 
> I know this may be a cubic spline (4 constraints), or something like that,
> but I would like to get a good formula, without re-inventing the wheel...
> 
> the pfuPath utilities does not convince me, because it is working with a set
> of lines and fillets, while I am working with a discrete set of points and
> speeds. But maybe there is a simple way to convert my input data given above,
> into pfuPath input lines-arcs data...

We also need to do this frequently and our approach has been to write
interfaces to standard animation packages, so far Wavefront and TDI
Explore. Importing your key points and interpolating them is very easy
in both Wavefront and Explore. The animations are then exported into a
format suitable for reading in real time by our Performer applications
using the library. Of course you need access to Wavefront or Explore...

-- 
Regards, Simon

======================================================================
Simon Mills
Silicon Worlds S.A.
c/o System Simulation Section (WAS)
Automation & Informatics Department
European Space Research And Technology Centre (ESTEC)
Postbus 299                           e-mail:   simon@wgs.estec.esa.nl
2200AG Noordwijk                      phone:    +31-(0)71-565-3725
The Netherlands                       fax:      +31-(0)71-565-5419
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Roger Morris wrote:
> 
> No answer to your question, but check your date setting!
> 
> This message came in dated October 1996!!!
> 
> ==========================
> Roger Morris                            TRANSFORMATION SOFTWARE
> Applications Engineer           Thame Park Road
> TEL: 01844 261456                       Thame
> FAX: 01844 260056                       Oxon, OX9 3UQ
> E-mail: rmorris@tswl.co.uk
> http://www.transform.co.uk
> ==========================


does the date on my machine have anything to do with the question??
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To: James Klinge <klinge@reality.psych.umn.edu>
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On Thu, 23 Oct 1997, James Klinge wrote:

> I've got a hopefully simple problem with pfTexture.  We have an ONYX
> RE2 and and Indigo2.  Both have Performer 2.0 and IRIX 6.2.  When I
> run one of our Medit models on the ONYX with the complex.C sample
> program, everything works fine.  But when I try to run it on the Indigo,
> I get this error repeated:
> PF Warning/Usage:              pfTexture::apply() - bad number of components -1
> The application opens but almost all of the textures are missing.

I have seen this kind of problem with some texture maps created
with the MultiGen texture editing package. Some maps come out with
inconsistant 'dimension' and 'z-depth' fields in the image file
header. IIRC this happens when you convert a map from one image
'depth' to another (eg '.rgb' -> '.int' or '.rgba' -> '.rgb')

[ This may have been fixed in recent releases of MultiGen. ]

Anyway, you are using Medit (how are you creating your textures?)
and I can't explain why it might be different for RE2 versus Indigo
though, so maybe there is another reason.

Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
2200 Arlington Downs Road       SBaker@link.com (eMail)
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
http://www.hti.com              http://web2.airmail.net/sjbaker1 (personal)

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


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bball@cae-gmbh.de wrote:
> 
> From: Bettina Ball <bball@cae-gmbh.de>
> To: Garrett Williams <gwilliams@etcflorida.com>
> Subject: Re: world to x
> Message-Id: <97Oct24.091430gmt+0100.14977@mail.cae-gmbh.de>
> Mime-Version: 1.0
> Content-Type: TEXT/PLAIN; charset=US-ASCII
> 
> Hi Garrett,
> 
> On Wed, 23 Oct 1996, Garrett Williams wrote:
> > does any one have the math for converting world coords to x,y coords
> 
> Sorry, can't give you a concrete answer, but perhaps a helpful link:
> 
> http://www.astro.virginia.edu/~eww6n/math/math0.html
> 
> Hope that 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         |
>  ------------------------------------------------------


cool sight with a lot of information..
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To: Mario Veraart <rioj7@fel.tno.nl>, sgi <info-performer@sgi.com>
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Mario Veraart wrote:
> 
> >
> > does any one have the math for converting world coords to x,y coords
> > easy question easy answer
> > thanks for the help
> 
> Hi,
> 
> It all depends on the projection you use.
> An easy one and widely available code is UTM coordinates.
> There are books about this subject of Geodetic <--> UTM
> 
> Mario


I know there are books on the subject

	garrett
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Eric Hirschorn wrote:
> 
> Garrett Williams wrote:
> >
> > does any one have the math for converting world coords to x,y coords
> 
> Yes.
> 
> >
> > easy question easy answer
> >
> > thanks for the help
> 
> Sure.
> 
> >
> >         garrett
> > =======================================================================
> > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
> >             Submissions:  info-performer@sgi.com
> >         Admin. requests:  info-performer-request@sgi.com


How should I put this $#%@@$#%@$#%!#%#@!%^#

Thanks for nothing...!!!
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What gives?????

I thought this place was for help??

I see many questions posted and some answers posted.  

I dont know about the rest of you but this place has been of little
help.  I either get smart ass replys like the one from Eric Hirschorn
<eric123@airmail.net> or information about a book to read like from
Mario Veraart <rioj7@fel.tno.nl>..

I ask the questions to get an answer.  Is that so hard??  

I had the understanding that this place was for sharing knowlige.  If
you know the answer to somthing please explain it as you know it.  If
you dont know the answer just say so.

Thanks for lisening..
	garrett

ps.. I know I cant spell.

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Hi,

I am trying to activate GL display lists, using pfuTravSetDListMode().
Calling this function on my scene graph does not have any effect at all.
I expected some kind of performance gain using the display lists.
Is there anything I have to keep in mind? Any suggestions on how I can
actually check the usage of the display lists?

I tried the -T1 option of perfly which does not seem to do anything either!


J.C.




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Mario Veraart wrote:

> does any one have the math for converting world coords to x,y coords
> easy question easy answer
> thanks for the help

Check out:

  http://www.utexas.edu/depts/grg/gcraft/notes/coordsys/coordsys.html



Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
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From: "Dave Freitag" <dfreitag@fallschurch.esys.com>
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Date: Fri, 24 Oct 1997 12:42:57 -0400
In-Reply-To: "Garrett Williams" <gwilliams@etcflorida.com>
        "Re: world to xy" (Oct 24,  7:39am)
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	<326F7F91.446B@etcflorida.com>
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> Garrett Williams wrote:
>
> does any one have the math for converting world coords to x,y coords
>
> Yes.
>
>
> easy question easy answer
>
> thanks for the help
>
> Sure.
>
>
>         garrett

I am assuming worlds coord are Lat/Lons.

If this is the case than it is not an easy question.

A simple technique is to bound your scene against Lat/Long and
calculate degrees per pixel.  For example you now your scene
is bounded by 34N118w 36N117W you calculate for each y unit will
represent 36 - 34 / max y units and for x, 118 - 117 / max x units.

To get more accurate results and for larger areas you may want to take into
account the curvature of the earth.  All I can give on this is a Web Site which
talks about Map Projections and Geodetic Datums.

Check out this site: http://www.utexas.edu/depts/grg/gcraft/notes/gps/gps.html
Look for the icons Map Projections, Geodetic Datums and Coordinate systems.

Or you could use a realtime package which has database conversion such as
Paradigm's Vega.

Dave Freitag


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From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
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        "Re: pfTexture error" (Oct 24,  8:58am)
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> On Thu, 23 Oct 1997, James Klinge wrote:
>
> > I've got a hopefully simple problem with pfTexture.  We have an ONYX
> > RE2 and and Indigo2.  Both have Performer 2.0 and IRIX 6.2.  When I
> > run one of our Medit models on the ONYX with the complex.C sample
> > program, everything works fine.  But when I try to run it on the Indigo,
> > I get this error repeated:
> > PF Warning/Usage:              pfTexture::apply() - bad number of
components -1
> > The application opens but almost all of the textures are missing.
>

Look for errors during the load. It's likely that the loader couldn't fint the
image files due to the paths in the file. You should see the file names causing
problems during the loading phase.

Cheers,Angus.
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In-Reply-To: "Garrett Williams" <gwilliams@etcflorida.com>
        "world to xy" (Oct 23, 12:06)
References: <326E6CA4.41C6@etcflorida.com>
X-Face: (%+h@d^QtgD5P'vSaMK,85TeXMhh+{<8]$Htk]p5K42=-?TE*NdftIL)|(O+:m6F32S3KF*
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I recently found some useful information on topics related to your
question at:

http://www.utexas.edu/ftp/depts/grg/gcraft/notes/datum/datum.html

You might find something useful - it explains both geodetic datum and
UTM-type map projections, together with some information on transforming
between datum.

I hope it's of use...

Tom
---

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From: richard@gossamar.paradigmsim.com (Richard McDonald)
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Date: Fri, 24 Oct 1997 13:31:16 -0500
In-Reply-To: "Garrett Williams" <gwilliams@etcflorida.com>
        "re:re: world xy..." (Oct 24,  7:52am)
References: <326F82C4.794B@etcflorida.com>
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On Oct 24,  7:52am, Garrett Williams wrote:
> Subject: re:re: world xy...
> What gives?????
>
> I thought this place was for help??

Usually, it is. Don't know why the pointless replys came out, but they
did seem rather smart. Usually if nobody has an answer, you get nothing.

If I understand your question, you were wanting to go from world coordinates
to x,y?

Some details are needed here. World coordinates can mean anything. Usually,
models of objects, etc are created and transformed into a set of common
3d "world coordinates". Then a set of viewing parameters which define what
is being viewed, where as well as a frustum are defined and tied together
(through Performer code) and Viola... Rendering!

If what you want to find is how to convert geographic projections, then
you should consult the literature. In particular, the USGS publishes a book
entitled "Map Projections, a Working Manual" which is pretty much THE book
on cartography.

Heres a good place to start if you want to research map projections:

http://everest.hunter.cuny.edu/mp/index.html

> I see many questions posted and some answers posted.
>
> I dont know about the rest of you but this place has been of little
> help.  I either get smart ass replys like the one from Eric Hirschorn
> <eric123@airmail.net> or information about a book to read like from
> Mario Veraart <rioj7@fel.tno.nl>..
>
> I ask the questions to get an answer.  Is that so hard??
>
> I had the understanding that this place was for sharing knowlige.  If
> you know the answer to somthing please explain it as you know it.  If
> you dont know the answer just say so.
>
> Thanks for lisening..
> 	garrett
>
> ps.. I know I cant spell.
>
> ***********************************************
> The only stupid questions are thoes not asked.
> The only stupid answers are from thoes that dont know.
> ***********************************************
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>-- End of excerpt from Garrett Williams



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        "Re: pfTexture error" (Oct 24,  8:58am)
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..snip..
> Anyway, you are using Medit (how are you creating your textures?)
> and I can't explain why it might be different for RE2 versus Indigo
> though, so maybe there is another reason.
>

If you could run the sample with ogldebug ( installed from ogldebug.sw.ogldebug
) and turn on OpenGL error checking you might see an actual OGL error that is
happening, it could be that Performer is trying to do some OGL texture thing
that is OK on RE2 but not Impact, you'd get more of a clue by looking at the
man page 'Machine Dependancies' and 'Errors' sections for the OGL call that
triggered the error. I think I've only ever seen this happen with something
like shadow rendering though, not 'normal' texture applications like complex.C
.....

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Fri, 24 Oct 1997 11:40:44 -0700
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710241140.ZM9338@multipass.engr.sgi.com>
In-Reply-To: Jean-Claude Bachmann <jean-claude.bachmann@artemedia.de>
        "gl display lists" (Oct 24,  5:24pm)
References: <3450BDBD.9433BC0D@artemedia.de>
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On Oct 24,  5:24pm, Jean-Claude Bachmann wrote:
> Subject: gl display lists
>
> Hi,
>
> I am trying to activate GL display lists, using pfuTravSetDListMode().
> Calling this function on my scene graph does not have any effect at all.
> I expected some kind of performance gain using the display lists.
> Is there anything I have to keep in mind? Any suggestions on how I can
> actually check the usage of the display lists?

You may not see a performance win. Display lists are
probably of most benefit on ONYX(1) iR or on single CPU
systems where you run an APPCULL_o_DRAW processing model.

Cheers,Angus.
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From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
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In-Reply-To: "Garrett Williams" <gwilliams@etcflorida.com>
        "re:re: world xy..." (Oct 24,  7:52am)
References: <326F82C4.794B@etcflorida.com>
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On Oct 24,  7:52am, Garrett Williams wrote:
> Subject: re:re: world xy...

> I had the understanding that this place was for sharing knowlige.  If
> you know the answer to somthing please explain it as you know it.  If
> you dont know the answer just say so.
>

Youre right it is, keep posting your questions.


Cheers,Angus.
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Date: Fri, 24 Oct 1997 14:00:18 -0500 (CDT)
From: Steve Baker <sbaker@link.com>
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To: Garrett Williams <gwilliams@etcflorida.com>
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Subject: re:re: world xy...
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On Thu, 24 Oct 1996, Garrett Williams wrote:

> What gives?????
> 
> I thought this place was for help??
 
I agree. If you can't say something useful, don't say anything. That
goues double for mailing lists with >600 people on them.

As I said before, check out:

  http://www.utexas.edu/depts/grg/gcraft/notes/coordsys/coordsys.html

That web site contains more information than you could possibly need
to know about map projections. It also has links to all sorts of other
resources.

The summary version is:

* Are you going from Lat/Long/Altitude to a *FLAT* earth representation
  of to a *CURVED* earth representation? This makes a big difference
  to the answer.

IF FLAT EARTH THEN:

  * Realise that you can only get an approximation to reality, and
    you have to choose which kinds of errors to accept. The two
    most frequently used algorithms are Lambert and Transverse Mercator.
    Neither is better in an absolute sense - one minimises the error
    in distances between places as measured on the flat surface as
    compared to on the true earth, the other minimises angular errors.
    I forget which is which.

IF CURVED EARTH THEN:

  * Can you simply approximate the earth as a sphere?

    IF SO THEN

      * A couple of sin/cos calls and you are done.

    ELSE

      * The 'official' standard for the shape of the earth was
        defined in 1984 and is called 'WGS-84'. It is a description
        of a squashed ellipsoid.


Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
2200 Arlington Downs Road       SBaker@link.com (eMail)
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
http://www.hti.com              http://web2.airmail.net/sjbaker1 (personal)

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


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Subject: Re: pfTexture error
To: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Date: Fri, 24 Oct 1997 14:14:03 -0500 (CDT)
Cc: info-performer@sgi.com
In-Reply-To: <9710240954.ZM9050@multipass.engr.sgi.com> from "Angus Dorbie" at Oct 24, 97 09:54:41 am
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This was the problem.  The pfTexture error messages scrolled by so fast, 
I never saw the loading errors.  Many thanks to all the helpful people
who responded to my question.


Thanks,
Jim.

 
 
> > On Thu, 23 Oct 1997, James Klinge wrote:
> >
> > > I've got a hopefully simple problem with pfTexture.  We have an ONYX
> > > RE2 and and Indigo2.  Both have Performer 2.0 and IRIX 6.2.  When I
> > > run one of our Medit models on the ONYX with the complex.C sample
> > > program, everything works fine.  But when I try to run it on the Indigo,
> > > I get this error repeated:
> > > PF Warning/Usage:              pfTexture::apply() - bad number of
> components -1
> > > The application opens but almost all of the textures are missing.
> >
> 
> Look for errors during the load. It's likely that the loader couldn't fint the
> image files due to the paths in the file. You should see the file names causing
> problems during the loading phase.
> 
> Cheers,Angus.
> =======================================================================
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-- 
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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Organization: Hughes Training, Inc.
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To: Garrett Williams <gwilliams@etcflorida.com>
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Garrett,

  Sorry for my ill-conceived reply.  I incorrectly assumed 
that your note was some sort of troll.  [Perhaps I need a vacation
from this list for a while...]

  But I'm still not sure what you are asking for: lla to xyz 
conversions or perhaps GL world coordinate to pixel coordinate 
relationships???  Could you be more specific next time?

Eric
eric123@airmail.net

Garrett Williams wrote:
> 
> What gives?????
> 
> I thought this place was for help??
> 
> I see many questions posted and some answers posted.
> 
> I dont know about the rest of you but this place has been of little
> help.  I either get smart ass replys like the one from Eric Hirschorn
> <eric123@airmail.net> or information about a book to read like from
> Mario Veraart <rioj7@fel.tno.nl>..
> 
> I ask the questions to get an answer.  Is that so hard??
> 
> I had the understanding that this place was for sharing knowlige.  If
> you know the answer to somthing please explain it as you know it.  If
> you dont know the answer just say so.
> 
> Thanks for lisening..
>         garrett
> 
> ps.. I know I cant spell.
> 
> ***********************************************
> The only stupid questions are thoes not asked.
> The only stupid answers are from thoes that dont know.
> ***********************************************
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Subject: Re: your mail
To: cpleijsa@vtd.fel.tno.nl (Jan Mark Pleijsant)
Date: Fri, 24 Oct 1997 15:39:12 -0500 (CDT)
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In-Reply-To: <199710241545.RAA27531@vtd> from "Jan Mark Pleijsant" at Oct 24, 97 05:45:02 pm
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I had the same problem and I dont't remember for sure how I fixed it, but this
is what you can try...
The part might be positioned with some offset from the center of the coordinate
system. Which means that it is there but it is outside of your viewing area.
I found it helpful to use vgPrint on the root node to know for sure what is
happening.

Another thing to do is to make sure you have the right hierarchy stracture in 
MultiGen.
You should have your db node with group nodes as children that have object nodes
as their children, etc..

If this does not help let me know and I'll try to remember what else I could've
done to fix the problem.

Vadim

> 
> Hi vg's,
> 
> I have a problem concerning parts. In MultiGen I've created a DOF bead for an object. I have loaded the flt
> file in LynX and enabled the "Make parts list" option. When I previewed
> the scene, only the DOF bead was not visible. The same happened when I used the Object
> viewer. The Object Property Editor showed nothing at all, not even the
> object itself.
> 
> Further, I tried to enable the part creation using vgParts, but without
> any result up to now.
> 
> Is there anyone who can help me to enable part-selection and part
> motion in Vega? Maybe I'm overlooking something. Please help.
> 
> Thanks in advance and regards,
> 
> Jan-Mark
> 
> --
> ir J.M. Pleijsant
> Cap Gemini ATS-FOT Visualisatie
> 	E-mail: Pleijsant@vtd.fel.tno.nl
> 			or
> 		JPleijsa@inetgate.capgemini.nl
> www.CapGemini.nl
> 

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


Hi pfPeople

To eliminate the pfBuffer::merge() overhead in the Dbase
process, I have recently been trying to manage a pfSwitch
between two processes.

A slow update process builds the scene under the
unselected switch value while the selected switch
value is fed to the graphics pipeline.

The problem:  	The process working on the unselected
		subgraph causes a SegV when calling
		pfDelete().

I created the process with a regular old fork().
Indigo2 Max Impact, Irix 6.2, Performer 2.1.

Any ideas?  I would greatly appreciate any help.

	

Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris
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From: Eric Hirschorn <eric123@airmail.net>
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To: Garrett Williams <gwilliams@etcflorida.com>
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Subject: Re: world xy...
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Garrett,

  The UTM transformations are pretty involved, especially 
  when dealing with an ellipsoidal Earth model.  It is possible to
  skip over the derivations and use canned routines, and still
  have a basic understanding of what is going on.  But I
  understand if you are one of the few who need to derive the
  results - although I am not one of those few, I am still interested in
  the topic.  On the other hand, if you just need public domain 
  software w/o the derivations I can point you to a source:

  http://everest.hunter.cuny.edu/mp/software.html

  In the spherical Earth case I'm sure the equations simplify
  a bit, but I'm not sure if you are on the right track or not
  on the "Great Circle".  Your equation for Y, for example, reduces 
  to Y/6378137=lat, which I don't think can be better than a rough 
  approximation for small lat.  Your expression for X looks pretty 
  suspicious also, but right now just in the intuitive sense.  What 
  lat,lon conditions do you think the "Great Circle" correspond to?  
  More basically, are you trying to project a sphere onto a transverse 
  cylinder, which is part of the meaning of UTM?

  I am interested in the topic, so feel free to send me your
  derivations via fax: (817) 619-4028.  As you see, your alleged
  trolling activities were entirely successful.

  Eric


Garrett Williams wrote:
> 
>[...]
> any way From what I have found out so far I wish to go from lat/long's
> to utm's..  I am getting close with the "GreatCircle"  but my X value is
> off a bit...
> 
> here is what I have so far...
> X=6378137*acos( (sin(lat) * sin(lat)) + (lat) * cos(lat) * cos(-long))
> );
> Y=6378137*acos( (sin(0) * sin(lat)) + (cos(0) * cos(lat) * cos(0)) );
> 
> 
> Wacha think


-- 
Eric S. Hirschorn
eric123@airmail.net
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Date: Fri, 24 Oct 1997 23:07:48 -0400 (EDT)
From: Frederic Francis <pffred@llogic.com>
To: info-performer@sgi.com
Subject: Re: Kinematics Interpolation
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On Thu, 23 Oct 1997, BOCCARA Michael wrote:

> Hi all,
> This question is not especifically a pf one, but a general 3D animation
> question.
> 
> I know the following input space-time data :
> at time t1 : x1, y1, z1, vx1, vy1, vz1
> at time t2 : x2, y2, z2, vx2, vy2, vz2
> 
> I want the interpolated : x, y, z for time t, where t1 <= t < t2
> The path should obviously be smooth and derivable.
> 
> I know this may be a cubic spline (4 constraints), or something like that,
> but I would like to get a good formula, without re-inventing the wheel...
> 
> the pfuPath utilities does not convince me, because it is working with a set
> of lines and fillets, while I am working with a discrete set of points and
> speeds. But maybe there is a simple way to convert my input data given above,
> into pfuPath input lines-arcs data...
> 
> Thanks
> Mike

Hi Michael,

Here is some code which creates a pf line segment from a 
Bezier curve segment. I haven't used in a while but it 
should work.

Feel free to mail me directly if you have problems getting
what you need out of it.

			Fred.

__________________________________________________________

#include <math.h> 
#include <Performer/pr/pfGeoSet.h> 
#include <Performer/pr/pfLinMath.h> 
#include <Performer/pf/pfGeode.h>
#include <iostream.h>

struct controlPoints {
 pfVec3 p0,p1,p2,p3;  
}; 

void calculateBezierQ(pfVec3 &q, float t, const controlPoints &cp); 

pfNode *makeSpline(void)  {
 int numSegments = 1; 
 int numControlPoints = 4; 
 int numCoordsPerSegment = 10; 

 controlPoints cp; 

 // Refer to Computer Graphics Principles and Practice
 // 2nd Edition by Foley, van Dam, Feiner, Hughes
 // pages 488-489 to see how to relate your v1 and v2
 // vectors to the middle control points: 
 // v1 = 3(cp.p1 - cp.p0)  v2 = 3(cp.p3 - cp.p2) 

 cp.p0.set(0.0f, 0.0f, 0.0f); // x1, y1, z1
 cp.p1.set(4.0f, 0.0f, 3.0f); 
 cp.p2.set(4.0f, 0.0f, 0.0f); 
 cp.p3.set(5.0f, 0.0f, 0.8f); // x2, y2, z2

 int numCoords = numSegments * numCoordsPerSegment; 
 pfVec3 *coords = (pfVec3 *) new(numCoords * sizeof(pfVec3)) pfMemory; 

 float delta = numCoords - 1; 
 delta = 1.0f / delta; 

 for (int i=0; i < numCoords; i++) 
 {
  float t = i * delta; 
  calculateNurbsQ(coords[i], t, cp); 
 }

 pfVec4 *colors = (pfVec4 *) new(sizeof(pfVec4)) pfMemory; 
 colors[0].set(0.0f, 1.0f, 0.0f, 1.0f); 

 pfGeoSet *gset = new pfGeoSet; 
 gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, coords, NULL); 
 gset->setAttr(PFGS_COLOR4, PFGS_OVERALL, colors, NULL); 
 gset->setPrimType(PFGS_LINESTRIPS); 

 int numPrims = 1; 

 gset->setNumPrims(numPrims); 
 int *len = (int *) new(numPrims*sizeof(int)) pfMemory; 
 len[0] = numCoords; 
 gset->setPrimLengths(len); 

 pfGeode *geode = new pfGeode; 
 geode->addGSet(gset); 

 return geode;  
}

void calculateBezierQ(pfVec3 &q, float t, const controlPoints &cp)  {
 float qvalue[3]; 
 float oneMinusT = 1.0f - t; 

 float b0 = pow(oneMinusT,3); 
 float b1 = 3.0 * t * pow(oneMinusT,2); 
 float b2 = 3.0 * pow(t, 2) * oneMinusT; 
 float b3 = pow(t, 3); 

 for (int i=0; i < 3; i++) 
 {
  qvalue[i] = b0 * cp.p0[i] + b1 * cp.p1[i] + b2 * cp.p2[i] + b3 * cp.p3[i]; 
 }

 q.set(qvalue[0], qvalue[1], qvalue[2]); 
}

__________________________________________________________________

Frederic Francis 			email: fred@llogic.com 
Director of Technology 			phone: 1-514-287-1166 
Lateral Logic 				fax:  1-514-287-3360
__________________________________________________________________


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Subject: Re: pfSwitches
To: chris@scotch.physics.ucla.edu (chris)
Date: Sat, 25 Oct 1997 23:10:52 -0700 (PDT)
Cc: info-performer@sgi.com
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chris wrote:
> 
> 
> Hi pfPeople
> 
> To eliminate the pfBuffer::merge() overhead in the Dbase
> process, I have recently been trying to manage a pfSwitch
> between two processes.
> 
> A slow update process builds the scene under the
> unselected switch value while the selected switch
> value is fed to the graphics pipeline.
> 
> The problem:  	The process working on the unselected
> 		subgraph causes a SegV when calling
> 		pfDelete().
> 
> I created the process with a regular old fork().
> Indigo2 Max Impact, Irix 6.2, Performer 2.1.
> 
> Any ideas?  I would greatly appreciate any help.

 Only the APP process can modify the database and keep the multibuffering 
 safe, that is why Performer introduces the pfBuffer datastructure.

 If the pfBuffer::merge() is a too large overhead, then just like
 texture paging where you do not want to load all the new textures
 in the hardware in a single frame, you have to split the changes
 in small chuncks.


 Regards


    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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Date: Sun, 26 Oct 1997 14:24:25 +0100 (MET)
From: Jonas Andersson <jonasa@cs.umu.se>
To: info-performer@sgi.com
Subject: Help: clipmap-problems
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Hi Performers,=20


I am trying to use clipmapping with performer 2.1 on an Onyx2 iR.

I=B4ve setup image-caches and fed them to icache  - found in
/usr/share/Performer/src/pguide/libpr/C/ - and they work fine.

BUT, I can=B4t get cliptex under the same directory to work. It
displays part of my clipmap but there=B4s no movement.


I've also tried modifying asdfly but all I get there is a greyish color
instead of my black-and-white clipmap.



ANY help or comments are greatly appreciated,
thank=B4s in advance,
  Jonas






Some more details:

I=B4ve got a demo called yosemite that works fine, but only with the
provided asdfly. If I compile asdfly myself it doesn=B4t work.
cliptex doesn=B4t work with the yosemite-clipmap either...


I=B4ve tried using an ordinary texture in asdfly with the same texture
coordinates as the clipmap and it works fine...

_________________________________________________________________________=
_______
Jonas Andersson			jonasa@cs.umu.se, http://www.cs.umu.se/~jonasa

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Date: Sun, 26 Oct 1997 09:21:50 -0800 (PST)
From: Ryan Mckinley <rmckinle@leda.ucsd.edu>
To: info-performer@sgi.com
Subject: saving an object in Performer
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Hi -

I have an aplication where I load many .flt files and combine them in
many ways to produce a new object.  I want to save this object, and have
it load the next time I run the program.  I imagine there is a simple
way to do this, but don't see anything...

Thanks in advance,

Ryan

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Date: Sun, 26 Oct 1997 18:34:03 -0800 (PST)
From: Chris Mitchell <chris@scotch.physics.ucla.edu>
To: Rémi Arnaud <remi@remi.engr.sgi.com>
cc: info-performer@sgi.com
Subject: Re: pfSwitches
In-Reply-To: <199710260610.XAA01370@remi.engr.sgi.com>
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> > Hi pfPeople
> > 
> > To eliminate the pfBuffer::merge() overhead in the Dbase
> > process, I have recently been trying to manage a pfSwitch
> > between two processes.
> > 
> > A slow update process builds the scene under the
> > unselected switch value while the selected switch
> > value is fed to the graphics pipeline.
> > 
> > The problem:  	The process working on the unselected
> > 		subgraph causes a SegV when calling
> > 		pfDelete().
> > 
> > I created the process with a regular old fork().
> > Indigo2 Max Impact, Irix 6.2, Performer 2.1.
> > 
> > Any ideas?  I would greatly appreciate any help.
> 
>  Only the APP process can modify the database and keep the multibuffering 
>  safe, that is why Performer introduces the pfBuffer datastructure.

Let me first say thank you for responding.  
I thought that if I forked this process from the
APP it would circumvent the multibuffering issue.

I guess that was wrong.


>  If the pfBuffer::merge() is a too large overhead, then just like
>  texture paging where you do not want to load all the new textures
>  in the hardware in a single frame, you have to split the changes
>  in small chuncks.

My scene does not really lend itself to "small chunks."
I'm visualizing scientific data, and the entire database
must be updated for each new "timestep" of the experiement.
Is there no other way than a buffer::merge()?


Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu
http://scotch.physics.ucla.edu/~chris
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On Sun, 26 Oct 1997, Ryan Mckinley wrote:

> 
> Hi -
> 
> I have an aplication where I load many .flt files and combine them in
> many ways to produce a new object.  I want to save this object, and have
> it load the next time I run the program.  I imagine there is a simple
> way to do this, but don't see anything...
> 

If U want to save the scene graph after editing - u can use the command
line options "-w" of the sample perfly program! 
ie perfly -w outfile.ext infile.ext

This however saves only in the "pfb" , "pfa", and "dwb" formats! 
U could also use the functions "pfdStoreFile_pfa", "pfdStoreFile_pfb", and
"pfdStorFile_dwb" if u have ur application written on PErformer!

Source code for these, is available in
/usr/share/Performer/src/lib/libpfdb/libpfpfb/pfpb.c 

----------------------------------------------
Madhavi D R
Project Manager
Aeronautical Developemtn Agency
Bangalore - 560 017
India


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To: "Ramya D." <ramya@giasbga.vsnl.net.in>
CC: Ryan Mckinley <rmckinle@leda.ucsd.edu>, info-performer@sgi.com
Subject: Re: saving an object in Performer
References: <Pine.SV4.3.93.971027074959.15593C-100000@giasbgb>
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Status: O

Ramya/Ryan,

Ramya D. wrote:
> 
> On Sun, 26 Oct 1997, Ryan Mckinley wrote:
> 
> >
> > Hi -
> >
> > I have an aplication where I load many .flt files and combine them in
> > many ways to produce a new object.  I want to save this object, and have
> > it load the next time I run the program.  I imagine there is a simple
> > way to do this, but don't see anything...
> >
> 
> If U want to save the scene graph after editing - u can use the command
> line options "-w" of the sample perfly program!
> ie perfly -w outfile.ext infile.ext
> 
> This however saves only in the "pfb" , "pfa", and "dwb" formats!
> U could also use the functions "pfdStoreFile_pfa", "pfdStoreFile_pfb", and
> "pfdStorFile_dwb" if u have ur application written on PErformer!
> 
> Source code for these, is available in
> /usr/share/Performer/src/lib/libpfdb/libpfpfb/pfpb.c

You can also try the "pfconv" command that comes with Performer. This
program performs a pfdLoadFile_xxx and a pfdWriteFile_pfb to convert ANY
database Performer can load into a fast loading .pfb Performer binary
file WITHOUT displaying anything (and so is more convenient for batch
convertions).

-- 
Regards, Simon

======================================================================
Simon Mills
Silicon Worlds S.A.
c/o System Simulation Section (WAS)
Automation & Informatics Department
European Space Research And Technology Centre (ESTEC)
Postbus 299                           e-mail:   simon@wgs.estec.esa.nl
2200AG Noordwijk                      phone:    +31-(0)71-565-3725
The Netherlands                       fax:      +31-(0)71-565-5419
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Message-ID: <34544CE6.7403EA86@artemedia.de>
Date: Mon, 27 Oct 1997 09:12:23 +0100
From: Jean-Claude Bachmann <jean-claude.bachmann@artemedia.de>
Organization: Artemedia Productions GmbH
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To: Ryan Mckinley <rmckinle@leda.ucsd.edu>
Subject: Re: saving an object in Performer
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Ryan Mckinley wrote:

> Hi -
>
> I have an aplication where I load many .flt files and combine them in
> many ways to produce a new object.  I want to save this object, and have
> it load the next time I run the program.  I imagine there is a simple
> way to do this, but don't see anything...
>
>

Ryan,

take a look at the man page for  pfdStoreFile. You will not be able to store the
files in the MultiGen .flt format, as far as I know,  but it is possible to save
it as for example an .pfb, which will load very quickly.

Take a look at the  source for pfconv in
/usr/share/Performer/src/pguide/libpf/C/pfconv.c which does what you are looking
for.

J.C.


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CC: info-performer@sgi.com
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Angus Dorbie wrote:

> You may not see a performance win. Display lists are
> probably of most benefit on ONYX(1) iR or on single CPU
> systems where you run an APPCULL_o_DRAW processing model.
>
>

Could a knowing soul give an explanation for that.  I thought display lists
reside on the graphics hardware, and wasexpecting some  relief  for the draw
process since it would only be necessary to activate a gl display list instead
of
transferring all the data to the hardware.


J.C.


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Hi all,

I have a problem in scene with a local light.
At some places in the database I have walls with 
a rectangular crossection (front/back/top polygons).
The walls are straight for some 10m and cut say each meter
to provide normals for local lighting.

Now walking along this wall the wall's geometry (and ONLY this)
is shaded real strange. When i highlight the normals in the 
ShowTreeMode (perfly derivate), it seems that some 
normals are missing though present in MultiGen.
(Yes, I made sure the normals are stored in MG.)
Meanwhile I have set:
   pfdConverterMode( COMPUTE_NORMALS, OFF)
   pfdMesherMode( RETESSELATE, OFF)
but that didn't help.

What helped was reorganizing the wall's geometry into
MultiGen objects for each portion front, back and top
polys.
But this is not the solution for my application because
all of the walls are created automatically, and they are many.

BTW, I read a posting to this list by Scott McMillan (July,2nd) 
describing a similar effect but found no reply to it.

So, does anybody have an idea?

Thanks in advance,

  Klaus
 ------------------------------------------------------
| Klaus Otto               |                           |
| CAE Elektronik GmbH      | Email: kotto@cae-gmbh.de  |
| Abt. Systemtechnik       |                           |
| Steinfurt 11             | Tel. : +49-2402-106-456   |
| D-52222 Stolberg         | Fax  : +49-2402-106-270   |
| Germany                  |                           |
 ------------------------------------------------------

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I'm sorry in the posting before i forgot the 
configuration i'm workin with:
R10000, RE2, performer 2.0, with patch 1347 + 1696
 ------------------------------------------------------
| Klaus Otto               |                           |
| CAE Elektronik GmbH      | Email: kotto@cae-gmbh.de  |
| Abt. Systemtechnik       |                           |
| Steinfurt 11             | Tel. : +49-2402-106-456   |
| D-52222 Stolberg         | Fax  : +49-2402-106-270   |
| Germany                  |                           |
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Date: Mon, 27 Oct 1997 17:19:38 -0800 (PST)
From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
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To: Performer Mailing List <info-performer@sgi.com>
Subject: Execution error in InfiniteReality
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Hello performers.

I am testing a simple program on our recently ugraded Onyx2
InfiniteReality. The program does some stuff with stencil buffer in
preDraw node callbacks. It works fine in O2 and Indigo2 Impact platforms,
and in the Onyx2 Reality platform(which has been upgraded to Infinite),
but in the Infinite I get the next run time error:

PF Notice:    Caught SIGCHLD. Exiting due to death of child with pid 1912.

The program runs well even when compiling in the Infinite and then
executed in an O2, but it crashes in the Infinite. I am using Irix 6.4
with Performer 2.1 in a InfiniteReality box.

Does anybody noticed this problem? Any suggestions will be appreciated.
Thanks.


__________________________________________________________________
/ / / / / / / / / / / / /  ARTEC / / / / / / / / / / / / / / / / / 
 Joaquin Casillas Melendez     e-mail: jcasilla@glup.eleinf.uv.es
 LISITT (ARTEC)                Phone: +34 6 360 4484
 Dept. Electr. & Informatics   Addr: Hugo de Moncada 4.
 University of Valencia        46010 Val.(SPAIN)

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From: Jan Barglowski <jan@archimedes.vislab.navy.mil>
Posted-Date: Wed, 22 Oct 1997 11:27:56 -0800 (PST)
Message-Id: <199710271735.JAA00323@archimedes.vislab.navy.mil>
Subject: Re: Performer Woes
To: auborn@euryale.chinalake.navy.mil (John Auborn)
Date: Wed, 22 Oct 1997 11:27:56 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <199710212154.VAA02234@medusa> from "John Auborn" at Oct 21, 97 09:54:32 pm
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John Auborn wrote:
> 
> 
> Jan,
> 
>    I have isolated the locking up of the draw process as the culprit in
> both our otw program and in perfly.  Perfly has a -D option to lock the draw
> process down on it's processor (it locks up the whole machine even when you
> are not root!!).  Commenting out the corresponding lines in your code makes
> root able to run otw successfully too.  It is pitifully slow, but it does run.
> 
>    I'll look into some more later.  I thought you might want to ask you performer mailing list why the -D option on perfly locks up the machine.
> 
> John
> 
> John Auborn  Code 471130D Naval Air Warfare Center Weapons Division
>              Chinalake, CA 93555-6100
>              (760) 939-2274 (office)   (760) 939-0547 (lab)
>              (760) 939-6893 (fax)
>              auborn@chinalake.navy.mil
>              http://circe.chinalake.navy.mil (work)
>              http://www1.ridgecrest.ca.us/~auborn (home)

Background:
  We upgraded from 1 to 3 Pipes on our iR.  2Gb RAM, Iris 6.2, and 
Performer 2.1.  Processor locking and non-degrading priorities via
the pfu calls worked well under 1 pipe, but now we cannot lock down
the draw process without locking up (hard) the entire machine!

We are using the same calls as perfly for locking and non-degrading,
and am calling them in the same "places" (initialization-wise), too.

Any suggestions, or is our hardware hosed? ;-)

I can furnish some code fragments, if necessary.  I'm at class this
week, so it may be a little slow communicating...

jan

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

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Date: Mon, 27 Oct 1997 10:54:46 -0800
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710271054.ZM15621@multipass.engr.sgi.com>
In-Reply-To: Jean-Claude Bachmann <jean-claude.bachmann@artemedia.de>
        "Re: gl display lists" (Oct 27, 11:19am)
References: <3450BDBD.9433BC0D@artemedia.de> 
	<9710241140.ZM9338@multipass.engr.sgi.com> 
	<34546AC3.A2690391@artemedia.de>
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On Oct 27, 11:19am, Jean-Claude Bachmann wrote:
> Subject: Re: gl display lists
>
> Angus Dorbie wrote:
>
> > You may not see a performance win. Display lists are
> > probably of most benefit on ONYX(1) iR or on single CPU
> > systems where you run an APPCULL_o_DRAW processing model.
> >
> >
>
> Could a knowing soul give an explanation for that.  I thought display lists
> reside on the graphics hardware, and wasexpecting some  relief  for the draw
> process since it would only be necessary to activate a gl display list
instead
> of
> transferring all the data to the hardware.
>

The HW can transform geometry at a limited rate, but there is a limit
to the speed you can feed the graphics pipe data. By display listing
on iR you can move data to reside on the graphics board and avoid
the bandwidth bottleneck. If the bandwidth to graphics is significantly
less than the geometry performance of the graphics system then display
listing can be a big win, otherwise it can be less of a win. Hence
ONYX it's a win but ONYX2 it's not as big a deal.

Cheers,Angus.
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From guest  Mon Oct 27 13:41:45 1997
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From: "M. Kellner" <michael@kellner.m.eunet.de>
To: "Performer Mailing List" <info-performer@sgi.com>
Subject: DVR on multiple video channels
Date: Mon, 27 Oct 1997 21:23:01 +0100
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Hi performers,

I am working with Vega 3.1.1 and Performer 2.1 on one
pipe Onyx2 and IRIX 6.4. I tried to configure two channels
for using DVR with different resolution on each channel.
For this I worked with two video channels (number 0 and 1).

For video channel 0 it worked fine, but the other channel
was not scaled properly. In Vega man pages I found a
comment that this could be a bug in Performer 2.1.

Any ideas?

Thanks a lot.
Michael

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Date: Mon, 27 Oct 1997 15:10:00 -0500 (EST)
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From: Jim Durbin <durbin@ait.nrl.navy.mil>
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To: info-performer@sgi.com
CC: jaf@chem.ucsd.edu (Jeremy Friesner),
        "Jason Williams" <deliverator.sgi.com!holodeck.csd.sgi.com!rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!cerebus!jason>
Subject: RE: bufferClone questions
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Reply-To: durbin@ait.nrl.navy.mil, bcolbert@ait.nrl.navy.mil
Status: O


Jeremy and Jason (and all Performerers):

Thanks for your reply to Brad's question below.

I have tried to duplicate what the man pages say in terms of using
three buffers:
	one for APP process created by pfConfig
	one created by me to hold "source" tree
	one created by me to use as the dbase buffer to clone into

My code looks something like this:

void dBaseFunc(void *data)
{
  if (!buf) {
    // create the cloneBuf and cloneTree
    cloneBuf = new pfBuffer();
    cloneBuf->select();

    cloneTree = new pfGroup();
    cloneTree->setName("Clone Tree");

    // create buffer in which to do all ops and eventually merge
    // results into main APP buffer
    buf = new pfBuffer();
    buf->select();
  }

[...]

	case EVA_CLONE:
	  cloneBuf->select();

	// this loads an object from filename and returns a pfNode
	      geometry = loadObject(head->obj->getTravMask(PFTRAV_ISECT),
				    fileName);
	// add to clone tree
	      cloneTree->addChild(geometry);

	// actual cloning takes place here
	  buf->select();
	  if (pTempNode = geometry->bufferClone(0, cloneBuf))
	    {
	    head->obj->bufferAddChild(pTempNode);
	    }
	  else
	    {
	      cout << "dBaseFunc EVA_CLONE: WARNING! clone tree obj >"
		   << geometry->getName()
		   << "< did not succesfully clone" << endl;
	      cout << "                   : WARNING! clone tree obj "
		   << "mem address: " << (int) geometry << endl;
	    }

	  break;

[....]

  buf->merge();
  pfDBase();
}

This is very close to the code in the man pages for pfBuffer.
However, my code appears to "crash" during the bufferClone call.

Any hints?  What am I doing wrong?  I found an old info-performer
email from a Jeremy Friesner asking a very similar question.  He
finally found a solution (thanks to help from Tim Moore) that did NOT
use the bufferClone.

Has anyone find a solution for bufferClone?

Thanks!

-Jim

Jason Williams writes:
   | From: "Jason Williams" <deliverator.sgi.com!holodeck.csd.sgi.com!rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!cerebus!jason>
   | To: uunet.uu.net!uunet!sgi.com!info-performer
   | Subject: Re: bufferClone questions
   | Date: Wed, 24 Sep 1997 08:45:07 -0400
   | 
   | On Sep 23,  1:00pm, Brad Colbert wrote:
   | > Subject: bufferClone questions
   | >
   | >    Hi folks,
   | >
   | >    I'm having some problems using the bufferClone method in my
   | >    dBase process. 
   | >
   | >    We are writing a DIS "Stealth like" application that is
   | >    multi-processing (PFMP_APP_CULL_DRAW | PFMP_FORK_DBASE
   | >    ... etc).  We use the dBase process to asynchronously load
   | >    models in as they are needed.  There are many duplicates
   | >    (similar vehicles), and it would be nice to clone them.
   | >    I've been exploring the bufferClone method, but I don't
   | >    understand where I store the original models.
   | >
   | >    1. Do I store the models in the dBase process and
   | >       bufferClone from a tree stored there?
   | >
   | >    2. I'm not quite sure where I set up the storage pfBuffer.
   | >
   | >    3. The pfDCS that I attach the model to is allocated in the
   | >       APP process.  Is this still doable?
   | >
   | >    I'm sure I'm missing some points here.  Any help will be
   | >    greatly appreciated.
   | >
   | >    Brad
   | 
   | I had a similiar problem and decided to create a third buffer
   | area where I stored the root model list.  You have to clone from
   | that buffer to the DBase buffer, and then merge to your App
   | buffer when you want to see your models. 

-- 
_________________________________________________________________________
|	Jim Durbin			     durbin@ait.nrl.navy.mil	|
|	ITD Virtual Reality Lab		     (202) 404-8066		|
|	Naval Research Laboratory	     (202) 767-1122 (fax)	|
|		http://www.ait.nrl.navy.mil/people/durbin		|
_________________________________________________________________________
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Date: Tue, 28 Oct 1997 09:31:37 +1300 (NZDT)
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Status: O

Hi Garrett,

You were complaining about the lack of response you got to your
question. I don't participate alot in this group, mainly I get
very useful technical information (I use OpenGL as a rule),
basically it seems to me that everyone is very busy, very knowledgable
and very helpful, 
BUT if you ask a stage one graphics question in an advanced graphics
mail list & then get upset at being told to read a book or being 
fed other useful pointers it is pretty on the nose.

Get a Life & RTFM

Nigel

-- 
Nigel Caughey                         Ph:+64 4 6190482
Systems Analyst                      Fax:+64 4 6190483
PlanetGo                           Email:nigel@planetgo.co.nz
Avalon TV Studios                    WWW:http://www.planetgo.co.nz/
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9710271201.ZM1355@logan.engr.multigen.com>
Date: Mon, 27 Oct 1997 12:01:06 -0800
In-Reply-To: "Klaus Otto" <kotto@cae-gmbh.de>
        "retesselated geometry bug?" (Oct 27,  4:54pm)
References: <97Oct27.165018gmt+0100.14977@mail.cae-gmbh.de>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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Subject: Re: retesselated geometry bug?
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On Oct 27,  4:54pm, Klaus Otto wrote:
> I have a problem in scene with a local light.

[munch]

> Now walking along this wall the wall's geometry (and ONLY this)
> is shaded real strange. When i highlight the normals in the
> ShowTreeMode (perfly derivate), it seems that some
> normals are missing though present in MultiGen.

the polygons are optimized into tristrips and more likely flat tristrips.

>    pfdConverterMode( COMPUTE_NORMALS, OFF)

this mode shouldn't matter if you have normals.

note that you must set the face lighting mode in multigen to "Dynamic" or
"Dynamic Gouraud". the openflight loader only considers normals under these two
settings.

>    pfdMesherMode( RETESSELATE, OFF)

instead call:

    pfdMesherMode( PFDMESH_LOCAL_LIGHTING, PF_ON );

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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Subject: WIN_QUIT etc.
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Hello performers,
	some weeks ago I asked about the WIN_QUIT event and why it doesn't work
properly and I got the following answer :

>This is an X thing.  You can turn it on with        >	pfPWinMode(Shared->pw, PFWIN_EXIT, 1);
>
>We will then register the proper X atoms on the window.
>Then, you need to recognize the X atoms and process the resulting
>X event.
>
>In init of X handlign process:
>        wm_protocols = XInternAtom(dsp, "WM_PROTOCOLS", 1);
> 	 wm_delete_window = XInternAtom(dsp, "WM_DELETE_WINDOW", 1);
>
>In X process event loop:
>        case ClientMessage:
>            if ((event.xclient.message_type == wm_protocols) &&
>                (event.xclient.data.l[0] == wm_delete_window)) 
>            {
>                pfNotify(PFNFY_NOTICE,PFNFY_PRINT,"Window exit !!");
>                pfExit();
>            } 
>            break;

	I finally found the according man page under pfWindow (last example)
where this apparently was taken from. First I really didn't know how to
request the xevents. So I found out that XNextEvent does it. But the
resulting problem was that all the other events especially those of the
pfiTDXformer couldn't be handled anymore. Then I tried
XCheckTypedEvent(dsp, ClientMessage, &event) and it worked ! All my
pfPipeWindow's can now be closed as any other XWindow on the IRIS system
(Alt-F4, Alt-F12 and doubleklicking the upper left corner).
	Thanks for your quick and qualified answer once again, Sharon.

_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
_/ Stefan Jahn                                                _/
_/ Student an der Fachhochschule fuer Technik und Wirtschaft  _/
_/ fon: 049-030-4491702                                       _/
_/ email: stefan@linux.f1.fhtw-berlin.de                      _/
_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/


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Date: Mon, 27 Oct 1997 14:39:48 -0800
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710271439.ZM16074@multipass.engr.sgi.com>
In-Reply-To: "M. Kellner" <michael@kellner.m.eunet.de>
        "DVR on multiple video channels" (Oct 27,  9:23pm)
References: <199710272023.VAA15156@mail.de.uu.net>
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Subject: Re: DVR on multiple video channels
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On Oct 27,  9:23pm, M. Kellner wrote:
> Subject: DVR on multiple video channels
>
> Hi performers,
>
> I am working with Vega 3.1.1 and Performer 2.1 on one
> pipe Onyx2 and IRIX 6.4. I tried to configure two channels
> for using DVR with different resolution on each channel.
> For this I worked with two video channels (number 0 and 1).
>
> For video channel 0 it worked fine, but the other channel
> was not scaled properly. In Vega man pages I found a
> comment that this could be a bug in Performer 2.1.
>
> Any ideas?
>

There are bugs in multi channel DVR in Performer 2.1

Cheers,Angus.
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Date: Tue, 28 Oct 1997 09:46:46 -0800
From: Sungwoo Kim <ksw@mbc.co.kr>
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Dear performers,

A week ago, I asked about transparency problem when I modifed 
motif.C sample program. I did not get any reply and guess my question
was not clear enough to answer. Since then I narrowed the source
of problem, and here I am asking again.

The problem is when I modified motif.C to include my application,
transparency did not work. Actually, it worked between faces
under the same gset, but not between different gsets.

I tracked the problem to the line

	Shared->chan->setTravMode( PFTRAV_CULL, 
	                           PFCULL_VIEW | PFCULL_GSET );

If PFCULL_VIEW is set, transparency did not work, but when it is
removed, transparency worked find.

Is this a bug, or transparency is supposed to work only between
faces in the same gset.  Although I turned of PFCULL_VIEW,
man page says setting PFCULL_VIEW will give better performance.
Is there any way both setting PFCULL_VIEW and making transparency
working?

Thanks for any info.

Byungsung Cho
rtv@bbs.para.co.kr
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Subject: Re: Performer Woes
To: jan@archimedes.vislab.navy.mil (Jan Barglowski)
Date: Mon, 27 Oct 1997 16:58:03 -0800 (PST)
Cc: auborn@euryale.chinalake.navy.mil, info-performer@sgi.com
In-Reply-To: <199710271735.JAA00323@archimedes.vislab.navy.mil> from "Jan Barglowski" at Oct 22, 97 11:27:56 am
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Jan Barglowski wrote:
> 
> 
> John Auborn wrote:
> > 
> > 
> > Jan,
> > 
> >    I have isolated the locking up of the draw process as the culprit in
> > both our otw program and in perfly.  Perfly has a -D option to lock the draw
> > process down on it's processor (it locks up the whole machine even when you
> > are not root!!).  Commenting out the corresponding lines in your code makes
> > root able to run otw successfully too.  It is pitifully slow, but it does run.
> > 
> >    I'll look into some more later.  I thought you might want to ask you performer mailing list why the -D option on perfly locks up the machine.
> > 
> > John
> > 
> > John Auborn  Code 471130D Naval Air Warfare Center Weapons Division
> >              Chinalake, CA 93555-6100
> >              (760) 939-2274 (office)   (760) 939-0547 (lab)
> >              (760) 939-6893 (fax)
> >              auborn@chinalake.navy.mil
> >              http://circe.chinalake.navy.mil (work)
> >              http://www1.ridgecrest.ca.us/~auborn (home)
> 
> Background:
>   We upgraded from 1 to 3 Pipes on our iR.  2Gb RAM, Iris 6.2, and 
> Performer 2.1.  Processor locking and non-degrading priorities via
> the pfu calls worked well under 1 pipe, but now we cannot lock down
> the draw process without locking up (hard) the entire machine!

 Which means you are going from 1 draw process to 3 draw process (and
 also from 1 cull to 3 culls if you run APP_CULL_DRAW).
 
 So the question is: do you have enough CPUs to handle 3 pipes with 3 draw
 processes locked ?

> 
> We are using the same calls as perfly for locking and non-degrading,
> and am calling them in the same "places" (initialization-wise), too.
> 
> Any suggestions, or is our hardware hosed? ;-)
> 
> I can furnish some code fragments, if necessary.  I'm at class this
> week, so it may be a little slow communicating...
> 
> jan
> 
> -- 
> Jan Anthony Barglowski	              jan@chinalake.navy.mil
> Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
> Naval Air Warfare Center, China Lake  (619) 927-1057
> 
> =======================================================================
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> 

    _  /              _             _ 
   |_) _ ._ _ o   /\ |_)|\ | /\ | || \
   | \(/_| | ||  /--\| \| \|/--\|_||_/
                                          
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From: allan (Allan Schaffer)
Message-Id: <9710271805.ZM1455@holodeck.csd.sgi.com>
In-Reply-To: "Garrett Williams" <gwilliams@etcflorida.com>
        "world to xy" (Oct 23, 12:06pm)
References: <326E6CA4.41C6@etcflorida.com>
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On Oct 23, 12:06pm, Garrett Williams wrote:
> does any one have the math for converting world coords to x,y coords

I've read some of the other responses & suspect you're looking for
the basic perspective projection algorithm rather than anything
cartographic.  This has come up a few times here on info-performer
before, so you might want to check the archives for better answers.
Archives at:  ftp://sgigate.sgi.com/pub/Performer/monthly-archives

Off the top of my head, though:

In IRIS GL, there was a wonderful trick which could be used to
convert (x,y,z) in object-space coordinates to a screen (x,y).  As
follows:

    cmov(x,y,z);
    getcpos(&x1, &y1);

The drawback of this is that it does require a read back from the
graphics pipe.  And of course it's IRIS GL, whereas you're hopefully
using the OpenGL-based version of Performer.  Furthermore it would
only work from within the Performer DRAW process.

In OpenGL, I -think- one of the more direct routines is:

   gluProject()

     gluProject transforms the specified object coordinates into
     window coordinates using model, proj, and view.  The result is
     stored in winX, winY, and winZ.  A return value of GL_TRUE
     indicates success, and GL_FALSE indicates failure.

Likewise this would require you to query the graphics pipe (for the
modelview & projection matrices) and so would only work from within
the Performer DRAW process.

The basic algorithm is fairly simple & would be in any computer
graphics book.  Let [XYZW] be a 4x1 vector containing the x,y,z world
coordinates and W=1.  Let [M] be the current 4x4 modelview matrix.
Let [P] be the current 4x4 projection matrix.

    [XYZW] x [M] x [P] = [X'Y'Z'W']

Where [X'Y'Z'W'] is a 1x4 vector containing the result.  Clip this to
your viewport and you should have your answer.

Don't forget that window coordinates have a Z value too.  That's for
the Z buffer, maybe you only care about X & Y though..

Sorry if this is all brutally obvious.

Allan

-- 
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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Date: Tue, 28 Oct 1997 09:05:53 +0100
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Subject: Re: world to xy
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Status: O

Well, there are some ecuations that solve the
Lat/Lon to UTM problem and the inverse one.

These ecuations were published in an Italian
cartography journal as an alternative to the
exact expressions that involve complex number
functions.

I've written a pair of functions
utm2geo() and geo2utm() that implement
this ecuations.

Code is a bit of a mess, so let me a day or so
to polish it up and I promise to post these
functions or e-mail them to those of you that
show some interest

I'm developing geo2lambert() and lambert2geo()
also.

Note: I had to investigate for some time till
I reached a source that showed a solution to
this problem in a clear way.

Now a question: Do you have a method to find out
sun position given Latitude of the place, day of
year and time of day ?

And: Do you have a method to correctly position
the 3010.star sphere in a scene honoring Latitude
time of "night" and day of year ?

I don't need absolute exactitude, but I would
apreciate a clear answer, possibly including source.

Thanks.

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From: "Jukka Vaisanen" <vaizki@iscape.fi>
To: <info-performer@sgi.com>
Subject: Showing bitmaps in the Performer window
Date: Tue, 28 Oct 1997 10:50:04 +0200
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Status: O


I have been trying to look for a good way to show bitmaps as overlays on =
the
performer window. Some options come to mind:

- Creating 2 triangles and mapping them with a texture (how?)
- Using OpenGL to write pixels directly each frame
- A separate window with X (I can't get 24bit color this way)

any solutions around that work well in pseudocolor and truecolor X server=
s?

Jukka V=E4is=E4nen  vaizki@iscape.fi
Iscape Software   http://www.iscape.fi/


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Hi,
I am trying to apply global texture on object with perfly but i obtain only
the texture environment (green color specified with pfTEnvBlendColor) 
and i have not the real texture (brick.rgba).
Texture is applying with 
	pfSceneGState(scene, gstate);

and gstate is initializing with the following instructions
Did I miss something ?
Thanks for help.

    arena = pfGetSharedArena();
    tex = pfNewTex (arena); 
    gstate = pfNewGState (arena);
    pfEnable(PFEN_TEXTURE);

    if (pfLoadTexFile (tex,"brick.rgba"))
    {
	uint *i;
	int nc, sx, sy, sz;
	pfGetTexImage(tex, &i, &nc, &sx, &sy, &sz);

	pfGStateAttr (gstate, PFSTATE_TEXTURE, tex);
	pfGStateMode (gstate, PFSTATE_ENTEXTURE, 1);
	pfGStateMode (gstate, PFSTATE_ENLIGHTING, 0);
	pfGStateMode (gstate, PFSTATE_CULLFACE, PFCF_OFF);
	/*pfGStateMode(gstate,PFSTATE_ENTEXGEN,1);*/
	tev = pfNewTEnv (arena);

	pfTEnvMode(tev, PFTE_BLEND);
	pfTEnvBlendColor(tev, 0.0f, 1.0f, 0.0f, 1.0f);
	pfGStateAttr (gstate, PFSTATE_TEXENV, tev);
   }
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Date: Tue, 28 Oct 1997 13:45:58 +0100
From: hugogu@hugogu.oslo.sgi.com (Hugo Eide Gunnarsen)
Message-Id: <199710281245.NAA18789@hugogu.oslo.sgi.com>
To: info-performer@sgi.com
Subject: How to do subloading of textures in performer ?
Status: O

Actual I have 3 questions :


What I'm trying to do is to use 1CPU to read and decode a MPEG-1 move
file.
The mv library only creates XBGR files, and this was fine in my OpenGL
test (got it to work), however I cannot find any XBGR/ABGR formats in
performer (can I just use the GL_ABGR_EXT format ?).

1) How to do subimage texture loading in performer

I got the texture I need to work with (and also know how to replace this),
but I was not able to get pfSubloadTex to work with my texture (was not
able to find any example using this feature).

Then I tried to do the same as I did in OpenGL, but not my problem is that
it seems that only the C++ version of Performer will return a handle that
I can use in glBindTexture (::getGLHandle).

I also noticed that space->face demo, have inserted a ifdef into to code
where either OpenGL or Performer-C++ is used :

#ifdef PERFORMER_BROKEN
...
  glBindTextureEXT(GL_TEXTURE_2D, // GLenum target
                   texInfo[nText].texture->getGLHandle() // GLuint texture
                 );
  glTexSubImage2DEXT(GL_TEXTURE_2D, // GLenum target
                     level, // GLint level
                     xOffset, // GLint xoffset
                     yOffset, // GLint yoffset
                     PF_MIN2(xSize, xSizeMax), // GLsizei width
                     PF_MIN2(ySize, ySizeMax), // GLsizei height
                     gl_format, // GLenum format
                     gl_type, // GLenum type
                     texInfo[nText].hostMipmap[level] + offset
                     // cont GLvoid *pixels
                   );
#else
  texInfo[nText].texture->subloadLevel(PFTEX_SOURCE_IMAGE, // int _source
                                       texInfo[nText].hostMipmap[level],
                                       // uint *image
                                       xOffset, // int _xsrc
                                       yOffset, // int _ysrc
                                       xOffset, // int _xdst
                                       yOffset, // int _ydst
                                       PF_MIN2(xSize, xSizeMax), // int
xsize
                                       PF_MIN2(ySize, ySizeMax), // int
ysize
                                       level // int level
                                     );
#endif

However, I can not use C++ in this code, and then this workaround does
not help me (but I hope that YOU can).


2) How to use XBGR data as textures


3) How to get on this list (could't find this on MailMan)

Hugo Eide Gunnarsen	Mob:	+47 92887631	If it ain't broke,
hugogu@oslo.sgi.com	Work:	+47 67114631	it doesn't have 
Silicon Graphics AS 	Direct:	+47 67114600	enough features yet.
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Date: Tue, 28 Oct 1997 15:02:20 GMT
From: guio@gesma.gesma.fr (Stephane GUILLAUDEUX)
Message-Id: <9710281502.AA09610@gesma.gesma.fr>
To: info-performer@sgi.com
Subject: Re: Showing bitmaps in the Performer window
In-Reply-To: <01bce37e$7be4ade0$a14964c2@vaizki.iscape.fi>
Cc: guio@gesma.gesma.fr
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Status: O



>I have been trying to look for a good way to show bitmaps as overlays on =
>the
>performer window. Some options come to mind:

>- Creating 2 triangles and mapping them with a texture (how?)
>- Using OpenGL to write pixels directly each frame
>- A separate window with X (I can't get 24bit color this way)

>any solutions around that work well in pseudocolor and truecolor X server=
>s?

>Jukka V=E4is=E4nen  vaizki@iscape.fi
>Iscape Software   http://www.iscape.fi/


you can watch the performer example "texture.c" in libpf/C that maps an image
in a square
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199710281423.PAA20817@s00sn1.fel.tno.nl>
Subject: Re: Showing bitmaps in the Performer window
To: vaizki@iscape.fi (Jukka Vaisanen)
Date: Tue, 28 Oct 1997 15:23:43 +0100 (MET)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <01bce37e$7be4ade0$a14964c2@vaizki.iscape.fi> from "Jukka Vaisanen" at Oct 28, 97 10:50:04 am
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Status: O

> 
> 
> I have been trying to look for a good way to show bitmaps as overlays on the
> performer window. Some options come to mind:
> 
> - Creating 2 triangles and mapping them with a texture (how?)
This is to my opinion the most easy solution. You must draw the
geometry in the postDraw callback routine that sets up a view frustum
that is orthographic. You can take any range of coordinates for x and
y. Using this mapping construct a quad in a pfGeoset that si texture
with the bitmap you want. This can be done the first time you enter
the HUD fuction and keep the pfGeoset pointer. In the pfGeostate
attached set the right texture parameters. Then you call the
pfGeoset::draw() function to put it to screen.
See mail below from Fred Clyne for a HUD routine

> - Using OpenGL to write pixels directly each frame
Could be done is not portable to IRISGL platforms

> Jukka Väisänen  vaizki@iscape.fi
> Iscape Software   http://www.iscape.fi/

Mario

-----------------------------------------------
Subject: Re: HUD problems; how to use OpenGL?
From: "Fred Clyne" <fred@octave.cambridge.com>
Date: Sat, 3 Aug 1996 18:47:31 -0400

Funny you should ask, I just did this today.
I am working in C but you should be able to translate.  Also, this works
for both IrisGL and OpenGL.  In the draw callback, after you render the
scene, add your call to the HUD function:

void MyDraw(pfChannel *chan, void *data)
{
pfClearChan(chan);
pfDraw();
DrawHUD();
}

The HUD drawing routine needs to set its perspective matrix with an
ortho command and the viewing matrix with some matrix commands.  I
had trouble with the different coordinate systems being used, so be
careful.  The scene is in Performer coordinates (z-up, y-away, x-right).
So I created my HUD with z and x coords to be "consistent".
I put my data in gsets and created an ortho frustum that I remember in
the shared data structure along with DCS nodes to move things around on
the HUD.  I also didn't wory about saving the perspective matrix since
the HUD is drawn last and the matrix will be set again by the channel.

at init time:
frust = pfNewFrust(arena);
pfFrustNearFar(frust,-1.0f,1.0f);
pfMakeOrthoFrust(frust,left,right,bottom,top);
sharedData->frust = frust;
..
sharedData->numGsets = nn;
sharedData->gsetList[0] = ...
sharedData->dcsList[0] = ...

APP updates the DCS nodes each frame:
pfDCSRot(sharedData->dcsList[0],...


void DrawHUD(void)
{
pfMatrix mat;
int ii;

/* work in my own graphics state */
pfPushState();
pfBasicState();


/* turn of the zbuffer so this always shows on top */
#ifdef IRISGL
zbuffer(FALSE);
#else
#ifdef OPENGL
glDisable(GL_DEPTH_TEST);
#else
...Please Define IRISGL/OPENGL...
#endif
#endif

/* create the ortho projection */
pfApplyFrust(sharedData->frust);

/* set the view matrix - push a GL ident matrix on stack */
pfPushIdentMatrix();
/* rotate back to Perf coords */
pfRotate(PF_X,-90.f);


/* draw the HUD */
for (ii=0; ii<sharedData->numGsets; ++ii)
        {
        pfPushMatrix();
        pfGetDCSMat(sharedData->dcsList[ii],mat)
        pfMultMatrix(mat);
        pfDrawGSet(sharedData->gsetList[ii]);
        pfPopMatrix();
        }

/* restore the view matrix */
pfPopMatrix();

/* restore zbuffer testing */
#ifdef IRISGL
zbuffer(TRUE);
#else
#ifdef OPENGL
glEnable(GL_DEPTH_TEST);
#else
...Please Define IRISGL/OPENGL...
#endif
#endif

/* restore the graphics state */
pfPopState();

}


Hope this helps.

--

Fred Clyne

Cambridge Research Associates      office: 703-790-0505 x 7211
1430 Spring Hill Road, Suite 200   fax:    703-790-0370
McLean, VA 22102                   email:  fred@cambridge.com

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Date: Tue, 28 Oct 1997 07:00:50 -0800
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710280700.ZM17472@multipass.engr.sgi.com>
In-Reply-To: Sungwoo Kim <ksw@mbc.co.kr>
        "[Q] setting traversal mode with PFCULL_VIEW and transparency" (Oct 28,  9:46am)
References: <34562506.27C4@bbs.para.co.kr>
X-Mailer: Z-Mail-SGI (3.2S.3 08feb96 MediaMail)
To: Sungwoo Kim <ksw@mbc.co.kr>, info-performer@sgi.com
Subject: Re: [Q] setting traversal mode with PFCULL_VIEW and transparency
Mime-Version: 1.0
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On Oct 28,  9:46am, Sungwoo Kim wrote:
> Subject: [Q] setting traversal mode with PFCULL_VIEW and transparency
> Dear performers,
>

Try adding sorting to the channel culling operations thus:


Shared->chan->setTravMode( PFTRAV_CULL,
                     PFCULL_SORT | PFCULL_VIEW | PFCULL_GSET );


Cheers,Angus.
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Date: Tue, 28 Oct 1997 09:17:14 -0600 (CST)
From: Steve Baker <sbaker@link.com>
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Reply-To: Steve Baker <sbaker@link.com>
To: Javier Abadia Miranda <abadia@sgonyx.ita.es>
cc: info-performer@sgi.com
Subject: Re: world to xy
In-Reply-To: <9710280905.ZM2624@pandora.ita.es>
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On Tue, 28 Oct 1997, Javier Abadia Miranda wrote:

> Now a question: Do you have a method to find out
> sun position given Latitude of the place, day of
> year and time of day ?
> 
> And: Do you have a method to correctly position
> the 3010.star sphere in a scene honoring Latitude
> time of "night" and day of year ?
> 
> I don't need absolute exactitude, but I would
> apreciate a clear answer, possibly including source.

The guys working on the 'flightgear' freeware flight simulator
have code for sun, moon, stars and even planets!

check out:

    http://www.menet.umn.edu/~curt/fgfs

Also, "Dans' Astronomy Software Collection" on:

   http://www.isc.tamu.edu/~astro/software.html

...and "Astronomical Software for Microcomputers" from Sky and
Telescope magazine...

   http://www.skypub.com/software/software.shtml

This should be enough to solve your problems.

Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
2200 Arlington Downs Road       SBaker@link.com (eMail)
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
http://www.hti.com              http://web2.airmail.net/sjbaker1 (personal)

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


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Date: Tue, 28 Oct 1997 08:29:08 -0800
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710280829.ZM17647@multipass.engr.sgi.com>
In-Reply-To: hugogu@hugogu.oslo.sgi.com (Hugo Eide Gunnarsen)
        "How to do subloading of textures in performer ?" (Oct 28,  1:45pm)
References: <199710281245.NAA18789@hugogu.oslo.sgi.com>
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To: hugogu@hugogu.oslo.sgi.com (Hugo Eide Gunnarsen), info-performer@sgi.com
Subject: Re: How to do subloading of textures in performer ?
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Status: O

Works for me:

// you need this somewhere when you create the texture
// this is probably what you are missing

Shared->distorttexture->setFormat(PFTEX_SUBLOAD_FORMAT, PF_ON);


Shared->distorttexture->subload(PFTEX_SOURCE_FRAMEBUFFER,
                           NULL, 0, 0, -1, 0, 0, IMAGE_X, IMAGE_Y);


depending on the release of performer you may not require the -1
argument.

Cheers,Angus.
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Subject: Draw Lockup (was Performer Woes)
To: remi@remi.engr.sgi.com (R mi Arnaud)
Date: Tue, 28 Oct 1997 08:59:45 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <199710280058.QAA04746@remi.engr.sgi.com> from "Rémi Arnaud" at Oct 27, 97 04:58:03 pm
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R=E9mi Arnaud wrote:
> > Background:
> >   We upgraded from 1 to 3 Pipes on our iR.  2Gb RAM, Iris 6.2, and=20
> > Performer 2.1.  Processor locking and non-degrading priorities via
> > the pfu calls worked well under 1 pipe, but now we cannot lock down
> > the draw process without locking up (hard) the entire machine!
>=20
>  Which means you are going from 1 draw process to 3 draw process (and
>  also from 1 cull to 3 culls if you run APP_CULL_DRAW).
> =20
>  So the question is: do you have enough CPUs to handle 3 pipes with 3 d=
raw
>  processes locked ?

We have 16 processors, and I am currently locking them individually
by number.  However, perfly (which doesn't lock by number, but by=20
next available?) crashes as well.  It's only when the -D option in=20
perfly is used that causes the lockup.

jan

--=20
Jan Anthony Barglowski	              jan@chinalake.navy.mil
Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (619) 927-1057
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From: scott@ht.com (Scott McMillan)
Message-Id: <199710281711.MAA02533@hf.ht.com>
Subject: ogldebug hangs
To: info-performer@sgi.com
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Are there any known problems with using ogldebug{32} with an N32 OpenGL-based
application?

I am trying to run my performer application (N32, Performer
2.[02], High Impact, IRIX 6.2, IDO 7.1) within ogldebug and I get the
following messages:

> ogldebug32 myN32pfApp
PF Notice(2):     level Info (4) set by environment variable PFNFYLEVEL
ogldebug: Could not set semaphores.
ogldebug: Bad address
ogldebug: Error in init.c (lib side), line 102.
ogldebug: Could not create shared context.
ogldebug: Bad address
ogldebug: Error in init.c (lib side), line 269.

When I force a core dump, I find that ogldebug is hung in a function called
pause.  Same thing happens for a vanilla OpenGL app.  What does seem to work
is an o32 OpenGL app.

Any ideas?
scott

-- 
  Scott McMillan  |     HT Medical, Inc.    | When in doubt,
   scott@ht.com   |    http://www.ht.com    | blame it on
 Ph: 301-984-3706 | 6001 Montrose Rd., #902 | Micro$oft.
Fax: 301-984-2104 |   Rockville, MD 20852   | 
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From: "William J. Brown" <brownw@redwood.rt.cs.boeing.com>
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Status: O

Is it my imagination or has someone mysteriously
replaced "=" with "=3D" everywhere in this posting?
Or does this have some deep meaning that I'm missing?

Bill
 
-- 
William Brown (425) 865-4618 | brownw@redwood.rt.cs.boeing.com
Boeing Research & Technology | <Standard Disclaimer>
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From: BOCCARA Michael <MICHAEL.BOCCARA@siege.aerospatiale.fr>
To: Performer ML Question <info-performer@sgi.com> (Receipt Notification 
    Requested) (Non Receipt Notification Requested)
Subject:  Interpolation
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Status: O

=0D=0CThanks very much to Frederic Francis, Scott McMillan, Jason M. Copo=
sky, and
Simon Mills, for their answers about Kinematics Interpolation.
Meanwhile, I found the formula for computing a cubic spline between 2
pos-velocity points , and in a good will, I give it to you :

Be M1, V1, M2, V2, the position and velocity vectors at times t1 and t2.
Be t a time between t1 and t2

the segment index for time t :
   u =3D (t - t1) / (t2 - t1);
Spline vector polynom for the (t1, t2) segment
    A =3D (V1 + V2) * DT - 2 * (M2 - M1);
    B =3D - (2 * V1 + V2) * DT + 3 * (M2 - M1);
    C =3D V1 * DT;
    D =3D M1;
(DT =3D t2 - t1)
Interpolated position at time t :
    M =3D A * u * u * u + B * u * u + C * u + D;
 
So smooth !

Those results can easily be found by derivating the above formula, applyi=
ng
the t1 and t2 edge constraints, and inverting a 4x4 matrix.

Hope it will help the interested people, among whom the kind ones who did=

answer me.

Mike

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Hello Performers, 

is there someone in the Performer-world, who have a documentation or
information about the Perfly-programm ?

I have still the problem with the integration of the Space Mouse into
the Perfly-programm.

Particularly with the initialization of the Space Mouse.

After starting my version of Perfly I receive this error-report:
GL:  X ext error:  major req = 132, minor req = 6, err code = 3
GL:  X Input Extension:  maj opcode = 132, 1st err code = 133
ERROR #93  Error in communication with window server: ERR_WMANIPC

I don't know where the mistake could be ?

Thanks for any help,

 
Norbert Kociok
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From: "Jean-Luc Dery" <dery@Discreet.COM>
Message-Id: <9710281535.ZM13988@atlantis>
Date: Tue, 28 Oct 1997 15:35:13 -0500
In-Reply-To: Jan Barglowski <jan@archimedes.vislab.navy.mil>
        "Draw Lockup (was Performer Woes)" (Oct 28,  8:59am)
References: <199710281659.IAA07677@archimedes.vislab.navy.mil>
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To: Jan Barglowski <jan@archimedes.vislab.navy.mil>
Subject: Re: Draw Lockup (was Performer Woes)
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On Oct 28,  8:59am, Jan Barglowski wrote:
> Subject: Draw Lockup (was Performer Woes)
>
R=E9mi Arnaud wrote:
> > > Background:
> > >   We upgraded from 1 to 3 Pipes on our iR.  2Gb RAM, Iris 6.2, and
> > > Performer 2.1.  Processor locking and non-degrading priorities via
> > > the pfu calls worked well under 1 pipe, but now we cannot lock down=

> > > the draw process without locking up (hard) the entire machine!
> >
> >  Which means you are going from 1 draw process to 3 draw process (and=

> >  also from 1 cull to 3 culls if you run APP_CULL_DRAW).
> >
> >  So the question is: do you have enough CPUs to handle 3 pipes with 3=
 draw
> >  processes locked ?
>
> We have 16 processors, and I am currently locking them individually
> by number.  However, perfly (which doesn't lock by number, but by
> next available?) crashes as well.  It's only when the -D option in
> perfly is used that causes the lockup.
>
> jan

We are having the same problem on a 2 CPU Octane (IRIX 6.4), with a Perfo=
rmer
2.1 multiprocess application set to either APPCULL_DRAW or APP_CULL_DRAW.=
 The
call that seems to be causing this is pfuPrioritizeProcs( true ). When th=
e
application doesn't run as root, we get a notification: "must be root to =
set
non-degrading priorities" and every thing runs OK; but when running as ro=
ot,
the same thing happens, a total freeze and we have use the h/w reset butt=
on.

Any idea on what's causing this ??!

Jean-Luc

-- =

_________________________________________________________________________=
____

Jean-Luc Dery                         Discreet Logic
System Engineer                       10 Duke Street
3-D Graphics Technology               Montreal (Quebec), Canada, H3C 2L7
                                      Tel: (514) 954-7239
Email: dery@discreet.com              Fax: (514) 393-0110
_________________________________________________________________________=
____

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Status: O

question.

I'm using the pfdInitConverter() and pfdConverterMode() functions and
neither one is getting loaded. I keep getting run-time link errors and I'm
unable to use the routines. I have set the PFLD_LIBRARY_PATH to point
to multigen loaders directory and just for grins, I've put a copy of the dso
in the local directory for the executable. I still cannot get any results. Any
suggestions? thanks in advance.

- bryan
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        "ogldebug hangs" (Oct 28, 12:11pm)
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On Oct 28, 12:11pm, Scott McMillan wrote:
> Subject: ogldebug hangs
> Are there any known problems with using ogldebug{32} with an N32 OpenGL-based
> application?
> 
> I am trying to run my performer application (N32, Performer
> 2.[02], High Impact, IRIX 6.2, IDO 7.1) within ogldebug and I get the
> following messages:
> 
> > ogldebug32 myN32pfApp
> PF Notice(2):     level Info (4) set by environment variable PFNFYLEVEL
> ogldebug: Could not set semaphores.
> ogldebug: Bad address
> ogldebug: Error in init.c (lib side), line 102.
> ogldebug: Could not create shared context.
> ogldebug: Bad address
> ogldebug: Error in init.c (lib side), line 269.
> 
> When I force a core dump, I find that ogldebug is hung in a function called
> pause.  Same thing happens for a vanilla OpenGL app.  What does seem to work
> is an o32 OpenGL app.


Check out the bug notes at the bottom of the ogldebug man page:

     If ogldebug terminates unexpectedly, it may leak shared memory. See ipcs
     to check the status of shared memory segments and semaphores. See ipcrm
     to remove leaked shared memory segments and semaphores.

I use a script "ipcrmall" that contains the following:

#!/bin/csh -f

foreach type (m s)
    foreach thing (`ipcs -$type | tail +3 | grep -v : | awk '{print $2}'`)
        echo ipcrm -$type $thing
             ipcrm -$type $thing
    end
end

Don

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        "Re: ogldebug hangs" (Oct 28,  5:19pm)
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Sorry!  I cued from the "ogldebug: Could not create semaphores."
in your message and thought it was the usual problem you get if
you ^C ogldebug 10 times and then try running it an 11th time:

    gldebug: Could not create semaphores.
    ogldebug: No space left on device
    ogldebug: Error in init.c (ui side), line 81.

But your problem is the N32 version...
I seriously doubt that anyone has ever run it successfully.
I'll file a bug report here if there isn't one already.

(I know it's pitiful, but getting anything fixed in ogldebug
 has been extremely painful for about the last two years--
 it seems that nobody around here has time allotted to support it.
 This is a very sad situation for such a potentially useful tool.)

Don

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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199710290040.QAA07844@remi.engr.sgi.com>
Subject: Re: Draw Lockup (was Performer Woes)
To: dery@Discreet.COM (Jean-Luc Dery)
Date: Tue, 28 Oct 1997 16:40:11 -0800 (PST)
Cc: jan@archimedes.vislab.navy.mil, info-performer@sgi.com
In-Reply-To: <9710281535.ZM13988@atlantis> from "Jean-Luc Dery" at Oct 28, 97 03:35:13 pm
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Jean-Luc Dery wrote:
> 
> 
> On Oct 28,  8:59am, Jan Barglowski wrote:
> > Subject: Draw Lockup (was Performer Woes)
> >
> R=E9mi Arnaud wrote:
> > > > Background:
> > > >   We upgraded from 1 to 3 Pipes on our iR.  2Gb RAM, Iris 6.2, and
> > > > Performer 2.1.  Processor locking and non-degrading priorities via
> > > > the pfu calls worked well under 1 pipe, but now we cannot lock down=
> 
> > > > the draw process without locking up (hard) the entire machine!
> > >
> > >  Which means you are going from 1 draw process to 3 draw process (and=
> 
> > >  also from 1 cull to 3 culls if you run APP_CULL_DRAW).
> > >
> > >  So the question is: do you have enough CPUs to handle 3 pipes with 3=
>  draw
> > >  processes locked ?
> >
> > We have 16 processors, and I am currently locking them individually
> > by number.  However, perfly (which doesn't lock by number, but by
> > next available?) crashes as well.  It's only when the -D option in
> > perfly is used that causes the lockup.
> >
> > jan
> 
> We are having the same problem on a 2 CPU Octane (IRIX 6.4), with a Perfo=
> rmer
> 2.1 multiprocess application set to either APPCULL_DRAW or APP_CULL_DRAW.=
>  The
> call that seems to be causing this is pfuPrioritizeProcs( true ). When th=
> e
> application doesn't run as root, we get a notification: "must be root to =
> set
> non-degrading priorities" and every thing runs OK; but when running as ro=
> ot,
> the same thing happens, a total freeze and we have use the h/w reset butt=
> on.
> 
> Any idea on what's causing this ??!

 The placement is surely bogus. The good news is that you have the source code
 of that routine in share/Performer/lib/libpfutil/lockcpu.c
 You can modify it and build your own libpfutil.

> 
> Jean-Luc
> 
> -- =
> 
> _________________________________________________________________________=
> ____
> 
> Jean-Luc Dery                         Discreet Logic
> System Engineer                       10 Duke Street
> 3-D Graphics Technology               Montreal (Quebec), Canada, H3C 2L7
>                                       Tel: (514) 954-7239
> Email: dery@discreet.com              Fax: (514) 393-0110
> _________________________________________________________________________=
> ____
> 
> --PART-BOUNDARY=.19710281535.ZM13988.atlantis--
> 
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hey,

is there a way to get frame buffer info (screen res, RGBA, 
accum info...) from inside performer?

thanks
bryan
-- 
Bryan Larson			SGI Office:	(714)852-1980
Systems Engineer		Direct Office:	(714)224-4531
Silicon Graphics, Inc.		SGI VMail:	6-678-4531
18201 Von Karman Avenue		
Irvine, CA  92715		blarson@newport.sgi.com
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Robert Lechner wrote:

> question.
>
> I'm using the pfdInitConverter() and pfdConverterMode() functions and
> neither one is getting loaded. I keep getting run-time link errors and I'm
> unable to use the routines. I have set the PFLD_LIBRARY_PATH to point
> to multigen loaders directory and just for grins, I've put a copy of the dso
> in the local directory for the executable. I still cannot get any results. Any
> suggestions? thanks in advance.
>

bryan,

Just a guess, I set my library paths in the .cshrc in the following way:

setenv LD_LIBRARY_PATH /usr/lib:/usr/lib/libpfdb
setenv LD_LIBRARYN32_PATH /usr/lib32:/usr/lib32/libpfdb
setenv LD_LIBRARY64_PATH /usr/lib64:/usr/lib64/libpfdb

Depending on how you compile your application you need specially compiled libs.
But you probably know that.
The loaders reside in the .../libpfdb paths.

J.C.


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From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
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To: Bryan <blarson@newport.sgi.com>
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On Tue, 28 Oct 1997, Bryan wrote:

> hey,
> 
> is there a way to get frame buffer info (screen res, RGBA, 
> accum info...) from inside performer?

  Yes. Try pfuPrintPWinFBConfig(paint_window, stdout) and you will get
the frame buffer configuration.

> 
> thanks
> bryan
> -- 
> Bryan Larson			SGI Office:	(714)852-1980
> Systems Engineer		Direct Office:	(714)224-4531
> Silicon Graphics, Inc.		SGI VMail:	6-678-4531
> 18201 Von Karman Avenue		
> Irvine, CA  92715		blarson@newport.sgi.com
> --
> "you think you got it rough, how 'bout your dear old doggy
> 10 short years, he's getting old and groggy" - Danny Elfman
> --
> =======================================================================
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> 


__________________________________________________________________
/ / / / / / / / / / / / /  ARTEC / / / / / / / / / / / / / / / / / 
 Joaquin Casillas Melendez     e-mail: jcasilla@glup.eleinf.uv.es
 LISITT (ARTEC)                Phone: +34 6 360 4484
 Dept. Electr. & Informatics   Addr: Hugo de Moncada 4.
 University of Valencia        46010 Val.(SPAIN)

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        "frame buffer info from performer" (Oct 28,  6:00pm)
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On Oct 28,  6:00pm, Bryan wrote:
> Subject: frame buffer info from performer
> hey,
>
> is there a way to get frame buffer info (screen res, RGBA,
> accum info...) from inside performer?


Yes, see the man page for pfQueryPWin or pfQueryWin.

Amaury.
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Hello Performers.

I am trying to add audio to my pfapplication with the digital media
library. When playing a sound, the application gets blocked until the end
of the sound. In order to solve this problem, I have used the libpthread
library for playing the sound in an alternate line of execution. Sometimes
it works, and sometimes it crashes. This seems to be a bad solution.

So my questions are:

-Has anyone used Digital media library api from Performer with success?
-How can I solve the problem of playing a sound while doing graphic stuff?
(I have also tried to use a forked process without succes).
-Is there a better way to play sounds from performer?

Thanks in advance for any suggestion about these topics.


__________________________________________________________________
/ / / / / / / / / / / / /  ARTEC / / / / / / / / / / / / / / / / / 
 Joaquin Casillas Melendez     e-mail: jcasilla@glup.eleinf.uv.es
 LISITT (ARTEC)                Phone: +34 6 360 4484
 Dept. Electr. & Informatics   Addr: Hugo de Moncada 4.
 University of Valencia        46010 Val.(SPAIN)

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Message-Id: <9710291336.ZM1410@atlantis>
Date: Wed, 29 Oct 1997 13:36:19 -0500
In-Reply-To: =?iso-8859-1?Q?remi=40remi=2Eengr=2Esgi=2Ecom_=28R=E9mi_Arnau?=
 =?iso-8859-1?Q?d=29
 _______=22Re=3A_Draw_Lockup_=28was_Performer_Woes=29=22_=28Oct_28=2C__4?=
 =?iso-8859-1?Q?=3A40pm=29?=
References: <199710290040.QAA07844@remi.engr.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: remi@remi.engr.sgi.com (=?iso-8859-1?Q?R=E9mi_Arnaud?=),
        dery@Discreet.COM (Jean-Luc Dery)
Subject: Re: Draw Lockup (was Performer Woes)
Cc: jan@archimedes.vislab.navy.mil, info-performer@sgi.com
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--PART-BOUNDARY=.19710291336.ZM1410.atlantis
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On Oct 28,  4:40pm, R=E9mi Arnaud wrote:
> Subject: Re: Draw Lockup (was Performer Woes)
> Jean-Luc Dery wrote:
> >
> > We are having the same problem on a 2 CPU Octane (IRIX 6.4), with a P=
erfo=3D
> > rmer
> > 2.1 multiprocess application set to either APPCULL_DRAW or APP_CULL_D=
RAW.=3D
> >  The
> > call that seems to be causing this is pfuPrioritizeProcs( true ). Whe=
n th=3D
> > e
> > application doesn't run as root, we get a notification: "must be root=
 to =3D
> > set
> > non-degrading priorities" and every thing runs OK; but when running a=
s ro=3D
> > ot,
> > the same thing happens, a total freeze and we have use the h/w reset =
butt=3D
> > on.
> >
> > Any idea on what's causing this ??!
>
>  The placement is surely bogus. The good news is that you have the sour=
ce
code
>  of that routine in share/Performer/lib/libpfutil/lockcpu.c
>  You can modify it and build your own libpfutil.
>

I resolved the problem by reimplementing the pfuPrioritizeProc function. =
This
call sets the non-degrading priority for all pf processes to the same val=
ue
which doesn't seem to be a good idea. By giving the pf draw process a sli=
ghtly
higher priority than the other pf processes, you get rid of the deadlock.=
 The
app process is probably waiting for swap buffer but is never giving the c=
hance
to the draw process to do it, I assume. Perhaps by setting scheduling to =
round
robin with equal priority to all processes would do it two, but I haven't=
 tried
it.

Jean-Luc

-- =

_________________________________________________________________________=
____

Jean-Luc Dery                         Discreet Logic
System Engineer                       10 Duke Street
3-D Graphics Technology               Montreal (Quebec), Canada, H3C 2L7
                                      Tel: (514) 954-7239
Email: dery@discreet.com              Fax: (514) 393-0110
_________________________________________________________________________=
____

--PART-BOUNDARY=.19710291336.ZM1410.atlantis--

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In-Reply-To: "Jean-Luc Dery" <dery@Discreet.COM>
        "Re: Draw Lockup (was Performer Woes)" (Oct 29,  1:36pm)
References: <199710290040.QAA07844@remi.engr.sgi.com> 
	<9710291336.ZM1410@atlantis>
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 =?iso-8859-1?Q?R=E9mi_Arnaud?=)
Subject: Re: Draw Lockup (was Performer Woes)
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On Oct 29,  1:36pm, Jean-Luc Dery wrote:
> I resolved the problem by reimplementing the pfuPrioritizeProc function. This
> call sets the non-degrading priority for all pf processes to the same value
> which doesn't seem to be a good idea. By giving the pf draw process a
slightly
> higher priority than the other pf processes, you get rid of the deadlock. The
> app process is probably waiting for swap buffer but is never giving the
chance
> to the draw process to do it, I assume. Perhaps by setting scheduling to
round
> robin with equal priority to all processes would do it two, but I haven't
tried
> it.

This is not true !!!

I had forgoten to put back the application in multiprocess mode. But one thing
is sure is that the problem is a dead lock in pf processes because when in
single process mode, the application runs fine with the non-degrading priority.

Sorry about that.

Jean-Luc

-- 
_____________________________________________________________________________

Jean-Luc Dery                         Discreet Logic
System Engineer                       10 Duke Street
3-D Graphics Technology               Montreal (Quebec), Canada, H3C 2L7
                                      Tel: (514) 954-7239
Email: dery@discreet.com              Fax: (514) 393-0110
_____________________________________________________________________________
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9710291211.ZM5272@logan.engr.multigen.com>
Date: Wed, 29 Oct 1997 12:11:44 -0800
In-Reply-To: Robert Lechner <rlechner@mdc.com>
        "flt loader" (Oct 28,  5:03pm)
References: <s4561b26.022@mdc.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Oct 28,  5:03pm, Robert Lechner wrote:
> I'm using the pfdInitConverter() and pfdConverterMode() functions and
> neither one is getting loaded. I keep getting run-time link errors and I'm
> unable to use the routines.

you need to link your application with "-lpfdu" to get the standard converter
api functions.

> I have set the PFLD_LIBRARY_PATH to point to multigen loaders directory

this'll be fine once you fix the other problem. also note the previous response
wrt O32, N32, and 64 abi's. consider setting:

setenv PFLD_LIBRARY_PATH    /usr/local/MultiGen/Performer_Loader/lib
setenv PFLD_LIBRARYN32_PATH /usr/local/MultiGen/Performer_Loader/lib32
setenv PFLD_LIBRARY64_PATH  /usr/local/MultiGen/Performer_Loader/lib64

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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Subject: Unknown side token 2
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The basic question is why do I get this error:

PF Warning/Usage:              pfMaterial::setColorMode() Unknown side token 2

It is coming from this call:

    pfMtlColorMode(mtl, PFMTL_BACK, PFMTL_CMODE_OFF);

If it helps, here's the basic idea of my make:

	cc  -I../../include  -o32  -DOPENGL  -DMAKE_DEBUG -c bvgeom.c 
	ar -cr libbvperf.a bv.o bvnav.o bvcmd.o bvwidget.o bvsixd.o simpgeom.o bvgeom.o bvcoloredcube.o bvbuvrperf.o bvbuvrX.o
	cc  -o32  -DOPENGL  -DMAKE_DEBUG -o bv bvmain.o -L/usr/lib/Performer/Static  -L/usr/lib/Performer/Static/libpfdb  -L/lib -all -ignore_unresolved -lpf_ogl -lpfdu_ogl -lpfui -lpfutil_ogl -limage  -lGLU -lGL -lXext  -lfpe  -lXm -lXt   -lXmpfdb  -L/lib -all -ignore_unresolved -lpf_ogl -lpfdu_ogl -lpfui -lpfutil_ogl -limage  -lGLU -lGL -lXext  -lfpe  -lXm -lXt   -lXmu  -lX11  -lm  -lmalloc  -lC -L../../lib/O32_buvr_ogl_debug -lbvperf -lgenl 

And we have Performer 2.0 dev libs and Performer2.0.1 execution environment,
running under IRIX 6.3

Thanks,
Erik Brisson
ebrisson@bu.edu



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Subject: Gamma table
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Does anyone know a tool that lets you adjust the actual gamma table of an SGI?
(iR more specifically)

I don't mean just the gamma value but the whole set of entries in
the lookup table used by the graphic card to generate to video output.






-- 
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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Nicolas,

Check out XSGIvcQueryGammaColors() and XSGIvcStoreColors16().

The applicable include file is X11/extensions/SGIvc.h

This only works on Irix 6.0 and later.

Gerry


Nicolas Gauvin wrote:
> 
> Does anyone know a tool that lets you adjust the actual gamma table of an SGI?
> (iR more specifically)
> 
> I don't mean just the gamma value but the whole set of entries in
> the lookup table used by the graphic card to generate to video output.
>
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In-Reply-To: "Jean-Luc Dery" <dery@Discreet.COM>
        "Re: Draw Lockup (was Performer Woes)" (Oct 29,  1:36pm)
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 =?iso-8859-1?Q?_Arnaud?=)
Subject: Re: Draw Lockup (was Performer Woes)
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+>---- On Oct 29,  1:36pm, Jean-Luc Dery wrote:
> Subject: Re: Draw Lockup (was Performer Woes)
->
->[ Text
->  Encoded with "quoted-printable" ] :
->
->On Oct 28,  4:40pm, R=E9mi Arnaud wrote:
->> Subject: Re: Draw Lockup (was Performer Woes)
->> Jean-Luc Dery wrote:
->> >
->> > We are having the same problem on a 2 CPU Octane (IRIX 6.4), with a=
 Perfo=3D
->> > rmer
->> > 2.1 multiprocess application set to either APPCULL_DRAW or APP_CULL=
_DRAW.=3D
->> >  The
->> > call that seems to be causing this is pfuPrioritizeProcs( true ). W=
hen th=3D
->> > e
->> > application doesn't run as root, we get a notification: "must be ro=
ot to =3D
->> > set
->> > non-degrading priorities" and every thing runs OK; but when running=
 as ro=3D
->> > ot,
->> > the same thing happens, a total freeze and we have use the h/w rese=
t butt=3D
->> > on.
->> >
->> > Any idea on what's causing this ??!
->>
->>  The placement is surely bogus. The good news is that you have the so=
urce
->code
->>  of that routine in share/Performer/lib/libpfutil/lockcpu.c
->>  You can modify it and build your own libpfutil.
->>
->
->I resolved the problem by reimplementing the pfuPrioritizeProc function=
=2E This
->call sets the non-degrading priority for all pf processes to the same v=
alue
->which doesn't seem to be a good idea. =


Well, this isn't so clear and shouldn't cause a deadlock.
This only matters if you are running 2 or more of
separate APP, CULL and DRAW processes on the SAME CPU - as you might be w=
ith =

a single or dual CPU machine.  APP_CULLDRAW would improve your
latency.  APPCULL_DRAW might get better frame-rate because you can sort.
Depending on how you structure your program, I can imagine reasons for
APP being higher and Draw being higher.  I agree that the default though
should probably generally be Draw as highest priority, then Cull, then AP=
P. =

This is becuase CULL and DRAW do not run anyway if there is no work to do=
 so =

if there is work for them to do, then they should get to do it.  At
one time we did have it this way in fact.
We have a much new and improved process menager in =

Performer2.2 that does exacty that and the new posix scheduling API that =

provides a lot more control.

->By giving the pf draw process a slightly
->higher priority than the other pf processes, you get rid of the deadloc=
k. The
->app process is probably waiting for swap buffer but is never giving the=
 chance
->to the draw process to do it, I assume. Perhaps by setting scheduling t=
o round
->robin with equal priority to all processes would do it two, but I haven=
't tried
->it.

There won't be a deadlock on swapbuffers - the draw gives up the CPU to a=
ll
equal or higher prority processes
when swapbuffers is called and APP will get to run.  App goes to
sleep in pfSync() to the next vertical retrace and will let draw run.
Also, App and draw are
woken by the kernel on vertical retrace interupt and do not use a semapho=
re
to syncrhonize to the graphics pipeline.
A semaphore is used if you are of pfPhase FREE_RUN however.
But, in general if a lower priority process holds a lock
that a higher priority process wants, the OS will auto-raise
the priority of the lower priority process so that it gets to run.
I can believe that on old (6.2) IRIX this might have been buggy but
in 6.4 it _should_ work.  We run perfly this way no trouble =

on 6.4 (Patches: 1794, 1815) on Octane and I've not seen it deadlock so =

I am still suprised.  Can you reproduce this with perfly?  (I apologize
in advance for entering this discussion late if this is Q redundant with =

previous info).


src.

-- =

-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
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From: "Ren-Jye Yu" <renjye@python.tamu.edu>
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Date: Thu, 30 Oct 1997 00:56:35 -0600
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Hello,

	I am working on a flight simulator and using OpenGL to draw head-up
display during the draw callback. I need to show 3D symbology on the HUD. These
3D symbology is a imagine 3D object in the space if you see through the HUD. Do
you have any suggestion how to draw this 3D object on the HUD?

	I am thinking of creating the real "imagine" 3D object in my simulation
environment and let this object show up only inside the HUD area. How can I
show this object only inside the HUD area?

	I am very appreciate for your help.


-- 

______________________________________________________________________________

    ("`-''-/").___..--''"`-._         Ren-Jye Yu
     `6_ 6  )   `-.  (     ).`-.__.`) Email    :renjye@python.tamu.edu      
     (_Y_.)'  ._   )  `._ `. ``-..-'  Phone(O) :(409) 845-0729      
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 (il),-''  (li),'  ((!.-'     Address  :Aerospace Engineering Department
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From: "Javier Abadia Miranda" <abadia@sgonyx.ita.es>
Message-Id: <9710300946.ZM11590@pandora.ita.es>
Date: Thu, 30 Oct 1997 09:46:48 +0100
In-Reply-To: Steve Baker <sbaker@link.com>
        "Re: world to xy" (Oct 28,  9:17am)
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As I promised, here is the code.

I give it for free, but not for nothing.
PLEASE, if you use this code, let me know.
This is the only thing I ask for.

Any comments welcome.


Aaadios. (Bye)


--PART-BOUNDARY=.19710300946.ZM11590.ita.es
X-Zm-Content-Name: nUtm.c
Content-Description: Text
Content-Type: text/plain ; name="nUtm.c" ; charset=iso-8859-1
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/*
 * Javier Abadia Miranda  - Oct 1997
 * Ingeniero en Informatica (casi)
 * =

 * Send comments to abadia@pandora.ita.es
 * =

 * Centro Politecnico Superior - Instituto Tecnologico de Aragon
 * Zaragoza (Spain)
 * =

 * utm <-> geodetic coordinates conversion
 * =

 * Using ecuations published in Boletino di Geodesia #1 (Italy)
 * by Alberto Coticchia and Luciano Surace
 * =

 * This is a good aproximation to exact expressions.
 * =

 */

/*
 * -=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D=
-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D
 * Please, I *want* to know that you are using this code
 * An e-mail stating "I'm X and I am using your utm2geo
 * routines to ..." is ok. Thank you.
 * Remember mailto://abadia@pandora.ita.es
 * -=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D=
-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D
 */ =


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

#ifdef MEGAPRECISION
#define REAL long double
#define cos(a) cosl(a)
#define sin(a) sinl(a)
#define tan(a) tanl(a)
#define atan(a) atanl(a)
#define atan2(a,b) atan2l(a,b)
#define log(a) logl(a)
#define exp(a) expl(a)
#define pow(a,b) powl(a,b)
#else
#define REAL double
#endif


/*
 * For more info about UTM, zones or coordinates follow this link =

 *
 * http://www.utexas.edu/ftp/depts/grg/gcraft/notes/mapproj/mapproj.html
 */

typedef struct {
	REAL e2; 	/* excentricity squared */
	REAL c;  	/* meters */
	REAL a;		/* meters */
	char *datum;	/* name of ellipsoid's datum */
} Elipsoide;


Elipsoide hayford =3D {
	0.0067681703, /* e2 */
	6399936.609,  /* c */
	6378388.0,    /* a */
	"Postdam"
};


/*
 * latitude: measured in degrees, with origin at ecuator
 *	latitude > 0,   North
 *      latitude < 0,   South
 */
 =

 /*
  * longitude: measured in degrees, with origin at Greenwich
  * meridian
  *	longitude > 0, East
  *	longitude < 0, West  =

  */
  =

 /*
  * X,Y: measured in metres;  huso =3D UTM zone
  */

void utm2geo(int huso, REAL X, REAL Y, REAL *lat, REAL *lon);
void geo2utm(REAL lat, REAL lon, int *huso, REAL *X, REAL *Y);


/*
 * returns a pointer to a STATIC buffer where there
 * is a representation of g in [gg=A7mm'ss"mmm N] printable
 * form. NEVER use this function twice in the same printf.
 * Second parameter indicates if g is a latitude (true)
 * or a longitude (false)
 */
char *grados_a_cadena(REAL g, int latitud);


/*
 * main()  only to test
 */

void main()
{
	int huso;
	REAL X,Y;
	REAL latitud, longitud;

	printf("Conversion UTM a Geograficas ");
	printf("usando %d bits de precision\n", sizeof(REAL) * 8);

	/*
	 * entrada de datos
	 */
	printf("huso.....: ");   scanf("%d", &huso);
	printf("x........: ");	 scanf("%f", &X);
	printf("y........: ");   scanf("%f", &Y);

	printf("huso: %d, ",huso);
	printf("X: %.3f, ",X);
	printf("Y: %.3f\n",Y);

	utm2geo(huso, X,Y, &latitud, &longitud);

	printf("lat(phi)   %s, ", grados_a_cadena(latitud, 1));
	printf("lon(lambda) %s\n", grados_a_cadena(longitud, 0));

	geo2utm(latitud, longitud, &huso, &X, &Y);

	printf("huso: %d, ",huso);
	printf("X: %.3f, ",X);
	printf("Y: %.3f\n",Y);
}


/*
 *    STATIC functions =

 */

/*
 * given a UTM zone, calculates longitude (Easting)
 * of its central meridian
 */
static REAL meridiano_central_del_huso(int huso);

/*
 * calculates which zone is the place in, =

 * given its Easting
 */
static int determinar_huso(REAL lambda);


/*
 * intermediate calculation
 */
static REAL calcular_B_sub_phi(REAL phi)
{
	REAL B;
	REAL A1,A2,J2,J4,J6,alpha,beta,gamma;

	REAL cos2_phi =3D pow(cos(phi), 2.0);

	A1 =3D sin( 2.0 * phi);
	A2 =3D A1 * cos2_phi;
	J2 =3D phi + A1 / 2.0;
	J4 =3D (3.0 * J2 + A2) / 4.0;
	J6 =3D (5.0 * J4 + A2 * cos2_phi) / 3.0;
	alpha =3D 3.0/4.0 * hayford.e2;
	beta =3D 5.0/3.0 * pow(alpha, 2.0);
	gamma =3D 35.0/27.0 * pow(alpha, 3.0);
	B =3D (0.9996 * hayford.c * (phi - alpha * J2 + beta * J4 - gamma * J6))=
;
	return B;
}


/*
 * Caution: Never call this function twice inside a
 * printf, unless you want to check for your compiler's
 * parameter order of evaluation.
 * Second call will destroy result of previous one
 */
char *grados_a_cadena(REAL g, int latitud)
{
	static char buffer[100];
	int grados, minutos, segundos, milesimas;
	char c;

	if(latitud)
		c =3D (g >=3D 0) ? 'N' : 'S';
	else
		c =3D (g >=3D 0) ? 'E' : 'W';

	g =3D fabs(g);

	grados =3D (int) g;
	g =3D (g - grados) * 60.0;
	minutos =3D (int) g;
	g =3D (g - minutos) * 60.0;
	segundos =3D (int) g;
	g =3D (g - segundos) * 1000.0;
	milesimas =3D (int) g;
	sprintf(buffer, "%2d=A7 %2d' %2d\"%03d %c", grados, minutos, segundos, m=
ilesimas, c);

	return buffer;
}

void utm2geo(int huso, REAL X, REAL Y, REAL *lat, REAL *lon)
{
	REAL y,x,phi,nu,a,b,tseta,xi,eta,senh_xi,delta_lambda,t;
	REAL cos2_phi;
	REAL B_sub_phi;

	REAL sumando_1, sumando_2, corchete;
	REAL latitud, longitud;
	REAL lambda_0;

	y =3D Y;
	x =3D X - 500000.0 ;
	phi =3D y / 6366197.724 / 0.9996 ;
	cos2_phi =3D pow(cos(phi), 2.0);
	nu =3D hayford.c * 0.9996 / pow((1.0 + hayford.e2 * cos2_phi), 0.5);
	a =3D x / nu;
	B_sub_phi =3D calcular_B_sub_phi(phi);
	b =3D (y - B_sub_phi) / nu;
	tseta =3D hayford.e2 * a * a / 2.0 * cos2_phi;
	xi =3D a * (1.0 - tseta / 3.0);
	eta =3D b * (1.0 - tseta) + phi;
	senh_xi =3D (exp(xi) - exp(-xi)) / 2.0;
	delta_lambda =3D atan2( senh_xi, cos(eta));
	t =3D atan(cos(delta_lambda) * tan(eta));

	sumando_1 =3D hayford.e2 * cos2_phi;
	sumando_2 =3D 3.0 / 2.0 * hayford.e2 * sin(phi) * cos(phi) * (t - phi);
	corchete =3D 1.0 + sumando_1 - sumando_2;

	lambda_0 =3D meridiano_central_del_huso(huso) * M_PI / 180.0;

	latitud =3D phi + corchete * (t-phi);		/* phi */
	longitud =3D delta_lambda + lambda_0;		/* lambda */

	*lat =3D latitud * 180.0 / M_PI;
	*lon =3D longitud * 180.0 / M_PI;
}

void geo2utm(REAL lat, REAL lon, int *huso, REAL *X, REAL *Y)
{
	REAL xi, A, n, nu, tseta, B_sub_phi, delta_lambda;
	REAL lambda_0, lambda, phi, cos2_phi;

	phi =3D lat * M_PI / 180.0;
	lambda =3D lon * M_PI / 180.0;

	*huso =3D determinar_huso(lon);
	lambda_0 =3D meridiano_central_del_huso(*huso) * M_PI / 180.0;

	delta_lambda =3D lambda - lambda_0;
	A =3D cos(phi) *  sin(delta_lambda);
	xi =3D 1.0 / 2.0 * log( (1.0+A) / (1.0-A) );
	n =3D atan2( tan(phi), cos(delta_lambda) ) - phi;
	cos2_phi =3D pow(cos(phi), 2.0);
	nu =3D hayford.c * 0.9996 / pow( (1.0 + hayford.e2 * cos2_phi), 0.5);
	tseta =3D hayford.e2 / 2.0 * xi * xi * cos2_phi;
	B_sub_phi =3D calcular_B_sub_phi(phi);

	*Y =3D n * nu * (1.0 + tseta) + B_sub_phi;
	*X =3D xi * nu * (1.0 + tseta/3.0) + 500000.0;
}

/*
 * UTM zones calculations (huso =3D UTM zone)
 */

static REAL meridiano_central_del_huso(int huso)
{
	REAL lambda;
	lambda =3D 6.0 * huso - 183.0;
	return lambda;
}

static int determinar_huso(REAL lambda)
{
	int huso;

	huso =3D (lambda / 6.0) + 31;
	while(huso < 1)
		  huso +=3D 60;

	return huso;
}


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From: "Javier Abadia Miranda" <abadia@sgonyx.ita.es>
Message-Id: <9710300946.ZM11590@pandora.ita.es>
Date: Thu, 30 Oct 1997 09:46:48 +0100
In-Reply-To: Steve Baker <sbaker@link.com>
        "Re: world to xy" (Oct 28,  9:17am)
References: <Pine.SGI.3.96.971028091250.1641E-100000@samantha.bgm.link.com>
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--
--PART-BOUNDARY=.19710300946.ZM11590.ita.es
Content-Type: text/plain; charset=us-ascii

As I promised, here is the code.

I give it for free, but not for nothing.
PLEASE, if you use this code, let me know.
This is the only thing I ask for.

Any comments welcome.


Aaadios. (Bye)


--PART-BOUNDARY=.19710300946.ZM11590.ita.es
X-Zm-Content-Name: nUtm.c
Content-Description: Text
Content-Type: text/plain ; name="nUtm.c" ; charset=iso-8859-1
Content-Transfer-Encoding: quoted-printable
X-Zm-Decoding-Hint: mimencode -q -u 

/*
 * Javier Abadia Miranda  - Oct 1997
 * Ingeniero en Informatica (casi)
 * =

 * Send comments to abadia@pandora.ita.es
 * =

 * Centro Politecnico Superior - Instituto Tecnologico de Aragon
 * Zaragoza (Spain)
 * =

 * utm <-> geodetic coordinates conversion
 * =

 * Using ecuations published in Boletino di Geodesia #1 (Italy)
 * by Alberto Coticchia and Luciano Surace
 * =

 * This is a good aproximation to exact expressions.
 * =

 */

/*
 * -=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D=
-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D
 * Please, I *want* to know that you are using this code
 * An e-mail stating "I'm X and I am using your utm2geo
 * routines to ..." is ok. Thank you.
 * Remember mailto://abadia@pandora.ita.es
 * -=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D=
-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D-=3D
 */ =


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

#ifdef MEGAPRECISION
#define REAL long double
#define cos(a) cosl(a)
#define sin(a) sinl(a)
#define tan(a) tanl(a)
#define atan(a) atanl(a)
#define atan2(a,b) atan2l(a,b)
#define log(a) logl(a)
#define exp(a) expl(a)
#define pow(a,b) powl(a,b)
#else
#define REAL double
#endif


/*
 * For more info about UTM, zones or coordinates follow this link =

 *
 * http://www.utexas.edu/ftp/depts/grg/gcraft/notes/mapproj/mapproj.html
 */

typedef struct {
	REAL e2; 	/* excentricity squared */
	REAL c;  	/* meters */
	REAL a;		/* meters */
	char *datum;	/* name of ellipsoid's datum */
} Elipsoide;


Elipsoide hayford =3D {
	0.0067681703, /* e2 */
	6399936.609,  /* c */
	6378388.0,    /* a */
	"Postdam"
};


/*
 * latitude: measured in degrees, with origin at ecuator
 *	latitude > 0,   North
 *      latitude < 0,   South
 */
 =

 /*
  * longitude: measured in degrees, with origin at Greenwich
  * meridian
  *	longitude > 0, East
  *	longitude < 0, West  =

  */
  =

 /*
  * X,Y: measured in metres;  huso =3D UTM zone
  */

void utm2geo(int huso, REAL X, REAL Y, REAL *lat, REAL *lon);
void geo2utm(REAL lat, REAL lon, int *huso, REAL *X, REAL *Y);


/*
 * returns a pointer to a STATIC buffer where there
 * is a representation of g in [gg=A7mm'ss"mmm N] printable
 * form. NEVER use this function twice in the same printf.
 * Second parameter indicates if g is a latitude (true)
 * or a longitude (false)
 */
char *grados_a_cadena(REAL g, int latitud);


/*
 * main()  only to test
 */

void main()
{
	int huso;
	REAL X,Y;
	REAL latitud, longitud;

	printf("Conversion UTM a Geograficas ");
	printf("usando %d bits de precision\n", sizeof(REAL) * 8);

	/*
	 * entrada de datos
	 */
	printf("huso.....: ");   scanf("%d", &huso);
	printf("x........: ");	 scanf("%f", &X);
	printf("y........: ");   scanf("%f", &Y);

	printf("huso: %d, ",huso);
	printf("X: %.3f, ",X);
	printf("Y: %.3f\n",Y);

	utm2geo(huso, X,Y, &latitud, &longitud);

	printf("lat(phi)   %s, ", grados_a_cadena(latitud, 1));
	printf("lon(lambda) %s\n", grados_a_cadena(longitud, 0));

	geo2utm(latitud, longitud, &huso, &X, &Y);

	printf("huso: %d, ",huso);
	printf("X: %.3f, ",X);
	printf("Y: %.3f\n",Y);
}


/*
 *    STATIC functions =

 */

/*
 * given a UTM zone, calculates longitude (Easting)
 * of its central meridian
 */
static REAL meridiano_central_del_huso(int huso);

/*
 * calculates which zone is the place in, =

 * given its Easting
 */
static int determinar_huso(REAL lambda);


/*
 * intermediate calculation
 */
static REAL calcular_B_sub_phi(REAL phi)
{
	REAL B;
	REAL A1,A2,J2,J4,J6,alpha,beta,gamma;

	REAL cos2_phi =3D pow(cos(phi), 2.0);

	A1 =3D sin( 2.0 * phi);
	A2 =3D A1 * cos2_phi;
	J2 =3D phi + A1 / 2.0;
	J4 =3D (3.0 * J2 + A2) / 4.0;
	J6 =3D (5.0 * J4 + A2 * cos2_phi) / 3.0;
	alpha =3D 3.0/4.0 * hayford.e2;
	beta =3D 5.0/3.0 * pow(alpha, 2.0);
	gamma =3D 35.0/27.0 * pow(alpha, 3.0);
	B =3D (0.9996 * hayford.c * (phi - alpha * J2 + beta * J4 - gamma * J6))=
;
	return B;
}


/*
 * Caution: Never call this function twice inside a
 * printf, unless you want to check for your compiler's
 * parameter order of evaluation.
 * Second call will destroy result of previous one
 */
char *grados_a_cadena(REAL g, int latitud)
{
	static char buffer[100];
	int grados, minutos, segundos, milesimas;
	char c;

	if(latitud)
		c =3D (g >=3D 0) ? 'N' : 'S';
	else
		c =3D (g >=3D 0) ? 'E' : 'W';

	g =3D fabs(g);

	grados =3D (int) g;
	g =3D (g - grados) * 60.0;
	minutos =3D (int) g;
	g =3D (g - minutos) * 60.0;
	segundos =3D (int) g;
	g =3D (g - segundos) * 1000.0;
	milesimas =3D (int) g;
	sprintf(buffer, "%2d=A7 %2d' %2d\"%03d %c", grados, minutos, segundos, m=
ilesimas, c);

	return buffer;
}

void utm2geo(int huso, REAL X, REAL Y, REAL *lat, REAL *lon)
{
	REAL y,x,phi,nu,a,b,tseta,xi,eta,senh_xi,delta_lambda,t;
	REAL cos2_phi;
	REAL B_sub_phi;

	REAL sumando_1, sumando_2, corchete;
	REAL latitud, longitud;
	REAL lambda_0;

	y =3D Y;
	x =3D X - 500000.0 ;
	phi =3D y / 6366197.724 / 0.9996 ;
	cos2_phi =3D pow(cos(phi), 2.0);
	nu =3D hayford.c * 0.9996 / pow((1.0 + hayford.e2 * cos2_phi), 0.5);
	a =3D x / nu;
	B_sub_phi =3D calcular_B_sub_phi(phi);
	b =3D (y - B_sub_phi) / nu;
	tseta =3D hayford.e2 * a * a / 2.0 * cos2_phi;
	xi =3D a * (1.0 - tseta / 3.0);
	eta =3D b * (1.0 - tseta) + phi;
	senh_xi =3D (exp(xi) - exp(-xi)) / 2.0;
	delta_lambda =3D atan2( senh_xi, cos(eta));
	t =3D atan(cos(delta_lambda) * tan(eta));

	sumando_1 =3D hayford.e2 * cos2_phi;
	sumando_2 =3D 3.0 / 2.0 * hayford.e2 * sin(phi) * cos(phi) * (t - phi);
	corchete =3D 1.0 + sumando_1 - sumando_2;

	lambda_0 =3D meridiano_central_del_huso(huso) * M_PI / 180.0;

	latitud =3D phi + corchete * (t-phi);		/* phi */
	longitud =3D delta_lambda + lambda_0;		/* lambda */

	*lat =3D latitud * 180.0 / M_PI;
	*lon =3D longitud * 180.0 / M_PI;
}

void geo2utm(REAL lat, REAL lon, int *huso, REAL *X, REAL *Y)
{
	REAL xi, A, n, nu, tseta, B_sub_phi, delta_lambda;
	REAL lambda_0, lambda, phi, cos2_phi;

	phi =3D lat * M_PI / 180.0;
	lambda =3D lon * M_PI / 180.0;

	*huso =3D determinar_huso(lon);
	lambda_0 =3D meridiano_central_del_huso(*huso) * M_PI / 180.0;

	delta_lambda =3D lambda - lambda_0;
	A =3D cos(phi) *  sin(delta_lambda);
	xi =3D 1.0 / 2.0 * log( (1.0+A) / (1.0-A) );
	n =3D atan2( tan(phi), cos(delta_lambda) ) - phi;
	cos2_phi =3D pow(cos(phi), 2.0);
	nu =3D hayford.c * 0.9996 / pow( (1.0 + hayford.e2 * cos2_phi), 0.5);
	tseta =3D hayford.e2 / 2.0 * xi * xi * cos2_phi;
	B_sub_phi =3D calcular_B_sub_phi(phi);

	*Y =3D n * nu * (1.0 + tseta) + B_sub_phi;
	*X =3D xi * nu * (1.0 + tseta/3.0) + 500000.0;
}

/*
 * UTM zones calculations (huso =3D UTM zone)
 */

static REAL meridiano_central_del_huso(int huso)
{
	REAL lambda;
	lambda =3D 6.0 * huso - 183.0;
	return lambda;
}

static int determinar_huso(REAL lambda)
{
	int huso;

	huso =3D (lambda / 6.0) + 31;
	while(huso < 1)
		  huso +=3D 60;

	return huso;
}


--PART-BOUNDARY=.19710300946.ZM11590.ita.es--

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Date: Thu, 30 Oct 1997 09:41:44 +0100
From: Simon Mills <simon@hal.wgs.estec.esa.nl>
Organization: European Space Reasearch & Technology Centre (ESTEC)
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To: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
CC: Performer Mailing List <info-performer@sgi.com>
Subject: Re: Audio stuff
References: <Pine.SGI.3.96.971029185116.7281A-100000@hyperion.roblis>
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Status: O

Hi Joaquin,

Joaquin Casillas Melendez wrote:
> 
> I am trying to add audio to my pfapplication with the digital media
> library. When playing a sound, the application gets blocked until the end
> of the sound. In order to solve this problem, I have used the libpthread
> library for playing the sound in an alternate line of execution. Sometimes
> it works, and sometimes it crashes. This seems to be a bad solution.
> 
> So my questions are:
> 
> -Has anyone used Digital media library api from Performer with success?
> -How can I solve the problem of playing a sound while doing graphic stuff?
> (I have also tried to use a forked process without succes).

Yes, I have built my own higher level audio library on top of the
Digital Media Libraries. It is analogous to Performer in that it forks
off a separate audio "rendering" process and  communicates via shared
memory. I recommend this because you need a constant stream of audio
data to the audio hardware. My library includes some simple modelling of
effects like attenuation with distance, directional sounds, pitch
bending etc. I've subclassed a "pfSoundSource" node type which
encapsulates a 3D sound source and which can be attached to a Performer
hierarchy. I'm now trying to integrate my pfSoundSource nodes into the
OpenFlight loader so that sound beads in a .flt files can also be
"rendered".

> -Is there a better way to play sounds from performer?

For very simple one-shot sounds you can just try to execute the sfplay
program using a call like 'system("sfplay mysound.aiff");'.

If you want a high-end solution take a look at the AudioWorks product
from Paradigm. http://www.paradigmsim.com

Hope this helps.


-- 
Regards, Simon

======================================================================
Simon Mills
Silicon Worlds S.A.
c/o System Simulation Section (WAS)
Automation & Informatics Department
European Space Research And Technology Centre (ESTEC)
Postbus 299                           e-mail:   simon@wgs.estec.esa.nl
2200AG Noordwijk                      phone:    +31-(0)71-565-3725
The Netherlands                       fax:      +31-(0)71-565-5419
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Disclose-Recipients: prohibited
Date: Thu, 30 Oct 1997 09:12:26 +0000 (GMT)
From: Neil Williams <neil.f.williams@gecm.com>
Subject: Spotlights by Projected Texture Problems
To: info-performer <info-performer@sgi.com>
Message-Id: <5726120930101997/A92741/SULLY/11BAF24C1900*@MHS>
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Hi,
I've got two problems with a modified version of the Spotlight example source
in the 'Creating Visuals Effects ' section of the 2.1 manual.

Firstly - Instead of getting one spotlight texture on my terrain I get hundreds
of them replicated all over the place. I can change their size by tweaking the
frustum FoV or the LSourcePos, but I can't get a single spotlight source. Any
ideas?

Secondly - So far I've been using an O2 for projected texture spotlights. I've
tried the same code on our MXI graphics machine and the projected texture does
not appear. Why not?

Thanks in advance.

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Hi,
I am trying to apply a global texture on a node that represents a terrain
surface.
Surface is described by a set of triangles but I don't find any way to apply 
a texture on the overall surface.

any suggestions?
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Subject: (.csb) loader
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Is there a performer loader
for the OpenGL Optimizer binary format (.csb) ?

OR a convertor to convert a '.csb' file into
a format that can be imported by performer?

Thanks,

Alun Evans
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Thanks for the code (yayayayayayayayayayayayayayaaaaaaaaaaaaaaaaaaa)


It looks great....

garrett
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Date: Thu, 30 Oct 1997 06:28:46 -0800
From: "Garrett Williams" <gwilliams@etcflorida.com>
Organization: ETC
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To: Stephane GUILLAUDEUX <guio@gesma.gesma.fr>
CC: sgi <info-performer@sgi.com>
Subject: Re: texture on node
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Stephane GUILLAUDEUX wrote:
> 
> Hi,
> I am trying to apply a global texture on a node that represents a terrain
> surface.
> Surface is described by a set of triangles but I don't find any way to apply
> a texture on the overall surface.
> 
> any suggestions?
> =======================================================================
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The following is a verry simple demo and there are many other options
that can be included but this should get you started...  

/* create texture enviorment */
Tev = pfNewTEnv(NULL);
/* set it to show through back ground color */
pfTEnvMode(Tev,PFTE_MODULATE);
	/*PFTE_DECAL = texture color only and not effected by timeofday */
/* create texture and load */
texture = pfNewTex(NULL);
pfLoadTexFile(texture,"grass.rgb");
/* create state */
State = pfNewGState(NULL);
/* main key to one texture over large area of polies */
/* create texture generation this maps the texture to polies for you */
Tgen = pfNewTGen(NULL);
pfGStateMode(State,PFSTATE_ENTEXTURE, PF_ON); /* enable textures */
pfGStateAttr(State,PFSTATE_TEXTURE,texture); /* set texture to node */
pfGStateAttr(State, PFSTATE_TEXENV,Tev); /* set texture enviorment */
pfGStateMode(State,PFSTATE_ENTEXGEN, PF_ON);/* use TGen for texture
maping */
pfGStateAttr(State,PFSTATE_TEXGEN,Tgen); /* set what TGen to use */
pfTGenPlane(Tgen,PF_S,1.0f,0.0f,0.0f,0.0f); /* repeate in x smaller=more
repeats */ 
pfTGenPlane(Tgen,PF_T,0.0f,1.0f,0.0f,0.0f); /* repeate in y */
pfTGenMode(Tgen,PF_S,PFTG_OBJECT_LINEAR); /* set repeate in x */
pfTGenMode(Tgen,PF_T,PFTG_OBJECT_LINEAR); /* set repeate in y */

/* put it to your node */
Set = pfNewGSet(NULL);
pfGSetGState(Set,State);

if any one sees any errors in my discription or coding pleas fell free
to let us know..

	from garrett
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: Neil Williams <neil.f.williams@gecm.com>
Cc: info-performer@sgi.com
Subject: Re: Spotlights by Projected Texture Problems
Date: Thu, 30 Oct 1997 14:24:55 GMT
Organization: Pera
Reply-To: mark_baranowski@peragroup.com
Message-ID: <3458972e.20882862@post.demon.co.uk>
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Hi Neil,

On Thu, 30 Oct 1997 09:12:26 +0000 (GMT), Neil Williams
<neil.f.williams@gecm.com> wrote:

>Hi,
>I've got two problems with a modified version of the Spotlight example =
source
>in the 'Creating Visuals Effects ' section of the 2.1 manual.
>
>Firstly - Instead of getting one spotlight texture on my terrain I get =
hundreds
>of them replicated all over the place. I can change their size by =
tweaking the
>frustum FoV or the LSourcePos, but I can't get a single spotlight =
source. Any
>ideas?

Make sure the repeat function on your projected texture is PFTEX_CLAMP
(see man page for pfTexRepeat).

>Secondly - So far I've been using an O2 for projected texture =
spotlights. I've
>tried the same code on our MXI graphics machine and the projected =
texture does
>not appear. Why not?

Are you multiprocessing on the Octane? We couldn't get projected
textures working when multiprocessing with Performer 2.1 on our iR. If
you are multiprocessing then try running your app in single process
mode to see if it works.

>Thanks in advance.

Your welcome.

Mark.
--=20
Mark Baranowski
Email: mark_baranowski@peragroup.com (work)
       baranowski@marklynn.demon.co.uk (home)
Pera, VR Division. Melton Mowbray, Leics. LE13 0PB. UK.
Tel: +44 (0)1664 501501, Fax: +44 (0)1664 501553
All opinions expressed are my own and should not be viewed
as representing my employer unless stated otherwise.
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From: Steve Baker <sbaker@link.com>
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Reply-To: Steve Baker <sbaker@link.com>
To: Ren-Jye Yu <renjye@python.tamu.edu>
cc: info-performer@sgi.com
Subject: Re: How to draw 3D object inside the HUD?
In-Reply-To: <9710300056.ZM1372@python.tamu.edu>
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On Thu, 30 Oct 1997, Ren-Jye Yu wrote:

> 	I am working on a flight simulator and using OpenGL to draw head-up
> display during the draw callback. I need to show 3D symbology on the HUD. These
> 3D symbology is a imagine 3D object in the space if you see through the HUD. Do
> you have any suggestion how to draw this 3D object on the HUD?
> 
> 	I am thinking of creating the real "imagine" 3D object in my simulation
> environment and let this object show up only inside the HUD area. How can I
> show this object only inside the HUD area?

Presumably the imaginary 3D object drawn in the HUD would not be occulted by
objects in the 'real' world - and would not completely occult objects
in the real world.

That says that you need to either:

 * Turn off Z testing and setting when drawing this imaginary object
   and suffer from the fact that some parts of this object might not
   correctly occult each other - since the imaginary object is presumably
   translucent (so you can sse the real world through the HUD), this lack
   of proper Z buffering could be a bad problem. To stop the object from
   being drawn outside the area of the HUD, you'd have to set the OpenGL
   Scissors to the size of the HUD in the pre-draw callback and restore
   them again afterwards

 ...or...

 * Draw the 'real' world, clear the Z buffer and then draw the imaginary
   HUD object (with transparency enabled).

The second approach sounds best to me - if you do that then you could
use a separate Performer channel to draw the HUD - ensuring that the
colour planes of the screen are not cleared by Performer - but the Z
planes are. Setting the size of the overlayed second channel to the
size of the HUD will ensure that your imaginary object doesn't get
drawn outside the area of the HUD.

Be careful when setting the field-of-view of the HUD channel to
ensure that it matches the out-the-window channel.

The penalty for this second approach is the cost of clearing the Z planes
twice for the region of the screen under the HUD. If you are fill-limited
then you might be forced to consider the first solution.

Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
2200 Arlington Downs Road       SBaker@link.com (eMail)
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
http://www.hti.com              http://web2.airmail.net/sjbaker1 (personal)

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


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From: Steve Baker <sbaker@link.com>
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Reply-To: Steve Baker <sbaker@link.com>
To: Neil Williams <neil.f.williams@gecm.com>
cc: info-performer <info-performer@sgi.com>
Subject: Re: Spotlights by Projected Texture Problems
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On Thu, 30 Oct 1997, Neil Williams wrote:

> Hi,
> I've got two problems with a modified version of the Spotlight example source
> in the 'Creating Visuals Effects ' section of the 2.1 manual.
> 
> Firstly - Instead of getting one spotlight texture on my terrain I get hundreds
> of them replicated all over the place. I can change their size by tweaking the
> frustum FoV or the LSourcePos, but I can't get a single spotlight source. Any
> ideas?
 
Presumably you need to change the pfTexRepeat() of the spotlight texture
to PFTEX_CLAMP instead of PFTEX_REPEAT.



Steve Baker                     817-619-8776 (Vox/Vox-Mail)
Hughes Training Inc.            817-619-4028 (Fax)
2200 Arlington Downs Road       SBaker@link.com (eMail)
Arlington, Texas. TX 76005-6171 SJBaker1@airmail.net (Personal eMail)
http://www.hti.com              http://web2.airmail.net/sjbaker1 (personal)

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


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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199710301454.PAA15580@s00sn1.fel.tno.nl>
Subject: Re: How to draw 3D object inside the HUD?
To: renjye@python.tamu.edu (Ren-Jye Yu)
Date: Thu, 30 Oct 1997 15:54:28 +0100 (MET)
Cc: info-performer@sgi.com
In-Reply-To: <9710300056.ZM1372@python.tamu.edu> from "Ren-Jye Yu" at Oct 30, 97 00:56:35 am
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Status: O

> 
> Hello,
> 
> 	I am working on a flight simulator and using OpenGL to draw head-up
> display during the draw callback. I need to show 3D symbology on the HUD. These
> 3D symbology is a imagine 3D object in the space if you see through the HUD. Do
> you have any suggestion how to draw this 3D object on the HUD?
> 
> 	I am thinking of creating the real "imagine" 3D object in my simulation
> environment and let this object show up only inside the HUD area. How can I
> show this object only inside the HUD area?

You can define an extra channel that covers the HUD. Attach it to a
scene where the 3D geometry is attached to. In the draw callback of
this channel don't call pfClear().  After the call to pfDraw() you can
add the code for the rest of the HUD.

Mario
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From: jbrickley@lmwsmr.lesc.lockheed.com (Jeff Brickley)
To: renjye@python.tamu.edu (Ren-Jye Yu)
Cc: info-performer@sgi.com (info-performer)
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Organization: Lockheed Martin Engineering & Sciences
Date: Thu, 30 Oct 1997 09:49:31 -0600
Subject: RE: How to draw 3D object inside the HUD
Status: O


The head's up display (HUD) can be done by just changing the 
ortho-projection, you now have a screen based coordinate system, but it is 
still 3D.  X,Y now being a screen coordinate distance and Z being distance 
from viewer -- at this point you could now render either performer 3D 
objects or OpenGL.  I use this for generating OpenGL objects on the HUD, 
here is an example of a draw call-back HUD:

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

P.S. this is taken from some real code, and stripped of the actual guts, so 
I hope I didn't take anything important out....
     
/*____________________________________________________________________*\
     Do all post draw operations, most significantly the HUD text.
\*____________________________________________________________________*/
void Draw_HUD(void)
{
   pfPushState();
   pfDisable(PFEN_LIGHTING);
   pfBasicState();
     /* draw stuff within scene in 3D */

     glPushMatrix();
     glLoadIdentity();

     glDisable( GL_DEPTH_TEST );
     /* save Projection matrix */
     glMatrixMode( GL_PROJECTION );
     glPushMatrix();
          /* reset world space to display status */
          glLoadIdentity();
          glOrtho( -10.5, 10.5, -10.5, 10.5, -1.0, 1.0 );
     /* restore projection matrix */
     glPopMatrix();

     /* restore previous modelview transformations */
     glMatrixMode( GL_MODELVIEW );
     glPopMatrix();
     pfPopState();
     /* Turn on the depth buffer */
      pfEnable(PFEN_LIGHTING);
     glEnable( GL_DEPTH_TEST );
}


 ----------
From: Ren-Jye Yu
To: info-performer
Subject: How to draw 3D object inside the HUD?
Date: Friday, October 31, 1997 3:29AM

Hello,

     I am working on a flight simulator and using OpenGL to draw head-up
display during the draw callback. I need to show 3D symbology on the HUD.
These
3D symbology is a imagine 3D object in the space if you see through the HUD.
Do
you have any suggestion how to draw this 3D object on the HUD?

     I am thinking of creating the real "imagine" 3D object in my simulation
environment and let this object show up only inside the HUD area. How can I
show this object only inside the HUD area?

     I am very appreciate for your help.


 --

____________________________________________________________________________  
__

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

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Date: Thu, 30 Oct 1997 00:56:35 -0600
From: Ren-Jye Yu <renjye@python.tamu.edu>
Subject: How to draw 3D object inside the HUD?
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Date: Thu, 30 Oct 1997 11:14:00 -0500
In-Reply-To: src@rose.engr.sgi.com (Sharon Clay)
        "Re: Draw Lockup (was Performer Woes)" (Oct 29,  7:01pm)
References: <199710290040.QAA07844@remi.engr.sgi.com> 
	<9710291336.ZM1410@atlantis> 
	<9710291901.ZM20289@rose.engr.sgi.com>
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>---- On Oct 29,  1:36pm, Jean-Luc Dery wrote:
> Subject: Re: Draw Lockup (was Performer Woes)

Found the problem.

Indeed, no dead lock was occuring using perfly in multiprocess mode with
non-degrading priorities. From looking at perfly's code, I noticed the a
pfFrame was called prior to calling pfuPrioritizeProcs(true). This was the
reason for the deadlock in my application.

So pfFrame must be called before setting priorities.

Thanks to Sharon for here good insights.

Have fun,

Jean-Luc




-- 
_____________________________________________________________________________

Jean-Luc Dery                         Discreet Logic
System Engineer                       10 Duke Street
3-D Graphics Technology               Montreal (Quebec), Canada, H3C 2L7
                                      Tel: (514) 954-7239
Email: dery@discreet.com              Fax: (514) 393-0110
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From: Jan Barglowski <jan@archimedes.vislab.navy.mil>
Posted-Date: Thu, 30 Oct 1997 08:50:01 -0800 (PST)
Message-Id: <199710301650.IAA22423@archimedes.vislab.navy.mil>
Subject: iR Glitch Revisited...
To: info-performer@sgi.com
Date: Thu, 30 Oct 1997 08:50:01 -0800 (PST)
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Hello!

I'm still trying to fix a drawing "glitch" that happens about every 2
seconds.  Here's what I've done so try and narrow it down:
- Everything in the FAQ: no desktop, turned off unecessary chkconfigs
  (including nfs), NOINTR in irix.sm, no extra graphics processes 
  (xclock, xload, gr_osview, etc...), no remote logins.
- I try to lock down the cpus and prioritize the processes to realtime
  (+35), but to no avail.  Perfly crashes when I use the -L -N options
  as root (but either by itself doesn't crash)  I can run perfly with
  -L, then raise the priority via npri, but the glitch still happens
  (and the machine locks when closing perfly)  This is probably another
  problem in itself :-(

An output of top while running perfly (no prioritize procs) looks like:
---
IRIX64 cyclops 6.2 03131016 IP25 Load[0.42,0.22,0.08] 08:16:04  102 procs
    user   pid  pgrp   %cpu proc  pri  size   rss    time  command        
    root  1001   996  20.10    *   79 17741   798    0:04  perfly_ogl
    root  1003   996  10.32    *   61 17609   659    0:02  perfly_ogl
    root   999   996   9.49    *   66 17609   656    0:02  perfly_ogl
    root   996   996   9.10    *   73 17594   165    0:02  perfly_ogl
    root  1000   996   8.60    *   60 17065   129    0:01  perfly_ogl
    root   998   996   5.84    *   67 17065   127    0:01  perfly_ogl
    root  1002   996   4.99    *   60 17065   128    0:00  perfly_ogl
    root  1004   996   2.92    *   60 17065   108    0:00  perfly_ogl
     jan   984   984   2.85    1   61   119    80    0:00  top
    root    22     0   2.56    *  +39     0     0    0:20  sockd
    root  1005   996   0.62    *   60 17065   109    0:00  perfly_ogl
    root   770   770   0.32    *   60   865   540    0:04  Xsgi
     jan   924   924   0.13    *   60   264   157    0:00  xterm
    root   398     0   0.05    *   39    98    54    0:00  sysctlrd
    root   997   996   0.02    *   39 16987    57    0:00  perfly_ogl
    root   260     0   0.00    *   61     0     0    0:00  nfsd
---

My guess is some other system process is taking a hit on the resources
every once in a while.  Suspicious processes are sockd and rtnetd, of
which I can find little info and have had no luck downgrading priority.

pfStats show the procs easily maintaining 60Hz, but the glitch 
"reorganizes" the staggered proc display every couple of seconds.  The 
"Misses" row shows on average 2 misses under "total", but nothing under any
of the processes.  Running APP_CULL_DRAW, Free Run, video at 60Hz.

More stuff:  iR, 16 cpus, IRIX 6.2, Performer 2.1

Someone mentioned a program to monitor processes that might be interfering,
but I lost my email (long story) and the Performer archives don't have
the September messages yet.

Thanks for any suggestions!

jan

-- 
Jan Anthony Barglowski, C723100D
927-1057 jan@chinalake.navy.mil
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Date: Thu, 30 Oct 1997 18:35:21 -0800 (PST)
From: Joaquin Casillas Melendez <jcasilla@glup.eleinf.uv.es>
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To: Ren-Jye Yu <renjye@python.tamu.edu>
cc: info-performer@sgi.com
Subject: Re: How to draw 3D object inside the HUD?
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On Thu, 30 Oct 1997, Ren-Jye Yu wrote:

> Hello,
> 
> 	I am working on a flight simulator and using OpenGL to draw head-up
> display during the draw callback. I need to show 3D symbology on the HUD. These
> 3D symbology is a imagine 3D object in the space if you see through the HUD. Do
> you have any suggestion how to draw this 3D object on the HUD?
> 
> 	I am thinking of creating the real "imagine" 3D object in my simulation
> environment and let this object show up only inside the HUD area. How can I
> show this object only inside the HUD area?
> 
> 	I am very appreciate for your help.

You can achieve that by using the stencil buffer. You can assign a predraw
callback for the HUD that activates the stencil buffer and sets a
determined value to the stencil func (with gl or OpenGL calls). Then you
must assign a predraw callback to your "imagine" object node with the same
stencil value than the HUD, so the 3D object will be only drawn over the
HUD. In the postdraw callbacks you only have to disable the stencil test.

Hope this helps.


 > > 
> -- 
> 
> ______________________________________________________________________________
> 
>     ("`-''-/").___..--''"`-._         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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> 


__________________________________________________________________
/ / / / / / / / / / / / /  ARTEC / / / / / / / / / / / / / / / / / 
 Joaquin Casillas Melendez     e-mail: jcasilla@glup.eleinf.uv.es
 LISITT (ARTEC)                Phone: +34 6 360 4484
 Dept. Electr. & Informatics   Addr: Hugo de Moncada 4.
 University of Valencia        46010 Val.(SPAIN)

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From: "Andy Shein" <ashein@orac.boston.sgi.com>
Message-Id: <9710301114.ZM28546@orac.boston.sgi.com>
Date: Thu, 30 Oct 1997 11:14:42 -0800
In-Reply-To: Alun Evans <AlunEvans@vrtheatre.demon.co.uk>
        "(.csb) loader" (Oct 30, 10:46am)
References: <878208364.102492.0@vrtheatre.demon.co.uk>
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On Oct 30, 10:46am, Alun Evans wrote:
> Subject: (.csb) loader
>
>
> Is there a performer loader
> for the OpenGL Optimizer binary format (.csb) ?
>
> OR a convertor to convert a '.csb' file into
> a format that can be imported by performer?


   There is a csb loader that should be out with
Perfomer 2.2. (its done already)
One limitation is it will only load csb files that don't
have Optimizer specific nodes in them.

			Andy


>
> Thanks,
>
> Alun Evans
> =======================================================================
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>-- End of excerpt from Alun Evans



-- 
Andrew Shein   SE Stout               email: ashein@boston.sgi.com
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To: src@rose.engr.sgi.com, info-performer@sgi.com
Subject: RE: Draw Lockup (was Performer Woes)
Date: Thu, 30 Oct 1997 14:07:15 -0600
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Question:

Suppose I have an APP as follows:

	while ( RT_run )
	    {
	     ........
	     pfSynch();
	     ........... 
	     pfFrame();
	    }

1) What is the role of pfFrame() called by the APP in scheduling of the  
  CULL and DRAW processes (assuming they are on separate CPUs)? 
2) Does pfFrame triggers the CULL and DRAW to wake up and run on 
  the next vertical retrace? or the CULL runs immediately and the DRAW
  will run on the next vertical retrace? or else ........?

Thanks in advance for any responses,
Hadi

> ----------
> From: 	src@rose.engr.sgi.com[SMTP:src@rose.engr.sgi.com]
> Sent: 	Wednesday, October 29, 1997 9:01 PM
> To: 	Jean-Luc Dery; remi@remi.engr.sgi.com
> Cc: 	jan@archimedes.vislab.navy.mil; 
> Subject: 	Re: Draw Lockup (was Performer Woes)
> 
        (..............................................)

> when swapbuffers is called and APP will get to run.  App goes to
> sleep in pfSync() to the next vertical retrace and will let draw run.
> Also, App and draw are
> woken by the kernel on vertical retrace interupt and do not use a
> semaphore
> to syncrhonize to the graphics pipeline.
> A semaphore is used if you are of pfPhase FREE_RUN however.
> 
       (.......................................)

> src.
> 
> -- 
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
> Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
> src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
> 
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In-Reply-To: <878208364.102492.0@vrtheatre.demon.co.uk> from "Alun Evans" at Oct 30, 97 10:46:13 am
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Alun Evans wrote:
> 
> 
> 
> Is there a performer loader
> for the OpenGL Optimizer binary format (.csb) ?
> 
> OR a convertor to convert a '.csb' file into
> a format that can be imported by performer?

  Performer 2.2 will have a .csb loader.

> 
> Thanks,
> 
> Alun Evans
> =======================================================================
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From: src@rose.engr.sgi.com (Sharon Clay)
Message-Id: <9710301234.ZM1181@rose.engr.sgi.com>
In-Reply-To: "Jean-Luc Dery" <dery@Discreet.COM>
        "Re: Draw Lockup (was Performer Woes)" (Oct 30, 11:14am)
References: <199710290040.QAA07844@remi.engr.sgi.com> 
	<9710291336.ZM1410@atlantis> 
	<9710291901.ZM20289@rose.engr.sgi.com> 
	<9710301114.ZM976@atlantis>
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        remi@remi.engr.sgi.com (=?iso-8859-1?Q?R=E9mi?=
 =?iso-8859-1?Q?_Arnaud?=)
Subject: Re: Draw Lockup (was Performer Woes)
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+>---- On Oct 30, 11:14am, Jean-Luc Dery wrote:
> Subject: Re: Draw Lockup (was Performer Woes)
->From guest@holodeck.csd.sgi.com  Thu Oct 30 12:27:31 1997
->
->Found the problem.
->
->Indeed, no dead lock was occuring using perfly in multiprocess mode wit=
h
->non-degrading priorities. From looking at perfly's code, I noticed the =
a
->pfFrame was called prior to calling pfuPrioritizeProcs(true). This was =
the
->reason for the deadlock in my application.

Yikes!  This sounds like an initializiation problem that we need to
fix.  Curious: by any chance are you running with a pfPhase now that
is NOT the default (FREE_RUN)?  We have recently fixed the logic for chan=
ging
phase here to be more robust and I can imagine that with the old
logic you might have you needed that first pfFrame to happen when not =

NON_DEGRADING. =


Thanx for chasing this down!
src.


-- =

-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@

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Subject: Question on sharing textures
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From: Rama Bindiganavale <rama@graphics.cis.upenn.edu>
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In my implementation, I create several clones of 
a set of one pfDCS and one pfGeode node (the geode is
a child of the dcs node).
I have defined textures for the geode node.
I also ensure that  I preload the textures into
hardware texture memory. (on a octane with 4MB TRAM).

I had thought that only one copy of the texture would be
used for all the instances of cloning (as the geode is actually shared
between all the nodes). But when I check the 
statistics, I find that with every instance of cloning,
the number of textures increases by 1 and soon they can no longer fit 
into the TRAM and so start swapping a lot.

SO, can somone please explain how I can get them to all share the same 
texture without creating copies of it?

Thanks
Rama



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Hi all,
I guess I have a simple question, but due to my inexperience with Performer I can't figure out
the solution.
I am trying to add payload bay lights to the orbiter - a bunch of spot lights. I added a light source
node using MultiGen, got a pointer to it and printed its memory info. This is what I got:

[0:0]pfLightSource pfId=173 0x18226090 {
    trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
    bsphere: ctr(0.000000, 0.000000, 0.000000) rad=-1.000000
    pfLight {
    }
[0:0]} pfLightSource 173 0x18226090

What is pfLight doing there and why is empty?
I tried to add light color, intensity, etc. to the light source node, but I neither get any visual
results nor any different output when I print the source node info using pfPrint.

Any recommendations will be very helpfull. Thanks.

Vadim
United Space Alliance
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From: Mike Montegut <mmontegut@mail.arc.nasa.gov>
Subject: Beta . ??s
Status: O

Hello,

	I was wondering how one goes about getting the beta of performer 2.2?

	Also, with all the turmoil at sgi, is it still on schedual. and will
it still continue to support both Open GL ans IRISgl??  We have stuff in
irisgl and are moveing over to OpenGL.

	Thanks




			Regards,
			  Michael

*****************************************
*     Michael J. Montegut, Ph.D.		*
*     NASA-Ames Research Center		*
*     Mail Stop  262-2			*
*     Moffett Field, CA 94035-1000		*
*					*
*      Phone:  (650) 604 - 3898		*
*      FAX:      (650) 604 - 3323		*
*					*
*      Email:   mmontegut@mail.arc.nasa.gov	*
*****************************************




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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199710310455.UAA17156@remi.engr.sgi.com>
Subject: Re: Beta . ??s
To: mmontegut@mail.arc.nasa.gov (Mike Montegut)
Date: Thu, 30 Oct 1997 20:55:32 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <v03102806b07e50b22133@[128.102.121.20]> from "Mike Montegut" at Oct 30, 97 04:26:46 pm
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Mike Montegut wrote:
> 
> Hello,
> 
> 	I was wondering how one goes about getting the beta of performer 2.2?

 It is a little too late to go on the beta list for 2.2, as we are going
 to release very soon.

> 
> 	Also, with all the turmoil at sgi, is it still on schedual. and will
> it still continue to support both Open GL ans IRISgl??  We have stuff in
> irisgl and are moveing over to OpenGL.

 Sure, 2.2 will run on any SGI under IrisGL or OpenGL with 6.2,6.3,6.4,6.5
 (5.3 is out)

> 
> 	Thanks
> 
> 
> 
> 
> 			Regards,
> 			  Michael
> 
> *****************************************
> *     Michael J. Montegut, Ph.D.		*
> *     NASA-Ames Research Center		*
> *     Mail Stop  262-2			*
> *     Moffett Field, CA 94035-1000		*
> *					*
> *      Phone:  (650) 604 - 3898		*
> *      FAX:      (650) 604 - 3323		*
> *					*
> *      Email:   mmontegut@mail.arc.nasa.gov	*
> *****************************************
> 
> 
> 
> 
> =======================================================================
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From: src@rose.engr.sgi.com (Sharon Clay)
Message-Id: <9710302223.ZM6542@rose.engr.sgi.com>
In-Reply-To: Mike Montegut <mmontegut@mail.arc.nasa.gov>
        "Beta . ??s" (Oct 30,  4:26pm)
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+>---- On Oct 30,  4:26pm, Mike Montegut wrote:
> Subject: Beta . ??s
->Hello,
->
->	I was wondering how one goes about getting the beta of performer 2.2?

Talk to me :-)

We are so close to release that at this point unless you have specific
and immediate need for Multipipe Cliptexture with ASD or Fluxes and Engines
for MP dynamic data, you might want to hang on for just a bit.  Basically,
we are trying to stay extremely focused right now to get 2.2 out the door
to everyone (one reason we have been a little quiet on this list
these last couple of weeks).  
But, we exist to make you successful so tell me what you need.

->	Also, with all the turmoil at sgi, is it still on schedual. and will

The Performer team is NOT in turmoil - we are pfMarching solidly ahead.
But, thanx for your concern!

->it still continue to support both Open GL ans IRISgl??  We have stuff in
->irisgl and are moveing over to OpenGL.

2.2 will support IRSIS GL for the exact purpose that you have stated and
the fact that some folks still have REs out there.  However, new
graphics features, such as  cliptexture, are only supported in OpenGL.
New features that do not require specific graphics hw support (such
as ASD) will be available on all graphics platforms and in all GL types.


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
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Date: Fri, 31 Oct 1997 09:39:19 +0000
From: Peter Smithies <modellers@intersim.co.uk>
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Subject: Returning modified data from a forked ISECT test
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This is a multi-part message in MIME format.

--------------167E2781446B
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

Hi All,

I am having problems returning data from a forked ISECT process. 
After using pfPassIsectData to copy data used by an intersection  
function I am  assuming a call to pfGetIsectData will transfer data
modified 
by the intersection  function back to the APP data structure .
However upon inspection of the data returned, nothing has changed even
although I most definitely changed the data (see example source test.c).

Is pfGetIsectData the right funtion to transfer the data back or am I 
missing something here.

Whilst on the performer subject ,this one must surely have been asked.
Why does the system lock when I try to pfuLockDown - (APP,CULL,DRAW
p=1,2,3)-
on our InfiniteReality ? I also try to pfuRunProcOn the ISECT stage on
p0.
I asked SG's Clive Harding  who's investigating and he could repeat the
problem
with perfly so it's not just me. This problem does not occur on a RE2
machine.

-- 

Peter Smithies, Software Engineer,
Intersim Limited, Units 7-8, Thorgate Road, Littlehampton. Sussex. UK
Tel: +44 (0)1903 733428 Fax: +44 (0)1903 730246
email: modellers@intersim.co.uk Internet: http://www.intersim.co.uk

--------------167E2781446B
Content-Type: text/plain; charset=us-ascii; name="test.c"
Content-Transfer-Encoding: 7bit
Content-Disposition: inline; filename="test.c"


/*--------------------- 
This file tests doing isect code as a forked process
---------------------*/

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

/*----------------*/
/* Include Files  */
/*----------------*/

/* Performer includes*/
#include <Performer/pf.h>
#include <Performer/pr.h>
#include <Performer/pfui.h>
#include <Performer/pfutil.h>
#include <Performer/pfdu.h>
 
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <bstring.h>
#include <math.h>
#include <unistd.h>

#ifdef IRISGL
#include <gl.h>
#endif

/*----------------*/
/* Defines        */
/*----------------*/

#define COL_IDLE  0
#define COL_BUSY  1
#define COL_DONE  2

/*----------------*/
/* Typedefs       */
/*----------------*/

typedef struct {

   unsigned char  ready;
   unsigned char  enable;
   unsigned char  spare[6];

} collision_info;

/*--------------------*/
/* External Routines  */
/*--------------------*/

extern void COL_isectfunc(void *data);

/*----------------*/
/* Externals      */
/*----------------*/

/*----------------*/
/* Globals        */
/*----------------*/

collision_info *MA_Coll_model = NULL;

/*-----------------*/
/* Local Variables */    
/*-----------------*/

static int          Collide = TRUE;

/*--------------------*/
/* Forward References */
/*--------------------*/

static void Setup_coll_model( collision_info *coll_model);
static void Respond_to_collisions( collision_info *coll_model );
static void Post_frame(void);
static void Pre_frame(void);
static void Init_coll_position( collision_info *coll_model);
static void Update_collision_model(collision_info *coll_model);
static void Isectfunc(void *data);

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

static void InitConfig(void)
{
   /* Set multiprocessing mode. */
   /* Default will automatically fork isect, if possible, if pfIsectFunc is
      called before pfConfig */
      
   //pfMultiprocess(PFMP_DEFAULT);
   pfMultiprocess(PFMP_APP_CULL_DRAW | PFMP_FORK_ISECT); // which should be as PFMP_DEFAULT if certain conditions are met
   
   /* Set intersection callback. */

   pfIsectFunc(Isectfunc);
   MA_Coll_model = (collision_info*) pfAllocIsectData( sizeof(collision_info) );
   printf("Pointer to coll data = %p\n",MA_Coll_model);
}

/*--------------------------------------------------------------------------*/
typedef struct
{
int coll_set;    // we wont change isect data if this is set
}
SharedState;
SharedState *pState;

int main(int argc, char *argv[])
{
   pfVec3     view_xyz;
   pfVec3     view_hpr;
   pfScene      *scene;
   pfChannel    *chan;
   pfPipe       *p;
   pfPipeWindow *pw;
   float t;
   
   printf("\n==========================================");
   printf("\n");
   printf("\nTest of isect as forked bkground task" );
   printf("\n");
   printf("\n==========================================\n\n");
   fflush ( stdout );
  
   pfInit();

   InitConfig();
   
   pState = (SharedState*)pfCalloc(1, sizeof(SharedState), pfGetSharedArena());
   pState->coll_set = 0;

   pfConfig();

  
   /* Basic initialization */
   Collide = TRUE;

/*InitScene*/
   scene = pfNewScene();
  
/*InitPipe*/
   p = pfGetPipe(0);

   pw = pfNewPWin (p);
   pfPWinType (pw, PFPWIN_TYPE_X);
   pfPWinName (pw, "Test of isect as forked bkground task");
   pfPWinOriginSize (pw, 0, 0, 500,500);
   pfOpenPWin (pw);
  
/*InitChannel*/
   chan = pfNewChan(p);
   pfChanScene(chan, scene);
   pfChanFOV(chan, 45.0f, 0.0f);
   pfChanNearFar(chan, 1.0f, 2000.0f);
   
   if (scene)
   {
      if (!MA_Coll_model)
      {
         printf("\nERROR: Null Collision model to setup");
         fflush(stdout);
      }
      else
         Setup_coll_model( MA_Coll_model );
   }

   pfInitClock(0.0f);

   Init_coll_position( MA_Coll_model );

 
   pfSetVec3 (view_xyz, 0.0f, 0.0f, 50.0f);
   pfSetVec3 (view_hpr, 0.0f, -90.0f, 0.0f);

   while ( t < 20.0f)
   {  
      pfSync();
      
      Pre_frame();
                                                  
      pfFrame();
           
      Post_frame();

      pfChanView (chan, view_xyz, view_hpr);

      t = pfGetTime();
      
   }

   pfuExitUtil();
   pfExit();

   return 0;
}

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

static void Post_frame()
{

   if (pState->coll_set == 1)  // if this is set then MA_Coll_model->ready should be set as COL_DONE in isect func
   {

   // ok isect stuff should be set reread it into buffer via pfGetIsectData(); ?
   
    MA_Coll_model = (collision_info *) pfGetIsectData(); // does not work if ISECT is forked
   
    if("\nPost Frame pstate is %d coll_model->ready is %d (should be %d after pfGetIsectData()? )\n",pState->coll_set,MA_Coll_model->ready,COL_DONE);
  
    Respond_to_collisions(MA_Coll_model);
    pState->coll_set = 0;
 
   }  
}

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

static void Pre_frame(void)
{
   if(pState->coll_set == 0)
   {
    Update_collision_model(MA_Coll_model);
    pfPassIsectData();
   }
}

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

static void Setup_coll_model( collision_info *coll_model)
{

   coll_model->ready  = COL_IDLE;
   coll_model->enable = Collide;

   return;
}

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

/* Called by sync task */

static void Respond_to_collisions( collision_info *coll_model )
{
printf("\nRespond: coll_model->ready = %d", coll_model->ready);
fflush(stdout);

   if (coll_model->ready == COL_DONE)   /* A collision detection completed by async task */
   {
      ;
   }   /* End of ready (ie async finished) */

   if (coll_model->ready == COL_DONE)
   {
      coll_model->ready = COL_IDLE;    /* TODO: Put this inside previous condition! */
   }

}

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

static void Init_coll_position( collision_info *coll_model )
{
   ;
}

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

static void Update_collision_model(collision_info *coll_model)
{
printf("\nUpdate: ready = %d", coll_model->ready);
fflush(stdout);

   if (coll_model->ready == COL_IDLE)
   {
      if (Collide)
         coll_model->enable = TRUE;
      else
         coll_model->enable = FALSE;
   }

}

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

/* Called from pfIsectFunc. This is done in background. */

static void Isectfunc(void *data)
{
   collision_info *coll_model;

   coll_model = (collision_info *) data;

printf("\nIsectfunc, ready = %d", coll_model->ready);
fflush(stdout);
   if (coll_model->ready == COL_DONE)
   {
      return;
   }

   if (!coll_model->enable)
   {
      return;
   }
   
   coll_model->ready = COL_DONE;    /* Reset in synchronous loop */
   pState->coll_set = 1;
   
printf("\nSetting ready to COL_DONE (%d)",coll_model->ready);
fflush(stdout);
   return;
}

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

--------------167E2781446B--


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From: "Amaury Aubel" <aubel@lig.di.epfl.ch>
Message-Id: <9710311101.ZM6514@lig.di.epfl.ch>
Date: Fri, 31 Oct 1997 11:01:38 +0100
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: more taboo questions
Mime-Version: 1.0
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Status: O

Hi,



I heard rumours saying SGI stations could someday work under Windows NT. Like
every rumour, this might be completely wrong:-) But...in case this came to be
true, would there be a chance to see Performer one day ported to NT? Some
people seem to hold this for quite unlikely...


Back to a more matter-of-fact question: Is it possible to do framebuffer
texturing on an Onyx (RealityEngineII) running Irix 5.3

/usr/gfx/gfxinfo gives:
Graphics board 0 is "REV" graphics.
        Managed (":0.0") 1280x1024
        Display 1280x1024 @ 60Hz
        12 GE (GE10 rev. 0x7)
        1 RM4 board



Thanks in advance,

Amaury.
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Date: Fri, 31 Oct 1997 09:31:28 -0500
From: Jason Williams <rock.csd.sgi.com!sgi.com!uunet.uu.net!ds9!jason>
X-Mailer: Mozilla 3.01SGoldC-SGI (X11; I; IRIX 6.3 IP32)
Mime-Version: 1.0
To: Sharon Clay <uunet.uu.net!uunet!rose.engr.sgi.com!src>
Cc: uunet.uu.net!uunet!sgi.com!info-performer
Subject: Re: Beta . ??s
References: <v03102806b07e50b22133@[128.102.121.20]> <9710302223.ZM6542@rose.engr.sgi.com>
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Status: O

Sharon Clay wrote:
> 
> +>---- On Oct 30,  4:26pm, Mike Montegut wrote:
> > Subject: Beta . ??s
> ->Hello,
> ->
> ->      I was wondering how one goes about getting the beta of performer 2.2?
> 
> Talk to me :-)
> 
> We are so close to release that at this point unless you have specific
> and immediate need for Multipipe Cliptexture with ASD or Fluxes and Engines
> for MP dynamic data, you might want to hang on for just a bit.  Basically,
> we are trying to stay extremely focused right now to get 2.2 out the door

Will the final release of 2.2 include support for cyclebuffering indexes
as well as the geometry.  I have immediate need to optimize a dynamic
geometry effect, and need to use cyclebuffering on the vertex list and
the index list which defines the geometry.  When I tried to do this I
found out that it is not currently supported.


Jason Williams
Cambridge Research.
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Message-Id: <199710311451.PAA11480@s00sn1.fel.tno.nl>
Subject: Re: more taboo questions
To: aubel@lig.di.epfl.ch (Amaury Aubel)
Date: Fri, 31 Oct 1997 15:51:04 +0100 (MET)
Cc: info-performer@sgi.com
In-Reply-To: <9710311101.ZM6514@lig.di.epfl.ch> from "Amaury Aubel" at Oct 31, 97 11:01:38 am
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> I heard rumours saying SGI stations could someday work under Windows NT. Like
> every rumour, this might be completely wrong:-) But...in case this came to be
> true, would there be a chance to see Performer one day ported to NT? Some
> people seem to hold this for quite unlikely...

As far as I know WinNT performs very bad on machines that have more than 4 CPUs.
SGI might try to port WinNT to single CPU machines, but why try to
support two OSs on you platform if one is already a big job.

Mario
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199710311501.QAA11842@s00sn1.fel.tno.nl>
Subject: Re: Returning modified data from a forked ISECT test
To: modellers@intersim.co.uk (Peter Smithies)
Date: Fri, 31 Oct 1997 16:01:45 +0100 (MET)
Cc: info-performer@sgi.com
In-Reply-To: <3459A747.41C6@intersim.co.uk> from "Peter Smithies" at Oct 31, 97 09:39:19 am
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> I am having problems returning data from a forked ISECT process. 
> After using pfPassIsectData to copy data used by an intersection  
> function I am  assuming a call to pfGetIsectData will transfer data
> modified 
> by the intersection  function back to the APP data structure .
> However upon inspection of the data returned, nothing has changed even
> although I most definitely changed the data (see example source test.c).
> 
> Is pfGetIsectData the right funtion to transfer the data back or am I 
> missing something here.
> 
> Whilst on the performer subject ,this one must surely have been asked.
> Why does the system lock when I try to pfuLockDown - (APP,CULL,DRAW
> p=1,2,3)-
> on our InfiniteReality ? I also try to pfuRunProcOn the ISECT stage on
> p0.
> I asked SG's Clive Harding  who's investigating and he could repeat the
> problem
> with perfly so it's not just me. This problem does not occur on a RE2
> machine.
> 
> -- 
> 
> Peter Smithies, Software Engineer,
> Intersim Limited, Units 7-8, Thorgate Road, Littlehampton. Sussex. UK
> Tel: +44 (0)1903 733428 Fax: +44 (0)1903 730246
> email: modellers@intersim.co.uk Internet: http://www.intersim.co.uk
> 

What I do is use shared memory to give the data back.
The function pfGetIsectData() returns a pointer to the copy of the
isect data that APP has. APP makes a copy of it and gives it to ISECT
when you call pfPassIsectData(), at the next call to pfFrame().
A new call to the isectfunction is made when pfPassIsectData() was
called.
My sceme is use shared memory to let the APP know that ISECT has done
the calculation and then set up new data in the IsectData and call
pfPassIsectData().

    if (shared->isectReady) {
	... process previous isect data
	... setup new data for isect
	shared->isectReady = FALSE;
	pfPassIsectData();
    }

My question about a forked ISECT process:
The isect function is called ones before the first call to pfFrame().
I have the impression it happens in the pfConfig() call.
Does anybody know if this is true.


Mario
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From: "A. Ballard Andrews" <ballard@sirius.ccd.bnl.gov>
Message-Id: <9710311057.ZM4384@sirius.ccd.bnl.gov>
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Subject: Animations
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Status: O

If I want to load a series of objects one at a time
rendering and displaying each one for a specified
duration, then flushing and grabbing the next one in the
sequence is there a more elegant way to do this than
just opening files and if so, can someone point me
to some sample code which effects '3D animations'
in this manner?

Thanks,

Ballard Andrews
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From: John Rauch <m248582@fltsim.stl.mo.boeing.com>
Message-Id: <199710311652.KAA13219@fltsim.stl.mo.boeing.com>
Subject: database paging problem
To: info-performer@sgi.com
Date: Fri, 31 Oct 1997 10:52:29 -0600 (CST)
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I have a flight simulator variant of Perfly which utilizes pfpfb
routines to implement database paging.  The database paging 
implementation is working fine.  There is however one related 
problem.

We are wanting to preload all of the textures that are used in
our Performer Flight Binary database.  We know these textures 
beforehand, and create a pfList of textures which is then loaded
into Texture memory with the pfuDownloadTexList.  We have found
that the pfpfb routines maintain their own list of pfTextures
found while loading the database.  The pfTextures "downloaded"
to Texture memory are not being used, instead the pfpfb routines
are loading the pfTextures into Texture memory as they are 
encountered, transitioning through the database.

Has anyone else dealt with this problem before?  Can anyone offer
insight toward a solution to this problem?

This is my third posting (and rewording) of this question.  If 
there is a better place to pose this question, would somebody 
please let me know!

Any help/guidance is appreciated.

John Rauch
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199710312224.OAA23505@remi.engr.sgi.com>
Subject: Re: database paging problem
To: m248582@fltsim.stl.mo.boeing.com (John Rauch)
Date: Fri, 31 Oct 1997 14:24:24 -0800 (PST)
Cc: info-performer@sgi.com
In-Reply-To: <199710311652.KAA13219@fltsim.stl.mo.boeing.com> from "John Rauch" at Oct 31, 97 10:52:29 am
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John Rauch wrote:
> 
> 
> I have a flight simulator variant of Perfly which utilizes pfpfb
> routines to implement database paging.  The database paging 
> implementation is working fine.  There is however one related 
> problem.
> 
> We are wanting to preload all of the textures that are used in
> our Performer Flight Binary database.  We know these textures 
> beforehand, and create a pfList of textures which is then loaded
> into Texture memory with the pfuDownloadTexList.  We have found
> that the pfpfb routines maintain their own list of pfTextures
> found while loading the database.  The pfTextures "downloaded"
> to Texture memory are not being used, instead the pfpfb routines
> are loading the pfTextures into Texture memory as they are 
> encountered, transitioning through the database.
> 
> Has anyone else dealt with this problem before?  Can anyone offer
> insight toward a solution to this problem?

 If you use the pfbloader to load your textures first,
 and have PFPFB_SHARE_GS_OBJECTS at PF_ON, 
 the next time the pfb loader sees the texture it should not load it.

> 
> This is my third posting (and rewording) of this question.  If 
> there is a better place to pose this question, would somebody 
> please let me know!
> 
> Any help/guidance is appreciated.
> 
> John Rauch
> =======================================================================
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Date: Fri, 31 Oct 1997 17:44:12 -0800
From: Tom McReynolds <tomcat@asd.sgi.com>
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To: Jonas Andersson <jonasa@cs.umu.se>
CC: info-performer@sgi.com, zhz@asd.sgi.com
Subject: Re: Help: clipmap-problems
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Jonas Andersson wrote:
> 
> On Mon, 27 Oct 1997, Tom McReynolds wrote:
> 
> > Did you try libpr/cliptex with some of the
> >       supplied data? The image isn't supposed to
> 
> No, the clipdata directory is missing :-(

There is a separate ism containing the cliptexture data. Maybe
you didn't install it. (Performer_demo.data.clipdata) It's not
installed by default. You also have to run make inside the
hunter directory to convert the data into a useable form.
> 
> >       move, but if you look carefully, you should
> >       see rings of different texture resolution.
> 
> Ooops! If I look carefully I can actually see just that :-)
> 
> >       It's also possible that the program isn't
> >       finding all the data. Do you get any warning
> >       messages?
> 
> Yes, about "Problem pinning Memory" and "Bagging on Bogus load" and of
> course Tile xxx not yet available xxx - waiting...

Problem pinning memory is no big deal; you need to run as root to
get rid of that. Bagging on bogus load is bad; I can't remember if
you said you were running 2.1. In 2.2, those problems should be
completely gone.
> 
> All those problems seems to be resolved though since cliptex seems to be
> working. If you have any idea of where to find an explanation to the
> reported problems, please let me know...
> 
> >
> >       If you want to fly around, try libpf/clipfly.
> 
> Actually, I can´t find that one or anything like it anywhere below
> /usr/share/Performer, but the clipmap data are also
> missing, I´ll have to talk to our sysadm about that.
> Should I be looking for a clipfly.c file below
> /usr/share/Performer/src/pguide/libpf/C ?

It should be in /usr/share/Performer/src/sample/C/clipfly

There is also asdfly and perfly. Clipfly has more cliptexture
controls on it. (Actually clipfly may not have been around for
2.1, but perfly should work just fine).

> 
> >
> >       Let me know if any of this helps.
> 
> It really does, to see cliptex working really boosted my energy!
> 
> I still can´t get my clipmap to work in asdfly though, I suspect there´s
> something wrong with my automatic texture coordinate generation. Is it
> possible to treat a clipmap as an ordinary mipmap?
> If so - I can´t see why the same coordinates wouldn´t work (I´ve tried
> using a large texture which works fine).

I don't know as much about that; maybe zhz can help you on the ASD
issues.

		-Tom

> 
> Thank´s a lot for your response!
>   -Jonas
>
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Date: Fri, 31 Oct 1997 22:13:56 -0800
From: dorbie@multipass.engr.sgi.com (Angus Dorbie)
Message-Id: <9710312213.ZM24392@multipass.engr.sgi.com>
In-Reply-To: Jan Barglowski <jan@archimedes.vislab.navy.mil>
        "iR Glitch Revisited..." (Oct 30,  8:50am)
References: <199710301650.IAA22423@archimedes.vislab.navy.mil>
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Subject: Re: iR Glitch Revisited...
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On Oct 30,  8:50am, Jan Barglowski wrote:
> Subject: iR Glitch Revisited...
> Hello!
>
> I'm still trying to fix a drawing "glitch" that happens about every 2
> seconds.  Here's what I've done so try and narrow it down:
> - Everything in the FAQ: no desktop, turned off unecessary chkconfigs
>   (including nfs), NOINTR in irix.sm, no extra graphics processes
>   (xclock, xload, gr_osview, etc...), no remote logins.
> - I try to lock down the cpus and prioritize the processes to realtime
>   (+35), but to no avail.  Perfly crashes when I use the -L -N options
>   as root (but either by itself doesn't crash)  I can run perfly with
>   -L, then raise the priority via npri, but the glitch still happens
>   (and the machine locks when closing perfly)  This is probably another
>   problem in itself :-(
>
> An output of top while running perfly (no prioritize procs) looks like:
> ---
> IRIX64 cyclops 6.2 03131016 IP25 Load[0.42,0.22,0.08] 08:16:04  102 procs
>     user   pid  pgrp   %cpu proc  pri  size   rss    time  command
>     root  1001   996  20.10    *   79 17741   798    0:04  perfly_ogl
>     root  1003   996  10.32    *   61 17609   659    0:02  perfly_ogl
>     root   999   996   9.49    *   66 17609   656    0:02  perfly_ogl
>     root   996   996   9.10    *   73 17594   165    0:02  perfly_ogl
>     root  1000   996   8.60    *   60 17065   129    0:01  perfly_ogl
>     root   998   996   5.84    *   67 17065   127    0:01  perfly_ogl
>     root  1002   996   4.99    *   60 17065   128    0:00  perfly_ogl
>     root  1004   996   2.92    *   60 17065   108    0:00  perfly_ogl
>      jan   984   984   2.85    1   61   119    80    0:00  top
>     root    22     0   2.56    *  +39     0     0    0:20  sockd
>     root  1005   996   0.62    *   60 17065   109    0:00  perfly_ogl
>     root   770   770   0.32    *   60   865   540    0:04  Xsgi
>      jan   924   924   0.13    *   60   264   157    0:00  xterm
>     root   398     0   0.05    *   39    98    54    0:00  sysctlrd
>     root   997   996   0.02    *   39 16987    57    0:00  perfly_ogl
>     root   260     0   0.00    *   61     0     0    0:00  nfsd
> ---
>
> My guess is some other system process is taking a hit on the resources
> every once in a while.  Suspicious processes are sockd and rtnetd, of
> which I can find little info and have had no luck downgrading priority.
>
> pfStats show the procs easily maintaining 60Hz, but the glitch
> "reorganizes" the staggered proc display every couple of seconds.  The
> "Misses" row shows on average 2 misses under "total", but nothing under any
> of the processes.  Running APP_CULL_DRAW, Free Run, video at 60Hz.
>
> More stuff:  iR, 16 cpus, IRIX 6.2, Performer 2.1
>
> Someone mentioned a program to monitor processes that might be interfering,
> but I lost my email (long story) and the Performer archives don't have
> the September messages yet.
>
> Thanks for any suggestions!
>

The top output suggests you may not have CPU lockdown working.

Cheers,Angus.
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