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Reply-To: "Inge E.Henriksen" <inge_e_henriksen@hotmail.com>
From: "Inge E.Henriksen" <inge_e_henriksen@hotmail.com>
To: "info-perfomer mailing list" <info-performer@sgi.com>
Subject: Market test
Date: Wed, 1 Apr 1998 10:25:10 +0200
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Hello Performers
------------------------
After some years in the visual simulation business I am planning to sell my
services as a freelance MultiGen modeller on a world-wide basis. If this
might be interesting for your company please then please e-mail me.

Thank you for your time.


Greetings from
---------------------------------------------------------------------------
Inge E.Henriksen, Database designer
P.B.2303, 9001 Tromsoe, Norway
Tlf.+47 77 65 64 32
Mailto:inge_e_henriksen@hotmail.com
---------------------------------------------------------------------------
*****************************************John.3.16-21
---------------------------------------------------------------------------


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From: "Wilfried Zeise" <zeise@uni-wuppertal.de>
To: "info-performer" <info-performer@sgi.com>
Subject: Problems reading the z-buffer again; "pre-condition" for glReadPixels?
Date: Wed, 1 Apr 1998 11:02:03 +0200
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Hi pfAll:

Thanks to Mario and Rob for their answers regarding my Z-buffer problem. I
am using IRIX 6.2, so multisampling shouldn't be the problem for
glReadPixels.

When I use glReadPixels(...,GL_DEPTH_COMPONENT,...)  in a simple Performer
program, like simple.c in the programming guide, it works fine. I want to
use glReadPixels in perfly, because we made some extensions to this program.
In perfly this command doesn't work. It gives me for every pixel the Z-value
1.0!

Is there a kind of "pre-condition" for the use of glReadPixels with
GL_DEPTH_COMPONENT? Which part of perfly prevents me from reading the
Z-buffer? Is there an OpenGL or Performer command, that forbids to read the
depth buffer?

Thanks

Wilfried


Wilfried Zeise
University of Wuppertal


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Found this yesterday on info-bytes. Scary stuff
for Performer enthusiasts...

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

Mountainview, March 30, 1998 [AP] -- In a press
release, Silicon Graphics (SGI) today announced
that it will be selling off it's popular
Performer Real-Time development toolkit to
interested third parties.

The move comes amidst speculation and innuendo
regarding two recent developments at SGI. First,
rumors of a combined Microsoft/SGI rendering API,
code named, alternatively, "MicroGraphics" and
"SiliSoft" has made the Performer API essentially
obsolete in the eyes of many.

Second, and more importantly to users, the Performer
team has been caught red-handed, as it were,
manipulating polygonal performance numbers. The
scheme, according to industry experts, counted
next frame's rendered polygons in the current
frame's count. And, according to one industry
analysist, "this seems to be a wide-spread trend
at SGI, counting future results in today's
figures."

Details of the sale are not yet forthcoming. But,
according to sources, the buyer is none other
than Ron Popeil, founder of RonCo International,
makers of direct-marketed household devices.

Popeil was not available for immediate comment,
but secret footage of a forthcoming informercial
was obtained, containing key Performer team
members and Popeil in an audience-style setting,
espousing the benefits of using Performer and a
Onyx Rack for drying fruits and vegetables.

A smaller version was shown using an O2 which was
capable of cooking a slice of Canadian bacon in
it's convenient auto-open tray. The same device would
play household audio CDs.

The new unit, according to sources, will be named
Out-Performer and will attempt a more mainstream
consumer appeal, including such features as
tuning Onyx temperature for optimal cooking and
drying time, three-hundred low monthly payments,
and the all-important big-red-stop-switch. The
device is promised to be UL listed and approved
and may come with extra CPUs, but only for a
limited time.
----------------------------------


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Subject: Re: Problems reading the z-buffer again; "pre-condition" for glReadPixels?
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On Wed, 1 Apr 1998, Wilfried Zeise wrote:

> Hi pfAll:
> 
> Thanks to Mario and Rob for their answers regarding my Z-buffer problem. I
> am using IRIX 6.2, so multisampling shouldn't be the problem for
> glReadPixels.
 
I thought glReadPixels for a multisampled image was only possible on Inf.Reality
graphics - I don't think it's anything to do with the IRIX version. An RE2
(for example) can't glReadPixels a multisampled image even under IRIX 6.x.
IIRC, it's a hardware issue.

Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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Avi Bar-Zeev wrote:
> 
> Found this yesterday on info-bytes. Scary stuff
> for Performer enthusiasts...
> 

Nice try.

MAC
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From: Karen Harper <kharper@cra.com>
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Performers,

> I'm running Performer 2.2 on an Octane (Irix 6.4).  I'm having trouble
> using X event handling.  My code follows the following sequence:
> 
> pfInit();
> pfuInit();
> pfiInit();
> pfMultiprocess( PFMP_DEFAULT );
> pfConfig();
> pipe = pfGetPipe(0);
> pipeWindow = new pfPipeWindow( pipe);
> pipeWindow->setWinType(PFPWIN_TYPE_X);
> pipeWindow->open();
> pfuInitInput( pipeWindow, PFUINPUT_NOFORK_X);
> (I've also tried pfuInitInput(pipeWindow, PFUINPUT_X))
> 
> .
> .
> .
> 
> 
> What seems to happen is that sometimes I'll be able to process keyboard
> inputs just fine, and sometimes they're ignored completely.  The program
> works just fine otherwise, but it's quite annoying when it ignores
> keyboard
> inputs.  The Performer documentation says two different things in
> different
> places about the placement of the pfuInit command.  I tried both -- same
> thing happens either way.
> 
> I'm compiling the C++ code with the -n32 option, with debugging (-g)
> turned
> on.
> 
> Has anybody seen this behavior before, and is there a solution for it?
> 
> Thanks.
> 
Karen
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Avi Bar-Zeev wrote:
> 
> Found this yesterday on info-bytes. Scary stuff
> for Performer enthusiasts...
> 
> ----------------------------------
> 
> Mountainview, March 30, 1998 [AP] -- In a press
> release, Silicon Graphics (SGI) today announced
> that it will be selling off it's popular
> Performer Real-Time development toolkit to
> interested third parties.

Damn I almost read it all.  I forgot we are april 1st :-)

-- 
Sylvain Mayer, 3D Graphics Developer
CAE Electronics Ltd. (http://www.cae.ca)
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Date: Wed, 01 Apr 1998 19:08:19 +0200
From: Daniel Weiskopf <weiskopf@tat.physik.uni-tuebingen.de>
Organization: TAT, University of Tuebingen
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To: Glenn Waldron <gwaldron@peril.com>
CC: info-performer@sgi.com
Subject: Re: Problem with pfFlux and geosets
References: <3512757C.F7DE5C3C@peril.com>
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Status: O

Glenn Waldron wrote:
> 
> I have a terrain model loaded, and I'm trying to convert the
> coordinate lists in the pfGeoSets into pfFluxes.  I'm following
> the example in /usr/share/Performer/src/pguide/libpf/C++/morph_engine.C.
> 
> After changing the original coordinate lists to pfFluxes, the
> terrain appears with all it's coordinates randomly scrambled!
> Here's the code for each pfGeoSet found in the tree:
> 
>     pfGeoSet*       gset;
>     pfVec3*         coords;
>     ushort*         icoords;
> 
>     ...
>     gset = geode->getGSet(i);
>     gset->getAttrLists(PFGS_COORD3, (void**)&coords, &icoords);
> 
>     pfFlux* flux = new pfFlux(pfGetSize(coords), PFFLUX_DEFAULT_NUM_BUFFERS);
>     flux->initData(coords);
>     gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, flux, icoords);
> 
> Any help is appreciated!  thanks! -g.

I have the same problem; since no one has given an answer, I'd
like to repost the problem.

Interestingly, the scrambled behavior depends on the kind of
multiprocessor mode used, e.g. there is different output with
pfMultiprocess(PFMP_APP_CULL_DRAW) and pfMultiprocess(PFMP_APPCULLDRAW),
respectively. 

TIA

-- 
Daniel Weiskopf
weiskopf@tat.physik.uni-tuebingen.de
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From: Kenneth B Russell <kbrussel@media.mit.edu>
To: Performer Enthusiasts <info-performer@sgi.com>
CC: gwaldron@peril.com, Daniel Weiskopf <weiskopf@tat.physik.uni-tuebingen.de>
In-reply-to: <35227483.AB0D1D0A@tat.physik.uni-tuebingen.de> (message from
	Daniel Weiskopf on Wed, 01 Apr 1998 19:08:19 +0200)
Subject: Re: Problem with pfFlux and geosets
Reply-to: kbrussel@media.mit.edu
Status: O


> > I have a terrain model loaded, and I'm trying to convert the
> > coordinate lists in the pfGeoSets into pfFluxes.  I'm following
> > the example in /usr/share/Performer/src/pguide/libpf/C++/morph_engine.C.
> > 
> > After changing the original coordinate lists to pfFluxes, the
> > terrain appears with all it's coordinates randomly scrambled!
>
> I have the same problem; since no one has given an answer, I'd
> like to repost the problem.
> 
> Interestingly, the scrambled behavior depends on the kind of
> multiprocessor mode used, e.g. there is different output with
> pfMultiprocess(PFMP_APP_CULL_DRAW) and pfMultiprocess(PFMP_APPCULLDRAW),
> respectively. 

I found and reported a similar problem a couple of months ago but
got no responses. There seems to be a bug in pfGeoSet in
Performer 2.2 in which if ANY attribute is "fluxed", ALL
attributes must be (this includes colors). Therefore if you are
specifying your color using a pfMaterial, you must instead
specify a per-vertex PFGS_COLOR4 attribute, which MUST be
allocated using a pfFlux (not just pfMalloc'ed). This happens
both using pfFluxes and the (now-obsoleted) pfCycleBuffer/pfMorph
mechanism. I hope this explains your problem.

I've attached my example which illustrates this bug. It would be
nice if someone from SGI acknowledged receipt of this bug report.
I spent quite a while tracking it down.

Thanks,

-Ken


__________________________________________________________________________
Kenneth B. Russell               Synthetic Characters Group, MIT Media Lab
kbrussel@media.mit.edu                  http://www.media.mit.edu/~kbrussel


----
/*
 * Copyright 1995, Silicon Graphics, Inc.
 * ALL RIGHTS RESERVED
 *
 * UNPUBLISHED -- Rights reserved under the copyright laws of the United
 * States.   Use of a copyright notice is precautionary only and does not
 * imply publication or disclosure.
 *
 * U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
 * Use, duplication or disclosure by the Government is subject to restrictions
 * as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
 * in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
 * in similar or successor clauses in the FAR, or the DOD or NASA FAR
 * Supplement.  Contractor/manufacturer is Silicon Graphics, Inc.,
 * 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
 *
 * Permission to use, copy, modify, distribute, and sell this software
 * and its documentation for any purpose is hereby granted without
 * fee, provided that (i) the above copyright notices and this
 * permission notice appear in all copies of the software and related
 * documentation, and (ii) the name of Silicon Graphics may not be
 * used in any advertising or publicity relating to the software
 * without the specific, prior written permission of Silicon Graphics.
 *
 * THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
 * WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
 *
 * IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL,
 * INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY
 * DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
 * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY
 * THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE
 * OR PERFORMANCE OF THIS SOFTWARE.
 *
 * morph.c++: Performer program to demonstrate use of pfMorph node.
 *        Based on simple.c
 *
 * $Revision: 1.5 $ $Date: 1995/11/22 14:36:00 $ 
 *
 */

#include <stdlib.h>
#include <math.h>
#include <Performer/pf.h>
#include <Performer/pfdu.h>
#include <Performer/pr/pfLinMath.h>
#include <Performer/pr/pfGeoSet.h>
#include <Performer/pr/pfGeoState.h>
#include <Performer/pr/pfMaterial.h>
#include <Performer/pr/pfLight.h>
#include <Performer/pf/pfGeode.h>
#include <Performer/pf/pfDCS.h>
#include <Performer/pf/pfScene.h>
#include <Performer/pf/pfMorph.h>
#include <Performer/pf/pfLightSource.h>
#include <Performer/pf/pfChannel.h>
#include <Performer/pf/pfPipeWindow.h>

// Bug in pfGeoSet, Performer 2.2.
// Demonstrated by Kenneth B. Russell (kbrussel@media.mit.edu)

// Switches for the two instances of the bug.
#define MORPH_NORMALS		// Turns on morphing of normals
#define MORPH_COORDS		// Turns on morphing of coordinates
#define COLORS_AS_CBUF		// Makes colors a CycleBuffer. Turning 
				// this off makes colors malloced using
				// pfMalloc. But see NOTE: below.
#define NO_COLORS		// Gives GeoSet no colors (inherits from
				// pfMaterial)

// Combinations						Bug?
//  N_C							No
//  (M_N || M_C) && (C_A_C && N_C)			YES

// Neither of these attempted workarounds work properly.  The only
// workaround, therefore, is to specify per-vertex colors in every
// GeoSet for which either the normals or the coordinates are morphing
// (either using the pfMorph node OR the pfFlux/pfEngine mechanism).
//#define OVERALL_COLORS
//#define PER_PRIM_COLORS

int		nSph;
pfCycleBuffer	*cbuf;

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

static void
breatheMorph(pfMorph *morph, double t)
{
    float	s = (sinf(t) + 1.0f) / 2.0f;
    float	weights[2];
    int		i;

    weights[0] = s;
    weights[1] = 1.0f - s;

    morph->setWeights(-1, weights);
}

static pfMorph*
initMorph(void)
{
    pfGeoSet	*gset;
    pfGeode	*geode;
    pfGeoState	*gstate;
    pfMaterial	*mtl;
    pfMorph	*morph;
    ushort	*icoords, *inorms;
    pfVec3	*coords, *ncoords, *norms, *nnorms;
    pfVec4	*colors;
    float	*srcs[2];
    int		i;
    void	*arena = pfGetSharedArena();

    morph = new pfMorph;
    geode = new pfGeode;
    gset = pfdNewSphere(400, arena);
    gstate = new(arena) pfGeoState;

    mtl = new(arena) pfMaterial;
    mtl->setColor(PFMTL_DIFFUSE, 0.0f, 1.0f, 1.0f); 
    mtl->setColor(PFMTL_SPECULAR, 1.0f, 1.0f, 1.0f); 
    mtl->setColorMode(PFMTL_BOTH, PFMTL_CMODE_AD);
    mtl->setShininess(32);

    gstate->setAttr(PFSTATE_FRONTMTL, mtl);
    gstate->setMode(PFSTATE_ENLIGHTING, 1);
    gset->setGState(gstate);

    geode->addGSet(gset);
    morph->addChild(geode);

    /*
     * NULL forces recomputation of bound. Force it to be static 
     * to avoid expensive recomputation. Static bound should encompass
     * the extent of all morph possibilities. 
    */
    gset->setBound(NULL, PFBOUND_STATIC);
    geode->setBound(NULL, PFBOUND_STATIC);

    gset->getAttrLists(PFGS_COORD3, (void**)&coords, &icoords);
    gset->getAttrLists(PFGS_NORMAL3, (void**)&norms, &inorms);
    nSph = pfGetSize(coords) / sizeof(pfVec3);

    cbuf = new(arena) pfCycleBuffer(nSph * sizeof(pfVec4));

    ncoords = (pfVec3 *)pfMalloc(pfGetSize(coords), arena);
    nnorms = (pfVec3 *)pfMalloc(pfGetSize(norms), arena);

#ifdef COLORS_AS_CBUF
    colors = (pfVec4*) cbuf->getCurData();
#else
    colors = (pfVec4*) pfMalloc(nSph * sizeof(pfVec4));
#endif
    for (i = 0; i < nSph; i++)
      {
	colors[i].set(0.0f, 1.0f, 1.0f, 1.0f);
	ncoords[i].scale(2.0f, coords[i]);
	nnorms[i] = norms[i];
      }
    /* Set all pfCycleMemories to the same colors */
    cbuf->init(cbuf->getCurData());

#ifndef NO_COLORS
# ifdef COLORS_AS_CBUF
    gset->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, 
		  (void*)cbuf, NULL);
# else
    // NOTE: this DOES work if
    //   colors = (pfVec4*) cbuf->getCurData();
    gset->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, 
		  (void*)colors, NULL);
# endif
#endif

#ifdef OVERALL_COLORS
    pfCycleBuffer *tmpBuf = new(arena) pfCycleBuffer(sizeof(pfVec4));
    pfVec4 *tmpColors = (pfVec4 *) cbuf->getCurData();
    tmpColors[0].set(0.0f, 1.0f, 0.0f, 1.0f);
    cbuf->init(cbuf->getCurData());
    gset->setAttr(PFGS_COLOR4, PFGS_OVERALL, tmpBuf, NULL);
#endif

#ifdef PER_PRIM_COLORS
    int numPrims = gset->getNumPrims();
    pfCycleBuffer *tmpBuf = new(arena) pfCycleBuffer(numPrims * sizeof(pfVec4));
      
    pfVec4 *tmpColors = (pfVec4 *) cbuf->getCurData();
    for (int q = 0; q < numPrims; q++)
      tmpColors[q].set(0.0f, 1.0f, 0.0f, 1.0f);
    cbuf->init(cbuf->getCurData());
    gset->setAttr(PFGS_COLOR4, PFGS_PER_PRIM, tmpBuf, NULL);
#endif

#ifdef MORPH_COORDS
    /* Morph attribute 0 is coordinates */
    srcs[0] = (float*)coords; 
    srcs[1] = (float*)ncoords;
    morph->setAttr(0, 3, nSph, NULL, 2, srcs, NULL, NULL);

    gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, 
		  (void*)morph->getDst(0), icoords);
#endif

#ifdef MORPH_NORMALS
    /* Morph attribute 1 is normals */
    srcs[0] = (float*)norms;
    srcs[1] = (float*)nnorms;
    morph->setAttr(1, 3, nSph, NULL, 2, srcs, NULL, NULL);

    gset->setAttr(PFGS_NORMAL3, PFGS_PER_VERTEX, 
		  (void*)morph->getDst(1), inorms);
#endif

    return morph;
}

void 
OpenPipeWin (pfPipeWindow *pw)
{
    pw->open();
    (new pfLightModel)->apply();
}

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

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

int
main (int argc, char *argv[])
{
    double     t = 0.;
    pfScene     *scene;
    pfDCS	*morphDCS;
    pfMorph	*morph;
    pfPipe      *p;
    pfPipeWindow *pw;
    pfChannel   *chan;
    pfSphere 	bsphere;
    pfCoord	view;
    pfLightSource	*ls;

    /* Initialize Performer */
    pfInit();	

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

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

    /* Create and attach morph to a pfScene. */
    scene = new pfScene;
    morphDCS = new pfDCS;
    morph = initMorph();
    morphDCS->addChild(morph);
    scene->addChild(morphDCS);

    /* determine extent of scene's geometry */
    scene->getBound(&bsphere);

    /* Configure and open GL window */
    p = pfGetPipe(0);
    pw = new pfPipeWindow(p);
    pw->setName(argv[0]);
    pw->setConfigFunc(OpenPipeWin);
    pw->setOriginSize(0, 0, 500, 500);
    pw->config();

    /* Create and configure a pfChannel. */
    chan = new pfChannel(p);
    chan->setScene(scene);
    chan->setNearFar(1.0f, 10.0f * bsphere.radius);
    chan->setFOV(45.0f, 0.0f);
    view.xyz = bsphere.center;
    view.xyz[PF_Y] -= 3.0f * bsphere.radius;
    view.hpr.set(0.0f, 0.0f, 0.0f); 
    chan->setView(view.xyz, view.hpr);

    chan->setTravFunc(PFTRAV_DRAW, DrawChannel);

    /* Create a pfLightSource and attach it to scene. */
    ls = new pfLightSource;
    ls->setPos(view.xyz[0], view.xyz[1], view.xyz[2], 1.0f); 
    scene->addChild(ls);

    /* Simulate for twenty seconds. */
    while (1)
    {
	pfMatrix	mat;

	t = pfGetTime();

	/* Update morph */
	breatheMorph(morph, t);

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

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

    return 0;
}
=======================================================================
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From: Jan Barglowski <jan@archimedes.vislab.navy.mil>
Posted-Date: Wed, 1 Apr 1998 15:21:17 -0800 (PST)
Message-Id: <199804012321.PAA28898@archimedes.vislab.navy.mil>
Subject: C++ cliptexures...
To: info-performer@sgi.com
Date: Wed, 1 Apr 1998 15:21:17 -0800 (PST)
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Status: O

Performers:

I've created a virtual cliptexure callback that works when used in
conjunction with clipfly.  When I took this function and put it 
into perfly, my virtual cliptextures no longer work!  I've printed
out the values for VirtualLODOffset, NumEffectiveLevels, and LODRange
and they are identical for both programs.

My symptoms are a rapid sharpening/blurring of the virtual cliptexture
when zooming in or out towards it.  It doesn't seem to matter what
speed I zoom at.  Since the numbers calculated for the above parameters
work with clipfly, I'm assuming I'm doing the calculations correctly.
And when I comment out the tile-by-tile cliptexture updates, the 
cliptexture acts as if it's on Level=0.

I think this is one of two things:
1) Clipfly does something for virtual cliptextures that perfly
   doesn't.  And I can't find what this is!  I looked at the README
   file for clipfly, and the consideration for viewpoint update
   shouldn't cause this (am I right?).  The only thing I can figure
   is some of the parameters that control cliptextures are getting
   some (important) initialization in clipfly.  Yet I look at 
   virtcliptexture.c and don't see a lot of these values getting
   set at all.  Any ideas for what I'm missing?
2) the C++ cliptexture functions don't work, but I'd hate to think
   this is the case.  Still, anyone do virtual cliptextures with
   C++ bindings out there?

Any hints/help/insight will be appreciated!

jan

-- 
Jan Anthony Barglowski	              jan@chinalake.navy.mil
Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (760) 927-1057
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Status: O

description:
I am developing an application (Performer 2.2) for a CAVE-like environment.
Several geometry models are being loaded at the initialisation of my app. At
excecution I want to switch the different models (only one turned on at a time)
at run-time.
I am using the pfSwitch() function and place it in a shared memory arena. I am
changing the switch values via an OpenGL menu (postdraw function). The values I
get while switching are "good" .

problem:
On an OCTANE with IRIX 6.4 the pfSwitch works fine, while on the (2 HiPPI
networked) ONYX IR with IRIX 6.2 only the values change, but not the geometry.
(running a CAVE-simulator)

help: ?

--
Juergen Holland

SE-Lab, ICEMT



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Date: Wed, 01 Apr 1998 17:01:45 -0800
From: Angus Dorbie <dorbie@sgi.com>
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To: Jan Barglowski <jan@archimedes.vislab.navy.mil>
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Jan Barglowski wrote:
> 
> Performers:
> 
> I've created a virtual cliptexure callback that works when used in
> conjunction with clipfly.  When I took this function and put it
> into perfly, my virtual cliptextures no longer work!  I've printed
> out the values for VirtualLODOffset, NumEffectiveLevels, and LODRange
> and they are identical for both programs.
> 
> My symptoms are a rapid sharpening/blurring of the virtual cliptexture
> when zooming in or out towards it.  It doesn't seem to matter what
> speed I zoom at.  Since the numbers calculated for the above parameters
> work with clipfly, I'm assuming I'm doing the calculations correctly.
> And when I comment out the tile-by-tile cliptexture updates, the
> cliptexture acts as if it's on Level=0.
> 
> I think this is one of two things:
> 1) Clipfly does something for virtual cliptextures that perfly
>    doesn't.  And I can't find what this is!  I looked at the README
>    file for clipfly, and the consideration for viewpoint update
>    shouldn't cause this (am I right?).  The only thing I can figure
>    is some of the parameters that control cliptextures are getting
>    some (important) initialization in clipfly.  Yet I look at
>    virtcliptexture.c and don't see a lot of these values getting
>    set at all.  Any ideas for what I'm missing?
> 2) the C++ cliptexture functions don't work, but I'd hate to think
>    this is the case.  Still, anyone do virtual cliptextures with
>    C++ bindings out there?
> 
> Any hints/help/insight will be appreciated!
> 
> jan

Do you have a reasonably sized invalid border?

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: "Alejandro Saez" <cano@silicon.cl>
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Date: Wed, 1 Apr 1998 21:25:41 -0500
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Subject: Modify buffers
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Hi,

	Does anyone know how to modify the buffers (frame, z, stencil, etc) of
a Performer channel/window. I want to do some post draw processing to the frame
buffer using OpenGL and I don't know how to access the buffers.

-- 
------------------------------------------------------------------------
Alejandro Saez
Software Engineer
Silicon Chile S.A.
                                        Avda. Andres Bello 2777, Of. 602
E-mail: asaez@silicon.cl              	Providencia
Phone:  +56 (2) 203 3371 Ext. 105       Santiago
Fax:    +56 (2) 203 3370                Chile
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From: "Wilfried Zeise" <zeise@uni-wuppertal.de>
To: "Alejandro Saez" <cano@silicon.cl>
Cc: "info-performer" <info-performer@sgi.com>
Subject: Re: Modify buffers
Date: Thu, 2 Apr 1998 09:16:09 +0200
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Status: O

Hi Alejandro:

First you have to select the color buffer source for the pixels with
glReadBuffer (GL_FRONT_LEFT, GL_FRONT_BACK, etc.).

With glReadPixels you can read the buffer values, with glDrawPixels you can
draw new values and with glCopyPixels you can copy a pixel rectangle to
another position.

The pixel formats you can use are e.g.:

- GL_RGB for the rgb values
- GL_RGBA for the rgba values
- GL_STENCIL_INDEX for the stencil buffer
- GL_DEPTH_COMPONENT for the depth buffer
etc.

Hope this helps.

Wilfried

Wilfried Zeise
University of Wuppertal




>Hi,
>
> Does anyone know how to modify the buffers (frame, z, stencil, etc) of
>a Performer channel/window. I want to do some post draw processing to the
frame
>buffer using OpenGL and I don't know how to access the buffers.
>
>--
>------------------------------------------------------------------------
>Alejandro Saez
>Software Engineer
>Silicon Chile S.A.
>                                        Avda. Andres Bello 2777, Of. 602
>E-mail: asaez@silicon.cl              Providencia
>Phone:  +56 (2) 203 3371 Ext. 105       Santiago
>Fax:    +56 (2) 203 3370                Chile
>------------------------------------------------------------------------
>=======================================================================
>List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>            Submissions:  info-performer@sgi.com
>        Admin. requests:  info-performer-request@sgi.com
>

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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804021206.OAA08396@s00sn1.fel.tno.nl>
Subject: Re: Modify buffers
To: zeise@uni-wuppertal.de (Wilfried Zeise)
Date: Thu, 2 Apr 1998 14:06:38 +0200 (MET DST)
Cc: cano@silicon.cl, info-performer@sgi.com
In-Reply-To: <002f01bd5e07$378ad7b0$611dc384@wetnt9.elektro.uni-wuppertal.de> from "Wilfried Zeise" at Apr 2, 98 09:16:09 am
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Wilfried Zeise wrote:
> 
> Hi Alejandro:
> 
> First you have to select the color buffer source for the pixels with
> glReadBuffer (GL_FRONT_LEFT, GL_FRONT_BACK, etc.).
> 
> With glReadPixels you can read the buffer values, with glDrawPixels you can
> draw new values and with glCopyPixels you can copy a pixel rectangle to
> another position.
> 
> The pixel formats you can use are e.g.:
> 
> - GL_RGB for the rgb values
> - GL_RGBA for the rgba values
> - GL_STENCIL_INDEX for the stencil buffer
> - GL_DEPTH_COMPONENT for the depth buffer
> etc.
> 
> Hope this helps.
> 
> Wilfried
> 
> Wilfried Zeise
> University of Wuppertal
> 
> >Hi,
> >
> > Does anyone know how to modify the buffers (frame, z, stencil, etc) of
> >a Performer channel/window. I want to do some post draw processing to the
> frame
> >buffer using OpenGL and I don't know how to access the buffers.
> >
> >--
> >------------------------------------------------------------------------
> >Alejandro Saez
> >Software Engineer
> >Silicon Chile S.A.
> >                                        Avda. Andres Bello 2777, Of. 602
> >E-mail: asaez@silicon.cl              Providencia
> >Phone:  +56 (2) 203 3371 Ext. 105       Santiago
> >Fax:    +56 (2) 203 3370                Chile

If you only want to draw some extra things like a HUD, you don;t have
to read and write the buffer. After pfDraw() you just set up the
required OpenGL state and viewing settings and draw what you want.
Be sure to restore the state as found after pfDraw(), because
performer might be counting on certain settings.

Mario
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804021201.OAA08204@s00sn1.fel.tno.nl>
Subject: Re: Problems with pfSwitch on 6.2 machines.
To: holly@icemt.iastate.edu (Juergen Holland)
Date: Thu, 2 Apr 1998 14:01:52 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <3522DAB2.27382F47@icemt.iastate.edu> from "Juergen Holland" at Apr 1, 98 06:24:18 pm
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Juergen Holland wrote:
> 
> description:
> I am developing an application (Performer 2.2) for a CAVE-like environment.
> Several geometry models are being loaded at the initialisation of my app. At
> excecution I want to switch the different models (only one turned on at a time)
> at run-time.
> I am using the pfSwitch() function and place it in a shared memory arena. I am
> changing the switch values via an OpenGL menu (postdraw function). The values I
> get while switching are "good" .
> 
> problem:
> On an OCTANE with IRIX 6.4 the pfSwitch works fine, while on the (2 HiPPI
> networked) ONYX IR with IRIX 6.2 only the values change, but not the geometry.
> (running a CAVE-simulator)
> 
> help: ?

I might be that you change the value of the pfSwitch in the DRAW
process. This will set the value for a copy used in the DRAW when you
have a separate draw process (PFMP_APP_CULLDRAW).
The next frame a new copy is made from the APP version and this will
not include the changes made by DRAW, only when you are in single
process mode (PFMP_APPCULLDRAW).
What might be the solution is to let the OpenGL menu function set a
value in shared memory and let the APP process copy this value in to
the switch node.

Mario
> 
> --
> Juergen Holland
> 
> SE-Lab, ICEMT
> 
> 
> 
> =======================================================================
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From: Hannu Napari <Hannu.Napari@hut.fi>
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Date: Thu,  2 Apr 1998 16:22:03 +0300 (EEST)
To: info-performer@sgi.com
Subject: .ls -> Open Inventor and stereo...
X-Mailer: VM 6.43 under 20.4 "Emerald" XEmacs  Lucid
Message-ID: <13603.36344.78854.580838@curare.tcm.hut.fi>
Status: O


I recently asked about .ls loader for Performer. Well, it turned out
that LightScape can export OpenInventor. I had some problems
with the exporter, the most annoying one was that the exporter
used the decimal separator inherited from the locale settings. 8)
Great, the finnish locale uses comma instead of decimal poins (.).
Oh well, that was easy to fix. If someone at Lightscape is reading
this then maybe you could fix that in the converter...

The model I'm using for the testing purposes is about 200k polys,
and it runs like molasses in Performer. I got it to run faster by
running the exported file through ivfix (it takes about an hour to
do it), and it turned out that the .iv loader had problems with
VertexProperties, I lost all the colors. Everything was just white.
Maybe someone at SGI could take a look at the .iv loader and fix that...
Anyway, the second run with "ivfix -p" fixed that.

Let's get to the point, finally.

The framerate is reasonable when I'm not doing stereo. But with stereo
mode on the framerate drops more than I anticipated. I'm doing
the stereo rendering with modified perfly using pfChannels
for left & right on a single IR pipe. Can anyone suggest any
optimization ideas/techniques for that setup?

-- 
		      Hannu Napari  <Hannu.Napari@hut.fi>
		       Helsinki University of Technology
	     Telecommunications Software and Multimedia Laboratory
    PB 1100, FIN-02015 HUT, Finland, tel +358-9-4514736, fax +358-9-4515014
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Date: Thu, 2 Apr 1998 10:24:58 -0800 (PST)
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From: Jay Gischer <gischer@puget.engr.sgi.com>
To: Sam Chu <c00chu00@nchc.gov.tw>
cc: info-performer@puget.engr.sgi.com
Subject: statistics Question
In-Reply-To: <199803300319.LAA00382@nchc.gov.tw>
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Status: O


Sam Chu writes:
 > Dear Performers:
 > 
 >   In Perfly statistics I got: (two channels one pipe)
 > 
 >   30/30 Hz
 > ...
 >   MSecs: frame=50.6 app=3.7 cull=8.0 draw=6.7 isect=3.2
 >   Frames=60 Misses: total=0 app+cull=0 draw=0
 > 
 > another channel
 >   MSecs: (almost the same as the above)
 >   Frames=61 Misses: total =61 app+cull=0 draw=0
 > 
 > Question:
 >   1. why app+cull+draw+isect much small than frame?
 >   2. why 50.6(frame)*30Hz > 1000 MSecs(1 Sec)?
 >   3. then what "frame:" means in "MSecs: frame=50.6"?
 >   4. What Misses means? Does it mean how many frames Performer drop?
 >   5. Why in one channel Misses=0 and another Misses=61?
 > 
 > Thank for any reply in advanced.
 > 

The key realization here is that two channels are being drawn
sequentially on one pipe

I've taken the liberty of rephrasing the questions slightly for the
sake of clarity.

Q Why are the app+cull+draw+isect times much smaller than the frame
  time?  What does "frame=50.6" mean anyway?

A. The app, cull, draw, isect times are measured times from beginning
  to end of phase for ONE channel.  The Frame time is a cycle time,
  namely the time from the finish of one frame to the finish of 
  the next frame of that ONE channel.  So it includes the time to 
  draw the other channel as well.  In your case, app+cull+draw+isect 
  add up to about 21.2, leaving 28.4 for the other frame and some
  possible overhead, which doesn't seem completely unreasonable.

Q.Why is 50.6 MSec * 30 Hz larger than 1000 MSec?

A. I'm not positive about this one, but I believe that "30Hz" is the
  target frame rate (which isn't being realized), rather.than the
  realized frame rate.  Remember that gathering, and drawing stats actually
  takes a fair amount of time.

Q. What do "Misses" mean, and why does one channel have "Misses=0" and
   the other have "Misses=61".

A. A "Miss" is counted every time a channel does not finish drawing in
   time to make the target refresh cycle.
   Your app was missing its target frame rate (see previous question),
   But one of the channels was done in plenty of time to hit the frame
   rate, so it doesn't have any misses.  The other one didn't finish
   in time, so it gets a "Miss" counted against it.


I hope that clarifies matters.

------------------------------------------------------------------------
Jay L Gischer        +  "I see great things in baseball.  It's our game.
Advanced Graphics    +  It will repair our losses and be a blessing to
Software             +  us."
Silicon Graphics     +    -Walt Whitman
(415) 390-4277       +    
gischer@sgi.com      +  "A life has no meaning except in the impact it
                     +  has on other lives"
                     +    -Jackie Robinson

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From guest  Thu Apr  2 13:57:09 1998
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Date: Thu, 2 Apr 1998 16:46:11 -0500 (EST)
From: Eddy Kuo <ekuo@ait.nrl.navy.mil>
To: info-performer@sgi.com
Subject: Question about pfFluxed Geoset
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Hello performers:

I am trying to use fluxed geoset to visualization a simulation
in which the geoset is changing in every time step.  One of
my obstacle is that the not only the attribute lists (normal, coord, 
etc) of the geoset are changing, but also total number of elements
in the list is changing (not just the number of primitives, but somthing
like vertices).  So any suggestion on how to accomplish this?

thanks in advance

Ed.


-------------------------------------------------------------------
Eddy Kuo 		      		work phone: 202-767-6025 
Virtual Reality Lab 			home phone: 703-893-2553
Naval Research Lab		http://www.cis.ohio-state.edu/~ekuo
-------------------------------------------------------------------

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Date: Thu, 2 Apr 1998 15:58:03 -0800
From: allan@holodeck.engr.sgi.com (Allan Schaffer)
Message-Id: <199804022358.PAA03238@holodeck.engr.sgi.com>
To: info-performer@sgi.com
Subject: IMPORTANT: Performer 2.2 patch 3018
Status: O


Performers,

A security vulnerability was recently discovered in the
performer_tools subsystem shipped with Performer 2.2.  

Patch 3018 has been released to address this problem.  You can
download this patch for free, regardless of support status, from
Silicon Graphics Security Headquarters:

	http://www.sgi.com/Support/security/security.html

The direct path to the security advisory, patch bits, release notes,
and checksums are:

	ftp://sgigate.sgi.com/security/19980401-01-P3018
	ftp://sgigate.sgi.com/patches/6.2/patch3018.tar
	ftp://sgigate.sgi.com/patches/6.2/patch3018.relnotes
	ftp://sgigate.sgi.com/patches/6.2/patch3018.pgp.and.chksums

Patch 3018 should be loaded on any system which has the
performer_tools from IRIS Performer 2.2 installed.  It is only
necessary with performer_tools 2.2 and cannot be installed on prior
versions of IRIS Performer.  Patch 3018 has been tested with IRIS
Performer 2.2 on systems running IRIX 6.2, IRIX 6.3, IRIX 6.4, and
IRIX 6.5.

This patch also contains a few other minor bug fixes to the
performer_tools.  Here is the list of what's fixed:

	o SCR 581294 - Performer API tool security vulnerability
	o SCR 581950 - pfsearch.cgi fails with outbox webserver
	o SCR 584224 - pfresults.cgi fails with perl5
	o SCR 585820 - wrong title for patch 3004

Patch 3004 was a short-lived predecessor to patch 3018; if you were
one of the few to download patch 3004, be sure to read section 1.5 of
the patch 3018 relnotes.

Allan
----
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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From: Zachi Karni <Zachik@elbit.co.il>
To: "'Performer Mailing-List'" <info-performer@sgi.com>
Subject: Billboarding
Date: Fri, 3 Apr 1998 10:55:10 +0200
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Hi All

I am looking for general information about using billboarding,
especially for drawing clouds and trees.

Thanks 
  
Zachi Karni	zachik@elbit.co.il
Software Engineer
Elbit Systems LTD	+972-4-8315660 Direct
Haifa			+972-4-8315739 Fax
Israel			+972-4-8377184 Home

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Zachi Karni wrote:

> Hi All
>
> I am looking for general information about using billboarding,
> especially for drawing clouds and trees.
>
> Thanks
>
> Zachi Karni     zachik@elbit.co.il
> Software Engineer
> Elbit Systems LTD       +972-4-8315660 Direct
> Haifa                   +972-4-8315739 Fax
> Israel                  +972-4-8377184 Home
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com



Look at this fragment of our loader code:

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


#include <Performer/pf/pfBillboard.h>


   pfBillboard *aBillboard;
   pfVec3     pos, axis;



   /* initialise
pfBuilder                                                    */
   pfdResetBldrGeometry();
   pfdResetBldrState();

   /* allocate
memory                                                         */
   void *arena = pfGetSharedArena();

   aGeode = new pfGeode();

   aGeoState = new pfGeoState();

   /* define texture and
geostate                                             */
   /* if texCode is set (>= 0) --> copy
filename                              */
   if (obj->texCode >= 0) {
       strcpy(geoStateInfo->texName,
rslObjTileInfo->textureList[obj->texCode]);
       geoStateInfo->loadTexture = 1;
   }
   aGeoState = getGeoState(geoStateInfo);
   pfdBldrGState(aGeoState);

   aGeom = pfdNewGeom(4);
   aGeom->nbind = PFGS_PER_PRIM;
   aGeom->cbind = PFGS_PER_PRIM;
   aGeom->tbind = PFGS_PER_VERTEX;
   aGeom->primtype = PFGS_POLYS;

   // Color
   aGeom->colors[0].set(obj->color[0], obj->color[1], obj->color[2],
obj->color[3]);

   // Geometry
   if (obj->numberOfPoly == 0) {
       // billboard structure
       if (obj->shape == 3) {
    // triangle shape
    aGeom->numVerts = 3;
       }
       else {
    // quad shape
    aGeom->numVerts = 4;
       }
       // vertices are always set for quads, tris only take first three
vertices
       v1.set(-0.5f, 0.0f, -0.5f);
       v2.set(0.5f, 0.0f, -0.5f);
       v3.set(0.5f, 0.0f, 0.5f);
       v4.set(-0.5f, 0.0f, 0.5f);
       n1.set(0.0f, -1.0f, 0.0f);
       // scale matrix
       scaleMat.makeScale(obj->scale[0], obj->scale[1], obj->scale[2]);
       // scale
       v1 = v1 * scaleMat;
       v2 = v2 * scaleMat;
       v3 = v3 * scaleMat;
       v4 = v4 * scaleMat;

       // set vertices coordinates
       aGeom->coords[0].set(v1[0], v1[1], v1[2]);
       aGeom->coords[1].set(v2[0], v2[1], v2[2]);
       aGeom->coords[2].set(v3[0], v3[1], v3[2]);
       aGeom->coords[3].set(v4[0], v4[1], v4[2]);
       // set Normals
       aGeom->norms[0].set(n1[0], n1[1], n1[2]);
       // set texture coordinates
       aGeom->texCoords[0].set(obj->texCoord[0], obj->texCoord[2]);
       aGeom->texCoords[1].set(obj->texCoord[1], obj->texCoord[2]);
       aGeom->texCoords[2].set(obj->texCoord[1], obj->texCoord[3]);
       aGeom->texCoords[3].set(obj->texCoord[0], obj->texCoord[3]);

       pfdAddBldrGeom(aGeom, 1);
       pfdDelGeom(aGeom);

       aTmpGeode = (pfGeode *)pfdBuild();

       aBillboard = new pfBillboard();
       aBillboard->addGSet(aTmpGeode->getGSet(0));
       // place billboard;
       pos.set(obj->xyzCoord[0] + obj->translate[0],
               obj->xyzCoord[1] + obj->translate[1],
        obj->xyzCoord[2] + obj->translate[2] + obj->scale[2] * 0.5);
       aBillboard->setPos(0, pos);
       aBillboard->setMode(PFBB_ROT, PFBB_AXIAL_ROT);
       axis.set(0.0f, 0.0f, 1.0f); // billboard spinns around z-axis
       aBillboard->setAxis(axis);
       aGeode = aBillboard;
   }

   return aGeode;


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

For best results use semi transparent rgba textures of vegetation or
clouds

Hope this helps

Hilko


--
****************************************************************
Hilko Hoffmann
Remote Sensing Laboratories;    University of Zurich
Winterthurerstrasse 190; CH-8057 Zurich; Switzerland
Phone: +41 - 1 / 63 56519; FAX:   +41 - 1 / 63 56842
mailto:hilko@geo.unizh.ch
http://www.geo.unizh.ch/rsl1/lvg/research/
****************************************************************



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Date: Fri, 3 Apr 1998 08:17:48 -0500
To: info-performer@sgi.com
From: Sandeep Mulgund <smulgund@cra.com>
Subject: Problems with XWarpPointer under Irix 6.4/Performer 2.2
Status: O

Is there any reason that XWarpPointer would not work properly on an Octane?
I have a simulation application in which I'm using it to center the mouse
on the screen at startup, and on a particular keypress.  It works just fine
when the program starts up, but it doesn't work if I press the appropriate
key in my program to force the mouse to center itself.  Interestingly, the
function call works just fine on an Indy running Irix 6.2.  Any suggestions?

Sandeep Mulgund


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Date: Fri, 3 Apr 1998 09:00:41 -0500
To: "'Performer Mailing-List'" <info-performer@sgi.com>,
        Zachi Karni <Zachik@elbit.co.il>
Subject: Re: Billboarding
Status: O

>Hi All
>
>I am looking for general information about using billboarding,
>especially for drawing clouds and trees.
>
>Thanks
>
>Zachi Karni	zachik@elbit.co.il

I've found that billboarding clouds don't look realistic. IMO

I created a cylinder and applied a cloud texture on one half and then
reversed the texture for the back.

This gives you that layered look as near clouds pass in front of the far.


Marty


Martin Heffron            |
The MITRE Corporation     |   MIT Research and Engineering
CAASD                     |   Center for Advanced Aviation System
Development
(703)883-5433             |        


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From: <crakrjak@xerxesinc.com>
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Subject: circular mask
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hi, the output of my program has to give a circular output unlike
traditional quad viewport. i am wondering what would be best way  to mask
out in black the exterior of my circular viewport. I would really
appreciate any help on this thanks.

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From: "Sibylle Geiger" <sib@bayleaf.mpik-tueb.mpg.de>
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Status: O

Hi pfAll,

I've tried to simulate ground fog with 8m height (like over a lake), between
75m and 100m. But also the mountain texture from the environment box is white
(which is really higher and far away) and only the sky from the earth-sky
modell is still blue.

Is there any possibility to do so?
Does anyone can tell me how to do?

If attached my earth-sky modell and my fog.

Thanks in advance

Gruss Sibylle

*****************************************************************************/*
/* CONFIGURE PIPE */
static void
OpenPipeWin(pfPipeWindow *pw)
{
    .
    .
    .
    /* create fog */
    fog = pfNewFog(pfGetSharedArena());
    pfFogType (fog, PFFOG_PIX_LIN);
    pfFogColor (fog, 1.0, 1.0, 1.0);
    pfFogRange (fog, 75.0f , 100.0f);
    pfEnable (PFEN_FOG);
    pfApplyFog (fog);
    pfOverride(PFSTATE_FOG | PFSTATE_ENFOG, PF_ON);
    .
    .
    .
}

/* EARTH SKY MODEL */
void attatchSkyModel(int ESky, pfChannel *threeChannel)
{
  pfEarthSky *eSky;

  /* Create an earth/sky model that draws sky/ground/horizon */
  eSky = pfNewESky();

  pfESkyFog(eSky,PFES_GRND, fog);
  pfESkyMode(eSky, PFES_GRND_FOG_TOP, 2.0f);
  pfESkyAttr(eSky, PFES_HORIZ_ANGLE, 30.0f);
  pfESkyColor(eSky, PFES_CLEAR, .3f, .3f, .7f, 1.0f);
  pfChanESky(threeChannel, eSky);
}

-- 

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

     _/     _/  _/_/_/  _/_/_/   Sibylle Geiger
    _/_/ _/_/  _/   _/   _/      Max-Planck Institut f"ur
   _/  _/ _/  _/_/_/    _/       biologische Kybernetik
  _/     _/  _/        _/        Spemannstrasse 38
 _/     _/  _/      _/_/_/       72076 T"ubingen, Germany

phone: +49-7071-601 630		
fax  : +49-7071-601 616		
web  : www.kyb.tuebingen.mpg.de
email: sibylle.geiger@tuebingen.mpg.de
-----------------------------------------------------------
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Date: Fri, 03 Apr 1998 11:04:47 -0800
From: Angus Dorbie <dorbie@sgi.com>
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To: Zachi Karni <Zachik@elbit.co.il>
CC: "'Performer Mailing-List'" <info-performer@sgi.com>
Subject: Re: Billboarding
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Zachi Karni wrote:
> 
> Hi All
> 
> I am looking for general information about using billboarding,
> especially for drawing clouds and trees.
> 

www.dorbie.com

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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Status: O

Hi Performers,

For my space application, I have to use a very large Near/Far range : 1m/1e6km.
I chose to superpose 2 channels, sharing all attributes except near/far and draw
callback.
ChanFG : N = 1m      F = 10km
ChanBG : N = 10km    F = 1e6km
Better than a long speech, my piece of code is at the end of the message.

If I used only 1 channel, it would draw all the scene.
While my 2 channels draw 2 complementary parts of the scene, using draw
traversal masks.
So we should have the same graphic load...

BUT using 2 superposed channels is almost twice longer than using only 1 channel
!!!

Question : 
1/ Why does it take longer than using only 1 channel ?
2/ What does happen in the pfDraw() function that is uselessly repeated between
the 2 channels ?
3/ How come can I call twice pfDraw() without any argument, into each draw
callback, letting Performer guess that it is for 2 separate channels ?

I am using Performer 2.1 on an Onyx RE2, IRIX 6.2, 2 CPUs, 1 Pipe.

Thanks for carrying me into the secrets of the depths of Performer...
Hope I was clear in my message...

Mike

Code :

static void
InitChannel(pfPipe* pipe)
{
  Shared->chanBG = new pfChannel(pipe);
  Shared->chanFG = new pfChannel(pipe);
  Shared->chanBG->attach(Shared->chanFG);
  Shared->chanFG->setShare(PFCHAN_FOV |
			   PFCHAN_VIEW |
			   PFCHAN_VIEW_OFFSETS |
			   PFCHAN_SCENE |
			   PFCHAN_SWAPBUFFERS |
			   PFCHAN_SWAPBUFFERS_HW |
			   PFCHAN_APPFUNC |
			   PFCHAN_CULLFUNC |
			   PFCHAN_VIEWPORT);
  
  // attaching the common pfScene
  Shared->chanFG->setScene(Shared->scene); 

  // Customize pfDraw()
  Shared->chanFG->setTravFunc(PFTRAV_DRAW, drawFGChannel);
  Shared->chanBG->setTravFunc(PFTRAV_DRAW, drawBGChannel);

  // complementary clipping planes
  Shared->chanFG->setNearFar(.1e-3f, 10.0f);
  Shared->chanBG->setNearFar(10.0f, 1e6f);
  
  // chanFG is for Foreground Scene Group
  // chanBG is for Background Scene Group
  Shared->chanFG->setTravMask(PFTRAV_DRAW, FG_MASK);
  Shared->chanBG->setTravMask(PFTRAV_DRAW, BG_MASK); 
}

// 2 draw callbacks
//
static void
drawBGChannel(pfChannel *bgchan, void *)
{
  // earthsky color/depth clear
  bgchan->clear();

  // 1st call to pfDraw
  pfDraw();

  if (Shared->drawStats == 1)
    bgchan->drawStats();  
}

static void
drawFGChannel(pfChannel *fgchan, void *)
{
  // ONLY depth clear
  pfClear(PFCL_DEPTH, NULL);

  // 2nd call to pfDraw
  pfDraw();

  if (Shared->drawStats == 1)
    fgchan->drawStats();  
}


-- 
Michael Boccara / +1 (617) 253 00 05 / boccara@mit.edu
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To: crakrjak@xerxesinc.com
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Subject: Re: circular mask
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On Thu, 2 Apr 1998 crakrjak@xerxesinc.com wrote:

> hi, the output of my program has to give a circular output unlike
> traditional quad viewport. i am wondering what would be best way  to mask
> out in black the exterior of my circular viewport. I would really
> appreciate any help on this thanks.

If the circular mask doesn't change shape, you can draw the mask into
the overlay planes to make it look black. Then you might want to consider
using some user defined clip planes to clip the scene to (say) an octagon
in an effort to reduce the polygon count and pixel fill rates.

Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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Date: Fri, 3 Apr 1998 13:37:23 -0600 (CST)
From: "Craig J. Ferril" <cccraig@grover.atc.missouri.edu>
Reply-To: "Craig J. Ferril" <cccraig@grover.atc.missouri.edu>
To: Jeremy Townsend <paradoxgames@mindspring.com>
cc: info-performer@sgi.com
Subject: Re: Path-Finding
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Status: O

Jeremy,

I haven't tried to do what you're doing, but in thinking about it I might have
come up with some suggestions. 

Perhaps if you try using a terrain following algorithm to keep you above the
terrain, and separate that from anything else that's going on, you could use
an A* algorithm. A* algorithms are pretty good for finding shortest paths from
point A to point B. All you would have to do then is think in 2-D, without
worrying about your height, since height above terrain would be taken care of
separately. 

This was just a thought. Hope this suggestion might lead to something useful
for you.

Cheers,
Craig


On Mon, 23 Mar 1998, Jeremy Townsend wrote:

> Hi, we are developing a 3D "game" of sorts using Performer that relies
> heavily on pathfinding (i.e. finding the shortest route between point A and
> point B on the surface of our terrain geometry). In 2D this is an easy
> problem, but the 3D terrain in question is extremely varied and intricate.
> 
> One approach we tried was to create a list of spheres over the entire
> terrain and link them in a logical order (i.e. to get to specific
> coordinate in sphere Z from coordinates in sphere X, proceed through
> spheres X->Y->Z then move to specified coordinates in Z.) While efficient,
> the set up is a hassle (100s of spheres, drawn and linked by hand), and it
> tends to crash when we use more than 20 spheres.
> 
> Another approach was to break down everything into a standard 2D array, but
> the arrays would be so large as to be completely unmanageable.
> 
> Anyway, my question is: Has anyone tried to do accurate 3D pathfinding?
> Could you send some ideas our way please?
> 
> Thank you!
> 
> Jeremy Townsend
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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> 

----------------------------------------------------------------------
Craig Ferril                     | cccraig@atc.missouri.edu 
Advanced Technology Center       | http://www.atc.missouri.edu
----------------------------------------------------------------------
"The universe is like a safe to which there is a combination.  But the
 combination is locked up in the safe."
               Peter DeVries


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Date: Fri, 3 Apr 1998 11:47:19 -0800 (PST)
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From: Jay Gischer <gischer@puget.engr.sgi.com>
To: info-performer@puget.engr.sgi.com
Subject: Stats Question correction
Status: O


Yesterday I posted a response to a question about stats for a
multi-channel, single pipe configuration. 

The stats for the channel were reporting something like this:

frame=50.7  app=3.5 cull=5.7 draw=9.2 isect=2.3

The question I got wrong was the interpretation of the "frame" stat.
This figure is in fact the channel latency, i.e., the length of time from when
the frame first enters the APP stage to the time when the DRAW stage
completes. I erroneously reported this as rather the period time of the draw
stage.  So the numbers are not supposed to add up at all. 

In more recent versions of Performer the term "frame" has been replaced with 
"latency".

------------------------------------------------------------------------
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Advanced Graphics    +  It will repair our losses and be a blessing to
Software             +  us."
Silicon Graphics     +    -Walt Whitman
(415) 390-4277       +    
gischer@sgi.com      +  "A life has no meaning except in the impact it
                     +  has on other lives"
                     +    -Jackie Robinson

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From: "Rob Jenkins" <robj@quid.engr.sgi.com>
Message-Id: <9804031208.ZM15938@quid.engr.sgi.com>
Date: Fri, 3 Apr 1998 12:08:26 -0800
In-Reply-To: Michael Boccara <boccara@MIT.EDU>
        "ZB limits & Overlaid channels" (Apr  3,  2:20pm)
References: <352560B2.A6F3679F@mit.edu>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Michael Boccara <boccara@mit.edu>, Performer <info-performer@sgi.com>
Subject: Re: ZB limits & Overlaid channels
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Michael

What pfMultiprocess and pfMultithread calls do you make ? You might want to
look at the note in man pfMultithread about having parallel CULL per channel (
end of page 2 of that man page in pf 2.2 ). So something like:

         /* operate all processing tasks in parallel */
          pfMultiprocess(PFMP_FORK_CULL | PFMP_FORK_DRAW | PFMP_FORK_ISECT);

          pfMultithread(0, PFPROC_CULL, 2);

Might help you.

Cheers
Rob

On Apr 3,  2:20pm, Michael Boccara wrote:
> Subject: ZB limits & Overlaid channels
> Hi Performers,
>
> For my space application, I have to use a very large Near/Far range :
1m/1e6km.
> I chose to superpose 2 channels, sharing all attributes except near/far and
draw
> callback.
> ChanFG : N = 1m      F = 10km
> ChanBG : N = 10km    F = 1e6km
> Better than a long speech, my piece of code is at the end of the message.
>
> If I used only 1 channel, it would draw all the scene.
> While my 2 channels draw 2 complementary parts of the scene, using draw
> traversal masks.
> So we should have the same graphic load...
>
> BUT using 2 superposed channels is almost twice longer than using only 1
channel
> !!!
>
> Question :
> 1/ Why does it take longer than using only 1 channel ?
> 2/ What does happen in the pfDraw() function that is uselessly repeated
between
> the 2 channels ?
> 3/ How come can I call twice pfDraw() without any argument, into each draw
> callback, letting Performer guess that it is for 2 separate channels ?
>
> I am using Performer 2.1 on an Onyx RE2, IRIX 6.2, 2 CPUs, 1 Pipe.
>
> Thanks for carrying me into the secrets of the depths of Performer...
> Hope I was clear in my message...
>
> Mike
>
> Code :
>
> static void
> InitChannel(pfPipe* pipe)
> {
>   Shared->chanBG = new pfChannel(pipe);
>   Shared->chanFG = new pfChannel(pipe);
>   Shared->chanBG->attach(Shared->chanFG);
>   Shared->chanFG->setShare(PFCHAN_FOV |
> 			   PFCHAN_VIEW |
> 			   PFCHAN_VIEW_OFFSETS |
> 			   PFCHAN_SCENE |
> 			   PFCHAN_SWAPBUFFERS |
> 			   PFCHAN_SWAPBUFFERS_HW |
> 			   PFCHAN_APPFUNC |
> 			   PFCHAN_CULLFUNC |
> 			   PFCHAN_VIEWPORT);
>
>   // attaching the common pfScene
>   Shared->chanFG->setScene(Shared->scene);
>
>   // Customize pfDraw()
>   Shared->chanFG->setTravFunc(PFTRAV_DRAW, drawFGChannel);
>   Shared->chanBG->setTravFunc(PFTRAV_DRAW, drawBGChannel);
>
>   // complementary clipping planes
>   Shared->chanFG->setNearFar(.1e-3f, 10.0f);
>   Shared->chanBG->setNearFar(10.0f, 1e6f);
>
>   // chanFG is for Foreground Scene Group
>   // chanBG is for Background Scene Group
>   Shared->chanFG->setTravMask(PFTRAV_DRAW, FG_MASK);
>   Shared->chanBG->setTravMask(PFTRAV_DRAW, BG_MASK);
> }
>
> // 2 draw callbacks
> //
> static void
> drawBGChannel(pfChannel *bgchan, void *)
> {
>   // earthsky color/depth clear
>   bgchan->clear();
>
>   // 1st call to pfDraw
>   pfDraw();
>
>   if (Shared->drawStats == 1)
>     bgchan->drawStats();
> }
>
> static void
> drawFGChannel(pfChannel *fgchan, void *)
> {
>   // ONLY depth clear
>   pfClear(PFCL_DEPTH, NULL);
>
>   // 2nd call to pfDraw
>   pfDraw();
>
>   if (Shared->drawStats == 1)
>     fgchan->drawStats();
> }
>
>
> --
> Michael Boccara / +1 (617) 253 00 05 / boccara@mit.edu
> =======================================================================
> 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 Michael Boccara



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Bemis, Suzie CEI-TACCSF" <suzie@TACCSF.KIRTLAND.AF.MIL>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Frame Freeze
Date: Fri, 3 Apr 1998 11:39:09 -0700 
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We're running 2 separate 'perfly' executables on an 8 processor ONYX.
We've bound each perfly to it's own processor using the runon command on
the command line.  We also have several other processes running on all
of the other processors.  The display freezes for 1-3 seconds quite
frequently.  We've tried taking out the runon command and letting the
perfly run freely on whatever processor it chooses.  This does not stop
the freezing display.  We've cut the frame rate down to 20.0 HZ and that
helped the frequent freezes, but it makes the display more jumpy.  Does
anyone have any suggestions on how to avoid the freezing display?  

Should we try to bind the Draw processes to their own processors, and
put the APP and CULL somewhere else?

Thanks in advance for any help.

Suzie

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<BODY>

<P><FONT SIZE=3D2>We're running 2 separate 'perfly' executables on an 8 =
processor ONYX.&nbsp;&nbsp; We've bound each perfly to it's own =
processor using the runon command on the command line.&nbsp; We also =
have several other processes running on all of the other =
processors.&nbsp; The display freezes for 1-3 seconds quite =
frequently.&nbsp; We've tried taking out the runon command and letting =
the perfly run freely on whatever processor it chooses.&nbsp; This does =
not stop the freezing display.&nbsp; We've cut the frame rate down to =
20.0 HZ and that helped the frequent freezes, but it makes the display =
more jumpy.&nbsp; Does anyone have any suggestions on how to avoid the =
freezing display?&nbsp; </FONT></P>

<P><FONT SIZE=3D2>Should we try to bind the Draw processes to their own =
processors, and put the APP and CULL somewhere else?</FONT>
</P>

<P><FONT SIZE=3D2>Thanks in advance for any help.</FONT>
</P>

<P><FONT SIZE=3D2>Suzie</FONT>
</P>

</BODY>
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From: Steve Baker <sbaker@link.com>
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Reply-To: Steve Baker <sbaker@link.com>
To: Michael Boccara <boccara@MIT.EDU>
cc: Performer <info-performer@sgi.com>
Subject: Re: ZB limits & Overlaid channels
In-Reply-To: <352560B2.A6F3679F@mit.edu>
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On Fri, 3 Apr 1998, Michael Boccara wrote:

> Hi Performers,
> 
> For my space application, I have to use a very large Near/Far range : 1m/1e6km.
> I chose to superpose 2 channels, sharing all attributes except near/far and draw
> callback.
> ChanFG : N = 1m      F = 10km
> ChanBG : N = 10km    F = 1e6km
> Better than a long speech, my piece of code is at the end of the message.
> 
> If I used only 1 channel, it would draw all the scene.
> While my 2 channels draw 2 complementary parts of the scene, using draw
> traversal masks.
> So we should have the same graphic load...
> 
> BUT using 2 superposed channels is almost twice longer than using only 1 channel
> !!!
 
> 1/ Why does it take longer than using only 1 channel ?

There are quite a few reasons why it'll take longer:

* Much more CULL workload (the scene graph has to be traversed twice).
* Z buffer is cleared twice.
* (perhaps) Many more state changes since Performer will be
* (perhaps) Rendering the same material/texture properties once in the
  near channel and again in the far.
* There is (presumably) some per-channel overhead in Performer for setting
  up viewpoint and projection matrixes, clipping planes, etc.

...it's a bit suprising that it's *TWICE* as long unless your rendering is
severely CULL limited (possible - since you only have two CPU's) or has an
insane number of pfGeoState changes that are happening for pfGeoState that
appear on both far and near objects.

> 2/ What does happen in the pfDraw() function that is uselessly repeated between
> the 2 channels ?

It'll be drawing two different display lists - so that isn't (in itself) a
huge deal.

> 3/ How come can I call twice pfDraw() without any argument, into each draw
> callback, letting Performer guess that it is for 2 separate channels ?
 
It's not guessing, it knows which channel it is because it knows which
of your draw callbacks was being called.

Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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Date: Fri, 3 Apr 1998 13:26:58 -0800
In-Reply-To: "Bemis, Suzie CEI-TACCSF" <suzie@TACCSF.KIRTLAND.AF.MIL>
        "Frame Freeze" (Apr  3, 11:39am)
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To: "Bemis, Suzie CEI-TACCSF" <suzie@taccsf.kirtland.af.mil>,
        "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Re: Frame Freeze
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We're running 2 separate 'perfly' executables on an 8 processor ONYX.
> We've bound each perfly to it's own processor using the runon command on
> the command line.  We also have several other processes running on all
> of the other processors.  The display freezes for 1-3 seconds quite
> frequently.  We've tried taking out the runon command and letting the
> perfly run freely on whatever processor it chooses.  This does not stop
> the freezing display.  We've cut the frame rate down to 20.0 HZ and that
> helped the frequent freezes, but it makes the display more jumpy.  Does
> anyone have any suggestions on how to avoid the freezing display?
>
> Should we try to bind the Draw processes to their own processors, and
> put the APP and CULL somewhere else?
>
> Thanks in advance for any help.
>
> Suzie
>
> --Press any key to go on.--
>

Suzie

Sounds like something is fighting for CPU time. I would suggest setting
PFNFYLEVEL 6, look at the Performer Process State messages to see what pids run
on what CPUs then use par -rQQtN where N is enough seconds to catch a freeze (
you'll need to run that as root ). This should show you what processes run on
which CPUs with what priority and also what is switching them on/off CPUs. The
if you see obvious conflicts you can try moving things around. Make sure you
have the latest recommended patchset too to get the latest kernel roll up patch
( see www.sgi.com/support for patchsets ).

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Fri, 03 Apr 1998 15:11:23 -0800
From: Angus Dorbie <dorbie@sgi.com>
Organization: Silicon Graphics
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To: Steve Baker <sbaker@link.com>
CC: Michael Boccara <boccara@MIT.EDU>, Performer <info-performer@sgi.com>
Subject: Re: ZB limits & Overlaid channels
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Steve Baker wrote:
> 
> On Fri, 3 Apr 1998, Michael Boccara wrote:
> 
> > Hi Performers,
> >
> > For my space application, I have to use a very large Near/Far range : 1m/1e6km.
> > I chose to superpose 2 channels, sharing all attributes except near/far and draw
> > callback.
> > ChanFG : N = 1m      F = 10km
> > ChanBG : N = 10km    F = 1e6km
> > Better than a long speech, my piece of code is at the end of the message.
> >
> > If I used only 1 channel, it would draw all the scene.
> > While my 2 channels draw 2 complementary parts of the scene, using draw
> > traversal masks.
> > So we should have the same graphic load...
> >
> > BUT using 2 superposed channels is almost twice longer than using only 1 channel
> > !!!
> 
> > 1/ Why does it take longer than using only 1 channel ?
> 
> There are quite a few reasons why it'll take longer:
> 
> * Much more CULL workload (the scene graph has to be traversed twice).
> * Z buffer is cleared twice.
> * (perhaps) Many more state changes since Performer will be
> * (perhaps) Rendering the same material/texture properties once in the
>   near channel and again in the far.
> * There is (presumably) some per-channel overhead in Performer for setting
>   up viewpoint and projection matrixes, clipping planes, etc.
> 
> ...it's a bit suprising that it's *TWICE* as long unless your rendering is
> severely CULL limited (possible - since you only have two CPU's) or has an
> insane number of pfGeoState changes that are happening for pfGeoState that
> appear on both far and near objects.

I agree, try running in APPCULL_DRAW mode. Most of the overheads should
be
extremely small except cull.

> 
> > 2/ What does happen in the pfDraw() function that is uselessly repeated between
> > the 2 channels ?
> 
> It'll be drawing two different display lists - so that isn't (in itself) a
> huge deal.
> 
> > 3/ How come can I call twice pfDraw() without any argument, into each draw
> > callback, letting Performer guess that it is for 2 separate channels ?

No, you only call pfDraw once in each callback for a total of 2 draws,
like
Steve said, the callback is invoked BY the channel class.
I hope this is just a grammatical ambiguity.

> 
> It's not guessing, it knows which channel it is because it knows which
> of your draw callbacks was being called.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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Date: Fri, 3 Apr 1998 15:47:12 -0800
From: allan@holodeck.engr.sgi.com (Allan Schaffer)
Message-Id: <199804032347.PAA08721@holodeck.engr.sgi.com>
To: info-performer@sgi.com
Subject: New & Improved Performer Web Site
Status: O


Performers,

The Performer Web site in Silicon Surf has been revamped with a lot
of new content, online presentations, and a whole new look.  If you
haven't seen it recently, check it out:

	http://www.sgi.com/Technology/Performer/

In particular, be sure to take a look through the Witches Brew, a
collection of cool tips & techniques to use in your development.
Thanks go to Angus Dorbie for putting together this material.

And coming someday soon: an updated FAQ list :-)

Allan
----
Allan Schaffer                                                allan@sgi.com
Silicon Graphics                               http://reality.sgi.com/allan
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From: Sam Chu <c00chu00@nchc.gov.tw>
Message-Id: <199804040656.OAA00737@nchc.gov.tw>
Subject: Re: Stats Question correction
To: info-performer@sgi.com
Date: Sat, 4 Apr 1998 14:56:04 +0800 (CST)
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>Yesterday I posted a response to a question about stats for a
>multi-channel, single pipe configuration. 
>
>The stats for the channel were reporting something like this:
>
>frame=50.7  app=3.5 cull=5.7 draw=9.2 isect=2.3
>
>The question I got wrong was the interpretation of the "frame" stat.
>This figure is in fact the channel latency, i.e., the length of time from when
>the frame first enters the APP stage to the time when the DRAW stage
>completes. I erroneously reported this as rather the period time of the draw
>stage.  So the numbers are not supposed to add up at all. 

>In more recent versions of Performer the term "frame" has been replaced with 
>"latency".
>

  I still get some confused. I try 'perfly' in a single channel single pipe 
configuration, and got the following result.
  (I run "perfly -m 4 -p 1 esprit.flt" (using APPCULL_DRAW mode))

  15.0/30.0 HZ LOCK APPCULL_DRAW 
  frame = 96.3 app=0.4 cull=1.0 draw=31.2 isect=0.0
 
  I think the reason that app+cull+draw+isect(32.6) in much small than
fram(96.3) is that the process in wait for the Transformation and Fill 
stage to finish. So May I say that app+cull+draw is just for the CPU stage?

(In "Performance Turning & Debugging" chapter said that the Graphics
 pipeline comprises the CPU stage, Transformation stage and Fill statge)
(In "Frame and Load Contril" - Review of Rendering Stage said that
 Draw Issue graphics library commands to a Geometry Pipiline in order to
 create an image for subsequent display)

  If the above is true, how can I measure the time spent in the 
Transformation stage and Fill stage?

  Thank you for your answer.

Sam Chu 
National Center for High-Performance Computing 
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
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From: brian@dingbat.clubfed.sgi.com (Brian Furtaw)
Message-Id: <9804040715.ZM27523@dingbat.clubfed.sgi.com>
In-Reply-To: "Rob Jenkins" <robj@quid.engr.sgi.com>
        "Re: Frame Freeze" (Apr  3,  1:26pm)
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	<9804031326.ZM16114@quid.engr.sgi.com>
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To: "'info-performer@sgi.com'" <info-performer@sgi.com>,
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Suzie,

If your running IRIX 6.2 or greater get yourself a copy of Windview run the
apps in single process mode `perfly -m 0' with the runon, command don't pick
CPU 0. Then start `rtmon-client' specifing the CPUs you asked for in the runon
command. i.e. % rtmon-client -o -p <CPUa>,<CPUb> -f pause.test

Let the applications run until a freeze happens then control c or kill the
rtmon-client program. Start up Windview use File->Analyze All to read in the
pause.test* files. Then choose View->New Graph to see what windview found. You
will see a one to three second gap in processing where your apps froze on the
Windview timeline. You can then see what else was running on that CPU while
your app was frozen by scanning up and down the graph.

I used this same technique to debug a customer problem last year and found that
sar was dumping  its data to disk during the freezes. Once sar was turned off
the problem went away. They where using sar to collect a lot of detailed
statistics which required long write backs to disk from memory cache.

If you have any questions don't hesitate to ask,

Brian


On Apr 3,  1:26pm, Rob Jenkins wrote:
> Subject: Re: Frame Freeze
> We're running 2 separate 'perfly' executables on an 8 processor ONYX.
> > We've bound each perfly to it's own processor using the runon command on
> > the command line.  We also have several other processes running on all
> > of the other processors.  The display freezes for 1-3 seconds quite
> > frequently.  We've tried taking out the runon command and letting the
> > perfly run freely on whatever processor it chooses.  This does not stop
> > the freezing display.  We've cut the frame rate down to 20.0 HZ and that
> > helped the frequent freezes, but it makes the display more jumpy.  Does
> > anyone have any suggestions on how to avoid the freezing display?
> >
> > Should we try to bind the Draw processes to their own processors, and
> > put the APP and CULL somewhere else?
> >
> > Thanks in advance for any help.
> >
> > Suzie
> >
> > --Press any key to go on.--
> >
>
> Suzie
>
> Sounds like something is fighting for CPU time. I would suggest setting
> PFNFYLEVEL 6, look at the Performer Process State messages to see what pids
run
> on what CPUs then use par -rQQtN where N is enough seconds to catch a freeze
(
> you'll need to run that as root ). This should show you what processes run on
> which CPUs with what priority and also what is switching them on/off CPUs.
The
> if you see obvious conflicts you can try moving things around. Make sure you
> have the latest recommended patchset too to get the latest kernel roll up
patch
> ( see www.sgi.com/support for patchsets ).
>
> Cheers
> Rob
>
> --
> ________________________________________________________________
> Rob Jenkins mailto:robj@sgi.com
> Silicon Graphics, Mtn View, California, USA
> =======================================================================
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>
>-- End of excerpt from Rob Jenkins



-- 
    ----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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From: Sam Chu <c00chu00@nchc.gov.tw>
Message-Id: <199804050741.PAA00846@nchc.gov.tw>
Subject: normal angle of FOV
To: info-performer@sgi.com
Date: Sun, 5 Apr 1998 15:41:15 +0800 (CST)
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Dear Performers:

  IF I want to simulate the normal angle lens(neither wide angle nor
telephoto)of the camera(I think which is 50mm) which Field of View 
should I set ? (My window size is 640x480 )

  The programming Guide mention the default value of FOV is 45, 
Can  that value let people just like to see throught from a normal 
angle lens(or mirror)? 


  Thank you for your answer in advance.

Sam Chu 
National Center for High-Performance Computing 
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
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Subject: Facial Animation Meeting on May 4th
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           MARK YOUR CALENDARS IN EARLY MAY !!

*************************    IMPORTANT ANNOUNCEMENT
***************************

THE PERFORMANCE ANIMATION SOCIETY KICKS OFF THE COMPUTER
GAME DEVELOPERS CONFERENCE MONDAY (MAY 4th) EVENING WITH
AN EXCITING PRESENTATION ON CREATING REALISTIC FACIAL ANIMATION
IN COMPUTER GAMES.

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

MEETING HIGHLIGHT:         "Computer Games get a Face Lift"


TIME & PLACE:   COMPUTER GAME DEVELOPERS CONFERENCE
                MONDAY, MAY 4th at 7:00PM Sharp!
                LONG BEACH CONVENTION CENTER ROOM 103A

The "Performance Animation Society", the world's premier organization
for artists and developers working with the exciting new tools of human
digitization and simulation, will present a 1 + 1/2 hour seminar at the
Computer Games Developers Conference in Long Beach, CA. in Room 103A in
the Long Beach Convention Center on Monday, May 4th at 7:00 PM sharp.

MEETING DETAILS AND PRESENTATIONS:

TOPIC:   "COMPUTER GAMES GET A FACE LIFT"

Motion Capture and Performance Animation techniques are valuable tools
in adding realism to character animation in Computer Games. These tools
are being focused and refined even further to meet a growing need for
believable, accurate facial animation in gaming characters.

Motion Analysis Corporation, a leading solutions provider in human motion
and performance capture will present late-breaking developments and
applications of facial expression capture and image processing as they
apply to enhancing expressiveness in computer game characters.

Videos and demonstrations will also augment this exciting meeting of
artists, developers, scientists and performers. The meeting is free and
all who are interested are welcome and encouraged to attend this exciting
meeting.


FOR ADDITIONAL INFORMATION PLEASE VISIT OUR WEBSITE AT:

 WWW.PASOCIETY.ORG

THANK YOU
***********************   PLEASE CIRCULATE !!!! ***********************
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Reply-To: "Inge E.Henriksen" <inge@autosim.no>
From: "Inge E.Henriksen" <inge@autosim.no>
To: <info-performer@sgi.com>
Subject: Re:Frame Freeze
Date: Mon, 6 Apr 1998 09:52:43 +0200
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Hello
-------
Thought I would say that a bad structure in your model-hiarky might cause
such a problem. If you are using a large terrain database then this might be
it. If the model-hiarky is not made in a clever way you might have a freeze
now-and then in your simulation, caused by the culling-process. A good way
of modeling a terrain database would be as follows:
Have one top group that contains all the polygons in sub-groups, these
subgroups(let's say we have ten of them ) contains all the polygons inside a
defined area(let's say 1000x1000 feet ). These sub-groups have their own
sub-groups that (let's say that there are ten of these also) contain all the
polygons inside a defined area(let's say 100x100 feet).These sub-groups
might contain sub-groups too.
This way the culling-process can early elliminate which polygons should not
be culled an which that should. If one of the top groups is first culled
away the culling-process will not try to cull the sub-groups also. If you on
the other hand have modeled just a top group with lot's of polygons attached
to it, the culling-process will have a much harder task to perform.

Hope this will help :)


Greetings from
---------------------------------------------------------------------------
Inge E.Henriksen, Database designer
Autosim A/S, P.B.2303, 9001 Tromsoe, Norway
Tlf.+47 77675075, fax +47 77676701
---------------------------------------------------------------------------
*****************************************John.3.16-21
---------------------------------------------------------------------------
>***************************************************************************
***
>
> From: "Bemis, Suzie CEI-TACCSF" <suzie@TACCSF.KIRTLAND.AF.MIL>
> Date: Fri, 3 Apr 1998 11:39:09 -0700
> Subject: Frame Freeze
>
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>We're running 2 separate 'perfly' executables on an 8 processor ONYX.
>We've bound each perfly to it's own processor using the runon command on
>the command line.  We also have several other processes running on all
>of the other processors.  The display freezes for 1-3 seconds quite
>frequently.  We've tried taking out the runon command and letting the
>perfly run freely on whatever processor it chooses.  This does not stop
>the freezing display.  We've cut the frame rate down to 20.0 HZ and that
>helped the frequent freezes, but it makes the display more jumpy.  Does
>anyone have any suggestions on how to avoid the freezing display?
>
>Should we try to bind the Draw processes to their own processors, and
>put the APP and CULL somewhere else?
>
>Thanks in advance for any help.
>
>Suzie
>
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>
><P><FONT SIZE=3D2>We're running 2 separate 'perfly' executables on an 8 =
>processor ONYX.&nbsp;&nbsp; We've bound each perfly to it's own =
>processor using the runon command on the command line.&nbsp; We also =
>have several other processes running on all of the other =
>processors.&nbsp; The display freezes for 1-3 seconds quite =
>frequently.&nbsp; We've tried taking out the runon command and letting =
>the perfly run freely on whatever processor it chooses.&nbsp; This does =
>not stop the freezing display.&nbsp; We've cut the frame rate down to =
>20.0 HZ and that helped the frequent freezes, but it makes the display =
>more jumpy.&nbsp; Does anyone have any suggestions on how to avoid the =
>freezing display?&nbsp; </FONT></P>
>
><P><FONT SIZE=3D2>Should we try to bind the Draw processes to their own =
>processors, and put the APP and CULL somewhere else?</FONT>
></P>
>
><P><FONT SIZE=3D2>Thanks in advance for any help.</FONT>
></P>
>
><P><FONT SIZE=3D2>Suzie</FONT>
></P>
>
></BODY>
></HTML>
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>***************************************************************************
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>

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From guest  Mon Apr  6 07:17:19 1998
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From: Wilfred Janssen <wilfred@sara.nl>
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Hello All,

I'm trying to use a user defined call back function for the LOD
evaluation with ASD. I compiled asdfly (Perf 2.2) and did some testing.
When I set the evaluation method to Pixel Bound (Which is a user defined
evaluation function) the evaluation function (lodEvalFunc) is never
called. The lodEvalFunc_pass function is called every frame and
lodEvalFunc_init is called once.
So I guess the evaluation is still done on basis of the distance and not
through the evaluation function. How can I make sure that the evaluation
function is used (and is this a bug in asdfly or am I doing something
wrong??)

Regards,

Wilfred

-- 
===================================================================
| Wilfred Janssen                         SARA                    |
| Project Manager CAVE                    P.O. Box 94613          |
| Consultant Scientific Computing         1090 GP Amsterdam       |
| Academic Computing Services Amsterdam   The Netherlands         |
|                                                                 |
| Phone: +31 (0) 20 592 3000              e-mail: wilfred@sara.nl |
| Fax:   +31 (0) 20 668 3167              URL: http://www.sara.nl |
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From: "Sorroche, Joe CEI-TACCSF" <Sorroche@TACCSF.KIRTLAND.AF.MIL>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Missile Trails
Date: Mon, 6 Apr 1998 08:48:59 -0600 
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People;

	I'm working with Suzi Bemis on our Performer upgrade at TACCSF.
I'm working on missile trails.  I got some Open GL code from the
training course which creates a missile trail, then attaches it to a
model using the model's present location.  I converted the code to Iris
GL, then put the function call after a missile is fired, and the GL draw
code before our HUD function is drawn.  The missile trails are drawn on
our HUD.  Next, I put the GL code in PostDraw, and it seems PostDraw is
never called.  I have two questions.  First, is there a way to draw a
missile trail using performer functions rather that Iris GL, and second,
where would one put the function call and draw code?

Thanks

Joe


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<P><FONT SIZE=3D2 FACE=3D"Arial">People;</FONT>
</P>

<P>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2 =
FACE=3D"Arial">I'm working with Suzi Bemis on our Performer upgrade at =
TACCSF.&nbsp; I'm working on missile trails.&nbsp; I got some Open GL =
code from the training course which creates a missile trail, then =
attaches it to a model using the model's present location.&nbsp; I =
converted the code to Iris GL, then put the function call after a =
missile is fired, and the GL draw code before our HUD function is =
drawn.&nbsp; The missile trails are drawn on our HUD.&nbsp; Next, I put =
the GL code in PostDraw, and it seems PostDraw is never called.&nbsp; I =
have two questions.&nbsp; First, is there a way to draw a missile trail =
using performer functions rather that Iris GL, and second, where would =
one put the function call and draw code?</FONT></P>

<P><FONT SIZE=3D2 FACE=3D"Arial">Thanks</FONT>
</P>

<P><FONT SIZE=3D2 FACE=3D"Arial">Joe</FONT>
</P>

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Hello Performers:

I am trying to define the angle for my projection system and some people =
says that I can use angles until 70=BA, but other people says that more =
than 45=BA disturb and provides strange images. Do you know something =
about it?. Thanks.

Susi=20

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<DIV><FONT color=3D#000000 face=3DArial size=3D2>Hello =
Performers:</FONT></DIV>
<DIV><FONT color=3D#000000 face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 face=3DArial size=3D2>I am trying to define =
the angle for=20
my projection system and some people says that I can use angles until =
70&ordm;,=20
but other people says that more than 45&ordm; disturb and provides =
strange=20
images. Do you know something about it?. Thanks.</FONT></DIV>
<DIV><FONT color=3D#000000 face=3DArial size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 face=3DArial =
size=3D2>Susi&nbsp;</FONT></DIV></BODY></HTML>

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From: "Greg Newton" <gnewton@crcg.edu>
To: "Info-Performer" <info-performer@sgi.com>
Subject: changing cursors
Date: Mon, 6 Apr 1998 11:49:56 -0400
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Hi,

Does anyone have a snippet of code that will show me how to dynamically
change the cursor in a Performer application?  I've read the pfuCursor man
page but I have to confess it confuses me a bit.

Thanks,
Greg


---
Greg Newton                 | gnewton@crcg.edu                       |
Researcher, Fraunhofer CRCG | (401) 453-6363 (x104)                  |
321 South Main St, Suite 2  | (401) 453-0444 (fax)                   |
Providence, RI 02903  USA   | http://www.crcg.edu/Staff/gnewton.html |

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> 
> Hi,
> 
> I have a dual pipe (2+4RM) Onyx2 IR with 2 DG-8 boards (16 channels).  In ircombine I define (up to) 8 channels per pipe.  In order to not exceed the fill bandwidth, I disable some of the channels (i.e. check off the enable switch in the channel attributes dialog).  
> 
> How can I during runtime enable and disabled combinations of the defined channels ?  
To reduce fill bandwith you must disable the performer channel by setting
the traversal mode for the DRAW traversal to PF_OFF.

> 
> Regards,
> Erik Heuer, Kongsberg Simulation & Training, 3600 Kongsberg, Norway
> E-mail: erik.heuer@ks-t.no  Phone:(+47) 32735766 Fax:(+47) 32736965

Mario
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From: Steve Baker <sbaker@link.com>
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On Mon, 6 Apr 1998, Ct3 wrote:

> I am trying to define the angle for my projection system and
> some people says that I can use angles until 70=BA, but other people
> says that more than 45=BA disturb and provides strange images.=20
> Do you know something about it?. Thanks.

(NOTE: I'm talking angle-subtended-by-screen-at-eyepoint here -
some people talk "half-angles" - make sure you know which you are
talking about)

* If you are projecting onto a FLAT screen then there is no distortion
  in the image for any field of view up to some point just under 180
  degrees. At or beyond 180 degrees everything screws up big time!

  The Z buffer precision for objects at the edges of very wide angle
  displays becomes a bit of a problem - and the kludgy way that
  fog is implemented is certainly a problem with wide FOV.

* If you are projecting onto a curved screen (without some kind of
  distortion correction) then in principal even a 1 degree field of
  view has *some* distortion - and the maximum field of view that
  you can tolerate is very much an application-specific thing.

  Sometimes you can reduce the worst effects of distortion by
  adjusting the controls on the projector - but you really
  can't eliminate it properly by doing that.

  There are ways of doing much better distortion correction
  using Performer/OpenGL - but the price you pay in performance
  is pretty steep. Also, the distortion correction that
  is often suggested in these circumstances is never perfect
  and will cause either some fuzziness or some aliasing (or
  perhaps some compromise with both aliasing and fuzziness)
  depending on how it is set up.

Either way, there is no 'hard' limit at either 45 or 70 degrees.

Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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Posted-Date: Mon, 6 Apr 1998 10:40:06 -0700 (PDT)
Message-Id: <199804061740.KAA19461@archimedes.vislab.navy.mil>
Subject: Re: C++ cliptexures...
To: jan@archimedes.vislab.navy.mil (Jan Barglowski)
Date: Mon, 6 Apr 1998 10:40:06 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <199804012321.PAA28898@archimedes.vislab.navy.mil> from "Jan Barglowski" at Apr 1, 98 03:21:17 pm
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Jan Barglowski wrote:
> I've created a virtual cliptexure callback that works when used in
> conjunction with clipfly.  When I took this function and put it 
> into perfly, my virtual cliptextures no longer work!  I've printed
> out the values for VirtualLODOffset, NumEffectiveLevels, and LODRange
> and they are identical for both programs.
> 
> My symptoms are a rapid sharpening/blurring of the virtual cliptexture
> when zooming in or out towards it.  It doesn't seem to matter what
> speed I zoom at.  Since the numbers calculated for the above parameters
> work with clipfly, I'm assuming I'm doing the calculations correctly.
> And when I comment out the tile-by-tile cliptexture updates, the 
> cliptexture acts as if it's on Level=0.
> 
> I think this is one of two things:
> 1) Clipfly does something for virtual cliptextures that perfly
>    doesn't.  And I can't find what this is!  I looked at the README
>    file for clipfly, and the consideration for viewpoint update
>    shouldn't cause this (am I right?).  The only thing I can figure
>    is some of the parameters that control cliptextures are getting
>    some (important) initialization in clipfly.  Yet I look at 
>    virtcliptexture.c and don't see a lot of these values getting
>    set at all.  Any ideas for what I'm missing?
> 2) the C++ cliptexture functions don't work, but I'd hate to think
>    this is the case.  Still, anyone do virtual cliptextures with
>    C++ bindings out there?
> 
> Any hints/help/insight will be appreciated!

Well, I figured this one out.  In my C code is used the pfuSetVirtualParams().
The C++ man pages do not list an analogous function!  So I used the pair
of functions setVirtualLODOffset() and setNumEffectiveLevels().  Until
I hunted down the .ct file loader, which is the only C++ virtual cliptexure
example program I could find, I didn't know there was a setVirtualParams()
function.  In short, setVirtualParams() must do a little something more
than setVirtualLODOffset() and setNumEffectiveLevels().  Just wish this
function was in the man pages -- it could've saved a lot of work...

jan

-- 
Jan Anthony Barglowski	              jan@chinalake.navy.mil
Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (760) 927-1057
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Hi Performers,

we try to port our application from an ONYX IR
with 8 CPUs to our  2 CPU Octane MXE  with
Performer 2.2 (N64)

If we load max. 5 nodes (tiles) everthing works
fine but if we load more than 5 tiles the
application crashes

PF Notice:                     Caught SIGCHLD.
Exiting due to death of child with pid 16714.



16714 is the draw process

The number of triangles and the size of textures
seems not to be the reason...


Any help will be appreciated!

regards

Hilko



--
****************************************************************
Hilko Hoffmann
Remote Sensing Laboratories;    University of Zurich
Winterthurerstrasse 190; CH-8057 Zurich; Switzerland
Phone: +41 - 1 / 63 56519; FAX:   +41 - 1 / 63 56842
mailto:hilko@geo.unizh.ch
http://www.geo.unizh.ch/rsl1/lvg/research/
****************************************************************



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Hi,

how come clipmap are available only on IR systems?

Is there a chance to see it running on the O2?

thanks

-- 
Sylvain Mayer, 3D Graphics Developer
CAE Electronics Ltd. (http://www.cae.ca)
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Are you building the scene graphand / or making any system calls
such as disk i//0 in your application?

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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To: "Sorroche, Joe CEI-TACCSF" <Sorroche@TACCSF.KIRTLAND.AF.MIL>
CC: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Re: Missile Trails
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> Sorroche, Joe CEI-TACCSF wrote:
> 
> People;
> 
>         I'm working with Suzi Bemis on our Performer upgrade at
> TACCSF.  I'm working on missile trails.  I got some Open GL code from
> the training course which creates a missile trail, then attaches it to
> a model using the model's present location.  I converted the code to
> Iris GL, then put the function call after a missile is fired, and the
> GL draw code before our HUD function is drawn.  The missile trails are
> drawn on our HUD.  Next, I put the GL code in PostDraw, and it seems
> PostDraw is never called.  I have two questions.  First, is there a
> way to draw a missile trail using performer functions rather that Iris
> GL, and second, where would one put the function call and draw code?

You should use pfFluxed attributes on a geoset.

What pletform are you running on?
You _really_ should use OpenGL on IMPACT, OCTANE or iR, using geoset
geometry should ease the transition.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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Sam Chu writes:
 > 
 > 
 >   I still get some confused. I try 'perfly' in a single channel single pipe 
 > configuration, and got the following result.
 >   (I run "perfly -m 4 -p 1 esprit.flt" (using APPCULL_DRAW mode))
 > 
 >   15.0/30.0 HZ LOCK APPCULL_DRAW 
 >   frame = 96.3 app=0.4 cull=1.0 draw=31.2 isect=0.0
 >  
I believe that you are running on an mp system using at least two
processors (since you are in APPCULL_DRAW mode, more won't matter).

 >   I think the reason that app+cull+draw+isect(32.6) in much small than
 > fram(96.3) is that the process in wait for the Transformation and Fill 
 > stage to finish. So May I say that app+cull+draw is just for the CPU stage?
 > 

The label "frame" appears to be causing a great deal of confusion
here.  Recall the picture of Performer's pipe

APP    | Frame 1  |  Frame 2 |  Frame 3 | Frame 4 | etc

CULL   |          |  Frame 1 |  Frame 2 | Frame 3 | etc

DRAW   |          |          |  Frame 1 | Frame 2 | etc

If 30.0 Hz is the target frame rate then the target from one pipe
stage boundary to the next is 33.3 ms.

However, the time reported with the label "frame" is a latency time,
and measures the time from when the frame starts the APP stage, to
when it completes the draw stage.  Ignoring special cases, this time
is 3 times as long as the time for a single stage.  Three time 33.3 is
100, so 96.3 is about right.

The app time of 0.4 means that the APP stage finished very quickly,
and then hung around for a long time waiting for the next pfSynch(),
so it could start the CULL stage.  Likewise for the cull time.
For each of the stages, Performer measures the time from the beginning
of that stage for the frame to when it completes its work, not to the
synch boundary, since that wouldn't be a very interesting number

Here's the picture again with annotations for what time each of 
the stats measures.


APP    | Frame 1  |  Frame 2 |  Frame 3 | Frame 4 | etc
app    |<----->A1
CULL   |          |  Frame 1 |  Frame 2 | Frame 3 | etc
cull              |<------>C1
DRAW   |          |          |  Frame 1 | Frame 2 | etc
draw                         |<---->D1
frame  |<-------------------------->D1

A1 = APP stage completes on frame 1
C1 = APP stage completes on frame 1
D1 = Draw stage completes on frame 1

But this begs the question, why, if my draw time is 31.3, and my
latency is 96.3, am I not getting a frame rate of 30hz?

As it turns out, in perfly there are two contributions to the DRAW
stage which are not measured by the perfly stats, pre-draw and
post-draw. 

In perfly, the GUI is drawn in the pre-draw phase, and statistics are
drawn in the post-draw phase.  Together, they could easily take up
enough time (about 2 msecs) to push your application over the 33.3 ms
mark.  The printed displays do not measure these times, but you can
glean this information from the graphical display by noticing that the
line representing the DRAW stage of a frame doesn't start quite at the
boundary (because of the pre-draw time before it), and is extended by
a dotted line after it (representing post-draw time).  

The draw time *does* include transformation and fill.

Okay, so if that explains why we are running at 15hz instead of 30,
then why isn't the latency equal to about 66.6+66.6+31.3 =  164.5?

This is because you are running in LOCK mode.  In LOCK mode, the
picture I gave above gets more complicated (assuming you are missing
the target rate in the draw stage):

APP    | F1  |  F2 |  F3 | F4 | F5 | F6 | F7 | F8 | etc
app    |<-->A1
CULL   |     |  F1 |  F2 | F3 | F4 | F5 | F6 | F7 | F8 | etc
cull         |<-->C1
DRAW   |     |     |  F1 | F1 | F3 | F3 | F5 | F5 | F7 | F7 | etc
draw               |<------->D1
frame  |<------------------->D1

In LOCK mode the APP and CULL stages start each frame at the target
frame rate, and the DRAW stage merely ignores frames that it wasn't
ready to draw at the proper time, hence, in your case, it displays
only every other frame.  But the latency from beginning of pipe to end
is smaller, on the order of 33.3+33.3+31.2 =  97.8 which is very close
to the reported latency of 96.3.

 >   If the above is true, how can I measure the time spent in the 
 > Transformation stage and Fill stage?
 > 

So, to summarize, the missing time (about 2ms) is due probably to GUI
and the stats display rendering.  It is not due to fill time, which is
measured and included in the "draw" time.

------------------------------------------------------------------------
Jay L Gischer        +  "I see great things in baseball.  It's our game.
Advanced Graphics    +  It will repair our losses and be a blessing to
Software             +  us."
Silicon Graphics     +    -Walt Whitman
(415) 390-4277       +    
gischer@sgi.com      +  "A life has no meaning except in the impact it
                     +  has on other lives"
                     +    -Jackie Robinson

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From: Angus Dorbie <dorbie@sgi.com>
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To: "Sorroche, Joe CEI-TACCSF" <Sorroche@TACCSF.KIRTLAND.AF.MIL>
CC: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Re: Missile Trails
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Status: O

> Sorroche, Joe CEI-TACCSF wrote:
> 
> People;
> 
>         I'm working with Suzi Bemis on our Performer upgrade at
> TACCSF.  I'm working on missile trails.  I got some Open GL code from
> the training course which creates a missile trail, then attaches it to
> a model using the model's present location.  I converted the code to
> Iris GL, then put the function call after a missile is fired, and the
> GL draw code before our HUD function is drawn.  The missile trails are
> drawn on our HUD.  Next, I put the GL code in PostDraw, and it seems
> PostDraw is never called.  I have two questions.  First, is there a
> way to draw a missile trail using performer functions rather that Iris
> GL, and second, where would one put the function call and draw code?
> 

Sorry here's the answer to your second question.

Make the call to draw the missiles immediately after you call pfDraw
in the channel draw callback, if you use the gl.

Perfly is a bit screwed up because it has redundant application level
callbacks and callbacks within callbacks instead of simply leaving it
to the programmer to use the Performer callbacks. Look for the pfDraw
call and follow the calls in the rest of the channel draw callback and
you'll see what I mean.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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To: Steve Baker <sbaker@link.com>
CC: Ct3 <ct3msi@interbook.net>, info-performer <info-performer@sgi.com>
Subject: Re: your mail
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Status: O

Steve Baker wrote:
>=20
> On Mon, 6 Apr 1998, Ct3 wrote:
>=20
> > I am trying to define the angle for my projection system and
> > some people says that I can use angles until 70=BA, but other people
> > says that more than 45=BA disturb and provides strange images.
> > Do you know something about it?. Thanks.

This is because they don't move their eye w.r.t. the display surface.

The FOV in a simulator should be determined by the display and the
position of the eye w.r.t. that display. So sit in the design eyepoint
with a protractor and measure the angle of the fullk screen horizontally
and vertically. That's the horizontal and vertical FOV you need.
Anything
else either too narrow or too wide will distorted.

The wider the FOV the poorer the resolution in the center of the
channel because your eye is basically too close to the screen.


>=20
> (NOTE: I'm talking angle-subtended-by-screen-at-eyepoint here -
> some people talk "half-angles" - make sure you know which you are
> talking about)
>=20
> * If you are projecting onto a FLAT screen then there is no distortion
>   in the image for any field of view up to some point just under 180
>   degrees. At or beyond 180 degrees everything screws up big time!
>=20
>   The Z buffer precision for objects at the edges of very wide angle
>   displays becomes a bit of a problem - and the kludgy way that
>   fog is implemented is certainly a problem with wide FOV.

I disagree with the zbuffer part, in fact I'd say precision _better_ by
range at the sides because you have nearer z for equivalent range. The
penalty is ofcourse the clip is in z not range but this is trivial. Fog
is a problem because it's z fog and not range fog so I agree with you
there.

Cheers,Angus.



--=20
"Only the mediocre are always at their best." -- Jean Giraudoux=20

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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Date: Mon, 6 Apr 1998 15:16:46 -0400 (EDT)
From: Eddy Kuo <ekuo@ait.nrl.navy.mil>
To: info-performer@sgi.com
Subject: Question related to FluxGeoSet
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Hello performer:

I am trying to use fluxed geoset from the fluxed_geoset.C example without
much success.  I have created a flux for a geoset, and then
allocated three arrays (color, coord, and normal) for the geoset.
For each frame
  I call gset = (pfGeoSet*)fluxed_gset->getWritableData(); to
  get my geoset back , and gset->getAttrLists to get back all three
  arrays.  But after pfFrame, there is still nothing show up in the
  window.

thanks for any advice

Ed.
  	


-------------------------------------------------------------------
Eddy Kuo 		      		work phone: 202-767-6025 
Virtual Reality Lab 			home phone: 703-893-2553
Naval Research Lab		http://www.cis.ohio-state.edu/~ekuo
-------------------------------------------------------------------

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To: Jay Gischer <gischer@puget.engr.sgi.com>
CC: Sam Chu <c00chu00@nchc.gov.tw>, info-performer@puget.engr.sgi.com
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Jay Gischer wrote:
> 
> Sam Chu writes:
>  >
>  >
>  >   I still get some confused. I try 'perfly' in a single channel single pipe
>  > configuration, and got the following result.
>  >   (I run "perfly -m 4 -p 1 esprit.flt" (using APPCULL_DRAW mode))
>  >
>  >   15.0/30.0 HZ LOCK APPCULL_DRAW
>  >   frame = 96.3 app=0.4 cull=1.0 draw=31.2 isect=0.0
>  >
> I believe that you are running on an mp system using at least two
> processors (since you are in APPCULL_DRAW mode, more won't matter).
> 
>  >   I think the reason that app+cull+draw+isect(32.6) in much small than
>  > fram(96.3) is that the process in wait for the Transformation and Fill
>  > stage to finish. So May I say that app+cull+draw is just for the CPU stage?
>  >
> 
> The label "frame" appears to be causing a great deal of confusion
> here.  Recall the picture of Performer's pipe
> 
> APP    | Frame 1  |  Frame 2 |  Frame 3 | Frame 4 | etc
> 
> CULL   |          |  Frame 1 |  Frame 2 | Frame 3 | etc
> 
> DRAW   |          |          |  Frame 1 | Frame 2 | etc
> 
> If 30.0 Hz is the target frame rate then the target from one pipe
> stage boundary to the next is 33.3 ms.
> 
> However, the time reported with the label "frame" is a latency time,
> and measures the time from when the frame starts the APP stage, to
> when it completes the draw stage.  Ignoring special cases, this time
> is 3 times as long as the time for a single stage.  Three time 33.3 is
> 100, so 96.3 is about right.
> 
> The app time of 0.4 means that the APP stage finished very quickly,
> and then hung around for a long time waiting for the next pfSynch(),
> so it could start the CULL stage.  Likewise for the cull time.
> For each of the stages, Performer measures the time from the beginning
> of that stage for the frame to when it completes its work, not to the
> synch boundary, since that wouldn't be a very interesting number
> 
> Here's the picture again with annotations for what time each of
> the stats measures.
> 
> APP    | Frame 1  |  Frame 2 |  Frame 3 | Frame 4 | etc
> app    |<----->A1
> CULL   |          |  Frame 1 |  Frame 2 | Frame 3 | etc
> cull              |<------>C1
> DRAW   |          |          |  Frame 1 | Frame 2 | etc
> draw                         |<---->D1
> frame  |<-------------------------->D1
> 
> A1 = APP stage completes on frame 1
> C1 = APP stage completes on frame 1
> D1 = Draw stage completes on frame 1
> 
> But this begs the question, why, if my draw time is 31.3, and my
> latency is 96.3, am I not getting a frame rate of 30hz?
> 
> As it turns out, in perfly there are two contributions to the DRAW
> stage which are not measured by the perfly stats, pre-draw and
> post-draw.
> 
> In perfly, the GUI is drawn in the pre-draw phase, and statistics are
> drawn in the post-draw phase.  Together, they could easily take up
> enough time (about 2 msecs) to push your application over the 33.3 ms
> mark.  The printed displays do not measure these times, but you can
> glean this information from the graphical display by noticing that the
> line representing the DRAW stage of a frame doesn't start quite at the
> boundary (because of the pre-draw time before it), and is extended by
> a dotted line after it (representing post-draw time).
> 
> The draw time *does* include transformation and fill.
> 
> Okay, so if that explains why we are running at 15hz instead of 30,
> then why isn't the latency equal to about 66.6+66.6+31.3 =  164.5?
> 
> This is because you are running in LOCK mode.  In LOCK mode, the
> picture I gave above gets more complicated (assuming you are missing
> the target rate in the draw stage):
> 
> APP    | F1  |  F2 |  F3 | F4 | F5 | F6 | F7 | F8 | etc
> app    |<-->A1
> CULL   |     |  F1 |  F2 | F3 | F4 | F5 | F6 | F7 | F8 | etc
> cull         |<-->C1
> DRAW   |     |     |  F1 | F1 | F3 | F3 | F5 | F5 | F7 | F7 | etc
> draw               |<------->D1
> frame  |<------------------->D1
> 
> In LOCK mode the APP and CULL stages start each frame at the target
> frame rate, and the DRAW stage merely ignores frames that it wasn't
> ready to draw at the proper time, hence, in your case, it displays
> only every other frame.  But the latency from beginning of pipe to end
> is smaller, on the order of 33.3+33.3+31.2 =  97.8 which is very close
> to the reported latency of 96.3.
> 
>  >   If the above is true, how can I measure the time spent in the
>  > Transformation stage and Fill stage?
>  >
> 
> So, to summarize, the missing time (about 2ms) is due probably to GUI
> and the stats display rendering.  It is not due to fill time, which is
> measured and included in the "draw" time.

Very erudite.

I'll only add that if you need less latency you can read eye positions
from
shared memory directly in the draw process and update the channel
position
and FOV prior to calling pfDraw.

Also if you call pfSync it is possible to make latency critical updates
after the pfSync call but before the pfFrame call which will avoid app
processing latency. The only price you pay is that you lose microseconds
of CULL time.

Basically you only really have to worry about draw time latency if you
do the right thing.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: "Bill Storma" <bills@FTIORL02.ENZIAN.COM>
Organization: Future Technologies, Inc.
To: info-performer@sgi.com
Date: Mon, 6 Apr 1998 15:55:43 EST
Subject: Performer POSIX compatibility
Message-ID: <1CB8044B6C@FTIORL02.ENZIAN.COM>
Status: O

IS Performer 2.0.X compatible with IRIX 5.3 POSIX ??  There doesn't 
seem to be any info on this in the SGI web pages, FAQ's or release 
notes.

I am trying to use POSIX signal handlers, instead of the SVR4 signal 
handlers, to get more information about some elusive SIGSEGV and 
SIGUSR1 crash conditions.  However, compiling with _POSIX_SOURCE 
produces numerous errors with Performer.  I am currently using the 
SVR4 signal handlers, but cannot get the detailed info out of them 
that I could with the POSIX signal handlers.  Any help on this 
subject ??

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-384-6900
Future Technologies             FAX:    407-381-1010
Orlando, Fl.  32826             e-mail: bills@fti.enzian.com
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9804061255.ZM13501@logan.engr.multigen.com>
Date: Mon, 6 Apr 1998 12:55:04 -0700
In-Reply-To: Jay Gischer <gischer@puget.engr.sgi.com>
        "Re: Stats Question correction" (Apr  6, 11:46am)
References: <199804040656.OAA00737@nchc.gov.tw> 
	<199804061846.LAA18895@puget.engr.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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Subject: Re: Stats Question correction
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Status: O

On Apr 6, 11:46am, Jay Gischer wrote:
>The label "frame" appears to be causing a great deal of confusion
>here.  Recall the picture of Performer's pipe
>
>APP    | Frame 1  |  Frame 2 |  Frame 3 | Frame 4 | etc
>
>CULL   |          |  Frame 1 |  Frame 2 | Frame 3 | etc
>
>DRAW   |          |          |  Frame 1 | Frame 2 | etc
>
>If 30.0 Hz is the target frame rate then the target from one pipe
>stage boundary to the next is 33.3 ms.
>
>However, the time reported with the label "frame" is a latency time,
>and measures the time from when the frame starts the APP stage, to
>when it completes the draw stage.  Ignoring special cases, this time
>is 3 times as long as the time for a single stage.  Three time 33.3 is
>100, so 96.3 is about right.

I don't believe that this timeline takes the video refresh period into account.
Recall that the draw is double buffered. Therefore you don't actually see the
results of the draw process for another "video frame". This adds to your
latency.

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, 6 Apr 1998 16:13:24 -0400
To: info-performer@SGI.com
Message-Id: <980406161324.a65e@mclapo.apo.saic.com>
Subject: MAX / MAX2 loader for Performer 2.1???
Status: O

Hey pfLoaders!

Does anyone know of a 3ds-max and/or MAX2 loader for Performer 2.1?

Seems that the current 3ds loader for Performer 2.1 neglects to load
all of the object.  Some color, materials, and parts of the meshes
don't load.  Our situation is this: we're doing some of our modelling
in 3ds-max (soon MAX2), exporting our model in 3ds format, and loading
it into perfly.

Any help would be appreciated.  Thanks!

--Paul
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From: Angus Dorbie <dorbie@sgi.com>
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CC: info-performer@puget.engr.sgi.com
Subject: Re: Stats Question correction
References: <199804040656.OAA00737@nchc.gov.tw> 
		<199804061846.LAA18895@puget.engr.sgi.com> <9804061255.ZM13501@logan.engr.multigen.com>
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Status: O

Marcus Barnes wrote:
> 
> On Apr 6, 11:46am, Jay Gischer wrote:
> >The label "frame" appears to be causing a great deal of confusion
> >here.  Recall the picture of Performer's pipe
> >
> >APP    | Frame 1  |  Frame 2 |  Frame 3 | Frame 4 | etc
> >
> >CULL   |          |  Frame 1 |  Frame 2 | Frame 3 | etc
> >
> >DRAW   |          |          |  Frame 1 | Frame 2 | etc
> >
> >If 30.0 Hz is the target frame rate then the target from one pipe
> >stage boundary to the next is 33.3 ms.
> >
> >However, the time reported with the label "frame" is a latency time,
> >and measures the time from when the frame starts the APP stage, to
> >when it completes the draw stage.  Ignoring special cases, this time
> >is 3 times as long as the time for a single stage.  Three time 33.3 is
> >100, so 96.3 is about right.
> 
> I don't believe that this timeline takes the video refresh period into account.
> Recall that the draw is double buffered. Therefore you don't actually see the
> results of the draw process for another "video frame". This adds to your
> latency.
> 

This is incorrect. The vertical line is the vertical retrace. When the
draw ends it swaps and the image is switched at the next vertical
retrace,
in the diagram this is the line at the end of draw. Almost immediately
thereafter the video starts getting sent on the wire without any video
buffering and should begin to appear on your screen if you use CRTs.
There are different schools of thought on where latency should be
measured to. Some say the beginning of video, others say the end
but it has little to do with the I.G. You say potato I say potato.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: Jan Barglowski <jan@archimedes.vislab.navy.mil>
Posted-Date: Mon, 6 Apr 1998 15:42:29 -0700 (PDT)
Message-Id: <199804062242.PAA20570@archimedes.vislab.navy.mil>
Subject: Multipipe virtual clipmaps?
To: info-performer@sgi.com
Date: Mon, 6 Apr 1998 15:42:28 -0700 (PDT)
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Status: O

Performers:

I'm trying to view a virtual clipmap with my 3-pipe Onyx iR using clipfly.  
If I use only one pipe (-M 0) then everything works fine.  But if I
let it use all 3 pipes the cliptexture starts to do, well, funky
things.  The mipmap levels seem to appear at random locations and I
get pfErrors of "Invalid Texture Load".

Looking at the source to clipfly, it appears that it's setup to slave
the cliptexture between pipes as explained in the programmer's manual.
I've perused the clipmap docs, and see nothing that could explain this.

Questions are:

- is clipfly incapable of displaying a virtual clipmap on more than
  one pipe?
- can Performer display a virtual clipmap on more than one pipe?
- does anyone have some source snippets showing how they successfully
  set the pfuAddMPClipTexturesToPipes() in a slave fashion?  Something
  a bit more specific (and less do-everything) than clipfly...

Thanks for any help!

jan

-- 
Jan Anthony Barglowski	              jan@chinalake.navy.mil
Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (760) 927-1057
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Date: Mon, 6 Apr 1998 16:11:12 -0700
From: hatch@hell.engr.sgi.com (Don Hatch)
Message-Id: <9804061611.ZM12795@hell.engr.sgi.com>
In-Reply-To: Jan Barglowski <jan@archimedes.vislab.navy.mil>
        "Re: C++ cliptexures..." (Apr  6, 10:40am)
References: <199804061740.KAA19461@archimedes.vislab.navy.mil>
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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To: Jan Barglowski <jan@archimedes.vislab.navy.mil>
Subject: Re: C++ cliptexures...
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On Apr 6, 10:40am, Jan Barglowski wrote:
> Subject: Re: C++ cliptexures...
> Jan Barglowski wrote:
> > I've created a virtual cliptexure callback that works when used in
> > conjunction with clipfly.  When I took this function and put it 
> > into perfly, my virtual cliptextures no longer work!  I've printed
> > out the values for VirtualLODOffset, NumEffectiveLevels, and LODRange
> > and they are identical for both programs.
> > 
> > My symptoms are a rapid sharpening/blurring of the virtual cliptexture
> > when zooming in or out towards it.  It doesn't seem to matter what
> > speed I zoom at.  Since the numbers calculated for the above parameters
> > work with clipfly, I'm assuming I'm doing the calculations correctly.
> > And when I comment out the tile-by-tile cliptexture updates, the 
> > cliptexture acts as if it's on Level=0.
> > 
> > I think this is one of two things:
> > 1) Clipfly does something for virtual cliptextures that perfly
> >    doesn't.  And I can't find what this is!  I looked at the README
> >    file for clipfly, and the consideration for viewpoint update
> >    shouldn't cause this (am I right?).  The only thing I can figure
> >    is some of the parameters that control cliptextures are getting
> >    some (important) initialization in clipfly.  Yet I look at 
> >    virtcliptexture.c and don't see a lot of these values getting
> >    set at all.  Any ideas for what I'm missing?
> > 2) the C++ cliptexture functions don't work, but I'd hate to think
> >    this is the case.  Still, anyone do virtual cliptextures with
> >    C++ bindings out there?
> > 
> > Any hints/help/insight will be appreciated!
> 

> Well, I figured this one out.  In my C code is used the pfuSetVirtualParams().
> The C++ man pages do not list an analogous function!

??
I don't think we have any such function...
do you mean pfApplyClipTextureVirtualParams()?
Neither this nor its C++ equivalent is in the man page :-(
Sorry, we blew it and didn't make man page entries for:
	pfClipTexture::applyVirtualParams()
	pfClipTexture::applyClipCenter()
Their purpose and functionality is analogous to those of:
	pfTexture::applyMinLOD()
	pfTexture::applyMaxLOD()
	pfTexture::applyLODBias()
which are described in the pfTexture man page.

You'd use them if you want to change the parameters
multiple times per frame (like the .ct scene loader does).

Make sure you have read the following, which describes
how to use all of these functions and when you'd want to:
	/usr/share/Performer/doc/clipmap/HowToDoVirtual.html
There is a C example in:
	/usr/share/Performer/src/pguide/libpf/C/virtcliptex.c
Also, you already found the .ct loader source (which sets
the values multiple times per frame)-- there is
also the .spherepatch loader (which only sets the values once
per frame, using a simpler interface, if that works for you).

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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From: hatch@hell.engr.sgi.com (Don Hatch)
Message-Id: <9804061633.ZM12968@hell.engr.sgi.com>
In-Reply-To: Jan Barglowski <jan@archimedes.vislab.navy.mil>
        "Multipipe virtual clipmaps?" (Apr  6,  3:42pm)
References: <199804062242.PAA20570@archimedes.vislab.navy.mil>
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To: Jan Barglowski <jan@archimedes.vislab.navy.mil>, info-performer@sgi.com
Subject: Re: Multipipe virtual clipmaps?
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On Apr 6,  3:42pm, Jan Barglowski wrote:
> Subject: Multipipe virtual clipmaps?
> Performers:
> 
> I'm trying to view a virtual clipmap with my 3-pipe Onyx iR using clipfly.  
> If I use only one pipe (-M 0) then everything works fine.  But if I
> let it use all 3 pipes the cliptexture starts to do, well, funky
> things.  The mipmap levels seem to appear at random locations and I
> get pfErrors of "Invalid Texture Load".
> 
> Looking at the source to clipfly, it appears that it's setup to slave
> the cliptexture between pipes as explained in the programmer's manual.
> I've perused the clipmap docs, and see nothing that could explain this.
> 
> Questions are:
> 
> - is clipfly incapable of displaying a virtual clipmap on more than
>   one pipe?
> - can Performer display a virtual clipmap on more than one pipe?

Clipfly should be able to do this.
(Make sure you have the latest IR patches and...)
Try the following on your 3-pipe machine:
	clipfly hl.ct.vct
(the .vct pseudo-loader takes the given scene
and makes all clip texture virtual
by tweaking the initial value of effectiveLevels so that it's smaller
than the total number of levels).
You can tell it's virtual by manually adjusting virtualLODOffset
and numEffectiveLevels with the sliders.
Let me know if that doesn't work.

> - does anyone have some source snippets showing how they successfully
>   set the pfuAddMPClipTexturesToPipes() in a slave fashion?  Something
>   a bit more specific (and less do-everything) than clipfly...

Try these:
    /usr/share/Performer/src/pguide/libpf/C/cliptex.c
    /usr/share/Performer/src/pguide/libpf/C/virtcliptex.c

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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From: remi@remi.engr.sgi.com (Rémi Arnaud)
Message-Id: <199804062341.QAA07799@remi.engr.sgi.com>
Subject: Re: Stats Question correction
To: dorbie@sgi.com (Angus Dorbie)
Date: Mon, 6 Apr 1998 16:41:42 -0700 (PDT)
Cc: marcus@multigen.com, info-performer@puget.engr.sgi.com
In-Reply-To: <35293E2F.C762CFF0@sgi.com> from "Angus Dorbie" at Apr 6, 98 01:42:23 pm
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Angus Dorbie wrote:
> 
> Marcus Barnes wrote:
> > 
> > On Apr 6, 11:46am, Jay Gischer wrote:
> > >The label "frame" appears to be causing a great deal of confusion
> > >here.  Recall the picture of Performer's pipe
> > >
> > >APP    | Frame 1  |  Frame 2 |  Frame 3 | Frame 4 | etc
> > >
> > >CULL   |          |  Frame 1 |  Frame 2 | Frame 3 | etc
> > >
> > >DRAW   |          |          |  Frame 1 | Frame 2 | etc
> > >
> > >If 30.0 Hz is the target frame rate then the target from one pipe
> > >stage boundary to the next is 33.3 ms.
> > >
> > >However, the time reported with the label "frame" is a latency time,
> > >and measures the time from when the frame starts the APP stage, to
> > >when it completes the draw stage.  Ignoring special cases, this time
> > >is 3 times as long as the time for a single stage.  Three time 33.3 is
> > >100, so 96.3 is about right.
> > 
> > I don't believe that this timeline takes the video refresh period into account.
> > Recall that the draw is double buffered. Therefore you don't actually see the
> > results of the draw process for another "video frame". This adds to your
> > latency.
> > 
> 
> This is incorrect. The vertical line is the vertical retrace. When the
> draw ends it swaps and the image is switched at the next vertical
> retrace,
> in the diagram this is the line at the end of draw. Almost immediately
> thereafter the video starts getting sent on the wire without any video
> buffering and should begin to appear on your screen if you use CRTs.
> There are different schools of thought on where latency should be
> measured to. Some say the beginning of video, others say the end
> but it has little to do with the I.G. You say potato I say potato.

 It is often added as 1/2 frame of latency. I guess this is from the
 ages where IG and projector were unable to provide non-interlaced
 video.

> 
> Cheers,Angus.
> 
> -- 
> "Only the mediocre are always at their best." -- Jean Giraudoux 
> 
> For advanced 3D graphics Performer + OpenGL based examples and tutors:
> http://www.dorbie.com/
> =======================================================================
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9804061659.ZM17524@logan.engr.multigen.com>
Date: Mon, 6 Apr 1998 16:59:32 -0700
In-Reply-To: Angus Dorbie <dorbie@sgi.com>
        "Re: Stats Question correction" (Apr  6,  1:42pm)
References: <199804040656.OAA00737@nchc.gov.tw> 
	<199804061846.LAA18895@puget.engr.sgi.com> 
	<9804061255.ZM13501@logan.engr.multigen.com> 
	<35293E2F.C762CFF0@sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Apr 6,  1:42pm, Angus Dorbie wrote:
>Marcus Barnes wrote:
>>
>> I don't believe that this timeline takes the video refresh period into
>> account.
>> Recall that the draw is double buffered. Therefore you don't actually see
the
>> results of the draw process for another "video frame". This adds to your
>> latency.
>
>This is incorrect.

[chuckle]

>The vertical line is the vertical retrace. When the
>draw ends it swaps and the image is switched at the next vertical
>retrace, in the diagram this is the line at the end of draw. Almost
immediately
>thereafter the video starts getting sent on the wire without any video
>buffering and should begin to appear on your screen if you use CRTs.

Raster refresh takes a full video field (interlaced) or frame (noninterlaced).
The scan out is a sequential operation after all. On a 60Hz noninterlaced
monitor (most common these days) that means an additional 16.67 ms. of latency
before the man in the loop sees the update caused by his sitck input.

>There are different schools of thought on where latency should be
>measured to. Some say the beginning of video, others say the end
>but it has little to do with the I.G. You say potato I say potato.

Latency includes the period of time between a control input and the resulting
feedback. In this case, feedback means a visable update of the display. You can
choose to ignore video refesh, and input sampling latency for that matter, when
calculating your end to end latency  ... if it like. Just keep some motion
sickness bags handy ;)

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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To: info-performer@sgi.com
Subject: VR Sand Table Developer Wanted
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--------------46EE56D7D5732B067EFBE648
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Dynamic Animation Systems, Inc.

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

We have immediately available positions for both senior
and mid-level software developers and expert modelers
and animators for supporting the following application areas:

o  Stereoscopic Virtual Reality Sand Table Development.

o  Strong Performer and OpenGL experience.

o  Experience building interfaces to 6DOF tracking systems
    such as those made by Ascension and Polhemous.

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

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

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

o  2+ years C++/C, Java Experience

o  Multigen, MaK, and Paradigm Vega experience a plus.

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

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


Thanks!


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



--------------46EE56D7D5732B067EFBE648
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<HTML>


<P>Dynamic Animation Systems, Inc.

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

<P>We have immediately available positions for both senior
<BR>and mid-level software developers and expert modelers
<BR>and animators for supporting the following application areas:

<P>o&nbsp; Stereoscopic Virtual Reality Sand Table Development.

<P>o&nbsp; Strong Performer and OpenGL experience.

<P>o&nbsp; Experience building interfaces to 6DOF tracking systems
<BR>&nbsp;&nbsp;&nbsp; such as those made by Ascension and Polhemous.

<P>o Distributed Interactive Simulation / High Level
<BR>&nbsp; Architecture system software and application design
<BR>&nbsp; and development.

<P>o Advanced imagery applications such as terrain feature
<BR>&nbsp; extraction from remotely sensed imagery.

<P>o An MS/CS or equivalent experience with a proven
<BR>&nbsp;&nbsp;&nbsp; background in software design and development.

<P>o&nbsp; 2+ years C++/C, Java Experience

<P>o&nbsp; Multigen, MaK, and Paradigm Vega experience a plus.

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

<P>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dynamic Animation Systems,
Inc.
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ATTN: VR Developer Recruiting
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6035 Burke Centre Parkway
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Suite 200
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Burke VA, 22015
<BR>&nbsp;

<P>Thanks!
<BR>&nbsp;
<PRE>--&nbsp;
#####################################################################
!&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; !
!&nbsp; David A. Slayton&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Dynamic Animation Systems, Inc. !
!&nbsp; Senior Vice President&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 6035 Burke Centre Parkway&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; !
!&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Suite 200&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; !
!&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Burke, VA 22015&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; !
!&nbsp; <A HREF="mailto:dslayton@d-a-s.com">mailto:dslayton@d-a-s.com</A>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (703)425-2203&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; !
!&nbsp; <A HREF="http://www.d-a-s.com/">http://www.d-a-s.com/</A>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; (703)425-2204 (FAX)&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; !
!&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; !
!&nbsp; "Dedicated to the development of distributed interactive and&nbsp;&nbsp;&nbsp;&nbsp; !
!&nbsp; immersive virtual reality applications."&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; !
!&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; !
#####################################################################</PRE>
&nbsp;</HTML>

--------------46EE56D7D5732B067EFBE648--

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CC: info-performer@puget.engr.sgi.com
Subject: Re: Stats Question correction
References: <199804040656.OAA00737@nchc.gov.tw> 
		<199804061846.LAA18895@puget.engr.sgi.com> 
		<9804061255.ZM13501@logan.engr.multigen.com> 
		<35293E2F.C762CFF0@sgi.com> <9804061659.ZM17524@logan.engr.multigen.com>
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Marcus Barnes wrote:
> 
> On Apr 6,  1:42pm, Angus Dorbie wrote:
> >Marcus Barnes wrote:
> >>
> >> I don't believe that this timeline takes the video refresh period into
> >> account.
> >> Recall that the draw is double buffered. Therefore you don't actually see
> the
> >> results of the draw process for another "video frame". This adds to your
> >> latency.
> >
> >This is incorrect.
> 
> [chuckle]
> 
> >The vertical line is the vertical retrace. When the
> >draw ends it swaps and the image is switched at the next vertical
> >retrace, in the diagram this is the line at the end of draw. Almost
> immediately
> >thereafter the video starts getting sent on the wire without any video
> >buffering and should begin to appear on your screen if you use CRTs.
> 
> Raster refresh takes a full video field (interlaced) or frame (noninterlaced).
> The scan out is a sequential operation after all. On a 60Hz noninterlaced
> monitor (most common these days) that means an additional 16.67 ms. of latency
> before the man in the loop sees the update caused by his sitck input.
> 
> >There are different schools of thought on where latency should be
> >measured to. Some say the beginning of video, others say the end
> >but it has little to do with the I.G. You say potato I say potato.
> 
> Latency includes the period of time between a control input and the resulting
> feedback. In this case, feedback means a visable update of the display. You can
> choose to ignore video refesh, and input sampling latency for that matter, when
> calculating your end to end latency  ... if it like. Just keep some motion
> sickness bags handy ;)

This whole thing boils down to where you compute latency to, the
end of vertical retrace or the beginning. Different RFPs have different
statements about this. The simple fact is that on a CRT you begin to
see the new image almost immediately and a field later all is visible.
You can actually perceive the difference on displays where multiple
channels are vertically abutted unless you reverse the scan direction.
You say tomato I say tomato.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: Andrew Ng <nga@division.co.uk>
To: "'Performer Mailing List'" <info-performer@sgi.com>
Subject: iR Shadows in Stereo
Date: Tue, 7 Apr 1998 11:23:31 +0100
Encoding: 16 TEXT
Status: O

I've run into a problem with pfLightSource shadows on the iR when running 
in quad buffer stereo mode. What appears to be happening is that the 
automatic pass which generates the shadow map is rendering in the same 
buffer for both the left and right buffer channels and as a result leaves a 
red square on the bottom left hand corner of one of the channels.

Does anyone know of a fix or workaround?

Thanks.
------------------------------------------------------------------------  
------
  Andrew Ng (Software Engineer)
  Division Limited, 19 Apex Court,                 Email: 
nga@division.co.uk
  Woodlands, Almondsbury.                          Tel: +44 (0)1454 615554
  Bristol BS32 4JT.                                Fax: +44 (0)1454 615532

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From: Uwe Pachler <pachler@marvin.gup.uni-linz.ac.at>
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Reply-To: Uwe Pachler <pachler@marvin.gup.uni-linz.ac.at>
To: BLANCHARD@mclapo.apo.saic.com
cc: info-performer@sgi.com
Subject: Re: MAX / MAX2 loader for Performer 2.1???
In-Reply-To: <980406161324.a65e@mclapo.apo.saic.com>
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Status: O


We're facing the same problem. What we're doing currently is that we
export the files as VRML2 and convert them (somehow...) to VRML1 (=
Inventor - .iv). I couldn't find any good converter from VRML2 to VRML1 so
I decided to write one - it will be finished soon. However, exporting
meshes as VRML2 is also not really satisfying because it seems that max
isn't able to export texture coordinates correctly in VRML2. A native max
loader would be the best solution...

Uwe


On Mon, 6 Apr 1998 BLANCHARD@mclapo.apo.saic.com wrote:

> Hey pfLoaders!
> 
> Does anyone know of a 3ds-max and/or MAX2 loader for Performer 2.1?
> 
> Seems that the current 3ds loader for Performer 2.1 neglects to load
> all of the object.  Some color, materials, and parts of the meshes
> don't load.  Our situation is this: we're doing some of our modelling
> in 3ds-max (soon MAX2), exporting our model in 3ds format, and loading
> it into perfly.
> 
> Any help would be appreciated.  Thanks!
> 
> --Paul
> =======================================================================
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> 


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From: Sandeep Mulgund <smulgund@cra.com>
Subject: Disabling resizing of pfPipeWindows?
Status: O

Is there any easy way to disable window resizing on a pfPipeWindow? (so
that the small resize control doesn't appear on any of the window's corners)

Thanks,

Sandeep


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From: Brian Mannlein <bmannlein@multigen.com>
To: "'Uwe Pachler'" <pachler@marvin.gup.uni-linz.ac.at>,
        BLANCHARD@mclapo.apo.saic.com
Cc: info-performer@sgi.com
Subject: RE: MAX / MAX2 loader for Performer 2.1???
Date: Tue, 7 Apr 1998 07:11:59 -0700 
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Status: O

Uwe & Paul,

Not sure if you have access to MultiGen, but MultiGenII and Creator both
have converters from 3DS to OpenFlight which might interest you.  You
can even get from 3DS Max to Flight.  Here is an article written about
the 3DS Max to OpenFlight conversion:

http://www.multigen.com/news/newsletter/vol4_3/nov10.htm

Regards,
Brian Mannlein

> -----Original Message-----
> From:	Uwe Pachler [SMTP:pachler@marvin.gup.uni-linz.ac.at]
> Sent:	Tuesday, April 07, 1998 4:15 AM
> To:	BLANCHARD@mclapo.apo.saic.com
> Cc:	info-performer@sgi.com
> Subject:	Re: MAX / MAX2 loader for Performer 2.1???
> 
> 
> We're facing the same problem. What we're doing currently is that we
> export the files as VRML2 and convert them (somehow...) to VRML1 (=
> Inventor - .iv). I couldn't find any good converter from VRML2 to
> VRML1 so
> I decided to write one - it will be finished soon. However, exporting
> meshes as VRML2 is also not really satisfying because it seems that
> max
> isn't able to export texture coordinates correctly in VRML2. A native
> max
> loader would be the best solution...
> 
> Uwe
> 
> 
> On Mon, 6 Apr 1998 BLANCHARD@mclapo.apo.saic.com wrote:
> 
> > Hey pfLoaders!
> > 
> > Does anyone know of a 3ds-max and/or MAX2 loader for Performer 2.1?
> > 
> > Seems that the current 3ds loader for Performer 2.1 neglects to load
> > all of the object.  Some color, materials, and parts of the meshes
> > don't load.  Our situation is this: we're doing some of our
> modelling
> > in 3ds-max (soon MAX2), exporting our model in 3ds format, and
> loading
> > it into perfly.
> > 
> > Any help would be appreciated.  Thanks!
> > 
> > --Paul
> >
> ======================================================================
> =
> > 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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Organization: Paradigm Simulation Inc.
X-Mailer: Mozilla 4.04 [en] (X11; I; IRIX 6.2 IP22)
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To: info-performer@sgi.com
Subject: TexLoad stats
Content-Type: text/plain; charset=us-ascii
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Status: O

I would like to monitor the status of texture loads initiated by
clip-textures using Performer stats.

prstats.h defines a pfStatsValTexLoads structure but does not define a
PFSTATSVAL_TEXLOAD token to enable the query using pfQueryFStats.

Are the PFSTATSVAL_TEXLOAD_* tokens missing from the prstats.h file or
is this functionality not exposed?


Thanks,

Rick

-- 

Rick Weyrauch				voice: (972) 960-2301
Paradigm Simulation Inc.		fax:   (972) 960-2303
14900 Landmark Blvd., Suite 400		rweyrauch@paradigmsim.com
Dallas TX 75240				www.paradigmsim.com
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From: Kenneth B Russell <kbrussel@media.mit.edu>
To: Performer Enthusiasts <info-performer@sgi.com>
Subject: Shadowed lights
Reply-to: kbrussel@media.mit.edu
Status: O


Hello,

We'd love to use shadowed lights in our Performer 2.2
application. However, just trying out the "shadows" example in
/usr/share/Performer/src/pguide/libpf/C/shadows.c verbatim, we
run into two problems:
  1. Moire effects at polygon edges
  2. Glitches in the shadow itself (only seems to happen with
     certain pieces of geometry)
I thought the first of these effects might be the "self
shadowing" problem mentioned in the man pages; however, playing
with the PFLS_SHADOW_DISPLACE_SCALE and
PFLS_SHADOW_DISPLACE_OFFSET parameters results in something that
looks wrong (the part of the shadow which should appear on the
geometry seems to "slide off"), and the moire is still visible.

I've illustrated these problems in the following images:
http://www.media.mit.edu/~kbrussel/shadow0.jpg
http://www.media.mit.edu/~kbrussel/shadow1.jpg
http://www.media.mit.edu/~kbrussel/shadow2.jpg

Could someone who is using shadowed lights please take a quick
look and tell me whether or not this is normal behavior?

This is on an Onyx2 with iR graphics, but not the latest patch
set; the latest graphics patch we have is 2326. It doesn't look
like graphics rollup #4 addressed this, though.

Thanks very much,

-Ken


__________________________________________________________________________
Kenneth B. Russell               Synthetic Characters Group, MIT Media Lab
kbrussel@media.mit.edu                  http://www.media.mit.edu/~kbrussel
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Subject: Re: Multipipe virtual clipmaps?
To: jan@archimedes.vislab.navy.mil (Jan Barglowski)
Date: Tue, 7 Apr 1998 09:59:26 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <199804062242.PAA20570@archimedes.vislab.navy.mil> from "Jan Barglowski" at Apr 6, 98 03:42:28 pm
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Jan Barglowski wrote:
> 
> Performers:
> 
> I'm trying to view a virtual clipmap with my 3-pipe Onyx iR using clipfly.  
> If I use only one pipe (-M 0) then everything works fine.  But if I
> let it use all 3 pipes the cliptexture starts to do, well, funky
> things.  The mipmap levels seem to appear at random locations and I
> get pfErrors of "Invalid Texture Load".
> 
> Looking at the source to clipfly, it appears that it's setup to slave
> the cliptexture between pipes as explained in the programmer's manual.
> I've perused the clipmap docs, and see nothing that could explain this.
> 
> Questions are:
> 
> - is clipfly incapable of displaying a virtual clipmap on more than
>   one pipe?
> - can Performer display a virtual clipmap on more than one pipe?
> - does anyone have some source snippets showing how they successfully
>   set the pfuAddMPClipTexturesToPipes() in a slave fashion?  Something
>   a bit more specific (and less do-everything) than clipfly...
> 
> Thanks for any help!

OK, I solved this one by reading the error messages more carefully...

Seems Performer calculated that with my cliptexture (888, virtual, 
clipsize 1024) I would run out of texture memory.  So it downsized
the clipsize to 512.  Unfortunately, Performer then started to ask
for tiles with really odd sizes (832x512, for example) which didn't
exist!  This caused my texture weirdness.

The fix was to edit the .ct file and set the clipsize to 512 to
begin with.  Everything worked fine.  I've since converted the 
cliptexture to 5551 and tested with clipsize 1024 and it works
fine, too.

Whew!

jan

-- 
Jan Anthony Barglowski	              jan@chinalake.navy.mil
Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (760) 927-1057
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From: Jay Gischer <gischer@puget.engr.sgi.com>
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Subject: Re: Stats Question correction
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References: <199804040656.OAA00737@nchc.gov.tw>
	<199804061846.LAA18895@puget.engr.sgi.com>
	<gischer@puget>
	<9804061311.ZM7807@rose.engr.sgi.com>
Status: O


As they say, learning is a lifetime process.  Earlier I said:

->As it turns out, in perfly there are two contributions to the DRAW
->stage which are not measured by the perfly stats, pre-draw and
->post-draw. 
 
I've since found out that this is not completely accurate. Pre-draw
time is measured and is represented by a dark line before the normal
line. Post-draw time is measured and is represented by a dark line
after the normal line.  

The GUI redraw is done in a separate channel,
rather than in pre-draw, but the effect is the same... it appears as
the gap between the frame-synch vertical bar and the beginning of the
normal line.  

The dotted line represents the time taken to draw stats. 

One other contribution to draw time is system overhead.  If you aren't
running as root with the DRAW process locked down to a processor, you
could easily be spending 1-2 ms in the OS handling interrupts, I/O,
and who knows what...

------------------------------------------------------------------------
Jay L Gischer        +  "I see great things in baseball.  It's our game.
Advanced Graphics    +  It will repair our losses and be a blessing to
Software             +  us."
Silicon Graphics     +    -Walt Whitman
(415) 390-4277       +    
gischer@sgi.com      +  "A life has no meaning except in the impact it
                     +  has on other lives"
                     +    -Jackie Robinson

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From: "Allen, Donna N" <Donna.Allen@PHL.Boeing.com>
To: "'SGI Performer Users Group'" <info-performer@sgi.com>
Cc: "Reynolds, Berton" <Berton.Reynolds@PHL.Boeing.com>
Subject: Too Big?
Date: Tue, 7 Apr 1998 13:37:39 -0400
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hi,

I'm trying to load a 152MB Open Flight database with about 150 KB of
texture into perfly on an Indigo 2 Extreme with 250 MH processor and 256
MB Ram.  I crashes with a memory allocation error.  I would think 256MB
ram would be enough for this.  Is this too big?

Also, I heard that you can convert to Performer binaries, but have no
idea how to do this.  Could someone help?

Thanks in advance,

Donna
Donna Allen
Boeing Philadelphia                                 phone:    voice:
610-591-7963
Flight Simulation Lab                               fax:   610-591-5636
donna.n.allen@boeing.com                            lab:   610-591-7971
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Date: Tue, 7 Apr 1998 11:16:43 -0700
In-Reply-To: "Allen, Donna N" <Donna.Allen@PHL.Boeing.com>
        "Too Big?" (Apr  7,  1:37pm)
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To: "Allen, Donna N" <Donna.Allen@PHL.Boeing.com>,
        "'SGI Performer Users Group'" <info-performer@sgi.com>
Subject: Re: Too Big?
Cc: "Reynolds, Berton" <Berton.Reynolds@PHL.Boeing.com>
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On Apr 7,  1:37pm, Allen, Donna N wrote:
> Subject: Too Big?
> hi,
>
> I'm trying to load a 152MB Open Flight database with about 150 KB of
> texture into perfly on an Indigo 2 Extreme with 250 MH processor and 256
> MB Ram.  I crashes with a memory allocation error.  I would think 256MB
> ram would be enough for this.  Is this too big?
>

You need to account for other stuff running at the same time, look at the
output of 'top' or gmemusage to see how much memory is in use. You could get it
running by adding swap space, see man swap but if you're swapping then it could
be slow.

> Also, I heard that you can convert to Performer binaries, but have no
> idea how to do this.  Could someone help?
>

There's a utility called pfconv to convert from any format performer can read
into pfa ( ascii ) or pfb ( binary and fast loading ). pfconv has a man page
for more info.

Cheers
Rob

> Thanks in advance,
>
> Donna
> Donna Allen
> Boeing Philadelphia                                 phone:    voice:
> 610-591-7963
> Flight Simulation Lab                               fax:   610-591-5636
> donna.n.allen@boeing.com                            lab:   610-591-7971
> =======================================================================
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>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Allen, Donna N



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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To: kbrussel@media.mit.edu
CC: Performer Enthusiasts <info-performer@sgi.com>
Subject: Re: Shadowed lights
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Kenneth B Russell wrote:
> 
> Hello,
> 
> We'd love to use shadowed lights in our Performer 2.2
> application. However, just trying out the "shadows" example in
> /usr/share/Performer/src/pguide/libpf/C/shadows.c verbatim, we
> run into two problems:
>   1. Moire effects at polygon edges

This is a percentage closef filtering artifact because the
reconstruction filter is after the depth test, by definition
there is no depth reconstruction between samples in s&t before
the depth (otherwise edges & soft shadows would be broken), the
price you pay is that when you _want_ sample reconstruction ie
on a steeply sloping polygon in z you don't get it, there are
three things you can do:

1) increase the resolution of the shadow map.
2) Your problem is a lighting problem in theory the 'moire' effect
   is only bad as your diffuse term L.N approaches 0 so this should hide
   artifact if you have the lighting correct.
3) You can offset the depth buffer values in the shadow map be
   adjusting r texture coordinate w.r.t the depth buffer info
   since this is essentially a shadow map z fighting issue this
   is similar to polygon offset in more conventional circumstances.

>   2. Glitches in the shadow itself (only seems to happen with
>      certain pieces of geometry)

This might be ralated to LOD switching, consistent LOD is important.

> I thought the first of these effects might be the "self
> shadowing" problem mentioned in the man pages; however, playing
> with the PFLS_SHADOW_DISPLACE_SCALE and
> PFLS_SHADOW_DISPLACE_OFFSET parameters results in something that
> looks wrong (the part of the shadow which should appear on the
> geometry seems to "slide off"), and the moire is still visible.
> 
> I've illustrated these problems in the following images:
> http://www.media.mit.edu/~kbrussel/shadow0.jpg
> http://www.media.mit.edu/~kbrussel/shadow1.jpg
> http://www.media.mit.edu/~kbrussel/shadow2.jpg
> 
> Could someone who is using shadowed lights please take a quick
> look and tell me whether or not this is normal behavior?
> 
> This is on an Onyx2 with iR graphics, but not the latest patch
> set; the latest graphics patch we have is 2326. It doesn't look
> like graphics rollup #4 addressed this, though.
> 
> Thanks very much,
> 
> -Ken
> 
> __________________________________________________________________________
> Kenneth B. Russell               Synthetic Characters Group, MIT Media Lab
> kbrussel@media.mit.edu                  http://www.media.mit.edu/~kbrussel
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-- 
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For advanced 3D graphics Performer + OpenGL based examples and tutors:
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From: src@rose.engr.sgi.com (Sharon Clay)
Message-Id: <9804071230.ZM11067@rose.engr.sgi.com>
In-Reply-To: Jay Gischer <gischer@puget>
        "Re: Stats Question correction" (Apr  7, 10:09am)
References: <199804040656.OAA00737@nchc.gov.tw> 
	<199804061846.LAA18895@puget.engr.sgi.com>  <gischer@puget> 
	<9804061311.ZM7807@rose.engr.sgi.com> 
	<199804071709.KAA20569@puget.engr.sgi.com>
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+>---- On Apr 7, 10:09am, Jay Gischer wrote:
> Subject: Re: Stats Question correction
->In-Reply-To: <9804061311.ZM7807@rose.engr.sgi.com>
->
->As they say, learning is a lifetime process.  Earlier I said:

And part of that is obviously being well aware of clearly how complicated
the stats have gotten which is unfortunate since that degrades their
usefulness. I think some folks have some better stats tools in 
progress and we are looking at how to better enable these (including of
coures fixing bugs) and how to make some of these trade-offs better
in the future and more self-explanatory tools we should provide.

->
->->As it turns out, in perfly there are two contributions to the DRAW
->->stage which are not measured by the perfly stats, pre-draw and
->->post-draw. 
-> 
->I've since found out that this is not completely accurate. Pre-draw
->time is measured and is represented by a dark line before the normal
->line. Post-draw time is measured and is represented by a dark line
->after the normal line.  
->
->The GUI redraw is done in a separate channel,
->rather than in pre-draw, but the effect is the same... it appears as
->the gap between the frame-synch vertical bar and the beginning of the
->normal line.  
->
->The dotted line represents the time taken to draw stats. 

That is the main thing it includes in the simple case but I'll attempt to match Jay's 
standards for perfection and detail.
Basically, the dotted line is everything after the end of the draw of the given channel
until swapbuffers is called for that pfPipe.
1) Early Performers (1.0) will remember that the dotted line went to the vertical
    retrace boundary.  We stopped that since you can figure out when the
    swap happened yourself and instead stop the line at when we call 
    swapbuffers for that pfPipe.
2) Multiple channels just aren't handled as gracefully as they probably could.
    For channels before current one, you get a big space.
    Channels after the current one on the current pipe are thrown into
    the dotted line as well.
    It is just a lot of extra overhead for one channel to know about the
    others (even that there were other active channels) so basically this 
    just wasn't handled.
	
Phew!  On a positive note, I think the man page (in pfChannel (obviously :-)) and 
pguide notes for this graph in Performer2.2 are pretty good and if you sit with
both up in front of you at once you should come up with the above and more...
Just wait till you start cliptexturing and using calligraphic lights!  
We found just a bit more space in that graph...


->One other contribution to draw time is system overhead.  If you aren't
->running as root with the DRAW process locked down to a processor, you
->could easily be spending 1-2 ms in the OS handling interrupts, I/O,
->and who knows what...

The X clock running on the background :-))


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
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From: src@rose.engr.sgi.com (Sharon Clay)
Message-Id: <9804071230.ZM11067@rose.engr.sgi.com>
In-Reply-To: Jay Gischer <gischer@puget>
        "Re: Stats Question correction" (Apr  7, 10:09am)
References: <199804040656.OAA00737@nchc.gov.tw> 
	<199804061846.LAA18895@puget.engr.sgi.com>  <gischer@puget> 
	<9804061311.ZM7807@rose.engr.sgi.com> 
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+>---- On Apr 7, 10:09am, Jay Gischer wrote:
> Subject: Re: Stats Question correction
->In-Reply-To: <9804061311.ZM7807@rose.engr.sgi.com>
->
->As they say, learning is a lifetime process.  Earlier I said:

And part of that is obviously being well aware of clearly how complicated
the stats have gotten which is unfortunate since that degrades their
usefulness. I think some folks have some better stats tools in 
progress and we are looking at how to better enable these (including of
coures fixing bugs) and how to make some of these trade-offs better
in the future and more self-explanatory tools we should provide.

->
->->As it turns out, in perfly there are two contributions to the DRAW
->->stage which are not measured by the perfly stats, pre-draw and
->->post-draw. 
-> 
->I've since found out that this is not completely accurate. Pre-draw
->time is measured and is represented by a dark line before the normal
->line. Post-draw time is measured and is represented by a dark line
->after the normal line.  
->
->The GUI redraw is done in a separate channel,
->rather than in pre-draw, but the effect is the same... it appears as
->the gap between the frame-synch vertical bar and the beginning of the
->normal line.  
->
->The dotted line represents the time taken to draw stats. 

That is the main thing it includes in the simple case but I'll attempt to match Jay's 
standards for perfection and detail.
Basically, the dotted line is everything after the end of the draw of the given channel
until swapbuffers is called for that pfPipe.
1) Early Performers (1.0) will remember that the dotted line went to the vertical
    retrace boundary.  We stopped that since you can figure out when the
    swap happened yourself and instead stop the line at when we call 
    swapbuffers for that pfPipe.
2) Multiple channels just aren't handled as gracefully as they probably could.
    For channels before current one, you get a big space.
    Channels after the current one on the current pipe are thrown into
    the dotted line as well.
    It is just a lot of extra overhead for one channel to know about the
    others (even that there were other active channels) so basically this 
    just wasn't handled.
	
Phew!  On a positive note, I think the man page (in pfChannel (obviously :-)) and 
pguide notes for this graph in Performer2.2 are pretty good and if you sit with
both up in front of you at once you should come up with the above and more...
Just wait till you start cliptexturing and using calligraphic lights!  
We found just a bit more space in that graph...


->One other contribution to draw time is system overhead.  If you aren't
->running as root with the DRAW process locked down to a processor, you
->could easily be spending 1-2 ms in the OS handling interrupts, I/O,
->and who knows what...

The X clock running on the background :-))


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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To: "Allen, Donna N" <Donna.Allen@PHL.Boeing.com>
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Subject: Re: Too Big?
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On Tue, 7 Apr 1998, Allen, Donna N wrote:

> hi,
> 
> I'm trying to load a 152MB Open Flight database with about 150 KB of
> texture into perfly on an Indigo 2 Extreme with 250 MH processor and 256
> MB Ram.  I crashes with a memory allocation error.  I would think 256MB
> ram would be enough for this.  Is this too big?
 
Sounds like it. You are assuming that the size of a '.flt' file on disk
is somehow a 1:1 correspondance with the amount of memory that a similar
Performer data structure will consume in main memory. This is very far
from the truth (although I confess that I don't know what the actual
ratio is likely to be).



Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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CC: "Allen, Donna N" <Donna.Allen@PHL.Boeing.com>,
        "'SGI Performer Users Group'" <info-performer@sgi.com>,
        "Reynolds, Berton" <Berton.Reynolds@PHL.Boeing.com>
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Steve Baker wrote:
> 
> On Tue, 7 Apr 1998, Allen, Donna N wrote:
> 
> > hi,
> >
> > I'm trying to load a 152MB Open Flight database with about 150 KB of
> > texture into perfly on an Indigo 2 Extreme with 250 MH processor and 256
> > MB Ram.  I crashes with a memory allocation error.  I would think 256MB
> > ram would be enough for this.  Is this too big?
> 
> Sounds like it. You are assuming that the size of a '.flt' file on disk
> is somehow a 1:1 correspondance with the amount of memory that a similar
> Performer data structure will consume in main memory. This is very far
> from the truth (although I confess that I don't know what the actual
> ratio is likely to be).

A flt file should take up much less memory than disk space in Performer.

However textures are not embeded in the OpenFlight file format and you'd
have to add those to memory useage so what I just said is probably
untrue
for many textured databases. And during the loading phase a texture
will exist in main memory, in  OpenGL, plus MIP maps. Ultimately
you won't have a host copy but you still have a copy in system memory
in the GL even if it's currently downloaded to texture memory.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: Andy Walker <awalker@multigen.com>
To: "Allen, Donna N" <Donna.Allen@PHL.Boeing.com>,
        "'SGI Performer Users Group'" <info-performer@sgi.com>
Subject: RE: Too Big?
Date: Tue, 7 Apr 1998 14:52:41 -0700 
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Hello Donna

I am not sure how Performer deals with the OpenFlight construct of
external references and instances.  My experience in the past was that
externals and instances are turned into unique elements in memory not
just pointers to one piece of memory.  So in this case a flight file
with a lot of externals and instances could grow much larger.  

Does your database use external references and instances extensively?

Andy Walker

> -----Original Message-----
> From:	Angus Dorbie [SMTP:dorbie@sgi.com]
> Sent:	Tuesday, April 07, 1998 2:15 PM
> To:	Steve Baker
> Cc:	Allen, Donna N; 'SGI Performer Users Group'; Reynolds, Berton
> Subject:	Re: Too Big?
> 
> Steve Baker wrote:
> > 
> > On Tue, 7 Apr 1998, Allen, Donna N wrote:
> > 
> > > hi,
> > >
> > > I'm trying to load a 152MB Open Flight database with about 150 KB
> of
> > > texture into perfly on an Indigo 2 Extreme with 250 MH processor
> and 256
> > > MB Ram.  I crashes with a memory allocation error.  I would think
> 256MB
> > > ram would be enough for this.  Is this too big?
> > 
> > Sounds like it. You are assuming that the size of a '.flt' file on
> disk
> > is somehow a 1:1 correspondance with the amount of memory that a
> similar
> > Performer data structure will consume in main memory. This is very
> far
> > from the truth (although I confess that I don't know what the actual
> > ratio is likely to be).
> 
> A flt file should take up much less memory than disk space in
> Performer.
> 
> However textures are not embeded in the OpenFlight file format and
> you'd
> have to add those to memory useage so what I just said is probably
> untrue
> for many textured databases. And during the loading phase a texture
> will exist in main memory, in  OpenGL, plus MIP maps. Ultimately
> you won't have a host copy but you still have a copy in system memory
> in the GL even if it's currently downloaded to texture memory.
> 
> Cheers,Angus.
> 
> -- 
> "Only the mediocre are always at their best." -- Jean Giraudoux 
> 
> For advanced 3D graphics Performer + OpenGL based examples and tutors:
> http://www.dorbie.com/
> ======================================================================
> =
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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From: "Scott A. Friedman" <friedman@ucla.edu>
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Hi,

Moving to the released version of Performer 2.2...

Switch values do not change in the cull process when running under
APP_CULL_DRAW.   APP and DRAW report the correct value using getVal().
When running under APPCULLDRAW or APPCULL_DRAW there is no problem -
which I suppose is to be expected since APP and CULL are using the same
copy of the node on both cases.  I have tried this under irix 6.2,6.3
and 6.4 / N32 and O32  -  all do the same thing - switch value not
updated in CULL.

The switch was allocated from the APP process if that matters.

Interestingly, when I call setVal with a constant (e.g. 2) and not a
variable it works - go figure.

BTW - this was working with earlier beta versions of Performer 2.2.

Suggestions as to what may be wrong are appreciated.  I am a little
confused since this same code has worked for several years now without a
problem.

Thanks,
Scott


Scott Friedman
UCLA



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From: Anda Singer <anda@CS.Technion.AC.IL>
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To: info-performer@sgi.com
Subject: Texture loading
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Hi,
I'd like to read a texture directly from memory,
not from the disk.
How can I do that, and what data format does the
Performer expects (rgb, ...)?
Any insight will be much appreciated.

Thanks,
 Anda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
Anda Singher		anda@cs.technion.ac.il
			tel: 04-8293905
http://www.cs.technion.ac.il/~anda/
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804081246.OAA07579@s00sn1.fel.tno.nl>
Subject: Re: Too Big?
To: awalker@multigen.com (Andy Walker)
Date: Wed, 8 Apr 1998 14:46:45 +0200 (MET DST)
Cc: Donna.Allen@PHL.Boeing.com, info-performer@sgi.com
In-Reply-To: <86F098AC14A7D11194DD00A0C9499D040219EC@xserv.engr.multigen.com> from "Andy Walker" at Apr 7, 98 02:52:41 pm
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Hello,

My experience is that if you disable the flattening of loaded flight
geometry there will be only one copy of externals in memory.
I haven't tried instancing to see the results.
You can do this with perfly with the option
    perfly -y,1,0 myfile.flt
Look at the tree to see how the geometry is stored.

In your program with
    pfdConverterMode("flt", PFFLT_FLATTEN, FALSE);

Mario

Andy Walker wrote:
> 
> Hello Donna
> 
> I am not sure how Performer deals with the OpenFlight construct of
> external references and instances.  My experience in the past was that
> externals and instances are turned into unique elements in memory not
> just pointers to one piece of memory.  So in this case a flight file
> with a lot of externals and instances could grow much larger.  
> 
> Does your database use external references and instances extensively?
> 
> Andy Walker
> 
> > -----Original Message-----
> > From:	Angus Dorbie [SMTP:dorbie@sgi.com]
> > Sent:	Tuesday, April 07, 1998 2:15 PM
> > To:	Steve Baker
> > Cc:	Allen, Donna N; 'SGI Performer Users Group'; Reynolds, Berton
> > Subject:	Re: Too Big?
> > 
> > Steve Baker wrote:
> > > 
> > > On Tue, 7 Apr 1998, Allen, Donna N wrote:
> > > 
> > > > hi,
> > > >
> > > > I'm trying to load a 152MB Open Flight database with about 150 KB
> > of
> > > > texture into perfly on an Indigo 2 Extreme with 250 MH processor
> > and 256
> > > > MB Ram.  I crashes with a memory allocation error.  I would think
> > 256MB
> > > > ram would be enough for this.  Is this too big?
> > > 
> > > Sounds like it. You are assuming that the size of a '.flt' file on
> > disk
> > > is somehow a 1:1 correspondance with the amount of memory that a
> > similar
> > > Performer data structure will consume in main memory. This is very
> > far
> > > from the truth (although I confess that I don't know what the actual
> > > ratio is likely to be).
> > 
> > A flt file should take up much less memory than disk space in
> > Performer.
> > 
> > However textures are not embeded in the OpenFlight file format and
> > you'd
> > have to add those to memory useage so what I just said is probably
> > untrue
> > for many textured databases. And during the loading phase a texture
> > will exist in main memory, in  OpenGL, plus MIP maps. Ultimately
> > you won't have a host copy but you still have a copy in system memory
> > in the GL even if it's currently downloaded to texture memory.
> > 
> > Cheers,Angus.
> > 
> > -- 
> > "Only the mediocre are always at their best." -- Jean Giraudoux 
> > 
> > For advanced 3D graphics Performer + OpenGL based examples and tutors:
> > http://www.dorbie.com/
> > ======================================================================
> > =
> > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
> >             Submissions:  info-performer@sgi.com
> >         Admin. requests:  info-performer-request@sgi.com
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From: "Allen, Donna N" <Donna.Allen@PHL.Boeing.com>
To: "'SGI Performer Users Group'" <info-performer@sgi.com>
Subject: Color?
Date: Wed, 8 Apr 1998 09:39:40 -0400
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hi again,

This is probably a simple question for most of you folks.  I have
created a flight database using MultiGen Pro II.  When I start up perfly
with:
%      perfly  database.flt

I can see the database textures that are loaded (so it is getting them)
 
I get many of these errors,
PF Notice/Assert:    convTree() unsupported node 113 "unknown" found.

When the database comes up, there are no colors, everything is black.  I
have never had the problem before and do not know what is causing it
now.

Appreciate any info.

Thanks  ( and thanks to all who responded about the too big question!),

Donna


Donna Allen
Boeing Philadelphia                                 phone:    voice:
610-591-7963
Flight Simulation Lab                               fax:   610-591-5636
donna.n.allen@boeing.com                            lab:   610-591-7971
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To: "Allen, Donna N" <Donna.Allen@PHL.Boeing.com>
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Subject: Re: Color?
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Allen, Donna N wrote:
> 
> hi again,
> 
> This is probably a simple question for most of you folks.  I have
> created a flight database using MultiGen Pro II.  When I start up perfly
> with:
> %      perfly  database.flt
> 
> I can see the database textures that are loaded (so it is getting them)
> 
> I get many of these errors,
> PF Notice/Assert:    convTree() unsupported node 113 "unknown" found.
> 
> When the database comes up, there are no colors, everything is black.  I
> have never had the problem before and do not know what is causing it
> now.

You are just working with the bad version of the Multigen loader.
Multigen II Pro generates Openflight version 15.?, while you seem to use version
14.something.
Go to the ftp site of Multigen and get the latest version of the loader :
ftp://ftp.multigen.com

Mike

-- 
Michael Boccara :-)    Massachussets Institute of Technology
boccara@mit.edu :->    Research Laboratory of Electronics
 (617) 253 0005 :-D    Virtual Environment Technologies for Training
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Allen, Donna N wrote:
> 
> hi again,
> 
> This is probably a simple question for most of you folks.  I have
> created a flight database using MultiGen Pro II.  When I start up perfly
> with:
> %      perfly  database.flt
> 
> I can see the database textures that are loaded (so it is getting them)
> 
> I get many of these errors,
> PF Notice/Assert:    convTree() unsupported node 113 "unknown" found.

You are loading a v15.x database with the v14.x loader.  

Make sure:

1.  You have the 15.4 loader.
2.  The various environment variables include its path (LD_LIBRARY_PATH,
PFLD_LIBRARY_PATH, etc).

It happened to me too :>

Regards,

Michael Coleman
mcoleman@txdirect.net
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Speaking of loaders ...

We're currently running Performer 2.0 on a 5.3 OS.  I don't think we can
run with Performer 2.2 executables, but can we use the 15.4 loader?

Thanks,
Suzie

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<P><FONT SIZE=3D2 FACE=3D"Arial">Speaking of loaders ...</FONT>
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<P><FONT SIZE=3D2 FACE=3D"Arial">We're currently running Performer 2.0 =
on a 5.3 OS.&nbsp; I don't think we can run with Performer 2.2 =
executables, but can we use the 15.4 loader?</FONT></P>

<P><FONT SIZE=3D2 FACE=3D"Arial">Thanks,</FONT>
<BR><FONT SIZE=3D2 FACE=3D"Arial">Suzie</FONT>
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        "Disabling resizing of pfPipeWindows?" (Apr  7, 10:29am)
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On Apr 7, 10:29am, Sandeep Mulgund wrote:
> Subject: Disabling resizing of pfPipeWindows?
> Is there any easy way to disable window resizing on a pfPipeWindow? (so
> that the small resize control doesn't appear on any of the window's corners)
>
> Thanks,
>
> Sandeep

I think what you're asking is how to make a window run with no borders, if so
then pfWindow::setMode of PFWIN_NOBORDER is the ticket

Cheers
Rob


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

For my application, I want to create a texture map which consists of a series of
silhouettes, stored as different alpha values.  Then by setting an appropriate 
alpha reference value and alpha function, I can choose which sillhouette to use.
The polygon I attach this to, I just want black and z-buffered, so it just hides or
doesn't hide things behind it.

So my question is, what is the most efficient way to store and use a set of these
textures?  Since I am only really using 8 bits of interest, can I somehow use the
Texture environment channel select feature and overlay 4 different textures
in a single RGBA image?

P.S. For what its worth, my application is running on an O2, with Performer 2.0

--daniel
Daniel Bass
AAI Corporation
(410)628-8551
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Subject: Re: Stats Question correction
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Thank you for detail explanation about statistics. And from 
all informtion provided by those stats Can we find out the 
program is transform bottleneck or fill bottleneck?


Sam Chu 
National Center for High-Performance Computing 
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
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On Thu, 9 Apr 1998, Sam Chu wrote:

> Thank you for detail explanation about statistics. And from 
> all informtion provided by those stats Can we find out the 
> program is transform bottleneck or fill bottleneck?
 
The easiest way is *still* to shrink the size of the window
and see if it goes faster. If it does then it's pretty certain
that it's fill limited. If it doesn't then it's something else
(but not necessarily transforms).

When you do this test, be sure that you switched off Performer's
feature to automatically vary LOD ranges according to display
resolution.
 
Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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From: src@rose.engr.sgi.com (Sharon Clay)
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        "Re: Stats Question correction" (Apr  8, 10:56pm)
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To: Steve Baker <sbaker@link.com>, Sam Chu <c00chu00@nchc.gov.tw>
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+>---- On Apr 8, 10:56pm, Steve Baker wrote:
> Subject: Re: Stats Question correction
->
->On Thu, 9 Apr 1998, Sam Chu wrote:
->
->> Thank you for detail explanation about statistics. And from 
->> all informtion provided by those stats Can we find out the 
->> program is transform bottleneck or fill bottleneck?
-> 
->The easiest way is *still* to shrink the size of the window
->and see if it goes faster. If it does then it's pretty certain
->that it's fill limited. If it doesn't then it's something else
->(but not necessarily transforms).

If you have an iR, you can use manual DVR to do this to draw to a smaller
screen area independent of normal viewport size.

->
->When you do this test, be sure that you switched off Performer's
->feature to automatically vary LOD ranges according to display
->resolution.
-> 

Right!  By default we scale LODs based on viewport and FOV.
You can set the Channel LOD scale factor to 0.  DVR doesn't change
the channel viewport or FOV so will not have this problem.

src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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Message-ID: <352C6324.70D1@nsrc.nus.edu.sg>
Date: Thu, 09 Apr 1998 13:56:52 +0800
From: Liu Xiaoyan <liuxy@ihpc.nus.edu.sg>
Organization: National Supercomputing Research Center
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CC: "Allen, Donna N" <Donna.Allen@PHL.Boeing.com>,
        "'SGI Performer Users Group'" <info-performer@sgi.com>
Subject: Re: Color?  .flt loader problem
References: <51CC653FD8E0D011B82900805FFE090CF92B04@xch-phl-03.he.boeing.com> <352BB22D.151AD7A@mit.edu>
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> >
> > This is probably a simple question for most of you folks.  I have
> > created a flight database using MultiGen Pro II.  When I start up perfly
> > with:
> > %      perfly  database.flt
> > I can see the database textures that are loaded (so it is getting them)
> > I get many of these errors,
> > PF Notice/Assert:    convTree() unsupported node 113 "unknown" found.
> You are just working with the bad version of the Multigen loader.
> Multigen II Pro generates Openflight version 15.?, while you seem to use version
> 14.something.
> Go to the ftp site of Multigen and get the latest version of the loader :
> ftp://ftp.multigen.com

I ran into the same problem yesterday. After I downloaded
Performer-loader-21.tar.Z
(which includes 6 versions loader for 32/64 and IRIS/OPenGL), I have
another problem
now: the sigdlopen version of my performer program is different from
that of the loader,
so it goes back to the old .flt loader and the 'convTree' error remains. 

How to get the same sgi version?

2338: 12:51:41 /home1/liuxy/CAVE/work/navy/navy: loading obj
./libpfflt_ogl.so with version sgi2.4
2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy:
dlopen/sgidladd/sgidlopen_version is called with name =
/home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so, version = sgi2.4
2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy: loading obj
/home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so with versionsgi2.4
2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy: mapped
/home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so at 0x3fdb0000
2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy: Unmapped
/home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so because it is called
from sgidlopen_version with version string 'sgi2.4' and
/home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so does not have the same
version string
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

omni 6% elfdump -L /home1/liuxy/tmp/OPTN64.OPENGL/libpfflt_ogl.so | grep
VER
[7]     RLDVERS  0x1
[27]    IVERSION sgi3.0
           ^^^^^^^^^^^^

Thanks for any information.

Liu Xiaoyan


***********************************************************************
Liu Xiaoyan                 National Supercomputing Research Center
Data Visualization Group    http://www.nsrc.nus.edu.sg Tel:(65)7709267
***********************************************************************
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Status: O



..and thanx for all the fish 

:)

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

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

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From: Mario Veraart <rioj7@fel.tno.nl>
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Subject: Re: Color?  .flt loader problem
To: liuxy@ihpc.nus.edu.sg (Liu Xiaoyan)
Date: Thu, 9 Apr 1998 13:48:55 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <352C6324.70D1@nsrc.nus.edu.sg> from "Liu Xiaoyan" at Apr 9, 98 01:56:52 pm
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Content-Type: text
Status: O

> 
> > >
> > > This is probably a simple question for most of you folks.  I have
> > > created a flight database using MultiGen Pro II.  When I start up perfly
> > > with:
> > > %      perfly  database.flt
> > > I can see the database textures that are loaded (so it is getting them)
> > > I get many of these errors,
> > > PF Notice/Assert:    convTree() unsupported node 113 "unknown" found.
> > You are just working with the bad version of the Multigen loader.
> > Multigen II Pro generates Openflight version 15.?, while you seem to use version
> > 14.something.
> > Go to the ftp site of Multigen and get the latest version of the loader :
> > ftp://ftp.multigen.com
> 
> I ran into the same problem yesterday. After I downloaded
> Performer-loader-21.tar.Z
> (which includes 6 versions loader for 32/64 and IRIS/OPenGL), I have
> another problem
> now: the sigdlopen version of my performer program is different from
> that of the loader,
> so it goes back to the old .flt loader and the 'convTree' error remains. 
> 
> How to get the same sgi version?
> 
> 2338: 12:51:41 /home1/liuxy/CAVE/work/navy/navy: loading obj
> ./libpfflt_ogl.so with version sgi2.4
> 2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy:
> dlopen/sgidladd/sgidlopen_version is called with name =
> /home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so, version = sgi2.4
> 2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy: loading obj
> /home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so with versionsgi2.4
> 2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy: mapped
> /home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so at 0x3fdb0000
> 2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy: Unmapped
> /home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so because it is called
> from sgidlopen_version with version string 'sgi2.4' and
> /home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so does not have the same
> version string
> ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> 
> omni 6% elfdump -L /home1/liuxy/tmp/OPTN64.OPENGL/libpfflt_ogl.so | grep
> VER
> [7]     RLDVERS  0x1
> [27]    IVERSION sgi3.0
>            ^^^^^^^^^^^^
> 
> Thanks for any information.
> 
> Liu Xiaoyan

During link time the linker looks in the DSO's and stores the version
numbers in the executable. So my suggestion is recompile your program
and look with 'elfdump -Dl' what the versions is of the DSO's it wants
to load

Mario
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Date: Thu, 09 Apr 1998 07:49:23 -0400
From: Scott Brabson <sbrabson@southernmaryland.com>
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To: info-performer@sgi.com
CC: tdrapas@dcscorp.com, jsong@dcscorp.com
Subject: ClipTextures and Filters
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Status: O

Hello All,

I have a cliptexture that consists of luminance values. When I position
my viewpoint to look at the horizon it looks great. As I fly toward the
horizon the texture past level 0 appears to be flickering. I figured it
was the way the Minification filter was being applied. Looking at the
man page for MPCliptextures and ClipTextures a method to set the Mag
filter exists but not for Minification. I created this section of code
to see if I could set the Minfilter through pfTexture. The filter type
never changes. It always stays at PFTEX_TRILINEAR. 

My Questions:

1. Why is there no Minfilter option for ClipTextures?
2. Is there a way to remove this flickering? Has anyone seen this
flickering?
3. Why is the Minfilter set to trilinear?


Thanks,
Scott Brabson
DCS Corporation


Here is the code sample: Is this correct?

{
pfTexture * text;
int type;

   text = (pfTexture *)pfGetMPClipTextureClipTexture(MPClipTex);

   type = pfGetTexFilter(text, PFTEX_MINFILTER);

   if(type == PFTEX_POINT)
	cout << "--- Minfilter == POINT" << endl;
   else if(type == PFTEX_TRILINEAR
	cout << "--- Minfilter == TRILINEAR" << endl;
   else
	cout << "---Filter set to: << type << endl;


   pfTexFilter(text,PFTEX_MINFILTER,PFTEX_MIPMAP_POINT);

  
   type = pfGetTexFilter(text, PFTEX_MINFILTER);

   if(type == PFTEX_POINT)
	cout << "--- Minfilter == POINT" << endl;
   else if(type == PFTEX_TRILINEAR
	cout << "--- Minfilter == TRILINEAR" << endl;
   else
	cout << "---Filter set to: << type << endl;

   //This is always PFTEX_TRILINEAR!!!!
}
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From: "Rob Jenkins" <robj@quid.engr.sgi.com>
Message-Id: <9804090818.ZM25478@quid.engr.sgi.com>
Date: Thu, 9 Apr 1998 08:18:32 -0700
In-Reply-To: src@rose (Sharon Clay)
        "Re: Stats Question correction" (Apr  8,  9:32pm)
References: <Pine.SGI.3.96.980408225401.21502A-100000@lechter.bgm.link.com> 
	<9804082132.ZM16151@rose.engr.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Sam Chu <c00chu00@nchc.gov.tw>
Subject: Re: Stats Question correction
Cc: info-performer@sgi.com
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Status: O

Sam

If the suggestions for testing a fill limitation show that you are not fill
limited then there's some things you can look at to test for a transform
bottleneck. Expensive things in the transform stage are: multiple lights, state
changes ( shademodel, texture, material ). The Performer programming guide has
more detail on tracking these things and also on what can be done ( and what
Performer does by default ) to sort the scene by graphics state. The P.G is
still a bit Reality Engine-centric but the principles are the same if you have
iR. pfStats that might indicate lot's of transform intensive mode changes:

tstrip histogram: large % short strips
primitives per GSet or State: low

unneeded per vertex attributes being sent, eg number of colors equals numbers
of vertices for a flat shaded scene. The geometry stats will show this info.

High total number of primitives, 'high' depends on type of primitive. GLperf
benchmarks will give an idea of peak rates for different types, see
http://www.specbench.org/gpc/opc/glperf_publish/index.html although they only
have numbers for a 1Rm iR there, numbers for more RMs are available somewhere
external to SGI I'm sure. The rule of thumb generally is that getting 70% of
peak throughput for a given primitive type is good going in a real app.

number of lights, type of lights and light models: transform overhead increases
with each light and light model. Shown in the State stats.

Cheers
Rob

On Apr 8,  9:32pm, Sharon Clay wrote:
> Subject: Re: Stats Question correction
> +>---- On Apr 8, 10:56pm, Steve Baker wrote:
> > Subject: Re: Stats Question correction
> ->
> ->On Thu, 9 Apr 1998, Sam Chu wrote:
> ->
> ->> Thank you for detail explanation about statistics. And from
> ->> all informtion provided by those stats Can we find out the
> ->> program is transform bottleneck or fill bottleneck?
> ->
> ->The easiest way is *still* to shrink the size of the window
> ->and see if it goes faster. If it does then it's pretty certain
> ->that it's fill limited. If it doesn't then it's something else
> ->(but not necessarily transforms).
>
> If you have an iR, you can use manual DVR to do this to draw to a smaller
> screen area independent of normal viewport size.
>
> ->
> ->When you do this test, be sure that you switched off Performer's
> ->feature to automatically vary LOD ranges according to display
> ->resolution.
> ->
>
> Right!  By default we scale LODs based on viewport and FOV.
> You can set the Channel LOD scale factor to 0.  DVR doesn't change
> the channel viewport or FOV so will not have this problem.
>
> src.
>
> --
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
> Sharon Rose Clay - Silicon Graphics, Advanced Systems Dev.
> src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Sharon Clay



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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Date: Thu, 09 Apr 1998 18:36:49 +0300
From: Harri Kaimio <harri.kaimio@yle.fi>
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Subject: Movie file as texture
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Status: O

Hi Performers!

This is not Performer specific, but I wonder if anyone has used a
JPEG-compressed movie file as a texture map with the old compression
library. This seems to be easy using dmbuffers, but my application must
run on 6.2 and they were not available until 6.3 (I think)

What I have done: I have a separate thread in which I read the JPEG data
and decompress it using Impact Compression card. I then load the
uncompressed frames to texture map in draw callback (using
pfTexture::subload). This works, but it CL uses the old IRIS GL pixel
format XBGR (although it calls it RGBX!)

I tried to call
  _texture->setFormat( PFTEX_INTERNAL_FORMAT, GL_ABGR_EXT );
when I defined the texture, but I got only a blank texture. Is this the
right way to set the texel format, or should I do something else? Also,
is there a fill rate penalty when using GL_ABGR_EXT texel format
compared to RGBX? I am already fill rate limited so this would be bad.

I would appreciate any ideas. What I really need is to display an
512x512 animated texture map (RGB, 8 bit per component) on High Impact.
The animation has about 100 frames and must run 25 fps, so I guess that
storing it uncompressed on disk or in memory is not possible.

--
-----------------------------------------------------------------
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: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9804091209.ZM27626@logan.engr.multigen.com>
Date: Thu, 9 Apr 1998 12:09:15 -0700
In-Reply-To: "Bemis, Suzie CEI-TACCSF" <suzie@TACCSF.KIRTLAND.AF.MIL>
        "Loaders" (Apr  8,  8:50am)
References: <214A87629D4FD111931F0060972989BA072E7F@VISTA.TACCSF.KIRTLAND.AF.MIL>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Bemis, Suzie CEI-TACCSF" <suzie@TACCSF.KIRTLAND.AF.MIL>,
        "'info-performer@sgi.com'" <info-performer@sgi.com>
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On Apr 8,  8:50am, Bemis, Suzie CEI-TACCSF wrote:
>
>We're currently running Performer 2.0 on a 5.3 OS.  I don't think we can
>run with Performer 2.2 executables, but can we use the 15.4 loader?

You must upgrade to at least Performer 2.0.2 (patch 1414) to use R15.4 loaders.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9804091206.ZM27611@logan.engr.multigen.com>
Date: Thu, 9 Apr 1998 12:06:41 -0700
In-Reply-To: Michael Boccara <boccara@MIT.EDU>
        "Re: Color?" (Apr  8, 10:21am)
References: <51CC653FD8E0D011B82900805FFE090CF92B04@xch-phl-03.he.boeing.com> 
	<352BB22D.151AD7A@mit.edu>
Organization: MultiGen Inc.
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Status: O

On Apr 8, 10:21am, Michael Boccara wrote:
>
>You are just working with the bad version of the Multigen loader.

not "bad" ... just too old to understand the new format.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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Date: Thu, 09 Apr 1998 09:15:49 -0400
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Subject: problems(?) w/ 3ds loader
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Status: O

Hey pfLoaders (again)!

Thanks to all who helped me out on the MAX loader issue.  For those
interested, it seems all folks with MAX formatted models tranlate to
3ds and use the 3ds loader in Performer.  So no, it seems that a
MAX Performer loader does not exist (forget MAX2).

Anyway...

When loading a 3ds model in Perfly, we're getting the following error:

PF Info:                         Converting and merging texture images
PF                             Supressing file:"concbrk.tga"
PF Info:                       Auto Disabling Texture coords because
texture is off

Is this a problem with how we save the 3ds model in MAX, or is the
Performer-3ds library faulty/old?  We're running Performer 2.1 on
an Onyx IR w/ 6.2.  Thanks for any help!

--Paul
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From: "John Perser" <jperser@paradigmsim.com>
To: <info-performer@sgi.com>
Subject: Audio In Simulations
Date: Thu, 9 Apr 1998 16:47:18 -0500
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I'm doing a personal survey about audio use in simulations.  You won't be
contacted by any marketing person.  This is for my own use for product
development purposes.  Please reply to me personally at
jperser@paradigmsim.com.
All replies will be kept in strict confidence.

Thank you.

1. Do you currently use audio in your simulation or graphics application?

2. If not, why?

3. Is localized sound a priority for audio in your application?

4. Do you prefer speakers or headphones for your simulation?

5. What % CPU load would you find acceptable for audio processes in your
simulation?

6. Are room acoustics, reverberation and echos important to you in your
simulation?

7. Are you willing to sacrifice additional main CPU cycles to perform these
functions?

8. Other audio needs?

---

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</HEAD>
<BODY bgColor=3D#ffffff>
<DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =
size=3D2>I'm=20
doing a personal survey about audio use in simulations.&nbsp; You won't =
be=20
contacted by any marketing person.&nbsp; This is for my own use for =
product=20
development purposes.&nbsp; Please reply to me personally at <A=20
href=3D"mailto:jperser@paradigmsim.com">jperser@paradigmsim.com.</A></FON=
T></SPAN></DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =

size=3D2></FONT></SPAN><SPAN class=3D343353915-09041998><FONT =
color=3D#000000=20
face=3DArial size=3D2>All replies will be kept in strict=20
confidence.</FONT></SPAN></DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =

size=3D2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =
size=3D2>Thank=20
you.</FONT></SPAN></DIV>
<DIV>&nbsp;</DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =
size=3D2>1. Do=20
you currently use audio in your simulation or graphics=20
application?</FONT></SPAN></DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =

size=3D2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =
size=3D2>2. If=20
not, why?</FONT></SPAN></DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =

size=3D2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =
size=3D2>3. Is=20
localized sound a priority for audio in your =
application?</FONT></SPAN></DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =

size=3D2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =
size=3D2>4. Do=20
you prefer speakers or headphones for your =
simulation?</FONT></SPAN></DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =

size=3D2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =
size=3D2>5.=20
What % CPU load would you find acceptable for audio processes in your=20
simulation?</FONT></SPAN></DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =

size=3D2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =
size=3D2>6. Are=20
room acoustics, reverberation and echos important to you in your=20
simulation?</FONT></SPAN></DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =

size=3D2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =
size=3D2>7. Are=20
you willing to sacrifice additional main CPU cycles to perform these=20
functions?</FONT></SPAN></DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =

size=3D2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =
size=3D2>8.=20
Other audio needs?</FONT></SPAN></DIV>
<DIV>&nbsp;</DIV>
<DIV><SPAN class=3D343353915-09041998><FONT color=3D#000000 face=3DArial =

size=3D2>---</FONT></SPAN></DIV></DIV></BODY></HTML>

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Keep in touch.

Where are you going?

Cheers,Angus.



-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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To: DANIEL BASS <daniel@aaicorp.com>
CC: info-performer@sgi.com
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DANIEL BASS wrote:
> 
> Hi Performers,
> 
> For my application, I want to create a texture map which consists of a series of
> silhouettes, stored as different alpha values.  Then by setting an appropriate
> alpha reference value and alpha function, I can choose which sillhouette to use.
> The polygon I attach this to, I just want black and z-buffered, so it just hides or
> doesn't hide things behind it.
> 
> So my question is, what is the most efficient way to store and use a set of these
> textures?  Since I am only really using 8 bits of interest, can I somehow use the
> Texture environment channel select feature and overlay 4 different textures
> in a single RGBA image?
> 
> P.S. For what its worth, my application is running on an O2, with Performer 2.0


You could use the GL_ALPHA8 token for the components which is probably
best
on O2, on ONYX2 you probably want to use GL_DUAL_ALPHA8_SGIS.

For occlusion information unless you need 8 bits fo rthe blend you
should
consider even smaller formats like GL_QUAD_ALPHA4_SGIS.

You need to select which bits of the image you want to address for the
DUAL & QUAD formats using glTexParameter with
GL_DUAL_TEXTURE_SELECT_SGIS
or GL_QUAD_TEXTURE_SELECT_SGIS tokens.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: cary@sim.irk.aetc.af.mil (Cary Black)
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Would you please remove me from the mail list

Thanks

Cary Black
Lockheed Martin
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Date: Fri, 10 Apr 1998 19:14:36 +0800
From: Liu Xiaoyan <liuxy@ihpc.nus.edu.sg>
Organization: National Supercomputing Research Center
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To: Mario Veraart <rioj7@fel.tno.nl>
CC: Liu Xiaoyan <liuxy@ihpc.nus.edu.sg>, Performer <info-performer@sgi.com>
Subject: Re: Color?  .flt loader problem
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> > another problem now: the sigdlopen version of my performer program is different from
> > that of the loader, so it goes back to the old .flt loader and the 'convTree' error remains.
> >
> > How to get the same sgi version?
> >
> > 2338: 12:51:41 /home1/liuxy/CAVE/work/navy/navy: loading obj
> > ./libpfflt_ogl.so with version sgi2.4
> > 2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy:
> > dlopen/sgidladd/sgidlopen_version is called with name =
> > /home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so, version = sgi2.4
> > 2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy: loading obj
> > /home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so with versionsgi2.4
> > 2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy: mapped
> > /home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so at 0x3fdb0000
> > 2338: 12:51:42 /home1/liuxy/CAVE/work/navy/navy: Unmapped
> > /home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so because it is called
> > from sgidlopen_version with version string 'sgi2.4' and
> > /home1/liuxy/tmp/OPT.N64.OPENGL//libpfflt_ogl.so does not have the same
> > version string
> > ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
> >
> > omni 6% elfdump -L /home1/liuxy/tmp/OPTN64.OPENGL/libpfflt_ogl.so | grep
> > VER
> > [7]     RLDVERS  0x1
> > [27]    IVERSION sgi3.0
> >            ^^^^^^^^^^^^
> >
> 
> During link time the linker looks in the DSO's and stores the version
> numbers in the executable. So my suggestion is recompile your program
> and look with 'elfdump -Dl' what the versions is of the DSO's it wants
> to load
> 
> Mario

Sorry, I didn't get what you mean. From the infomation of rld above, it
says that my program wants 'sgi2.4' while the DSO for .flt loader is
sgi3.0.

Thank you.

Liu Xiaoyan
***********************************************************************
Liu Xiaoyan                 National Supercomputing Research Center
Data Visualization Group    http://www.nsrc.nus.edu.sg Tel:(65)7709267
***********************************************************************
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Date: Fri, 10 Apr 1998 19:31:07 +0800
From: Liu Xiaoyan <liuxy@ihpc.nus.edu.sg>
Organization: National Supercomputing Research Center
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Hi, all.  

After myNode->isect(.....) is called, what is the matrix returned from 
pfHit->query(PFQHIT_XFORM,...)?  the transformation matrix rooted from
'myNode' or from root of the scene graph? I just cannot get the correct
collision point.

Thanks,

Liu Xiaoyan

***********************************************************************
Liu Xiaoyan                 National Supercomputing Research Center
Data Visualization Group    http://www.nsrc.nus.edu.sg Tel:(65)7709267
***********************************************************************
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From: "Glenn Waldron" <gwaldron@peril.com>
To: "Liu Xiaoyan" <liuxy@ihpc.nus.edu.sg>
Cc: <info-performer@sgi.com>
Subject: Re: Color?  .flt loader problem
Date: Fri, 10 Apr 1998 08:24:17 -0400
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Status: O

You wrote:
[...]
>> > omni 6% elfdump -L /home1/liuxy/tmp/OPTN64.OPENGL/libpfflt_ogl.so |
grep
>> > VER
>> > [7]     RLDVERS  0x1
>> > [27]    IVERSION sgi3.0
>> >            ^^^^^^^^^^^^
>> >
>>
>> During link time the linker looks in the DSO's and stores the version
>> numbers in the executable. So my suggestion is recompile your program
>> and look with 'elfdump -Dl' what the versions is of the DSO's it wants
>> to load
>>
>> Mario
>
>Sorry, I didn't get what you mean. From the infomation of rld above, it
>says that my program wants 'sgi2.4' while the DSO for .flt loader is
>sgi3.0.


This means your program was compiled with Performer 2.0, but you
have the Performer 2.1 .flt loader.  So, you either need to compile
under pf2.1, or get a .flt loader for pf2.0.  -g.

--
Glenn Waldron - Tech Dir., Peril Technologies Inc
gwaldron@peril.com - www.peril.com - 703.598.7835


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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804101242.OAA03370@s00sn1.fel.tno.nl>
Subject: Re: Color?  .flt loader problem
To: liuxy@ihpc.nus.edu.sg (Liu Xiaoyan)
Date: Fri, 10 Apr 1998 14:42:55 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <352DFF1C.F84@nsrc.nus.edu.sg> from "Liu Xiaoyan" at Apr 10, 98 07:14:36 pm
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> > > omni 6% elfdump -L /home1/liuxy/tmp/OPTN64.OPENGL/libpfflt_ogl.so | grep
> > > VER
> > > [7]     RLDVERS  0x1
> > > [27]    IVERSION sgi3.0
> > >            ^^^^^^^^^^^^
> > >
> > 
> > During link time the linker looks in the DSO's and stores the version
> > numbers in the executable. So my suggestion is recompile your program
> > and look with 'elfdump -Dl' what the versions is of the DSO's it wants
> > to load
> > 
> > Mario
> 
> Sorry, I didn't get what you mean. From the infomation of rld above, it
> says that my program wants 'sgi2.4' while the DSO for .flt loader is
> sgi3.0.
> 

The linker looks for DSO's in the specified directories. If it finds
one it will get the version number and stores it in the executable,
the DSO table. You can see this table with the command elfdump -Dl.
It will have an entry for the libpfflt DSO if you have mentioned on
the link line '-lpfflt' .
If you use the pfdInitConverter(".flt"); it could be that the your
executable is incompatible with the flight loader with respect to the
ABI (o32, N32) and the mips instruction set. You can find these out
with the 'file' command.

Mario
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Date: Fri, 10 Apr 1998 11:47:24 -0700
In-Reply-To: Scott Brabson <sbrabson@southernmaryland.com>
        "ClipTextures and Filters" (Apr  9,  7:49am)
References: <352CB5C3.41C6@southernmaryland.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Scott Brabson <sbrabson@southernmaryland.com>, info-performer@sgi.com
Subject: Re: ClipTextures and Filters
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Scott

The iR clipmap implementatation doesn't support any min filter other than
CLIPMAP_TRILINEAR. The problem you describe could be something else, Don Hatch
had this to say:

"
As for the flickering,  I assume it's jumping back and forth between coarser
and finer levels.
It might be helpful to tweak the parameters with:
	setDTRFadeCount
	setTexLoadTime or setTexLoadTimeFrac
	setDTRBlurMargin
or move more slowly.
"

To debug this better the kind of useful info you could give is:
cliptexture 'stats' eg size ( and hence levels ), type.
the values you set with the cliptexture parameters. Can you load your data into
clipfly and manually adjust parameters to see what effect they have ?

Cheers
Rob


On Apr 9,  7:49am, Scott Brabson wrote:
> Subject: ClipTextures and Filters
> Hello All,
>
> I have a cliptexture that consists of luminance values. When I position
> my viewpoint to look at the horizon it looks great. As I fly toward the
> horizon the texture past level 0 appears to be flickering. I figured it
> was the way the Minification filter was being applied. Looking at the
> man page for MPCliptextures and ClipTextures a method to set the Mag
> filter exists but not for Minification. I created this section of code
> to see if I could set the Minfilter through pfTexture. The filter type
> never changes. It always stays at PFTEX_TRILINEAR.
>
> My Questions:
>
> 1. Why is there no Minfilter option for ClipTextures?
> 2. Is there a way to remove this flickering? Has anyone seen this
> flickering?
> 3. Why is the Minfilter set to trilinear?
>
>
> Thanks,
> Scott Brabson
> DCS Corporation
>
>
> Here is the code sample: Is this correct?
>
> {
> pfTexture * text;
> int type;
>
>    text = (pfTexture *)pfGetMPClipTextureClipTexture(MPClipTex);
>
>    type = pfGetTexFilter(text, PFTEX_MINFILTER);
>
>    if(type == PFTEX_POINT)
> 	cout << "--- Minfilter == POINT" << endl;
>    else if(type == PFTEX_TRILINEAR
> 	cout << "--- Minfilter == TRILINEAR" << endl;
>    else
> 	cout << "---Filter set to: << type << endl;
>
>
>    pfTexFilter(text,PFTEX_MINFILTER,PFTEX_MIPMAP_POINT);
>
>
>    type = pfGetTexFilter(text, PFTEX_MINFILTER);
>
>    if(type == PFTEX_POINT)
> 	cout << "--- Minfilter == POINT" << endl;
>    else if(type == PFTEX_TRILINEAR
> 	cout << "--- Minfilter == TRILINEAR" << endl;
>    else
> 	cout << "---Filter set to: << type << endl;
>
>    //This is always PFTEX_TRILINEAR!!!!
> }
> =======================================================================
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>-- End of excerpt from Scott Brabson



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Fri, 10 Apr 1998 16:46:39 -0700
In-Reply-To: "Glenn Waldron" <gwaldron@peril.com>
        "Re: Color?  .flt loader problem" (Apr 10,  8:24am)
References: <005701bd647b$eca911a0$0fedb526@killer.potomacinstitute.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Apr 10,  8:24am, Glenn Waldron wrote:
>Liu Xiaoyan wrote:
>>Sorry, I didn't get what you mean. From the infomation of rld above, it
>>says that my program wants 'sgi2.4' while the DSO for .flt loader is
>>sgi3.0.
>
>This means your program was compiled with Performer 2.0, but you
>have the Performer 2.1 .flt loader.  So, you either need to compile
>under pf2.1, or get a .flt loader for pf2.0.  -g.

To be more specific, Liu is using Performer 2.0.4. The respective R15.4 flt
loader is built with a baseline compatibility wrt 2.0.2, so it'll report
"IVERSION sgi2.2". This should work fine with 2.0.[234] of Performer but not
2.0.[01].

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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Date: Sat, 11 Apr 1998 20:55:10 +0200 (MDT)
From: Cahya Wirawan <cwirawan@email.archlab.tuwien.ac.at>
To: Harri Kaimio <harri.kaimio@yle.fi>
cc: info-performer@sgi.com
Subject: Re: Movie file as texture
In-Reply-To: <352CEB10.14CCA43D@yle.fi>
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On Thu, 9 Apr 1998, Harri Kaimio wrote:

> Hi Performers!
> 
> This is not Performer specific, but I wonder if anyone has used a
> JPEG-compressed movie file as a texture map with the old compression
> library. This seems to be easy using dmbuffers, but my application must
> run on 6.2 and they were not available until 6.3 (I think)
> 
> What I have done: I have a separate thread in which I read the JPEG data
> and decompress it using Impact Compression card. I then load the
> uncompressed frames to texture map in draw callback (using
> pfTexture::subload). This works, but it CL uses the old IRIS GL pixel
> format XBGR (although it calls it RGBX!)
> 
> I tried to call
>   _texture->setFormat( PFTEX_INTERNAL_FORMAT, GL_ABGR_EXT );
> when I defined the texture, but I got only a blank texture. Is this the
> right way to set the texel format, or should I do something else? Also,
> is there a fill rate penalty when using GL_ABGR_EXT texel format
> compared to RGBX? I am already fill rate limited so this would be bad.
> 
> I would appreciate any ideas. What I really need is to display an
> 512x512 animated texture map (RGB, 8 bit per component) on High Impact.
> The animation has about 100 frames and must run 25 fps, so I guess that
> storing it uncompressed on disk or in memory is not possible.
> 

Hi, 

I have the same problem with movie texture in performer. it always use
XBGR although I used RGBX, but in my case I just need maximal 256x256
movietexture (RGB,8bit per component), so I just copied the imagebuffer
(from mvRenderMovieToImageBuffer) to imagetexture (convert RGBX to XBGR). 
The result is not so bad for this resolution, but for 512x512 is too slow
with my r10000 impact (reading the moviefile and copying to imagetexture
is in separate process too).

cahya wirawan

cwirawan@email.archlab.tuwien.ac.at

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From: "Bemis, Suzie CEI-TACCSF" <suzie@TACCSF.KIRTLAND.AF.MIL>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: pfMemory Warning
Date: Mon, 13 Apr 1998 08:32:24 -0600
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Hello, 

I'm getting a Warning from Perfly: 

  PF Warning/Usage(12):   pfMemory::new() Unable to allocate 32516 bytes
from the heap. 
  PF Warning/Resource:    pfCalloc() error. 
  PF Notice/Assert:       combineLODs() unable to process group (null). 

This happens when I load a .flt model with loader 14.2 on an R10000 O2
with a 6.3 OS.  The file itself was saved as a MultiGen 14.2 model, too.
My first thought was that it was too large to run (9.4MB), so I cut out
some polygons to get the size to about 7.5MB.   It still gave me the
warning, and dumped a core when I tried to run it.  I have another v14.0
.flt file that's 7.8MB, but I get no warnings or problems when I load
it.  So, I tried saving the problem .flt as a v14.0, but that didn't
help.  Then, I took all the subfaces out of the problem .flt file
thinking still that it's a size issue, but that didn't help either.
This is a third party database so I don't know exactly how it was built.
I'm thinking there's something in the file that's not built right, or
not compatible with the version of the loader I'm using.

I'm going to upgrade to Performer 2.2 with loader 15.4 this morning and
see if that helps.  But, until then, has anybody else seen this problem
and have a solution?  

Thanks,
Suzie

------ =_NextPart_001_01BD66E8.FEE1BEC0
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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; =
charset=3Dus-ascii">
<META NAME=3D"Generator" CONTENT=3D"MS Exchange Server version =
5.5.1960.3">
<TITLE>pfMemory Warning</TITLE>
</HEAD>
<BODY>

<P><FONT SIZE=3D2>Hello, </FONT>
</P>

<P><FONT SIZE=3D2>I'm getting a Warning from Perfly: </FONT>
</P>

<P><FONT SIZE=3D2>&nbsp; PF Warning/Usage(12):&nbsp;&nbsp; =
pfMemory::new() Unable to allocate 32516 bytes from the heap. </FONT>
<BR><FONT SIZE=3D2>&nbsp; PF Warning/Resource:&nbsp;&nbsp;&nbsp; =
pfCalloc() error. </FONT>
<BR><FONT SIZE=3D2>&nbsp; PF =
Notice/Assert:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; combineLODs() unable =
to process group (null). </FONT>
</P>

<P><FONT SIZE=3D2>This happens when I load a .flt model with loader =
14.2 on an R10000 O2 with a 6.3 OS.&nbsp; The file itself was saved as =
a MultiGen 14.2 model, too.&nbsp; My first thought was that it was too =
large to run (9.4MB), so I cut out some polygons to get the size to =
about 7.5MB.&nbsp;&nbsp; It still gave me the warning, and dumped a =
core when I tried to run it.&nbsp; I have another v14.0 .flt file =
that's 7.8MB, but I get no warnings or problems when I load it.&nbsp; =
So, I tried saving the problem .flt as a v14.0, but that didn't =
help.&nbsp; Then, I took all the subfaces out of the problem .flt file =
thinking still that it's a size issue, but that didn't help =
either.&nbsp; This is a third party database so I don't know exactly =
how it was built.&nbsp; I'm thinking there's something in the file =
that's not built right, or not compatible with the version of the =
loader I'm using.</FONT></P>

<P><FONT SIZE=3D2>I'm going to upgrade to Performer 2.2 with loader =
15.4 this morning and see if that helps.&nbsp; But, until then, has =
anybody else seen this problem and have a solution?&nbsp; </FONT></P>

<P><FONT SIZE=3D2>Thanks,</FONT>
<BR><FONT SIZE=3D2>Suzie</FONT>
</P>

</BODY>
</HTML>
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Mon, 13 Apr 1998 12:40:18 -0700
In-Reply-To: "Bemis, Suzie CEI-TACCSF" <suzie@TACCSF.KIRTLAND.AF.MIL>
        "pfMemory Warning" (Apr 13,  8:32am)
References: <214A87629D4FD111931F0060972989BA072E89@VISTA.TACCSF.KIRTLAND.AF.MIL>
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On Apr 13,  8:32am, Bemis, Suzie CEI-TACCSF wrote:
>PF Warning/Usage(12):   pfMemory::new() Unable to allocate 32516 bytes
>                          from the heap.
>PF Warning/Resource:    pfCalloc() error.
>PF Notice/Assert:       combineLODs() unable to process group (null).

The loader cannot optimize the LOD's in the scene graph because it is running
out of heap memory.

>This happens when I load a .flt model with loader 14.2 on an R10000 O2
>with a 6.3 OS.  The file itself was saved as a MultiGen 14.2 model, too.
>My first thought was that it was too large to run (9.4MB), so I cut out
>some polygons to get the size to about 7.5MB.

This sounds like a small file to me in either case. How memory does your O2
have?

>It still gave me the warning, and dumped a core when I tried to run it.

Was this before or after you edited the file?
Can you put the original file up for ftp so I can examine it?

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: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
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Date: Mon, 13 Apr 1998 23:35:05 -0500 (CDT)
Message-Id: <199804140435.XAA12186@space.ncsa.uiuc.edu>
To: info-performer@sgi.com
Subject: Objects in strings
Cc: wsherman@ncsa.uiuc.edu
Status: O

Performers,

I have a couple of questions.  I'll include the easy one first.

In some Inventor programs I wrote a while back, I often included
ascii descriptions of simple objects directly in the executable,
stored as strings.  The MakeObject() function then converted the
Ascii-Inventor format into a node/graph.

I would like to be able to do this in Performer, but haven't
had any luck finding a similar function.

I found a function: pfdConvertFrom(), which given the arguments
in the man page I thought might be the answer.  But, after figuring
out that the man page had the arguments in the wrong order, I also
figured out that it wanted to convert an Inventor SceneGraph into
Performer, not an Inventor String.

Is there an easy way to do this?

And, thinking for the future, will this be possible in OpenGL++,
or whatever will come out next?  I thought it was a really handy
feature of Inventor.

	Thanks,
	Bill

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

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From: Angus Dorbie <dorbie@sgi.com>
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To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
CC: info-performer@sgi.com
Subject: Re: Objects in strings
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Status: O

William Sherman -Visualization wrote:
> 
> Performers,
> 
> I have a couple of questions.  I'll include the easy one first.
> 
> In some Inventor programs I wrote a while back, I often included
> ascii descriptions of simple objects directly in the executable,
> stored as strings.  The MakeObject() function then converted the
> Ascii-Inventor format into a node/graph.
> 
> I would like to be able to do this in Performer, but haven't
> had any luck finding a similar function.
> 
> I found a function: pfdConvertFrom(), which given the arguments
> in the man page I thought might be the answer.  But, after figuring
> out that the man page had the arguments in the wrong order, I also
> figured out that it wanted to convert an Inventor SceneGraph into
> Performer, not an Inventor String.
> 
> Is there an easy way to do this?

pfFont, pfString, pfText, pfdLoadFont.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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Date: Tue, 14 Apr 1998 03:18:34 -0500 (CDT)
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Subject: Rephrase:  Objects in strings
Cc: wsherman@ncsa.uiuc.edu
Status: O

> Performers,
> 
> I have a couple of questions.  I'll include the easy one first.

Okay, I blew the easy question by not being clear.

The gist of what I am looking for is not the ability to turn
strings into Performer objects, but to turn the objects described
by the strings into Performer objects.

> In some Inventor programs I wrote a while back, I often included
> ascii descriptions of simple objects directly in the executable,
> stored as strings.  The MakeObject() function then converted the
> Ascii-Inventor format into a node/graph.

For example (and I know I should have done this the first time),
if I want to make an object that consists of four cubes arranged
in a square in an alternating black and white sequence, I can
describe it in Inventor's ascii forat as:

static char *plumb_marker_str =
		"Separator {"
		"       Material { }"
		"       DEF plumb_translate Translation { }"
		"       Translation { translation       -0.5 -0.5 0.5 }"
		"       Cube { width 1  height 1  depth 1 }"
		"       Translation { translation       1 0 -1 }"
		"       Cube { width 1  height 1  depth 1 }"
		"       Material { diffuseColor 0 0 0 }"
		"       Translation { translation       0 0 1 }"
		"       Cube { width 1  height 1  depth 1 }"
		"       Translation { translation       -1 0 -1 }"
		"       Cube { width 1  height 1  depth 1 }"
		"}";

Now (in Inventor), if I want to make a node containing the
object described by this string, I do the following:

	SoSeparator     *in_graph;
	in_graph = MakeObject(plumb_marker_str);
	plumb_marker->addChild(in_graph);

> I would like to be able to do this in Performer, but haven't
> had any luck finding a similar function.
> 
> Is there an easy way to do this?
> 
> And, thinking for the future, will this be possible in OpenGL++,
> or whatever will come out next?  I thought it was a really handy
> feature of Inventor.

I hope this is a little clearer than my previous ambiguous phrasing.

	Thanks again,
	Bill

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

Upon our merge with another research center to form the Institute of
High Performance Computing, Singapore on Apr.1st, there are many job 
positions. Please visit our website at:www.ihpc.nus.edu.sg.

***********************************************************************
Liu Xiaoyan                 National Supercomputing Research Center
Data Visualization Group    http://www.nsrc.nus.edu.sg Tel:(65)7709267
***********************************************************************
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804141041.MAA00910@s00sn1.fel.tno.nl>
Subject: Re: Rephrase:  Objects in strings
To: wsherman@ncsa.uiuc.edu (William Sherman -Visualization)
Date: Tue, 14 Apr 1998 12:41:34 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <199804140818.DAA13333@space.ncsa.uiuc.edu> from "William Sherman -Visualization" at Apr 14, 98 03:18:34 am
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> 
> > Performers,
> > 
> > I have a couple of questions.  I'll include the easy one first.
> 
> Okay, I blew the easy question by not being clear.
> 
> The gist of what I am looking for is not the ability to turn
> strings into Performer objects, but to turn the objects described
> by the strings into Performer objects.
> 
> > In some Inventor programs I wrote a while back, I often included
> > ascii descriptions of simple objects directly in the executable,
> > stored as strings.  The MakeObject() function then converted the
> > Ascii-Inventor format into a node/graph.
> 
> For example (and I know I should have done this the first time),
> if I want to make an object that consists of four cubes arranged
> in a square in an alternating black and white sequence, I can
> describe it in Inventor's ascii forat as:
> 
> static char *plumb_marker_str =
> 		"Separator {"
> 		"       Material { }"
> 		"       DEF plumb_translate Translation { }"
> 		"       Translation { translation       -0.5 -0.5 0.5 }"
> 		"       Cube { width 1  height 1  depth 1 }"
> 		"       Translation { translation       1 0 -1 }"
> 		"       Cube { width 1  height 1  depth 1 }"
> 		"       Material { diffuseColor 0 0 0 }"
> 		"       Translation { translation       0 0 1 }"
> 		"       Cube { width 1  height 1  depth 1 }"
> 		"       Translation { translation       -1 0 -1 }"
> 		"       Cube { width 1  height 1  depth 1 }"
> 		"}";
> 
> Now (in Inventor), if I want to make a node containing the
> object described by this string, I do the following:
> 
> 	SoSeparator     *in_graph;
> 	in_graph = MakeObject(plumb_marker_str);
> 	plumb_marker->addChild(in_graph);
> 
> > I would like to be able to do this in Performer, but haven't
> > had any luck finding a similar function.
> > 
> > Is there an easy way to do this?
> > 
> > And, thinking for the future, will this be possible in OpenGL++,
> > or whatever will come out next?  I thought it was a really handy
> > feature of Inventor.
> 
> I hope this is a little clearer than my previous ambiguous phrasing.
> 
> 	Thanks again,
> 	Bill

You can take a look at the Inventeor loader that comes with performer.
What it does is use Inventor to load the .iv file and then traverses
the inventor scene graph and converts it to Performer. So you can use
the inventor calls to set up a scene graph and use a function from the
performer-inventor loader to make it into a Performer tree.

Mario
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From: "Javier Abadia Miranda" <abadia@sgonyx.ita.es>
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Date: Tue, 14 Apr 1998 14:25:26 +0000
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Hello:

How do pfSCS (scaling) affect normals ?

I have been doing some tests and I have found that Normals suffer
the same transformation than Vertices. This leads to incorrect
illumination when using a non-uniform scaling matrix.

Is there a way to apply one scaling matrix to vertices and
another to normals ?

Any suggestions to solve this inconvenience?

Perhaps manual rescaling (i.e. multiplying each vertex
by a Matrix, and its Normal by another) during load phase?

I want to speed object loading up, because I am doing dynamic
database management.

Thanks!

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Subject: Re: Rephrase:  Objects in strings
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Status: O

William Sherman wrote:
> 
> The gist of what I am looking for is not the ability to turn
> strings into Performer objects, but to turn the objects described
> by the strings into Performer objects.
> 

    pfdResetBldrGeometry ();
    pfdResetBldrState ();

    SoInteraction::init ();

    SoInput in;
    in.setBuffer (your_string, strlen (your_string));
    SoSeparator* root = SoDB::readAll (&in);
    if (root) {
        root->ref ();
        //
        // manual page has signature wrong
        //
        pfNode* scene_graph = pfdConvertFrom (root, ".iv");
        root->unref ();
        return (scene_graph);
    }
    else
        return (NULL);

--
Daniel Williams, Systems & Scientific Software
Voice: (215) 885-1573 Email: sass@acm.com
Independent Consultant to: Sarnoff Corporation
Voice: (609) 734-2153 Email: dwilliams@sarnoff.com
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From: Alain Chauffaut <Alain.Chauffaut@irisa.fr>
Newsgroups: irisa.listes.info-performer
Subject: rear-view mirror
Date: Tue, 14 Apr 1998 17:03:10 +0200
Organization: Irisa, Rennes (FR)
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Status: O

Hello,

I would like to simulate a rear-view mirror with Performer.
Could somebody send me an example of this programmation=20
with the C++ API?

Thank you very much.

--=20
Alain CHAUFFAUT Tel: 02 99 84 72 63 email: Alain.Chauffaut@irisa.fr=20
IRISA/INRIA de Rennes Fax: 02 99 84 71 71 web: http://www.irisa.fr/
"Je m'exprime =E0 titre personnel,et n'engage ni l'Irisa, ni l'Inria"
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From: Jan Barglowski <jan@archimedes.vislab.navy.mil>
Posted-Date: Tue, 14 Apr 1998 09:26:14 -0700 (PDT)
Message-Id: <199804141626.JAA27327@archimedes.vislab.navy.mil>
Subject: Master/Slave MPClipTextures...
To: info-performer@sgi.com
Date: Tue, 14 Apr 1998 09:26:14 -0700 (PDT)
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Status: O

Performers:

I have a 3-pipe App using a cliptexture on the terrain.  I've replaced
the clip-center algorithm with my own, but it affects the centering
on all 3 pipes the way I want it to affect only the center pipe.
According to the pfManual, I can "split" the MPCliptextures into 
Master and Slave cliptextures, which share varying degrees of system
resources with each other.  I'd like to use this, but can't seem to
grasp how I should go about it!

First, I only have one pfMPClipTexture -- at least I've only defined
one!  I'm guessing all the pipes share this one from the pfuAddMPClip-
TexturesToPipes() function.  So how can I split off slave MPClipTextures?

I've already tried to use the pfMPClipTexture::setShareMask(0) to 
signify no sharing of the centering, but that doesn't seem to work, 
either.  Interesting that the man page states that only clipcenter
sharing can be enabled/disabled...

If it aids, what I'm doing is shifting the clip center so that it
coincides with the "bottom" of my current FOV.  This has the result
of putting higher res mip-levels (or at least loading them!) so 
that is appears sharper where I'm looking, rather than directly 
underneath me.  Of course, this depends on the channel's viewmat
so I must update the clipcenter based on each channel (I have one
channel per pipe).  Unfortunately, the sharing causes me only to 
set the clipcenter for the center channel, and the other two channels
are getting it's center.

Any hints?  Thanks!

jan

-- 
Jan Anthony Barglowski	              jan@chinalake.navy.mil
Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (760) 927-1057
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From: "DUI Sebastien" <dui@dui.be>
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Status: O

Hi,

Does anyone know if it is possible to launch midi from performer ? I need=
 to
generate some sounds so I need to connect a sampler to it ...
It will run on an Onyx2 (try to run)
Thanks,


DUI S=E9bastien
Manager of DUI Web sprl
Rue du coucou 2b
6040 Jumet
E-mail dui@dui.be
Tel +32 71 701612
Fax +32 71 327725

The death is not a tragedy it is only a step ... Let's DUI Web help you t=
o
cross the gate of the life on earth ...

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Date: Tue, 14 Apr 1998 11:58:31 -0700
From: Angus Dorbie <dorbie@sgi.com>
Organization: Silicon Graphics
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To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
CC: info-performer@sgi.com
Subject: Re: Rephrase:  Objects in strings
References: <199804140818.DAA13333@space.ncsa.uiuc.edu>
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Status: O

William Sherman -Visualization wrote:
> 
> > Performers,
> >
> > I have a couple of questions.  I'll include the easy one first.
> 
> Okay, I blew the easy question by not being clear.
> 
> The gist of what I am looking for is not the ability to turn
> strings into Performer objects, but to turn the objects described
> by the strings into Performer objects.
> 
> > In some Inventor programs I wrote a while back, I often included
> > ascii descriptions of simple objects directly in the executable,
> > stored as strings.  The MakeObject() function then converted the
> > Ascii-Inventor format into a node/graph.
> 
> For example (and I know I should have done this the first time),
> if I want to make an object that consists of four cubes arranged
> in a square in an alternating black and white sequence, I can
> describe it in Inventor's ascii forat as:
> 
> static char *plumb_marker_str =
>                 "Separator {"
>                 "       Material { }"
>                 "       DEF plumb_translate Translation { }"
>                 "       Translation { translation       -0.5 -0.5 0.5 }"
>                 "       Cube { width 1  height 1  depth 1 }"
>                 "       Translation { translation       1 0 -1 }"
>                 "       Cube { width 1  height 1  depth 1 }"
>                 "       Material { diffuseColor 0 0 0 }"
>                 "       Translation { translation       0 0 1 }"
>                 "       Cube { width 1  height 1  depth 1 }"
>                 "       Translation { translation       -1 0 -1 }"
>                 "       Cube { width 1  height 1  depth 1 }"
>                 "}";
> 
> Now (in Inventor), if I want to make a node containing the
> object described by this string, I do the following:
> 
>         SoSeparator     *in_graph;
>         in_graph = MakeObject(plumb_marker_str);
>         plumb_marker->addChild(in_graph);
> 
> > I would like to be able to do this in Performer, but haven't
> > had any luck finding a similar function.
> >
> > Is there an easy way to do this?
> >
> > And, thinking for the future, will this be possible in OpenGL++,
> > or whatever will come out next?  I thought it was a really handy
> > feature of Inventor.
> 
> I hope this is a little clearer than my previous ambiguous phrasing.
> 

Performer has no equivalent of inventors ascii file format, and only
recently aquired the .pfb format for fast file loading.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: "Philip Nemec" <nemec@sgi.com>
Message-Id: <9804141244.ZM15608@sgi.com>
Date: Tue, 14 Apr 1998 12:44:08 -0700
In-Reply-To: Angus Dorbie <dorbie@sgi.com>
        "Re: Rephrase:  Objects in strings" (Apr 14, 11:58am)
References: <199804140818.DAA13333@space.ncsa.uiuc.edu> 
	<3533B1D7.347FD34C@sgi.com>
X-Face: 9V,ca#lqwc0*+J=1BTFu},dPQHvu3exYYjzxg#m+_}Zr5F5%s~n|R(KK
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To: Angus Dorbie <dorbie@sgi.com>,
        William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
Subject: Re: Rephrase:  Objects in strings
Cc: info-performer@sgi.com
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Status: O

Well there is actually a .pfa (Performer ASCII) format to accompany the .pfb
(Performer binary) format...  It isn't as easy to read as .iv though...
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Message-ID: <3533C0CD.5A50@ParadigmSim.com>
Date: Tue, 14 Apr 1998 15:02:21 -0500
From: Dan Brockway <db@ParadigmSim.com>
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Organization: Paradigm Simulation Inc.
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Lee Willis wrote:
> 
> Thom DeCarlo wrote:
> >Lee Willis wrote:
> >>
> >> >From: Jonas Andersson <jonasa@cs.umu.se>
> >> >To: info-performer@sgi.com
> >> >Subject: Constructing pfASD
> >> >Date: Friday, March 27, 1998 1:52 AM
> >>
> [snip]
... snip ...
> 
> >It becomes something to be _avoided_! Our
> >applications need to ingest sub-meter elevation post spaced data and we
> >want to smoothly reduce resolution as the viewer moves away from the
> >terrain. This seems to be exactly the opposite of the situation you
> >describe.
> 
> So far I don't understand what the problem is.   The Multigen CAT
> implementation
> of ASD does just that, picks out the most significant points for each LOD,
> working
> from coarsest to finest, injecting new points to each LOD to better
> approximate the
> surface.

If, on the other hand, you have a specific terrain surface at the
highest LOD that correlates with other databases, then MultiGen's CAT is
of no value.

Dan

>
> >> ------------------------------
> >> Lee Willis                        Virtual Landscape Dermatologist
> >>
> >> lwillis@terrex.com           TERREX
> >>
> 
> =======================================================================
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-- 
Dan Brockway                          voice: (972) 960-2301
Paradigm Simulation Inc.              fax:   (972) 960-2303
14900 Landmark Blvd., Suite 400       mailto:db@ParadigmSim.com
Dallas TX 75240                       http://www.ParadigmSim.com
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Organization: CAE Electronics Ltd
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Alain Chauffaut wrote:
> 
> Hello,
> 
> I would like to simulate a rear-view mirror with Performer.
> 

Hi,

all you need to do is create a new channel with different parameters
from your main channel (the rear channel can be attached to your main
channel and they will share attributes like scene and so on).  They have
to have different viewport and of course you want to have an offset to
look behind.

This should be something like your starting point:

// create both channels
chans[MAIN_CHANNEL] = new pfChannel(pipe);
chans[REAR_CHANNEL] = new pfChannel(pipe);
chans[MAIN_CHANNEL]->attach(chans[REAR_CHANNEL]);

// you don't want to share the view
uint share = chans[MAIN_CHANNEL]->getShare();
share &= ~PFCHAN_VIEW;
chans[MAIN_CHANNEL]->setShare(share);

// attach the scene only to the first channel
chans[MAIN_CHANNEL]->setScene(scene);

// rear channel will look behind and be drawn in the upper right corner
offset.xyz.set(0.0f, 0.0f, 0.0f);
offset.hpr.set(180.0f, 0.0f, 0.0f);
chans[REAR_CHANNEL]->setViewOffsets(offset.xyz, offset.hpr);
chans[REAR_CHANNEL]->setViewport(0.65f, 1.0f, 0.65f, 1.0f);

-- 

Sylvain Mayer, 3D Graphics Developer
Visual Database Tools
CAE Electronics Ltd. (http://www.cae.ca)
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From: "Rejean Chartrand" <rejeanc@cae.ca>
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Subject: Loading of Costumized OpenFlight files ...
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Status: O

Hi,

   I would like to know how the OpenFlight loader deals with files that
contains customized beads. Through the MultiGen Data API, new type of beads
can be created and existing ones can be enhanced, defining this way a new
data dictionary.

   I was told that the OpenFlight loader does not use the MultiGen Data API, so
how does it know about new bead types and specially how to interpret them (does
it throw them out or what) ?

Thanks in advance !

Rejean Chartrand.
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Date: Tue, 14 Apr 1998 13:47:29 -0700
From: Angus Dorbie <dorbie@sgi.com>
Organization: Silicon Graphics
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To: Javier Abadia Miranda <abadia@sgonyx.ita.es>
CC: info-performer@sgi.com
Subject: Re: pfSCS and normals
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Javier Abadia Miranda wrote:
> 
> Hello:
> 
> How do pfSCS (scaling) affect normals ?
> 
> I have been doing some tests and I have found that Normals suffer
> the same transformation than Vertices. This leads to incorrect
> illumination when using a non-uniform scaling matrix.
> 
> Is there a way to apply one scaling matrix to vertices and
> another to normals ?
> 
> Any suggestions to solve this inconvenience?
> 
> Perhaps manual rescaling (i.e. multiplying each vertex
> by a Matrix, and its Normal by another) during load phase?
> 
> I want to speed object loading up, because I am doing dynamic
> database management.
> 
> Thanks!

The transformation is correct for lighting purposes but for
this to work normals are treated differently. If you scale a
sphere to be an almost flat elipsoid then rather than also
scaling the normals to be flat they should infact scale to
remain perpendicular to the surface. This is a different
transformation. It is the inverse matrix which is used to
transform the normal vector.

To avoid this you'd have to traverse your geoset data manually
and apply the desired transformation to the attributes.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: "Lee Willis" <lwillis@inreach.com>
To: <db@ParadigmSim.com>
Cc: <info-performer@sgi.com>
Subject: Re: Constructing pfASD
Date: Tue, 14 Apr 1998 15:17:03 -0700
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----------
> From: Dan Brockway <db@ParadigmSim.com>
> Lee Willis wrote:

> > So far I don't understand what the problem is.   The Multigen CAT
> > implementation
> > of ASD does just that, picks out the most significant points for each
LOD,
> > working
> > from coarsest to finest, injecting new points to each LOD to better
> > approximate the
> > surface.
> 
> If, on the other hand, you have a specific terrain surface at the
> highest LOD that correlates with other databases, then MultiGen's CAT is
> of no value.

No argument.  But the problem goes deeper than that.  
If you have a specific terrain surface at the highest LOD 
that correlates with other databases, ***ASD*** is of no value.
(unless you're database happens to be a regular grid)

You cannot construct an ASD from an arbitrary triangular mesh.  
It just aint doable.  

------------------------------
Lee Willis                        Virtual Landscape Dermatologist          
      
lwillis@terrex.com           TERREX


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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9804141604.ZM3660@logan.engr.multigen.com>
Date: Tue, 14 Apr 1998 16:04:13 -0700
In-Reply-To: "Rejean Chartrand" <rejeanc@cae.ca>
        "Loading of Costumized OpenFlight files ..." (Apr 13,  1:56pm)
References: <9804131356.ZM17671@itemsd.cae.ca>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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On Apr 13,  1:56pm, Rejean Chartrand wrote:
>I would like to know how the OpenFlight loader deals with files that
>contains customized beads.

It skips extension records, just as it skips any other records it doesn't
process.

>I was told that the OpenFlight loader does not use the MultiGen Data API,

Correct. The loader is a separate code base that has been codeveloped and
shared between SGI and MGI since before Performer 1.0.

>so how does it know about new bead types and specially how to interpret them
>(does it throw them out or what) ?

It currently "throws them out" as you say.

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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I just installed 2.2 and am having trouble loading files of type
.medit or .rxs.  I originally got messages that said I needed a newer
version of libMedit, so I built the latest versions and now I get this:

=> warn  pfdLoadFile() - Unable to load file /usr2/simulations/models/misc/isuzu.medit because of problem finding pfdLoadFile_medit

I compiled and placed libpfmedit_ogl.so in /usr/lib/libpfdb and also
made an N32 version and put it in /usr/lib32/libpfdb

I cp'ed these files to libpfmedit.so in both of those directories, too.

nm libpfmedit_ogl.so | grep pfdLoadFile_medit
shows that this function is in fact in this file.  How do I get a
working loader for Medit or .rxs for perf 2.2?

Thanks,
Jim.
-- 
James Klinge    klinge@reality.psych.umn.edu  -  Human Factors Research Lab 
voice:(612)626-7521   fax:(612)625-8867       -  University of Minnesota
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From: hatch@hell.engr.sgi.com (Don Hatch)
Message-Id: <9804141556.ZM10469@hell.engr.sgi.com>
In-Reply-To: Jan Barglowski <jan@archimedes.vislab.navy.mil>
        "Master/Slave MPClipTextures..." (Apr 14,  9:26am)
References: <199804141626.JAA27327@archimedes.vislab.navy.mil>
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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To: Jan Barglowski <jan@archimedes.vislab.navy.mil>, info-performer@sgi.com
Subject: Re: Master/Slave MPClipTextures...
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On Apr 14,  9:26am, Jan Barglowski wrote:
> Subject: Master/Slave MPClipTextures...
> Performers:
> 
> I have a 3-pipe App using a cliptexture on the terrain.  I've replaced
> the clip-center algorithm with my own, but it affects the centering
> on all 3 pipes the way I want it to affect only the center pipe.
> According to the pfManual, I can "split" the MPCliptextures into 
> Master and Slave cliptextures, which share varying degrees of system
> resources with each other.  I'd like to use this, but can't seem to
> grasp how I should go about it!
> 
> First, I only have one pfMPClipTexture -- at least I've only defined
> one!  I'm guessing all the pipes share this one from the pfuAddMPClip-
> TexturesToPipes() function.  So how can I split off slave MPClipTextures?
> 
> I've already tried to use the pfMPClipTexture::setShareMask(0) to 
> signify no sharing of the centering, but that doesn't seem to work, 
> either.  Interesting that the man page states that only clipcenter
> sharing can be enabled/disabled...
> 
> If it aids, what I'm doing is shifting the clip center so that it
> coincides with the "bottom" of my current FOV.  This has the result
> of putting higher res mip-levels (or at least loading them!) so 
> that is appears sharper where I'm looking, rather than directly 
> underneath me.  Of course, this depends on the channel's viewmat
> so I must update the clipcenter based on each channel (I have one
> channel per pipe).  Unfortunately, the sharing causes me only to 
> set the clipcenter for the center channel, and the other two channels
> are getting it's center.
> 
> Any hints?  Thanks!
> 
> jan

Sorry, you gotta have the same clip center on all pipes.
Theoretically OpenGL and the hardware is capable of supporting
independent centers (the different pipes' textures are independent
OpenGL objects in independent OpenGL contexts)
but the way it's implemented in Performer
is that they all share the same memory caching structures
(pfImageCaches and pfImageTiles)
and the pfImageCache structure is not smart enough to maintain coverage of
more than one rectangular texture region at once, which is what you would need.

You *might* be able to hack around this by actually defining
three independent clip textures that don't know about each other;
this will probably triple your memory usage as well
as your required disk bandwidth (if it works at all).

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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From: hatch@hell.engr.sgi.com (Don Hatch)
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In-Reply-To: "Javier Abadia Miranda" <abadia@sgonyx.ita.es>
        "pfSCS and normals" (Apr 14,  2:25pm)
References: <9804141425.ZM25305@pandora.ita.es>
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: pfSCS and normals
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On Apr 14,  2:25pm, Javier Abadia Miranda wrote:
> Subject: pfSCS and normals
> Hello:
> 
> How do pfSCS (scaling) affect normals ?
> 
> I have been doing some tests and I have found that Normals suffer
> the same transformation than Vertices. This leads to incorrect
> illumination when using a non-uniform scaling matrix.
> 
> Is there a way to apply one scaling matrix to vertices and
> another to normals ?
> 
> Any suggestions to solve this inconvenience?

OpenGL properly transforms the normals by the transpose
of the inverse of the matrix used for the vertices.
I think the issue is whether glEnable(GL_NORMALIZE) is called--
if not, the intensity of the lighting will be scaled wrongly
(this is true even for uniform scaling).

What version of Performer are you using?
Performer 2.2 properly tracks non-unit scales
in the scene graph and enables or disables GL_NORMALIZE appropriately.

Performer 2.0 had GL_NORMALIZE enabled all the time
(with a performance penalty).
I think Performer 2.1 never enabled it, but I'm not sure.

> 
> Perhaps manual rescaling (i.e. multiplying each vertex
> by a Matrix, and its Normal by another) during load phase?
> 
> I want to speed object loading up, because I am doing dynamic
> database management.

Yes, you could do that... multiply the normals by
the transpose of the inverse of the SCS matrix, and then renormalize the
resulting vectors to unit length.
Avoiding scales in the scene graph lets OpenGL go in a faster mode
(more precisely, it allows Performer to glDisable(GL_NORMALIZE)).

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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Date: Tue, 14 Apr 1998 18:06:20 -0700 (PDT)
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Hi,

We've got a problem that we can't figure out how to approach debugging.

We are running a C application with Performer 2.1 on a single CPU R10K Onyx RE2.

Our program will run fine for a while then it dies, with this message:

WARNING: Process [Playhouse.DSO] pid 1767 killed: process or stack limit exceeded

We have no intentional recursions going on.

Below are the messages generated when running through dbx and gdb.

Any suggestions would be greatly appreciated!

Thanks,

Sheldon Brown
sgbrown@ucsd.edu

==> dbx

Process  1767 (Playhouse.DSO) stopped on signal SIGSEGV: Segmentation violation (default) at [pfGroup::nb_clean(int):139 +0x10,0x5d5b5c84]
         Source (of ../../../lib/libpf/pfGroup.C) not available for Process  1767

==> gdb


gdb Playhouse.DSO core

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CC: lwillis@inreach.com, info-performer@sgi.com
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Dan Brockway wrote:

> Lee Willis wrote:
>
>> Thom DeCarlo wrote:
>>
>> > Lee Willis wrote:
>> >
>> >>  From: Jonas Andersson <jonasa@cs.umu.se>
>> >>  To: info-performer@sgi.com
>> >>  Subject: Constructing pfASD
>> >>  Date: Friday, March 27, 1998 1:52 AM
>> >>
>> >>  [snip]
>> >
>> > ... snip ...
>> >
>> > It becomes something to be avoided! Our applications need to ingest
>> > sub-meter elevation post spaced data and we want to smoothly reduce
>> > resolution as the viewer moves away from the terrain. This seems to be
>> > exactly the opposite of the situation you describe.
>>
>> So far I don't understand what the problem is. The Multigen CAT
>> implementation of ASD does just that, picks out the most significant points
>> for each LOD, working from coarsest to finest, injecting new points to each
>> LOD to better approximate the surface.
>
> If, on the other hand, you have a specific terrain surface at the highest LOD
> that correlates with other databases, then MultiGen's CAT is of no value.

YES! This is exactly the point I was trying to make. We have a variety of
terrain sets, with post spacings ranging from 100m to 1m. What I really need is
to have our LODs morph between the different datasets. And yes, I recognise that
there will be correlation issues to be resolved. For this issue, let's assume
they are handled in the preprocessing stages.

Thom


>  Dan
>
>> ------------------------------
>> Lee Willis                        Virtual Landscape Dermatologist
>>
>> lwillis@terrex.com          TERREX
>
> --
> Dan Brockway                          voice: (972) 960-2301
> Paradigm Simulation Inc.              fax:   (972) 960-2303
> 14900 Landmark Blvd., Suite 400       mailto:db@ParadigmSim.com
> Dallas TX 75240                       http://www.ParadigmSim.com


  ------------------------------------------------------------------------
          Thom DeCarlo                  Off site contact info
          TASC                          JPSD/IEC, US Army TEC
          12100 Sunset Hills Rd.        7701 Telegraph Rd., Bldg. 2592
          Reston, VA 20190              Alexandria, VA 22315
          phone: 703/834-5000           phone: 703/428-9001, -7060, or
                                        -7034
          fax:   703/318-7900           fax:   703/428-7054
          mailto:trdecarlo@tasc.com     mailto:tdecarlo@rayva.org
  ------------------------------------------------------------------------
            The goal of program development is to make sure there is
                   at least one right way to use the software.
            The goal of product development is to make sure there is
                        no wrong way to use the software.

--------------1E1C17FAE16A8B25DCF14258
Content-Type: text/html; charset=us-ascii
Content-Transfer-Encoding: 7bit

<HTML>
&nbsp;

<P>Dan Brockway wrote:
<BLOCKQUOTE TYPE=CITE>Lee Willis wrote:
<BLOCKQUOTE TYPE=CITE>Thom DeCarlo wrote:
<BLOCKQUOTE TYPE=CITE>Lee Willis wrote:
<BLOCKQUOTE TYPE=CITE>From: Jonas Andersson &lt;jonasa@cs.umu.se>
<BR>To: info-performer@sgi.com
<BR>Subject: Constructing pfASD
<BR>Date: Friday, March 27, 1998 1:52 AM

<P>[snip]</BLOCKQUOTE>
... snip ...

<P>It becomes something to be <U>avoided</U>! Our applications need to
ingest sub-meter elevation post spaced data and we want to smoothly reduce
resolution as the viewer moves away from the terrain. This seems to be
exactly the opposite of the situation you describe.</BLOCKQUOTE>
So far I don't understand what the problem is. The Multigen CAT implementation
of ASD does just that, picks out the most significant points for each LOD,
working from coarsest to finest, injecting new points to each LOD to better
approximate the surface.</BLOCKQUOTE>
If, on the other hand, you have a specific terrain surface at the highest
LOD that correlates with other databases, then MultiGen's CAT is of no
value.</BLOCKQUOTE>
YES! This is exactly the point I was trying to make. We have a variety
of terrain sets, with post spacings ranging from 100m to 1m. What I really
need is to have our LODs morph between the different datasets. And yes,
I recognise that there will be correlation issues to be resolved. For this
issue, let's assume they are handled in the preprocessing stages.

<P>Thom
<BR>&nbsp;
<BLOCKQUOTE TYPE=CITE>&nbsp;Dan
<BLOCKQUOTE TYPE=CITE>------------------------------
<BR>Lee Willis&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Virtual Landscape Dermatologist

<P>lwillis@terrex.com&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TERREX</BLOCKQUOTE>
--
<BR>Dan Brockway&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
voice: (972) 960-2301
<BR>Paradigm Simulation Inc.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
fax:&nbsp;&nbsp; (972) 960-2303
<BR>14900 Landmark Blvd., Suite 400&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<A HREF="mailto:db@ParadigmSim.com">mailto:db@ParadigmSim.com</A>
<BR>Dallas TX 75240&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
<A HREF="http://www.ParadigmSim.com">http://www.ParadigmSim.com</A></BLOCKQUOTE>
&nbsp;
<HR WIDTH="100%">
<CENTER><TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 COLS=2 WIDTH="75%" BGCOLOR="#FFFFFF" >
<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>Thom DeCarlo</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>Off site contact info</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>TASC</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>JPSD/IEC, US Army TEC</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>12100 Sunset Hills Rd.</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>7701 Telegraph Rd., Bldg.
2592</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>Reston, VA 20190</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>Alexandria, VA 22315</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>phone: 703/834-5000</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>phone: 703/428-9001, -7060,
or -7034</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>fax:&nbsp;&nbsp; 703/318-7900</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>fax:&nbsp;&nbsp; 703/428-7054</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1><A HREF="mailto:trdecarlo@tasc.com">mailto:trdecarlo@tasc.com</A></FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1><A HREF="mailto:tdecarlo@rayva.org">mailto:tdecarlo@rayva.org</A></FONT></FONT></TD>
</TR>
</TABLE></CENTER>

<HR WIDTH="100%">
<CENTER>The goal of program development is to make sure there is</CENTER>

<CENTER>at least one right way to use the software.</CENTER>

<CENTER>The goal of product development is to make sure there is</CENTER>

<CENTER>no wrong way to use the software.</CENTER>
</HTML>

--------------1E1C17FAE16A8B25DCF14258--

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Status: O

I know this is a bit outside the scope of Performer but I am
trying to compile a Performer program...

I just installed the new 7.2 MIPSpro C++ compiler (you know,
the one that requires a license now :-0 ) on an R5K O2, installed
the April edition of the recommended patchset plus all of the
applicable patches for the compiler.

I want to compile the application with '-mips3 -n32' so that I
can run the app on an R4x00 platform too.  When it links, I get
the following message:

ld32: WARNING 158: Expecting MIPS3 objects: /usr/lib32/crt1.o is MIPS4.

The resulting executable is MIPS4 which will only run on systems
with R5K, R8K, and R10K cpus.

In /usr/lib32, crt1.o is a link to mips4/crt1.o, and there
exists a mips3/crt1.o.  Is there a way to get the new linker
to understand the meaning of the -mips3 option and link the
appropriate object?  Is there a known workaround, short of
changing the links?

Thanks in advance,
scott

-- 
Scott McMillan                   mailto:mcmillan@cambridge.com
Cambridge Research Associates    Ministry of Silly Walks
1430 Spring Hill Road, Ste. 200  Voice: (703) 790-0505 x7235
McLean, VA 22102                 Fax:   (703) 790-0370
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Subject: Re: Constructing pfASD
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--------------B5CC285EA035DDEDC87FAD9B
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Content-Transfer-Encoding: 7bit

Lee Willis wrote:

> From: Dan Brockway <db@ParadigmSim.com>
>
>> Lee Willis wrote:
>>
>> > So far I don't understand what the problem is.   The Multigen CAT
>> > implementation of ASD does just that, picks out the most significant
>> > points for each LOD, working from coarsest to finest, injecting new
>> > points to each LOD to better approximate the surface.
>>
>> If, on the other hand, you have a specific terrain surface at the highest
>> LOD that correlates with other databases, then MultiGen's CAT is of no
>> value.
>
> No argument. But the problem goes deeper than that. If you have a specific
> terrain surface at the highest LOD that correlates with other databases,
> ***ASD*** is of no value. (unless you're database happens to be a regular
> grid)
>
> You cannot construct an ASD from an arbitrary triangular mesh. It just aint
> doable.
>

I'm sure you will correct me if I am wrong, but since we are talking about
starting from the raw source (DTED type data), we do have a regular grid. The
triangular mesh needn't be generated until much later in the process. It seems
to me that there should be a straight-forward, though time-consuming, process
that looks at each point in the highest resolution set, finds the nearest
point in the next lower resolution set, and identifies that as the "morph to"
point.Since you say this is hard, there must be something I am missing.

> ------------------------------
> Lee Willis                        Virtual Landscape Dermatologist
>
> lwillis@terrex.com           TERREX


  ------------------------------------------------------------------------
          Thom DeCarlo                 Off site contact info
          TASC                         JPSD/IEC, US Army TEC
          12100 Sunset Hills Rd.       7701 Telegraph Rd., Bldg.
                                       2592
          Reston, VA 20190             Alexandria, VA 22315
          phone: 703/834-5000          phone: 703/428-9001, -7060,
                                       or -7034
          fax:   703/318-7900          fax:   703/428-7054
          mailto:trdecarlo@tasc.com    mailto:tdecarlo@rayva.org
  ------------------------------------------------------------------------
           The goal of program development is to make sure there is
                  at least one right way to use the software.
           The goal of product development is to make sure there is
                       no wrong way to use the software.

--------------B5CC285EA035DDEDC87FAD9B
Content-Type: text/html; charset=us-ascii
Content-Transfer-Encoding: 7bit

<HTML>


<P>Lee Willis wrote:
<BLOCKQUOTE TYPE=CITE>From: Dan Brockway &lt;db@ParadigmSim.com>
<BLOCKQUOTE TYPE=CITE>Lee Willis wrote:
<BLOCKQUOTE TYPE=CITE>So far I don't understand what the problem is.&nbsp;&nbsp;
The Multigen CAT implementation of ASD does just that, picks out the most
significant points for each LOD, working from coarsest to finest, injecting
new points to each LOD to better approximate the surface.</BLOCKQUOTE>
If, on the other hand, you have a specific terrain surface at the highest
LOD that correlates with other databases, then MultiGen's CAT is of no
value.</BLOCKQUOTE>
No argument. But the problem goes deeper than that. If you have a specific
terrain surface at the highest LOD that correlates with other databases,
***ASD*** is of no value. (unless you're database happens to be a regular
grid)

<P>You cannot construct an ASD from an arbitrary triangular mesh. It just
aint doable.
<BR>&nbsp;</BLOCKQUOTE>
I'm sure you will correct me if I am wrong, but since we are talking about
starting from the raw source (DTED type data), we do have a regular grid.
The triangular mesh needn't be generated until much later in the process.
It seems to me that there should be a straight-forward, though time-consuming,
process that looks at each point in the highest resolution set, finds the
nearest point in the next lower resolution set, and identifies that as
the "morph to" point.Since you say this is hard, there must be something
I am missing.
<BLOCKQUOTE TYPE=CITE>

<P>------------------------------
<BR>Lee Willis&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Virtual Landscape Dermatologist

<P>lwillis@terrex.com&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
TERREX</BLOCKQUOTE>
&nbsp;
<HR WIDTH="100%">
<CENTER><TABLE BORDER=0 CELLSPACING=0 CELLPADDING=0 COLS=2 WIDTH="75%" BGCOLOR="#FFFFFF" >
<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>Thom DeCarlo</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>Off site contact info</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>TASC</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>JPSD/IEC, US Army TEC</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>12100 Sunset Hills Rd.</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>7701 Telegraph Rd., Bldg.
2592</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>Reston, VA 20190</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>Alexandria, VA 22315</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>phone: 703/834-5000</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>phone: 703/428-9001, -7060,
or -7034</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>fax:&nbsp;&nbsp; 703/318-7900</FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1>fax:&nbsp;&nbsp; 703/428-7054</FONT></FONT></TD>
</TR>

<TR>
<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1><A HREF="mailto:trdecarlo@tasc.com">mailto:trdecarlo@tasc.com</A></FONT></FONT></TD>

<TD><FONT FACE="Calligraph421 BT"><FONT SIZE=-1><A HREF="mailto:tdecarlo@rayva.org">mailto:tdecarlo@rayva.org</A></FONT></FONT></TD>
</TR>
</TABLE></CENTER>

<HR WIDTH="100%">
<CENTER>The goal of program development is to make sure there is</CENTER>

<CENTER>at least one right way to use the software.</CENTER>

<CENTER>The goal of product development is to make sure there is</CENTER>

<CENTER>no wrong way to use the software.</CENTER>
</HTML>

--------------B5CC285EA035DDEDC87FAD9B--

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To: <trdecarlo@tasc.com>
Cc: <db@ParadigmSim.com>, <info-performer@sgi.com>
Subject: Re: Constructing pfASD
Date: Wed, 15 Apr 1998 08:28:48 -0700
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----------
 From: Thom DeCarlo <trdecarlo@tasc.com>
>> Lee Willis wrote:
>> From: Dan Brockway <db@ParadigmSim.com>
>>
>>> If, on the other hand, you have a specific terrain surface at the
highest
>>> LOD that correlates with other databases, then MultiGen's CAT is of no
>>> value.
>>
>> No argument. But the problem goes deeper than that. If you have a
specific
>> terrain surface at the highest LOD that correlates with other databases,
>> ***ASD*** is of no value. (unless you're database happens to be a
regular
>> grid)
>>
>> You cannot construct an ASD from an arbitrary triangular mesh. It just
aint
>> doable.
>>
>
>I'm sure you will correct me if I am wrong, but since we are talking about
>starting from the raw source (DTED type data), we do have a regular grid.
The
>triangular mesh needn't be generated until much later in the process. It
seems
>to me that there should be a straight-forward, though time-consuming,
process
>that looks at each point in the highest resolution set, finds the nearest
>point in the next lower resolution set, and identifies that as the "morph
to"
>point.Since you say this is hard, there must be something I am missing.

You and Dan are talking about different scenarios.

Dan is talking about having a preconstructed polygonal database at the best
LOD,
and then trying to derive coarser LODs from that set of polygons -- can't
be done.

You're talking about starting from elevation data -- that *can* be done. 
Multigen CAT
does it, or you can write you're own. 

In very broad strokes, here's how:

1) construct a tesselation to be your base (coarsest) LOD.  This can be
something as
 simple as two triangles to form a rectangle, or you can use standard
terrain algorithms
 (e.g. Delaunay) to construct an irregular mesh.

2) For each subsequen LOD:

2a)	Using the previous LOD as a base, choose at most one new point to split
each 
	existing edge.  You'll need to decide how to choose a new point.  You can
use
	something simple like 'worst vertical error within the neighborhood of the
edge'.
	(i.e. compare the polygons to your elevation grid, pick the elevation
point that falls
	furthest off the polygonal surface)

	More complicated algorithms are of course also possible.  (e.g. ones which
may
	weight some points more than others)

2b)	Re-tesselate

----

You'll notice that this algorithm doesn't start with all the points and
choose which ones to throw out.
It starts with a few points and then decides which new points to add.  This
is what I mean by doing
it 'top-down' rather than 'bottom-up'.  It's an insertion algorithm rather
than a decimation algorithm.

------------------------------
Lee Willis                        Virtual Landscape Dermatologist          
      
lwillis@terrex.com           TERREX


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Date: Wed, 15 Apr 1998 08:57:19 -0700 (PDT)
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From: Jay Gischer <gischer@puget.engr.sgi.com>
To: Scott McMillan <mcmillan@cambridge.com>
cc: info-performer@puget.engr.sgi.com
Subject: Compiling -mips3 -n32 with MIPSpro7.2
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References: <3534C20F.2781@cambridge.com>
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Scott McMillan writes:
 > I know this is a bit outside the scope of Performer but I am
 > trying to compile a Performer program...
 > 
 > I just installed the new 7.2 MIPSpro C++ compiler (you know,
 > the one that requires a license now :-0 ) on an R5K O2, installed
 > the April edition of the recommended patchset plus all of the
 > applicable patches for the compiler.
 > 
 > I want to compile the application with '-mips3 -n32' so that I
 > can run the app on an R4x00 platform too.  When it links, I get
 > the following message:
 > 
 > ld32: WARNING 158: Expecting MIPS3 objects: /usr/lib32/crt1.o is MIPS4.
 > 
 > The resulting executable is MIPS4 which will only run on systems
 > with R5K, R8K, and R10K cpus.
 > 
 > In /usr/lib32, crt1.o is a link to mips4/crt1.o, and there
 > exists a mips3/crt1.o.  Is there a way to get the new linker
 > to understand the meaning of the -mips3 option and link the
 > appropriate object?  Is there a known workaround, short of
 > changing the links?
 > 
 > Thanks in advance,
 > scott
 > 

Adding the "-L /usr/lib32/mips3" to the link step of the compilation 
should make it take all the mips3 libraries and crt1.o (and crtn.o, as
if it matters).  

But I don't know what the ramifications of doing this are.  Will 
the resulting program always work correctly?  I don't know.  I'll
check on it and get back to you.

------------------------------------------------------------------------
Jay L Gischer        +  "I see great things in baseball.  It's our game.
Advanced Graphics    +  It will repair our losses and be a blessing to
Software             +  us."
Silicon Graphics     +    -Walt Whitman
(415) 390-4277       +    
gischer@sgi.com      +  "A life has no meaning except in the impact it
                     +  has on other lives"
                     +    -Jackie Robinson

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Date: Wed, 15 Apr 1998 11:46:14 -0500
From: Dan Brockway <db@ParadigmSim.com>
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Organization: Paradigm Simulation Inc.
X-Mailer: Mozilla 3.01 (Win95; I)
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To: lwillis@inreach.com
CC: trdecarlo@tasc.com, info-performer@sgi.com
Subject: Re: Constructing pfASD
References: <199804151528.IAA13710@mail.inreach.com>
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Lee Willis wrote:
> 
> ----------
>  From: Thom DeCarlo <trdecarlo@tasc.com>
> >> Lee Willis wrote:
> >> From: Dan Brockway <db@ParadigmSim.com>
> >>
> >>> If, on the other hand, you have a specific terrain surface at the
> highest
> >>> LOD that correlates with other databases, then MultiGen's CAT is of no
> >>> value.
> >>
> >> No argument. But the problem goes deeper than that. If you have a
> specific
> >> terrain surface at the highest LOD that correlates with other databases,
> >> ***ASD*** is of no value. (unless you're database happens to be a
> regular
> >> grid)
> >>
> >> You cannot construct an ASD from an arbitrary triangular mesh. It just
> aint
> >> doable.
> >>
> >
> >I'm sure you will correct me if I am wrong, but since we are talking about
> >starting from the raw source (DTED type data), we do have a regular grid.
> The
> >triangular mesh needn't be generated until much later in the process. It
> seems
> >to me that there should be a straight-forward, though time-consuming,
> process
> >that looks at each point in the highest resolution set, finds the nearest
> >point in the next lower resolution set, and identifies that as the "morph
> to"
> >point.Since you say this is hard, there must be something I am missing.
> 
> You and Dan are talking about different scenarios.
> 
> Dan is talking about having a preconstructed polygonal database at the best
> LOD,
> and then trying to derive coarser LODs from that set of polygons -- can't
> be done.
> 
> You're talking about starting from elevation data -- that *can* be done.
> Multigen CAT
> does it, or you can write you're own.
> 
> In very broad strokes, here's how:
> 
> 1) construct a tesselation to be your base (coarsest) LOD.  This can be
> something as
>  simple as two triangles to form a rectangle, or you can use standard
> terrain algorithms
>  (e.g. Delaunay) to construct an irregular mesh.
> 
> 2) For each subsequen LOD:
> 
> 2a)     Using the previous LOD as a base, choose at most one new point to split
> each
>         existing edge.  You'll need to decide how to choose a new point.  You can
> use
>         something simple like 'worst vertical error within the neighborhood of the
> edge'.
>         (i.e. compare the polygons to your elevation grid, pick the elevation
> point that falls
>         furthest off the polygonal surface)
> 
>         More complicated algorithms are of course also possible.  (e.g. ones which
> may
>         weight some points more than others)
> 
> 2b)     Re-tesselate
> 
> ----
> 
> You'll notice that this algorithm doesn't start with all the points and
> choose which ones to throw out.
> It starts with a few points and then decides which new points to add.  This
> is what I mean by doing
> it 'top-down' rather than 'bottom-up'.  It's an insertion algorithm rather
> than a decimation algorithm.

So, if one modified this algorithm to insert only points from the source
TIN instead of from the source DEM, one could arrive at the source TIN!
This may not be straight forward, but possible.

Dan


> 
> ------------------------------
> Lee Willis                        Virtual Landscape Dermatologist
> 
> lwillis@terrex.com           TERREX
> 
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com

-- 
Dan Brockway                          voice: (972) 960-2301
Paradigm Simulation Inc.              fax:   (972) 960-2303
14900 Landmark Blvd., Suite 400       mailto:db@ParadigmSim.com
Dallas TX 75240                       http://www.ParadigmSim.com
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Date: Wed, 15 Apr 1998 20:44:11 +0200 (MDT)
From: Jonas Andersson <jonasa@cs.umu.se>
To: Dan Brockway <db@ParadigmSim.com>
cc: lwillis@inreach.com, trdecarlo@tasc.com, info-performer@sgi.com
Subject: Re: Constructing pfASD
In-Reply-To: <3534E455.1075@ParadigmSim.com>
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Status: O

On Wed, 15 Apr 1998, Dan Brockway wrote:

> Lee Willis wrote:
> >=20
> > ----------
> >  From: Thom DeCarlo <trdecarlo@tasc.com>
> > >> Lee Willis wrote:
> > >> From: Dan Brockway <db@ParadigmSim.com>
> > >>
> > >>> If, on the other hand, you have a specific terrain surface at the
> > highest
> > >>> LOD that correlates with other databases, then MultiGen's CAT is =
of no
> > >>> value.
> > >>
> > >> No argument. But the problem goes deeper than that. If you have a
> > specific
> > >> terrain surface at the highest LOD that correlates with other data=
bases,
> > >> ***ASD*** is of no value. (unless you're database happens to be a
> > regular
> > >> grid)
> > >>
> > >> You cannot construct an ASD from an arbitrary triangular mesh. It =
just
> > aint
> > >> doable.
> > >>
> > >
> > >I'm sure you will correct me if I am wrong, but since we are talking=
 about
> > >starting from the raw source (DTED type data), we do have a regular =
grid.
> > The
> > >triangular mesh needn't be generated until much later in the process=
. It
> > seems
> > >to me that there should be a straight-forward, though time-consuming=
,
> > process
> > >that looks at each point in the highest resolution set, finds the ne=
arest
> > >point in the next lower resolution set, and identifies that as the "=
morph
> > to"
> > >point.Since you say this is hard, there must be something I am missi=
ng.
> >=20
> > You and Dan are talking about different scenarios.
> >=20
> > Dan is talking about having a preconstructed polygonal database at th=
e best
> > LOD,
> > and then trying to derive coarser LODs from that set of polygons -- c=
an't
> > be done.
> >=20
> > You're talking about starting from elevation data -- that *can* be do=
ne.
> > Multigen CAT
> > does it, or you can write you're own.
> >=20
> > In very broad strokes, here's how:
> >=20
> > 1) construct a tesselation to be your base (coarsest) LOD.  This can =
be
> > something as
> >  simple as two triangles to form a rectangle, or you can use standard
> > terrain algorithms
> >  (e.g. Delaunay) to construct an irregular mesh.
> >=20
> > 2) For each subsequen LOD:
> >=20
> > 2a)     Using the previous LOD as a base, choose at most one new poin=
t to split
> > each
> >         existing edge.  You'll need to decide how to choose a new poi=
nt.  You can
> > use
> >         something simple like 'worst vertical error within the neighb=
orhood of the
> > edge'.
> >         (i.e. compare the polygons to your elevation grid, pick the e=
levation
> > point that falls
> >         furthest off the polygonal surface)
> >=20
> >         More complicated algorithms are of course also possible.  (e.=
g. ones which
> > may
> >         weight some points more than others)
> >=20
> > 2b)     Re-tesselate
> >=20
> > ----
> >=20
> > You'll notice that this algorithm doesn't start with all the points a=
nd
> > choose which ones to throw out.
> > It starts with a few points and then decides which new points to add.=
  This
> > is what I mean by doing
> > it 'top-down' rather than 'bottom-up'.  It's an insertion algorithm r=
ather
> > than a decimation algorithm.
>=20
> So, if one modified this algorithm to insert only points from the sourc=
e
> TIN instead of from the source DEM, one could arrive at the source TIN!
> This may not be straight forward, but possible.

By doing this it is clear that the vertices in your source TIN would
exist. You could arrive at the source TIN, but most likely you won=B4t.
If one could ensure that the edges were the same then we would arrive at
the source TIN, but is it possible to ensure that?

That, I think, is the problem.

>=20
> Dan
>=20
>=20
> >=20
> > ------------------------------
> > Lee Willis                        Virtual Landscape Dermatologist
> >=20
> > lwillis@terrex.com           TERREX
> >=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
> > List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
> >             Submissions:  info-performer@sgi.com
> >         Admin. requests:  info-performer-request@sgi.com
>=20
> --=20
> Dan Brockway                          voice: (972) 960-2301
> Paradigm Simulation Inc.              fax:   (972) 960-2303
> 14900 Landmark Blvd., Suite 400       mailto:db@ParadigmSim.com
> Dallas TX 75240                       http://www.ParadigmSim.com
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=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
>=20

TTFN
  Jonas

_________________________________________________________________________=
_______
Jonas Andersson			jonasa@cs.umu.se, http://www.cs.umu.se/~jonasa

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From: Erik Brisson <ebrisson@lobster.bu.edu>
Message-Id: <199804152111.RAA34336@lobster.bu.edu>
Subject: Rendering/shading seg faults
To: info-performer@sgi.com
Date: Wed, 15 Apr 98 17:11:50 EDT
X-Mailer: ELM [version 2.3 PL11]
Status: O

I have consistently had problems using graphics state commands, such 
as pfEnable(PFEN_LIGHTING) and pfShadeModel(PFSM_GOURARD).  In general,
I have programs which work without problems until I try to use such a
command - and when I simply add one such command I get a Segmentation fault.

I realize this is vague, and I could give the specifics of hardware and
performer versions, but it has happened on several different platforms,
and I believe several versions as well, so I am suspicious that there is
something which I am doing in my program which is a problem. 

So I just want to ask if there is a caveat as to when such functions are known
to cause problems?

Thanks,
Erik Brisson
ebrisson@bu.edu


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From: "Chris Purvis" <cpurvis@arlut.utexas.edu>
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Date: Wed, 15 Apr 1998 17:19:38 -0500
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please remove me from this mailing list,

Thanks,
Chris Purvis

-- 
Chris Purvis
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From: "Sorroche, Joe CEI-TACCSF" <Sorroche@TACCSF.KIRTLAND.AF.MIL>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Missile Trails
Date: Wed, 15 Apr 1998 17:01:02 -0600
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People;

	I'm using PFUSMOKES_MISSILE to draw missile trails, with the
following code:

migs[entity].smoke = pfuNewSmoke(); 
pfuSmokeOrigin(migs[entity].smoke, model_coord.xyz, 2);
pfuSmokeType(migs[entity].smoke, PFUSMOKE_MISSILE); 
pfuSmokeDuration(migs[entity].smoke, 5);
pfuSmokeMode(migs[entity].smoke, PFUSMOKE_START);  

It looks like two missiles are fired, one after the other, and the color
is the same as explosions, even when I use pfuSmokeColor.  Also, I get a
warning: too many pfuSmokes.  Any suggestions? Thanks.

Joe

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<P><FONT SIZE=3D2 FACE=3D"Arial">People;</FONT>
</P>

<P>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2 =
FACE=3D"Arial">I'm using PFUSMOKES_MISSILE to draw missile trails, with =
the following code:</FONT></P>

<P><FONT SIZE=3D2 FACE=3D"Arial">migs[entity].smoke =3D pfuNewSmoke(); =
</FONT>
<BR><FONT SIZE=3D2 FACE=3D"Arial">pfuSmokeOrigin(migs[entity].smoke, =
model_coord.xyz, 2);</FONT>
<BR><FONT SIZE=3D2 FACE=3D"Arial">pfuSmokeType(migs[entity].smoke, =
PFUSMOKE_MISSILE); </FONT>
<BR><FONT SIZE=3D2 FACE=3D"Arial">pfuSmokeDuration(migs[entity].smoke, =
5);</FONT>
<BR><FONT SIZE=3D2 FACE=3D"Arial">pfuSmokeMode(migs[entity].smoke, =
PFUSMOKE_START);&nbsp; </FONT>
</P>

<P><FONT SIZE=3D2 FACE=3D"Arial">It looks like two missiles are fired, =
one after the other, and the color is the same as explosions, even when =
I use pfuSmokeColor.&nbsp; Also, I get a warning: too many =
pfuSmokes.&nbsp; Any suggestions? Thanks.</FONT></P>

<P><FONT SIZE=3D2 FACE=3D"Arial">Joe</FONT>
</P>

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Date: Wed, 15 Apr 1998 16:28:27 -0700
From: Steve Gifford <sjg@terrex.com>
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Subject: Re: Constructing pfASD
References: <199804151528.IAA13710@mail.inreach.com> <3534E455.1075@ParadigmSim.com>
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Dan Brockway wrote:
> 
> Lee Willis wrote:
> >
> > ----------
> >  From: Thom DeCarlo <trdecarlo@tasc.com>
> > >> Lee Willis wrote:
> > >> From: Dan Brockway <db@ParadigmSim.com>
> > >>
> > >>> If, on the other hand, you have a specific terrain surface at the
> > highest
> > >>> LOD that correlates with other databases, then MultiGen's CAT is of no
> > >>> value.
> > >>
> > >> No argument. But the problem goes deeper than that. If you have a
> > specific
> > >> terrain surface at the highest LOD that correlates with other databases,
> > >> ***ASD*** is of no value. (unless you're database happens to be a
> > regular
> > >> grid)
> > >>
> > >> You cannot construct an ASD from an arbitrary triangular mesh. It just
> > aint
> > >> doable.
> > >>
> > >
> > >I'm sure you will correct me if I am wrong, but since we are talking about
> > >starting from the raw source (DTED type data), we do have a regular grid.
> > The
> > >triangular mesh needn't be generated until much later in the process. It
> > seems
> > >to me that there should be a straight-forward, though time-consuming,
> > process
> > >that looks at each point in the highest resolution set, finds the nearest
> > >point in the next lower resolution set, and identifies that as the "morph
> > to"
> > >point.Since you say this is hard, there must be something I am missing.
> >
> > You and Dan are talking about different scenarios.
> >
> > Dan is talking about having a preconstructed polygonal database at the best
> > LOD,
> > and then trying to derive coarser LODs from that set of polygons -- can't
> > be done.
> >
> > You're talking about starting from elevation data -- that *can* be done.
> > Multigen CAT
> > does it, or you can write you're own.
> >
> > In very broad strokes, here's how:
> >
> > 1) construct a tesselation to be your base (coarsest) LOD.  This can be
> > something as
> >  simple as two triangles to form a rectangle, or you can use standard
> > terrain algorithms
> >  (e.g. Delaunay) to construct an irregular mesh.
> >
> > 2) For each subsequen LOD:
> >
> > 2a)     Using the previous LOD as a base, choose at most one new point to split
> > each
> >         existing edge.  You'll need to decide how to choose a new point.  You can
> > use
> >         something simple like 'worst vertical error within the neighborhood of the
> > edge'.
> >         (i.e. compare the polygons to your elevation grid, pick the elevation
> > point that falls
> >         furthest off the polygonal surface)
> >
> >         More complicated algorithms are of course also possible.  (e.g. ones which
> > may
> >         weight some points more than others)
> >
> > 2b)     Re-tesselate
> >
> > ----
> >
> > You'll notice that this algorithm doesn't start with all the points and
> > choose which ones to throw out.
> > It starts with a few points and then decides which new points to add.  This
> > is what I mean by doing
> > it 'top-down' rather than 'bottom-up'.  It's an insertion algorithm rather
> > than a decimation algorithm.
> 
> So, if one modified this algorithm to insert only points from the source
> TIN instead of from the source DEM, one could arrive at the source TIN!
> This may not be straight forward, but possible.

You'd arrive at another TIN with the same set of points, but not
necessarily the same set of edges.  For the application where the source
TIN must be matched exactly this still wouldn't do it.

-Steve Gifford
 Terrex Inc.
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Subject: Performer Process State
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Hi,

Does anyone know if the following debug/information is available only
with Performer 2.2?  I'm running 2.0 on a 5.3 OS and would like it if
this information was available with a command option.  The -n 6 option
doesn't provide it.

----------- Performer Process State --------
Proc: APP       pid:18222
Proc: ISECT     pid:18222
Proc: DBASE     pid:18222
Proc: CLOCK     pid:18223
Proc: COMPUTE   pid:18222
Proc: SYNC      pid:0
Pipe Proc: CULL Pipes:1
        Proc: CULL Pipe:0       pid:0
Pipe Proc: DRAW Pipes:1
        Proc: DRAW Pipe:0       pid:0
Pipe Proc: LPOINT       Pipes:1
        Proc: LPOINT Pipe:0     pid:0
-------------------------------------------

Also, how can you tell which pids are the CULL and DRAW processes?

Thank you,
Suzie

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<P><FONT SIZE=3D2>Hi,</FONT>
</P>

<P><FONT SIZE=3D2>Does anyone know if the following debug/information =
is available only with Performer 2.2?&nbsp; I'm running 2.0 on a 5.3 OS =
and would like it if this information was available with a command =
option.&nbsp; The -n 6 option doesn't provide it.</FONT></P>

<P><FONT SIZE=3D2>----------- Performer Process State --------</FONT>
<BR><FONT SIZE=3D2>Proc: APP&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
pid:18222</FONT>
<BR><FONT SIZE=3D2>Proc: ISECT&nbsp;&nbsp;&nbsp;&nbsp; pid:18222</FONT>
<BR><FONT SIZE=3D2>Proc: DBASE&nbsp;&nbsp;&nbsp;&nbsp; pid:18222</FONT>
<BR><FONT SIZE=3D2>Proc: CLOCK&nbsp;&nbsp;&nbsp;&nbsp; pid:18223</FONT>
<BR><FONT SIZE=3D2>Proc: COMPUTE&nbsp;&nbsp; pid:18222</FONT>
<BR><FONT SIZE=3D2>Proc: SYNC&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
pid:0</FONT>
<BR><FONT SIZE=3D2>Pipe Proc: CULL Pipes:1</FONT>
<BR><FONT SIZE=3D2>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Proc: =
CULL Pipe:0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; pid:0</FONT>
<BR><FONT SIZE=3D2>Pipe Proc: DRAW Pipes:1</FONT>
<BR><FONT SIZE=3D2>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Proc: =
DRAW Pipe:0&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; pid:0</FONT>
<BR><FONT SIZE=3D2>Pipe Proc: =
LPOINT&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pipes:1</FONT>
<BR><FONT SIZE=3D2>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Proc: =
LPOINT Pipe:0&nbsp;&nbsp;&nbsp;&nbsp; pid:0</FONT>
<BR><FONT SIZE=3D2>-------------------------------------------</FONT>
</P>

<P><FONT SIZE=3D2>Also, how can you tell which pids are the CULL and =
DRAW processes?</FONT>
</P>

<P><FONT SIZE=3D2>Thank you,</FONT>
<BR><FONT SIZE=3D2>Suzie</FONT>
</P>

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Organization: The School of Forestry, The University of Montana
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please remove me from this mailing list,

Thanks,
Alex Philp

--

Alex Philp
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--
********************************************************************************************

James Alexander Philp
Research Assistant
School of Forestry
The University of Montana
Missoula, Montana  59812
Work Phone:   (406) 240-0580
Facsimile: (406) 273-3085 Facsimile
E-mail:  aphilp@bigsky.net

NASA GLOBE Program
Education Assistant
http://www.globe.gov

Emphases: Landscape Ecology/Visualization, Cultural/Historical
Geography, Environmental Education/Policy

Ph.D. Research:
"A Landscape History of the Lubrecht Experimental Forest and Adjacent
Lands, Blackfoot Watershed, Montana:
500 Years of Change in the Forest Mosaic as a Result of Cultural and
Biophysical Processes"

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



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From: Sam Chu <c00chu00@nchc.gov.tw>
Message-Id: <199804160749.PAA00882@nchc.gov.tw>
Subject: spotlight
To: info-performer@sgi.com
Date: Thu, 16 Apr 1998 15:49:35 +0800 (CST)
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Dear Performers:

  I use perfly source codes to test function of SpotLight.
I set tod=0(time of day)and add a second light by "perfly 
-l 0,0,1000,1,1,1 town.flt"

  Or so I change the source code:

    {
	pfLightSource *lamp = pfNewLSource();

	pfLSourcePos(lamp,
	     ViewState->lampXYZ[i][0],  /* = 0 */
	     ViewState->lampXYZ[i][1],  /* = 0 */
	     ViewState->lampXYZ[i][2],  /* = 1000 */
	     1.0f); /* I change infinite light to local light here*/

        /* I add the following two lines for spotlight */
        pfSpotLSourceDir(lamp, 0.0f, 0.0f, -1.0f);
        pfSpotLSourceCone(lamp, 1.0f, 15.0f);

	/* set light source color */
	pfLSourceColor(lamp,PFLT_DIFFUSE,
		       ViewState->lampRGB[i][0]  /* =1 */,
		       ViewState->lampRGB[i][1],  /* =1 */
		       ViewState->lampRGB[i][2]);  /* =1 */

        pfLSourceOn(lamp);

	/* add lamp to scene */
	pfAddChild(scene, lamp);
     }

     but it did not have any spotlight effect. Did I do anything wrong?
     Should the spotlight be local light?

     Thank you for your answer.


Sam Chu 
National Center for High-Performance Computing 
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
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To: <db@ParadigmSim.com>
Cc: <trdecarlo@tasc.com>, <info-performer@sgi.com>
Subject: Re: Constructing pfASD
Date: Thu, 16 Apr 1998 00:47:30 -0700
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> > Dan is talking about having a preconstructed polygonal database at the
best
> > LOD,
> > and then trying to derive coarser LODs from that set of polygons --
can't
> > be done.
> > 
> > You're talking about starting from elevation data -- that *can* be
done.
> > Multigen CAT
> > does it, or you can write you're own.
> > 
> > In very broad strokes, here's how:

[algorithm snipped]
 
> So, if one modified this algorithm to insert only points from the source
> TIN instead of from the source DEM, one could arrive at the source TIN!
> This may not be straight forward, but possible.

As others pointed out -- a TIN is more than sum of all it's points.  You
also
must have all the same edges connected to the same points.  This cannot
be guaranteed with an arbitrary mesh.


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From: Gordon Tomlinson <gordon@apollo13.demon.co.uk>
To: Sam Chu <c00chu00@nchc.gov.tw>
Cc: info-performer@sgi.com
Subject: Re: spotlight
Date: Thu, 16 Apr 1998 08:25:18 GMT
Reply-To: gordon@apollo13.demon.co.uk
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Hi

What's the geometry you are trying to illuminate?

 if the cone is falling within a polygon you will not
see an effect, you need quite afine mesh if it is
a floor/wall etc ...

TTFN

>
>Dear Performers:
>
>  I use perfly source codes to test function of SpotLight.
>I set tod=3D0(time of day)and add a second light by "perfly=20
>-l 0,0,1000,1,1,1 town.flt"
>
>  Or so I change the source code:
>
>    {
>	pfLightSource *lamp =3D pfNewLSource();
>
>	pfLSourcePos(lamp,
>	     ViewState->lampXYZ[i][0],  /* =3D 0 */
>	     ViewState->lampXYZ[i][1],  /* =3D 0 */
>	     ViewState->lampXYZ[i][2],  /* =3D 1000 */
>	     1.0f); /* I change infinite light to local light here*/
>
>        /* I add the following two lines for spotlight */
>        pfSpotLSourceDir(lamp, 0.0f, 0.0f, -1.0f);
>        pfSpotLSourceCone(lamp, 1.0f, 15.0f);
>
>	/* set light source color */
>	pfLSourceColor(lamp,PFLT_DIFFUSE,
>		       ViewState->lampRGB[i][0]  /* =3D1 */,
>		       ViewState->lampRGB[i][1],  /* =3D1 */
>		       ViewState->lampRGB[i][2]);  /* =3D1 */
>
>        pfLSourceOn(lamp);
>
>	/* add lamp to scene */
>	pfAddChild(scene, lamp);
>     }
>
>     but it did not have any spotlight effect. Did I do anything wrong?
>     Should the spotlight be local light?
>
>     Thank you for your answer.
>
>
>Sam Chu=20
>National Center for High-Performance Computing=20
>Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw=20
>Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
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>        Admin. requests:  info-performer-request@sgi.com

Gordon Tomlinson   =20
System Manager
PERA VR
Technology Centre
Nottingham Road
Melton Mowbray
Leicestershire
LE13 0PB
U.K.
***************************************************************
Tel:	01664 501 501=20
=46ax:	01664 501 553
Email: 	gordon@apollo13.demon.co.uk
Email: 	gordon_tomlinson@peragroup.com
WWW:	http://www.apollo13.demon.co.uk
***************************************************************
NOTE: ALL views, opinions, Comments etc are solely personal and
DO NOT in any way reflect the opinion or view of my employers=20
***************************************************************
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Date: Thu, 16 Apr 1998 04:13:27 -0500 (CDT)
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To: info-performer@sgi.com
Subject: Trying to run pre 2.2 apps on a 2.2 machine -- something's wrong
Cc: slevy@ncsa.uiuc.edu, wsherman@ncsa.uiuc.edu
Status: O


Performers,

[Okay, after my recent posting of the "easy" question -- which
I figured would be easy because I expected the answer to be "No,
can't be done" -- I'm now sending my "hard" question with lots
of information.  Perhaps it's too much, but seems to be a serious
problem with trying to operate in an environment with applications
compiled with different versions of Performer, and I would guess
that there are others in the same predicament.]


After a couple of recent upgrades on one of our Onyxes, I have a
question regarding the way to get older Performer applications
to continue to run:  What is the way to get older Performer
applications to continue to run?

Here are some details:

Our Onyx's overall system was upgraded to a special R10K version
of IRIX 6.2 in February.  Things seemed so be okay following that.
Not long afterward, Performer 2.2 was installed (prior to this
installation, it had Performer 2.1, with comptatibility modules
for 1.2 and 2.0 apps).  I'm pretty sure all the apps we were
running were some flabor of 2.0 or 2.1 (is there a string that
is embedded in the executable that would give specific information?).

After 2.2 was installed, many applications simply failed to work,
or work properly (ie. some just crashed, others came up, but with
all the objects missing, or severely deformed).  The deformed objects
were mostly (if not entirely) Inventor objects.

I've heard that there is a missing loader for Inventor objects
under 2.2, but since these are pre-2.2 apps, I don't understand
why they would begin to fail.  But that does seem to be related
to the problem.  Many of the following errors are reported for
one particular application:

! PF Warning/Usage:              pfAddChild: Bad child 0x0.
! PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension "iv20"
! PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension "iv"
! PF Warning:                    pfdLoadFile() - Unable to load file sun.wrl because of problem finding pfdLoadFile_wrl


Looking at the installed products, I found:

! I  performer_eoe.compatO32.performer1_2  02/12/98  Performer1.2 Compatibility DSOs (o32)
! I  performer_eoe.compatO32.performer2_0  02/12/98  Performer2.0.5 [2.0-2.0.4] Compatibility DSOs (o32)
! I  performer_eoe.compatO32.performer2_1  02/12/98  Performer2.1.3 [2.1-2.1.2] Compatibility DSOs (o32)

among others.  Though I did notice that there are compat.sw{32,64},
listings for performer2_0_1, but not 2.1.


Probably the most interesting thing is what we found in /usr/lib.
For all the performer so libraries, there are multiple versions
ending in .2 .3 and .4.  Presumably the ".4" files are for Performer
2.2 (there are no ".4" libraries on our other Oynx that does not
have 2.2 installed).  However, examing the usage dates (ls -lu) in
/usr/lib/libpfdb indicates that running per 2.2 applications accesses
the ".4" files, and not the others.  Further, the access comes via
softlinks that point to a file that ends in just ".so" and links
to the ".so.4" version.

So apparently, all our performer applications are using whatever
are the generic default shared libraries on a given machine,
regardless of which version they were compiled with.  I was under
the impression that the backward compatibility products would
handle this appropriately.

Anyway, as a partial solution, we made some new subdirectories
in /usr/lib containing a list of all the shared object libraries,
and linking to either ".2", ".3" or ".4" files -- ie. one directory
links to all the ".2" files, etc.  Then by setting the LD_LIBRARY_PATH
environment variable to one of these directorys and running the
applications, they now work -- almost.  The objects are all of the
correct shape, and texture maps seem to work properly (except for
transparency), but objects that are colored by other means (ie.
material specifications) just show up as grey.


>From another recent message to info-performer, I gather there is
a compile flag that allows one to specify specifically which
shared objects will be used at run-time.  However, while this
may help for a couple of cases, we also run applications sent
to us by other parties, and which we cannot compile locally.


... [time passes]

After some more research, we find that the dsos for the same library
are actually different on each of the two machines.

Looking at just the main libpf_ogl library on each of two machines, where
the one running 2.1 works, and the one with 2.2 has problems running older
applicaitons:

machine_at_2.1% showfiles | grep usr/lib/libpf_ogl.so
l     0     0 patchSG0001696.performer_eoe_sw.ogl_performer   usr/lib/libpf_ogl.so
l     0     0 performer_eoe.sw.ogl_performer   usr/lib/libpf_ogl.so
f  5701 3936408 patchSG0001696.performer_eoe_sw.ogl_performer   usr/lib/libpf_ogl.so.2
f 63401 3931792 performer_compat.sw.performer2_0_1   usr/lib/libpf_ogl.so.2
f 28704 4536640 performer_eoe.sw.ogl_performer   usr/lib/libpf_ogl.so.3

[where usr/lib/libpf_ogl.so links to usr/lib/libpf_ogl.so.3]

and:

machine_at_2.2% showfiles | grep usr/lib/libpf_ogl.so
l     0     0 performer_eoe.swO32.ogl_performer   usr/lib/libpf_ogl.so
f 52895 3931792 performer_compat.sw.performer2_0_1   usr/lib/libpf_ogl.so.2
f 28670 3941708 performer_eoe.compatO32.performer2_0   usr/lib/libpf_ogl.so.2
f 49284 4550080 performer_eoe.compatO32.performer2_1   usr/lib/libpf_ogl.so.3
f 59247 6661200 performer_eoe.swO32.ogl_performer   usr/lib/libpf_ogl.so.4

[where usr/lib/libpf_ogl.so links to usr/lib/libpf_ogl.so.4]

In these two cases, both machines are Onyx1s with R10K cpus and two IRs.


Also, I guess I haven't quite figured out the syntax for LD_LIBRARY_PATH,
because when I do something like:

% setenv LD_LIBRARY_PATH /usr/lib/libpf_ogl3_pic:/usr/lib/libpfdbso3

before running my app, and then do an "ls -u on these directories and
on /usr/lib, it indicates that the libraries in /usr/lib were accessed
instead -- with the resultant incorrect rendering (grey objects and no
transparency).


And just to state it explicitly, yes some of the problems go away when
the applications are recompiled in 2.2, but that's not an acceptable
solution.  For one thing, we don't have the source to all the apps
we run, and for another thing, we've only upgraded one machine to
2.2 thus far, and except for evaluating 2.2, most of the time, apps
will be compiled on 2.1 or earlier so they can run on a range of
machines.


Please help.

	Thanks,
	Bill

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From: Sam Chu <c00chu00@nchc.gov.tw>
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Subject: spotlight
To: info-performer@sgi.com
Date: Thu, 16 Apr 1998 15:49:35 +0800 (CST)
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Dear Performers:

  I use perfly source codes to test function of SpotLight.
I set tod=0(time of day)and add a second light by "perfly 
-l 0,0,1000,1,1,1 town.flt"

  Or so I change the source code:

    {
	pfLightSource *lamp = pfNewLSource();

	pfLSourcePos(lamp,
	     ViewState->lampXYZ[i][0],  /* = 0 */
	     ViewState->lampXYZ[i][1],  /* = 0 */
	     ViewState->lampXYZ[i][2],  /* = 1000 */
	     1.0f); /* I change infinite light to local light here*/

        /* I add the following two lines for spotlight */
        pfSpotLSourceDir(lamp, 0.0f, 0.0f, -1.0f);
        pfSpotLSourceCone(lamp, 1.0f, 15.0f);

	/* set light source color */
	pfLSourceColor(lamp,PFLT_DIFFUSE,
		       ViewState->lampRGB[i][0]  /* =1 */,
		       ViewState->lampRGB[i][1],  /* =1 */
		       ViewState->lampRGB[i][2]);  /* =1 */

        pfLSourceOn(lamp);

	/* add lamp to scene */
	pfAddChild(scene, lamp);
     }

     but it did not have any spotlight effect. Did I do anything wrong?
     Should the spotlight be local light?

     Thank you for your answer.


Sam Chu 
National Center for High-Performance Computing 
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw 
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
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In-Reply-To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
        "Trying to run pre 2.2 apps on a 2.2 machine -- something's wrong" (Apr 16,  4:13am)
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+>---- On Apr 16,  4:13am, William Sherman -Visualization wrote:
> Subject: Trying to run pre 2.2 apps on a 2.2 machine -- something's wrong
->From guest@holodeck  Thu Apr 16 02:29:16 1998
->

Bill,

The short of if is that I think there is probably a simple explanation
to the behavior that you are seeing and hopefully a little info on
how DSOs work will help you clear it up.  Otherwise, you should call
the TAC for help.

Executables will use the version of performer libs that they are
marked with for that lib.  
% elfdump -L on an executable shows you the libraries by that program
and their needed version numbers.
Unless compiled with special flags, only the major part of the number 
matters.  This major number is what is appended to the library name.
At runtime, rld will look for libname.so.# where # is that major number.
The default libname.so links _only_ matter for the development 
environment and determine what you by default compile against.



->After a couple of recent upgrades on one of our Onyxes, I have a
->question regarding the way to get older Performer applications
->to continue to run:  What is the way to get older Performer
->applications to continue to run?

The compat libs for previous versions include the versioned libs 
and old programs will automatically find them.

->After 2.2 was installed, many applications simply failed to work,
->or work properly (ie. some just crashed, others came up, but with
->all the objects missing, or severely deformed).  The deformed objects
->were mostly (if not entirely) Inventor objects.

There could be a lot to chase here so I won't make guesses - one thing
at a time.  Depending on what you were running before, it is possible
that we linked against a newer version of Inventor or some other library
that has now tickled something.  Or, could be something entirely 
_else_ - read on below.
Again, focus on resolving one thing at a time and don't assume it is 
all related.

->I've heard that there is a missing loader for Inventor objects
->under 2.2, but since these are pre-2.2 apps, I don't understand

What ????  I haven't!  :-)

->why they would begin to fail.  But that does seem to be related
->to the problem.  Many of the following errors are reported for
->one particular application:
->
->! PF Warning/Usage:              pfAddChild: Bad child 0x0.

This is not good but could be a result of some other failure - like
a file didn't load and the app didn't deal with that failure in a graceful
way and this was the result.

->! PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension "iv20"
->! PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension "iv"

This sez it couldn't load the DSO but it could be that the DSO is there but
not some other library that it needs.  We don't get enough back from rld
to tell the difference for our print message.  This could be that you need
to upgrade your verion of IL, IFL, or Inventor.  To debug this,
setenv PFLD_LIBRARY_PATH .
setenv PFNFYLEVEL 9
run your app and you should get more verbose info.
My guess though is that we compiled against a newer version of some lib for
loeading textures that you don't have.
You can also run elfdump -L on any lib.so.# to see what libs it requires.
Different loaders have different requirements.  We only put reqs on stuff
that does ship with IRIX, but that doesn't guarantee that you have it
installed on your system.


->! PF Warning:                    pfdLoadFile() - Unable to load file sun.wrl because of problem finding pfdLoadFile_wrl
->
->Looking at the installed products, I found:
->

This was a separate and known problem and the wrl loader is new in 2.2.
The trouble is that this loader fails becuase of a file it is looking for
in /usr/lib/ and the file is actually in /usr/lib/libpfdb/.perfLoader.wrl.
Link that into your /usr/lib to fix that specific issue.

->! I  performer_eoe.compatO32.performer1_2  02/12/98  Performer1.2 Compatibility DSOs (o32)
->! I  performer_eoe.compatO32.performer2_0  02/12/98  Performer2.0.5 [2.0-2.0.4] Compatibility DSOs (o32)
->! I  performer_eoe.compatO32.performer2_1  02/12/98  Performer2.1.3 [2.1-2.1.2] Compatibility DSOs (o32)
->
->among others.  Though I did notice that there are compat.sw{32,64},
->listings for performer2_0_1, but not 2.1.

They are included in the CD so for some reason they were not installed.

->
->Probably the most interesting thing is what we found in /usr/lib.
->For all the performer so libraries, there are multiple versions
->ending in .2 .3 and .4.  Presumably the ".4" files are for Performer
->2.2 (there are no ".4" libraries on our other Oynx that does not

Yes.

->have 2.2 installed).  However, examing the usage dates (ls -lu) in
->/usr/lib/libpfdb indicates that running per 2.2 applications accesses
->the ".4" files, and not the others.  Further, the access comes via
->softlinks that point to a file that ends in just ".so" and links
->to the ".so.4" version.
->
->So apparently, all our performer applications are using whatever
->are the generic default shared libraries on a given machine,

Definitely not - but hopefully from the above this is clear now.

->regardless of which version they were compiled with.  I was under
->the impression that the backward compatibility products would
->handle this appropriately.
->
->Anyway, as a partial solution, we made some new subdirectories
->in /usr/lib containing a list of all the shared object libraries,
->and linking to either ".2", ".3" or ".4" files -- ie. one directory
->links to all the ".2" files, etc.  Then by setting the LD_LIBRARY_PATH
->environment variable to one of these directorys and running the
->applications, they now work -- almost.  The objects are all of the
->correct shape, and texture maps seem to work properly (except for
->transparency), but objects that are colored by other means (ie.
->material specifications) just show up as grey.

I can't quite tell what you fixed here but don't mix your run-time version 
problems with what cause causing objects to have bad shape.
A pfApp compiled with a lib.so.2 lib will
allways use a .2 lib or else it won't run at all.  
What could cause bogus problems is if you have some object files of an app
compiled against one version of Performer and some object files 
compiled against another.  The versioning only gets done at the final
link.  Different versions of Performer are NOT binary compatible 
(which is why we did all of the versioning).  So, if you mixed 
compiles of object files of anything that included any Performer
header file, I'd expect you to see the garbage you describe.
At this point, I am guessing that this is what really happened to you.
So, you don't need separate directories for your run-time execution,
you need them for your compiles.  However, do NOT start messing
with the links and directory structure because then future installs
will break you.  If you need to be able to compile against different
versions of Performer, install them into different roots with the inst -r 
option and when you compile set your $PFROOT to the right top level pfDir.
Note, this is NOT necessary for running the apps, just compiling.

If you have been doing a lot of potentially confused mixed compiles
on different machines with different versions without totally clobbering
before switching machines and versions, then at this point you probably can't 
trust anything and should totally clobber and rebuild against one
clean version of Performer.

Again, I think that there should be a fairly straightforward 
set of explainations to the problems you are having so if things
do not quickly become clear, please call the TAC to have someone
help walk you through things.

Good luck!
src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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Date: Thu, 16 Apr 1998 17:22:30 -0700
From: Mark Mueller <mueller_m@rrk-berlin.de>
Organization: SRU OP2000
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To: "info-performer@sgi.com" <info-performer@sgi.com>
Subject: Stereo Grabbing Application needed !
Content-Type: text/plain; charset=us-ascii
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Status: O

Hi,

is it possible to make a performer application have stereo display on
two pipes ? We have
an SGI Onyx with three pipes and two Sirius Boards for frame Grabbing.
Now I want a 3D Scene
(in Inventor format for example) to be displayed seperately for the left
eye and for the right eye on two
pipes. We then can grab these two images and display it with a shutter
projector and shutter glasses.

I saw that Perfly can understand Inventor Format. I think, that I just
need to open a second window on another display and display the same
scene with a little offset from the same viewpoint.
I'm a newbie to Performer. Has someone sample code or hints for me ?

Thanx in Advance,

Mark Mueller

--
----------------------------------------------------------------
Mark Mueller                     /Robert-Roessle-Klinik am
phone; ++49-30-9417-1632         /Max-Delbrueck-Centrum
fax:   ++49-30-9406-3405         /Surgical Research Unit OP 2000
email: mueller_m@rrk-berlin.de   /Lindenberger Weg 80
http://www.rrk-berlin.de/op2000  /D-13122 Berlin
----------------------------------------------------------------



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Date: Thu, 16 Apr 1998 09:52:59 -0700 (PDT)
From: Chris Mitchell <mitchell@physics.ucla.edu>
To: info-performer@sgi.com
Subject: A bzillion errors
Message-ID: <Pine.GSO.3.96.980416094055.14184A-100000@raman>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O


Hi pfFolks --

	We just got a two-processor Octane MXE, and 
I'm trying to port my old performer 2.1 apps from our
Indigo2.  In trying to compile the sample C++ code, I get

% make bench
Linking with motif libraries. setenv PFDOMOTIF 0 to turn off.

making IrisGL DSO version of bench.igldso
Linking with motif libraries. setenv PFDOMOTIF 0 to turn off.
`bench.dsocmd' is up to date.
making symbolic links to DSO versions
        ln -s OPT.N32.IRISGL/bench.dsocmd bench ;
        /usr/bin/CC        -DN32 -DIRIX6_5   -I/usr/include -fullwarn     -nostdinc -I/usr/include/CC -I/usr/include -mips3 -n32 -O  -MDupdate Makedepend -c bench.C
"bench.C", line 729: remark(1174): variable "iv" was declared but never
          referenced
      pfVec3 iv(-1.0f,-1.0f,-1.0f);
             ^

"bench.C", line 1265: warning(1552): variable "have_obj" was set but never used
        static int have_obj = 0;
                   ^

"bench.C": Warning: Olimit was exceeded on function main; will not optimize.
        To optimize use -OPT:Olimit=0 (off) or -OPT:Olimit=2238
"bench.C": Warning: To override Olimit for all functions in file, use -OPT:Olimit=2238
        /usr/bin/cc     -DN32 -DIRIX6_5   -I/usr/include -fullwarn  -nostdinc -I/usr/include -mips3 -n32 -O  -MDupdate Makedepend -woff 1685,515,608,658,799,803,852,1048,1233,1499 bench.o   -mips3 -n32 -quickstart_info -nostdlib -L/usr/lib32/mips3 -L/usr/
lib32     -o bench
ld32: ERROR 33: Unresolved text symbol "pf_indexUpdatable__8pfBufferCGPC11pfUpdatable" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "setAttr__8pfGeoSetGiT1PvPUs" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "getFlux__6pfFluxSGPv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "getCurData__6pfFluxGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "getGState__8pfGeoSetCGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "getAttr__10pfGeoStateCGi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "setFilter__9pfTextureGiT1" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "getImage__9pfTextureCGPPUiPiN32" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "getPrimType__8pfGeoSetCGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "getAttrBind__8pfGeoSetCGi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "getAttrLists__8pfGeoSetCGiPPvPPUs" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "setNumPrims__8pfGeoSetGi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfNotify" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "setDetail__9pfTextureGiP9pfTexture" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "setFormat__9pfTextureGiT1" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuInitTraverser" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuTraverse" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__nwa__GUi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfFilePath" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfNotifyLevel" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfInit" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfGetTime" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfGetSharedArena" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "calloc__8pfMemorySGUiT1Pv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfMultiprocess" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfdInitConverter" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfConfig" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuLockDownProc" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuLockDownApp" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__nw__11pfUpdatableSGUi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__ct__7pfSceneGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfdLoadFile" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfTransparency" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuTravCreatePackedAttrs" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfdMakeShared" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfdMakeSharedScene" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuMakeTexList" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfGetPipe" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfFrameRate" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfPhase" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__ct__12pfPipeWindowGP6pfPipe" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_config__12pfPipeWindowGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setFBConfigId__12pfPipeWindowGi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfStageConfigFunc" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__ct__9pfChannelGP6pfPipe" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_attach__9pfChannelGP9pfChannel" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setViewport__9pfChannelGfN31" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setTravFunc__9pfChannelGiPGP9pfChannelPv_v" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setScene__9pfChannelGP7pfScene" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setNearFar__9pfChannelGfT1" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_getFStats__9pfChannelGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setClass__12pfFrameStatsGUii" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setAttr__12pfFrameStatsGif" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__ct__10pfEarthSkyGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setMode__10pfEarthSkyGiT1" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setAttr__10pfEarthSkyGif" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setColor__10pfEarthSkyGifN32" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setESky__9pfChannelGP10pfEarthSky" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setFOV__9pfChannelGfT1" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuTravCalcBBox" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setView__9pfChannelGR6pfVec3T1" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfSync" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "cosf" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "sinf" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfFrame" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuFreeAllCPUs" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfGetFrameCount" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_mQuery__12pfFrameStatsGPUiPvi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "sqrtf" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfGetFrameRate" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_drawStats__9pfChannelGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfExit" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuLockDownDraw" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_open__12pfPipeWindowGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfGetCurWSConnection" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "XSelectInput" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "XMapWindow" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "XFlush" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "glDrawBuffer" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfDisable" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfOverride" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfCullFace" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "malloc__8pfMemorySGUiPv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__nw__8pfObjectSGUi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__ct__9pfTextureGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "setImage__9pfTextureGPUiiN32" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "apply__9pfTextureGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__ct__8pfTexEnvGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "apply__8pfTexEnvGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__ct__7pfLightGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuLockDownCull" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfCull" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfuDownloadTexList" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "on__7pfLightGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_clear__9pfChannelGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "glCallList" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "pfDraw" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "isOfType__8pfMemorySGPCvP6pfType" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "setDrawMode__8pfGeoSetGiT1" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_getChild__7pfGroupCGi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_getSize__12pfPipeWindowGPiT1" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "XEventsQueued" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "XNextEvent" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "glNewList" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "glEndList" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setOriginSize__12pfPipeWindowGiN31" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "XLookupString" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "swapBuffers__8pfWindowGv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "__dl__8pfMemorySGPv" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setSwapFunc__6pfPipeGPGP6pfPipeP12pfPipeWindow_v" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setName__12pfPipeWindowGPCc" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setMode__12pfPipeWindowGiT1" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setWinType__12pfPipeWindowGUi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_setConfigFunc__12pfPipeWindowGPGP12pfPipeWindow_v" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved text symbol "nb_flatten__6pfNodeGi" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved data symbol "classType__7pfGeode" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved data symbol "_pfCurrentBuffer" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved data symbol "classType__8pfMemory" -- 1st referenced by bench.o.
ld32: ERROR 33: Unresolved data symbol "classType__7pfGroup" -- 1st referenced by bench.o.
ld32: INFO 152: Output file removed because of error.
*** Error code 2
smake: Error: 1 error




Any ideas?




Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu

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From: "Rob Jenkins" <robj@quid.engr.sgi.com>
Message-Id: <9804161024.ZM8776@quid.engr.sgi.com>
Date: Thu, 16 Apr 1998 10:24:57 -0700
In-Reply-To: Chris Mitchell <mitchell@physics.ucla.edu>
        "A bzillion errors" (Apr 16,  9:52am)
References: <Pine.GSO.3.96.980416094055.14184A-100000@raman>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Chris Mitchell <mitchell@physics.ucla.edu>, info-performer@sgi.com
Subject: Re: A bzillion errors
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 16,  9:52am, Chris Mitchell wrote:
> Subject: A bzillion errors
>
> Hi pfFolks --
>
> 	We just got a two-processor Octane MXE, and
> I'm trying to port my old performer 2.1 apps from our
> Indigo2.  In trying to compile the sample C++ code, I get
>

Chris

What version of performer do you have on the OCTANE ? If it's 2.1 then this
compile is trying to do IrisGL and 2.1 only has OpenGL libs...

Whatever version you have try 'make clobber' and 'make clean' then compile,
also try compiling opengl to see how that goes, you ought to use opengl on the
OCTANE anyway.

If you not sure on the version do versions | grep -i performer and make sure
you don't have something obviously screwy like eoe from one version and dev
from another, if it doesn't look right do versions remove of all performer and
then reinstall a clean pf 2.2.

Cheers
Rob

> % make bench
> Linking with motif libraries. setenv PFDOMOTIF 0 to turn off.
>
> making IrisGL DSO version of bench.igldso
> Linking with motif libraries. setenv PFDOMOTIF 0 to turn off.
> `bench.dsocmd' is up to date.
> making symbolic links to DSO versions
>         ln -s OPT.N32.IRISGL/bench.dsocmd bench ;
>         /usr/bin/CC        -DN32 -DIRIX6_5   -I/usr/include -fullwarn
    -nostdinc -I/usr/include/CC -I/usr/include -mips3 -n32 -O  -MDupdate
Makedepend -c bench.C
> "bench.C", line 729: remark(1174): variable "iv" was declared but never
>           referenced
>       pfVec3 iv(-1.0f,-1.0f,-1.0f);
>              ^
>
> "bench.C", line 1265: warning(1552): variable "have_obj" was set but never
used
>         static int have_obj = 0;
>                    ^
>
> "bench.C": Warning: Olimit was exceeded on function main; will not optimize.
>         To optimize use -OPT:Olimit=0 (off) or -OPT:Olimit=2238
> "bench.C": Warning: To override Olimit for all functions in file, use
-OPT:Olimit=2238
>         /usr/bin/cc     -DN32 -DIRIX6_5   -I/usr/include -fullwarn  -nostdinc
-I/usr/include -mips3 -n32 -O  -MDupdate Makedepend -woff
1685,515,608,658,799,803,852,1048,1233,1499 bench.o   -mips3 -n32
-quickstart_info -nostdlib -L/usr/lib32/mips3 -L/usr/
> lib32     -o bench
> ld32: ERROR 33: Unresolved text symbol
"pf_indexUpdatable__8pfBufferCGPC11pfUpdatable" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "setAttr__8pfGeoSetGiT1PvPUs" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "getFlux__6pfFluxSGPv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "getCurData__6pfFluxGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "getGState__8pfGeoSetCGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "getAttr__10pfGeoStateCGi" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "setFilter__9pfTextureGiT1" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "getImage__9pfTextureCGPPUiPiN32" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "getPrimType__8pfGeoSetCGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "getAttrBind__8pfGeoSetCGi" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "getAttrLists__8pfGeoSetCGiPPvPPUs" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "setNumPrims__8pfGeoSetGi" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfNotify" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "setDetail__9pfTextureGiP9pfTexture"
-- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "setFormat__9pfTextureGiT1" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuInitTraverser" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuTraverse" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "__nwa__GUi" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfFilePath" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfNotifyLevel" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfInit" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfGetTime" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfGetSharedArena" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "calloc__8pfMemorySGUiT1Pv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfMultiprocess" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfdInitConverter" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfConfig" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuLockDownProc" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuLockDownApp" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "__nw__11pfUpdatableSGUi" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "__ct__7pfSceneGv" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfdLoadFile" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfTransparency" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuTravCreatePackedAttrs" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfdMakeShared" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfdMakeSharedScene" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuMakeTexList" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfGetPipe" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfFrameRate" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfPhase" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "__ct__12pfPipeWindowGP6pfPipe" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_config__12pfPipeWindowGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setFBConfigId__12pfPipeWindowGi"
-- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfStageConfigFunc" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "__ct__9pfChannelGP6pfPipe" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_attach__9pfChannelGP9pfChannel" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setViewport__9pfChannelGfN31" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol
"nb_setTravFunc__9pfChannelGiPGP9pfChannelPv_v" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setScene__9pfChannelGP7pfScene" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setNearFar__9pfChannelGfT1" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_getFStats__9pfChannelGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setClass__12pfFrameStatsGUii" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setAttr__12pfFrameStatsGif" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "__ct__10pfEarthSkyGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setMode__10pfEarthSkyGiT1" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setAttr__10pfEarthSkyGif" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setColor__10pfEarthSkyGifN32" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setESky__9pfChannelGP10pfEarthSky"
-- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setFOV__9pfChannelGfT1" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuTravCalcBBox" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setView__9pfChannelGR6pfVec3T1" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfSync" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "cosf" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "sinf" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfFrame" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuFreeAllCPUs" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfGetFrameCount" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_mQuery__12pfFrameStatsGPUiPvi" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "sqrtf" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfGetFrameRate" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_drawStats__9pfChannelGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfExit" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuLockDownDraw" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_open__12pfPipeWindowGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfGetCurWSConnection" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "XSelectInput" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "XMapWindow" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "XFlush" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "glDrawBuffer" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfDisable" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfOverride" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfCullFace" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "malloc__8pfMemorySGUiPv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "__nw__8pfObjectSGUi" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "__ct__9pfTextureGv" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "setImage__9pfTextureGPUiiN32" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "apply__9pfTextureGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "__ct__8pfTexEnvGv" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "apply__8pfTexEnvGv" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "__ct__7pfLightGv" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuLockDownCull" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfCull" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfuDownloadTexList" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved text symbol "on__7pfLightGv" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_clear__9pfChannelGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "glCallList" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "pfDraw" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "isOfType__8pfMemorySGPCvP6pfType" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "setDrawMode__8pfGeoSetGiT1" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_getChild__7pfGroupCGi" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_getSize__12pfPipeWindowGPiT1" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "XEventsQueued" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "XNextEvent" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "glNewList" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "glEndList" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol
"nb_setOriginSize__12pfPipeWindowGiN31" -- 1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "XLookupString" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "swapBuffers__8pfWindowGv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "__dl__8pfMemorySGPv" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol
"nb_setSwapFunc__6pfPipeGPGP6pfPipeP12pfPipeWindow_v" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setName__12pfPipeWindowGPCc" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setMode__12pfPipeWindowGiT1" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_setWinType__12pfPipeWindowGUi" --
1st referenced by bench.o.
> ld32: ERROR 33: Unresolved text symbol
"nb_setConfigFunc__12pfPipeWindowGPGP12pfPipeWindow_v" -- 1st referenced by
bench.o.
> ld32: ERROR 33: Unresolved text symbol "nb_flatten__6pfNodeGi" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved data symbol "classType__7pfGeode" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved data symbol "_pfCurrentBuffer" -- 1st referenced
by bench.o.
> ld32: ERROR 33: Unresolved data symbol "classType__8pfMemory" -- 1st
referenced by bench.o.
> ld32: ERROR 33: Unresolved data symbol "classType__7pfGroup" -- 1st
referenced by bench.o.
> ld32: INFO 152: Output file removed because of error.
> *** Error code 2
> smake: Error: 1 error
>
>
>
>
> Any ideas?
>
>
>
>
> Chris Mitchell
> UCLA Physics Department
> LAPD Plasma Lab
> 310-206-1772
> chrism@ucla.edu
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Chris Mitchell



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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From: Chris Mitchell <mitchell@physics.ucla.edu>
To: info-performer@sgi.com
Subject: Re: A bzillion errors
In-Reply-To: <9804161339.ZM20894@burkina>
Message-ID: <Pine.GSO.3.96.980416105211.14603A-100000@raman>
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> >         /usr/bin/cc     -DN32 -DIRIX6_5   -I/usr/include -fullwarn
>  -nostdinc -I/usr/include -mips3 -n32 -O  -MDupdate Makedepend -woff
> 1685,515,608,658,799,803,852,1048,1233,1499 bench.o   -mips3 -n32
> -quickstart_info -nostdlib -L/usr/lib32/mips3 -L/usr/
> > lib32     -o bench
> > ld32: ERROR 33: Unresolved text symbol
> 
> Looks like you're missing a few libraries in the link line in the Makefile.
> 
> You need to add at least these (for IRIS GL, right?):
> 	-lpf_igl
> 	-lgl
> 	-lX11
> 	-lm
> 
> Amit

Thanks to everyone for responding.  Scott said something like this
too.  I thought that Performer 2.2's makefiles would have the necessary
libraries referenced... guess not.



Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism@ucla.edu

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Subject: intersection traversal and pfPaths
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Status: O

Hi Folks!

What I need from my intersection traversal is not only the node where the
intersection occurred, but also the intersection path. Nothing more easy
than that, I thought, took a look into the manual, and then used 
pfQueryHit(hits[0][0], PFQHIT_PATH, &path);
But I only got an empty path, although the intersection occured and the
node is deeply buried in the scene graph (and I start intersecting at the
scene root).
Here's what I do (the code prints <some> debug info ;-):

	pfHit** hits[1]; 
	pfSegSet iSegs; 
	iSegs.mode = PFTRAV_IS_GSET; 
	pfCopyVec3(iSegs.segs[0].pos, handPosition->pos); 
	pfCopyVec3(iSegs.segs[0].dir, handPosition->dir); 
	iSegs.segs[0].length = handPosition->length; 
	iSegs.userData = NULL; 
	iSegs.activeMask = 0x01; 
	iSegs.isectMask = VRCONTROLABLE_ISECT_MASK; 
	iSegs.bound = NULL; 
	iSegs.discFunc = NULL; 

	if (pfNodeIsectSegs(root, &iSegs, hits) != 0) 
		{
		pfPath* path; 

		pfQueryHit(hits[0][0], PFQHIT_PATH, &path); 

		// this returns zero; and therefore the path seems to be
		//empty...
		int pathLength = pfGetNum(path);
		  

		pfNode* hitNode; 
		
		// returns a valid hitNode
		pfQueryHit(hits[0][0], PFQHIT_NODE, &hitNode);
		}


Maybe someone has some hints for me ;-). Thanx in advance,

	Uwe Pachler

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From: "Alejandro Saez" <cano@silicon.cl>
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Date: Thu, 16 Apr 1998 14:58:31 -0400
In-Reply-To: Mark Mueller <mueller_m@rrk-berlin.de>
        "Stereo Grabbing Application needed !" (Apr 16,  5:22pm)
References: <3536A0C6.4C9C85B8@rrk-berlin.de>
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On Apr 16,  5:22pm, Mark Mueller wrote:
> Subject: Stereo Grabbing Application needed !
> Hi,
>
> is it possible to make a performer application have stereo display on
> two pipes ? We have
> an SGI Onyx with three pipes and two Sirius Boards for frame Grabbing.
> Now I want a 3D Scene
> (in Inventor format for example) to be displayed seperately for the left
> eye and for the right eye on two
> pipes. We then can grab these two images and display it with a shutter
> projector and shutter glasses.
>
> I saw that Perfly can understand Inventor Format. I think, that I just
> need to open a second window on another display and display the same
> scene with a little offset from the same viewpoint.
> I'm a newbie to Performer. Has someone sample code or hints for me ?
>
> Thanx in Advance,
>
> Mark Mueller
>
> --
> ----------------------------------------------------------------
> Mark Mueller                     /Robert-Roessle-Klinik am
> phone; ++49-30-9417-1632         /Max-Delbrueck-Centrum
> fax:   ++49-30-9406-3405         /Surgical Research Unit OP 2000
> email: mueller_m@rrk-berlin.de   /Lindenberger Weg 80
> http://www.rrk-berlin.de/op2000  /D-13122 Berlin
> ----------------------------------------------------------------
>
>
>
> =======================================================================
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>
>-- End of excerpt from Mark Mueller
I would think this is possible in hypothetical terms, that is, if you know both
pipes are started at the exact same time, and consistenly and continuosly
render the scene at the exact same rate I guess it could be done, but I would
think you need to add some kind of sync between the two pipes. Why don't just
use quad-buffers (assuming the Sirius can work at 120Hz, and you wanna do 60Hz
 which I don't really know)



-- 
------------------------------------------------------------------------
Alejandro Saez
Software Engineer
Silicon Chile S.A.
                                        Avda. Andres Bello 2777, Of. 602
E-mail: asaez@silicon.cl              	Providencia
Phone:  +56 (2) 203 3371 Ext. 105       Santiago
Fax:    +56 (2) 203 3370                Chile
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Every email that's sent out on this list has an administration address
appended.

Please use that address if you need to unsubscribe, otherwise it may not
happen if the list administrator misses your post.

Cheers,Angus.
-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: Sam Chu <c00chu00@nchc.gov.tw>
Message-Id: <199804170949.RAA01093@nchc.gov.tw>
Subject: Re: spotlight
In-Reply-To: <3537bfb0.7326645@post.demon.co.uk> from Gordon Tomlinson at "Apr 16, 98 08:25:18 am"
To: gordon@apollo13.demon.co.uk
Date: Fri, 17 Apr 1998 17:48:59 +0800 (CST)
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Status: O

Dear Mr. Tomlinson:   =20

  I use town demo file. Beside the terrain geometry there are
lots of house. So I think it won't just falling within a polygon.
  Or so I make a terrain which 10*10 m per polygon, but the effect
is just the same.
  I saw the source code "shadows.c" under ~/pguide which very like
what I want to simulate, but did I need a projected texture to=20
simulate a spotlight?


> Hi
>=20
> What's the geometry you are trying to illuminate?
>=20
>  if the cone is falling within a polygon you will not
> see an effect, you need quite afine mesh if it is
> a floor/wall etc ...
>=20
> TTFN
>=20
> >
> >Dear Performers:
> >
> >  I use perfly source codes to test function of SpotLight.
> >I set tod=3D0(time of day)and add a second light by "perfly=20
> >-l 0,0,1000,1,1,1 town.flt"
> >
> >  Or so I change the source code:
> >
> >    {
> >	pfLightSource *lamp =3D pfNewLSource();
> >
> >	pfLSourcePos(lamp,
> >	     ViewState->lampXYZ[i][0],  /* =3D 0 */
> >	     ViewState->lampXYZ[i][1],  /* =3D 0 */
> >	     ViewState->lampXYZ[i][2],  /* =3D 1000 */
> >	     1.0f); /* I change infinite light to local light here*/
> >
> >        /* I add the following two lines for spotlight */
> >        pfSpotLSourceDir(lamp, 0.0f, 0.0f, -1.0f);
> >        pfSpotLSourceCone(lamp, 1.0f, 15.0f);
> >
> >	/* set light source color */
> >	pfLSourceColor(lamp,PFLT_DIFFUSE,
> >		       ViewState->lampRGB[i][0]  /* =3D1 */,
> >		       ViewState->lampRGB[i][1],  /* =3D1 */
> >		       ViewState->lampRGB[i][2]);  /* =3D1 */
> >
> >        pfLSourceOn(lamp);
> >
> >	/* add lamp to scene */
> >	pfAddChild(scene, lamp);
> >     }
> >
> >     but it did not have any spotlight effect. Did I do anything wrong=
?
> >     Should the spotlight be local light?
> >
> >     Thank you for your answer.
> >
> >
> >Sam Chu=20
> >National Center for High-Performance Computing=20
> >Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw=20
> >Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
> >=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=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
>=20
> Gordon Tomlinson   =20
> System Manager
> PERA VR
> Technology Centre
> Nottingham Road
> Melton Mowbray
> Leicestershire
> LE13 0PB
> U.K.
> ***************************************************************
> Tel:	01664 501 501=20
> Fax:	01664 501 553
> Email: 	gordon@apollo13.demon.co.uk
> Email: 	gordon_tomlinson@peragroup.com
> WWW:	http://www.apollo13.demon.co.uk
> ***************************************************************
> NOTE: ALL views, opinions, Comments etc are solely personal and
> DO NOT in any way reflect the opinion or view of my employers=20
> ***************************************************************
> =FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF=FF
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>=20


Sam Chu=20
National Center for High-Performance Computing=20
Scientific Visualization Lab  Email: c00chu00@nchc.gov.tw=20
Tel: (886)35-776085 Ext 248   Fax  : (886)35-773538
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From: Gordon Tomlinson <gordon@apollo13.demon.co.uk>
To: Sam Chu <c00chu00@nchc.gov.tw>
Cc: info-performer@sgi.com
Subject: Re: spotlight
Date: Fri, 17 Apr 1998 10:19:52 GMT
Reply-To: gordon@apollo13.demon.co.uk
Message-ID: <35372a0a.65064507@post.demon.co.uk>
References: <199804170949.RAA01093@nchc.gov.tw>
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Status: O

Hi Sam


>Dear Mr. Tomlinson:   =20

It's Gordon please :-)

>
>  I use town demo file. Beside the terrain geometry there are
>lots of house. So I think it won't just falling within a polygon.
>  Or so I make a terrain which 10*10 m per polygon, but the effect
>is just the same.
>  I saw the source code "shadows.c" under ~/pguide which very like
>what I want to simulate, but did I need a projected texture to=20
>simulate a spotlight?
>
>

Apologies I missed the use of projected texture spot ;-(

Ok. What version of Perfomer are you using ??

If it is Pre 2.2 then there is a perfomer bug ( no patch that I am aware =
of ,
I believe it has been fixed in 2.2, but I have not had time to check :-( =
 )
 that prevents Projected spots from correctly working in multi process =
mode..
( APP, CULL, DRAW etc )

Are running in MP mode is so try running it in single mode and see if it =
works,


I have some code that I used to create a  torch effect, that I will dig =
out
and send to you over the weekend if you require it ( let me know ), the =
code works
for perfomer 2.1 in SP mode or and I seem to remember that it also worked
by having the Cull and Draw in the same mode.


TTFN


Gordon Tomlinson   =20
System Manager
PERA VR
Technology Centre
Nottingham Road
Melton Mowbray
Leicestershire
LE13 0PB
U.K.
***************************************************************
Tel:	01664 501 501=20
=46ax:	01664 501 553
Email: 	gordon@apollo13.demon.co.uk
Email: 	gordon_tomlinson@peragroup.com
WWW:	http://www.apollo13.demon.co.uk
***************************************************************
NOTE: ALL views, opinions, Comments etc are solely personal and
DO NOT in any way reflect the opinion or view of my employers=20
***************************************************************
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Date: Fri, 17 Apr 1998 12:41:01 +0000
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To: info-performer@sgi.com
Subject: Problems running Performer remote
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Status: O

Dear Performers,

I have some trouble running a Performer application remote. The server
machine is an Onyx2-InfiniteReality with Performer 2.2 installed. The client
is an Octane. The application was compiled with the -n32 option and uses the
OpenGL library. The problem is that during the downloading of the texture
maps the application hangs in the _select() function call. The call stack is
given below:

cvd> where
   0    _select(<stripped>) ["select.s":12, 0x0fac4e68]         <------------
   1    _XWaitForReadable(<stripped>) ["XlibInt.c":487, 0x0f60e9d8]
   2    _XRead(<stripped>) ["XlibInt.c":1114, 0x0f60f4a0]
   3    _XReply(<stripped>) ["XlibInt.c":1876, 0x0f610460]
   4    __glx_GenTexturesEXT(<stripped>) ["g_vendorpriv.c":173, 0x0d9e1cac]
   5    _pfNewTexName(<stripped>) ["pfState.C":678, 0x5b19f874]
   6    pfTexture::pr_format() ["pfTexture.C":3081, 0x5b1c44e8]
   7    pfTexture::pr_apply() ["pfTexture.C":4508, 0x5b1c3d9c]
   8    pfTexture::apply() ["pfTexture.C":2409, 0x5b1c2388]
   9    pfApplyTex(<stripped>) ["cTexture.C":782, 0x5b20cf94]
  10    pfuDownloadTexList(<stripped>) ["tex.c":671, 0x5cb0e684]    <---------
  11    DrawChannelCallback(channel = 0x6ffdf90, <no name> = 0x0)
["callbacks.cc":62, 0x1000ad60]
  12    pfChannel::pf_callDrawFunc() ["pfChannel.C":2194, 0x5b0a8104]
  13    doDraw() ["pfProcess.C":6200, 0x5b0e8320]
  14    appCullDraw() ["pfProcess.C":3948, 0x5b0e3ec0]
  15    pfFrame() ["pfProcess.C":4400, 0x5b0e4fcc]
  16    Simulate(lasso_cfg = 0x7ffd9b58, config = 0x7ffd99d8, err = 0x5fdf84d4,
ix = 0x0) ["simulation.cc":602, 0x1004ff30]
  17    main(argc = 1, argv = 0x7fff2f34) ["main.cc":137, 0x1006c1fc]
  18    __start(<stripped>) ["crt1text.s":166, 0x1000a968]

The problem does not occur if the client is an O2, so I assume it has something
to do with the rendering hardware of the Octane. Especially the
__glx_GenTexturesEXT() function call looks suspect to me. The glxinfo of the
Octane looks as follows:

---- glxinfo turmaline (Octane) ----
display: :0.0
server glx vendor string: SGI
server glx version string: 1.2 Irix 6.4
server glx extensions (GLX_):
    EXT_import_context, EXT_visual_info, EXT_visual_rating,
    SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIS_multisample,
    SGIX_fbconfig, SGIX_pbuffer, SGIX_swap_barrier, SGIX_swap_group,
    SGIX_video_resize, SGIX_video_source.
client glx version 1.1
client glx extensions (GLX_):
    EXT_import_context, EXT_visual_info, EXT_visual_rating,
    SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIS_multisample,
    SGIX_fbconfig, SGIX_pbuffer, SGIX_swap_barrier, SGIX_swap_group,
    SGIX_video_resize, SGIX_video_source.
OpenGL vendor string: SGI
OpenGL renderer string: IMPACT/2/2/4
OpenGL version string: 1.1 Irix 6.4
OpenGL extensions (GL_):
    EXT_abgr, EXT_blend_color, EXT_blend_logic_op, EXT_blend_minmax,
    EXT_blend_subtract, EXT_convolution, EXT_copy_texture, EXT_histogram,
    EXT_packed_pixels, EXT_polygon_offset, EXT_subtexture, EXT_texture,
    EXT_texture3D, EXT_texture_object, EXT_vertex_array, SGI_color_matrix,
    SGI_color_table, SGI_texture_color_table, SGIS_texture_filter4,
    SGIS_detail_texture, SGIS_texture_border_clamp, SGIS_texture_select,
    SGIS_texture_lod, SGIX_pixel_texture, SGIX_texture_multi_buffer.

The glxinfo of the server (remote) of the server is given below:

---- glxinfo server (Onyx2) ----
display: turmaline:0
server glx vendor string: SGI
server glx version string: 1.2 Irix 6.4
server glx extensions (GLX_):
    EXT_import_context, EXT_visual_info, EXT_visual_rating,
    SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIS_multisample,
    SGIX_fbconfig, SGIX_pbuffer, SGIX_swap_barrier, SGIX_swap_group,
    SGIX_video_resize, SGIX_video_source.
client glx version 1.1
client glx extensions (GLX_):
    EXT_import_context, EXT_visual_info, EXT_visual_rating,
    SGI_make_current_read, SGI_swap_control, SGI_video_sync, SGIS_multisample,
    SGIX_fbconfig, SGIX_pbuffer, SGIX_swap_barrier, SGIX_swap_group,
    SGIX_video_resize, SGIX_video_source.
OpenGL vendor string: SGI
OpenGL renderer string: IMPACT/2/2/4
OpenGL version string: 1.1 Irix 6.4
OpenGL extensions (GL_):
    EXT_abgr, EXT_blend_color, EXT_blend_logic_op, EXT_blend_minmax,
    EXT_blend_subtract, EXT_convolution, EXT_copy_texture, EXT_histogram,
    EXT_packed_pixels, EXT_polygon_offset, EXT_subtexture, EXT_texture,
    EXT_texture3D, EXT_texture_object, EXT_vertex_array, SGI_color_matrix,
    SGI_color_table, SGI_texture_color_table, SGIS_texture_filter4,
    SGIS_detail_texture, SGIS_texture_select, SGIS_texture_lod,
    SGIX_pixel_texture.

Any idea whats wrong?


Another problem is that when using secure shell I get the following X error
message:

X Error of failed request:  BadValue (integer parameter out of range for
operation)
  Major opcode of failed request:  150 (SGI-VIDEO-CONTROL)
  Minor opcode of failed request:  17 ()
  Value in failed request:  0x23
  Serial number of failed request:  58
  Current serial number in output stream:  58

I could solve the problem by setting the DISPLAY environment variable manually
to the display of the client. Is this the proper solution ?


Thanks for any help,

-Volker Meier

-- 
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------------------------oOOo-(_)-oOOo-------------------------------------

Volker Meier                            
Communications Technology Laboratory    Phone:  +41 -- (0)1 - 632 5008
ETH-Zentrum                             Fax:    +41 -- (0)1 - 632 1199
CH-8092 Zurich                          Email:  vmeier@vision.ee.ethz.ch  
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From: "Olivier Georg" <ogeorg@imtsg14.epfl.ch>
Message-Id: <9804171520.ZM20765@imtsg12.epfl.ch>
Date: Fri, 17 Apr 1998 15:20:58 -0600
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To: info-performer@sgi.com
Subject: Attenuation of lights
Cc: ogeorg@imtsg14.epfl.ch
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Hi pfAll,

I am a bit confused with the attenuation of lights.  It can be set for both
a pfLightSource (in which case I suppose the three components depend on
the source) and a pfLightModel (since it is specified for a pfGeoState,
itself attached to a pfGeoSet, I can also suppose the components depend
on the object which is enlighted).  So... which version is correct ?

Olivier

-- 
---------------------------------------------------------------------
| Olivier Georg       \__  e-mail:    olivier.georg@epfl.ch         |
| Ch. de Montelly 43c    \__  home:   http://imtsg7.epfl.ch/~ogeorg |
| 1007 Lausanne/Switzerland \__  tel: +41 21 693 58 50 (work)       |
-------------------------------\__    +41 21 626 51 79 (private)    |
|   Heb Deh Hag Heb Warhoaz       \__--------------------------------
|   Hirio Ne Dalv Ket C'Hoaz         \__       ________    __o      |
|     ( Sans hier et sans demain )      \__      _____   _`\<,_     |
|     ( Aujourd'hui ne vaut rien )         \__      ___ (_)/ (_)    |
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From: src@rose.engr.sgi.com (Sharon Clay)
Message-Id: <9804171125.ZM1598@rose.engr.sgi.com>
In-Reply-To: "Olivier Georg" <ogeorg@imtsg14.epfl.ch>
        "Attenuation of lights" (Apr 17,  3:20pm)
References: <9804171520.ZM20765@imtsg12.epfl.ch>
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--
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Content-Type: text/plain; charset=us-ascii

+>---- On Apr 17,  3:20pm, Olivier Georg wrote:
> Subject: Attenuation of lights
->
->Hi pfAll,
->
->I am a bit confused with the attenuation of lights.  It can be set for both
->a pfLightSource (in which case I suppose the three components depend on
->the source) and a pfLightModel (since it is specified for a pfGeoState,
->itself attached to a pfGeoSet, I can also suppose the components depend
->on the object which is enlighted).  So... which version is correct ?

This one is actually in the pfMan pagees on pfLightModel and pfLight so I 
have to bragg :-)

Attenuation on the light model is done only in IRIS GL operation. 
OpenGL light attenuation is done per-light.

Per-light attenuation is only available in OpenGL. 
IRIS GL light attenuation is done on the light model.

We even have a pfQueryFeature token so you can tell at run-time which
one you've got: PFQFTR_LIGHT_ATTENUATION.

src.




-- 
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src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
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From: "Olivier Georg" <ogeorg@imtsg14.epfl.ch>
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Date: Fri, 17 Apr 1998 15:20:58 -0600
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Subject: Attenuation of lights
Cc: ogeorg@imtsg14.epfl.ch
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Hi pfAll,

I am a bit confused with the attenuation of lights.  It can be set for both
a pfLightSource (in which case I suppose the three components depend on
the source) and a pfLightModel (since it is specified for a pfGeoState,
itself attached to a pfGeoSet, I can also suppose the components depend
on the object which is enlighted).  So... which version is correct ?

Olivier

-- 
---------------------------------------------------------------------
| Olivier Georg       \__  e-mail:    olivier.georg@epfl.ch         |
| Ch. de Montelly 43c    \__  home:   http://imtsg7.epfl.ch/~ogeorg |
| 1007 Lausanne/Switzerland \__  tel: +41 21 693 58 50 (work)       |
-------------------------------\__    +41 21 626 51 79 (private)    |
|   Heb Deh Hag Heb Warhoaz       \__--------------------------------
|   Hirio Ne Dalv Ket C'Hoaz         \__       ________    __o      |
|     ( Sans hier et sans demain )      \__      _____   _`\<,_     |
|     ( Aujourd'hui ne vaut rien )         \__      ___ (_)/ (_)    |
|               "Kinnig", Per Jakez Helias    \                     |
---------------------------------------------------------------------
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From: "Lee, Karin S" <Karin.Lee@PSS.Boeing.com>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: 5551 Clipmap Textures
Date: Fri, 17 Apr 1998 11:46:33 -0700
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> Hi.
> 
> This is probably a very simple question.
> 
> We have quite a number of clipmaps in 5551 format.  Supposedly, 
> that means there's 2 bytes per texel: 5 R, 5 G, 5 B, 1 A.  
> We need these textures in another format, preferably SGI RGB 
> or TIFF.
> 
> Does anyone know of a tool that is capable of converting 5551 
> images?  We located to5551 and viewtile (a viewer) on the SGI, 
> but nothing else.  I'm a novice when it comes to texture 
> formats and the C programming language, and I do not want 
> to do something that's already been done, so writing my own tool 
> is my very last resort. 
> 
> Any help would be appreciated.
> 
> -Karin
> 
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        "5551 Clipmap Textures" (Apr 17, 11:46am)
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On Apr 17, 11:46am, Lee, Karin S wrote:
> Subject: 5551 Clipmap Textures
> > Hi.
> > 
> > This is probably a very simple question.
> > 
> > We have quite a number of clipmaps in 5551 format.  Supposedly, 
> > that means there's 2 bytes per texel: 5 R, 5 G, 5 B, 1 A.  
> > We need these textures in another format, preferably SGI RGB 
> > or TIFF.
> > 
> > Does anyone know of a tool that is capable of converting 5551 
> > images?  We located to5551 and viewtile (a viewer) on the SGI, 
> > but nothing else.  I'm a novice when it comes to texture 
> > formats and the C programming language, and I do not want 
> > to do something that's already been done, so writing my own tool 
> > is my very last resort. 
> > 
> > Any help would be appreciated.
> > 
> > -Karin

Here's a from5551 program we had lying around...
Don


/*
 * Compile with:
       cc from5551.c -o from5551 -limage
 */
#include "gl/image.h"
#include "malloc.h"
unsigned short rbuf[8192]; 
unsigned short gbuf[8192]; 
unsigned short bbuf[8192]; 

unsigned short packed[8192];

/*
** Convert a 5551 image into rgb format
*/
main(argc,argv)
int argc;
char **argv;
{
    IMAGE *image;
    FILE *input;
    int x, y, xsize, ysize;
    int z, zsize;
    ushort* img;
    if( argc != 5 ) {
	fprintf(stderr,
		"usage: %s inimage.5551 outimage.rgb xsize ysize\n", argv[0]);
	exit(1);
    } 
    if((input=fopen(argv[1],"r")) == NULL ) {
	fprintf(stderr,"%s: can't open input file %s\n", argv[0], argv[1]);
	exit(1);
    }
    if ((image = iopen(argv[2], "w", 1, 3, atoi(argv[3]), atoi(argv[4]), 3)) == NULL) {
	fprintf(stderr,"%s: can't open output file %s\n", argv[0], argv[2]);
	exit(2);
    }
    
    xsize = atoi(argv[3]);
    ysize = atoi(argv[4]);
    zsize = 3;
    img = (ushort*)malloc(2*xsize*ysize);
    if (fread(img, 2, xsize*ysize, input) != xsize*ysize)
    {
	fprintf(stderr,"%s: couldn't read %d texels from file %s\n", 
		argv[0], xsize*ysize, argv[1]);
	exit(1);
    }
    fclose(input);
    for(y=0; y<ysize; y++)
    {
	for(x=0;x<xsize;x++)
	{
	    /* [r:15..11][g:10..6][b:5..1][a:0] */
	    int r5 = (img[y*xsize + x]>>11)&31;
	    int g5 = (img[y*xsize + x]>>6)&31;
	    int b5 = (img[y*xsize + x]>>1)&31;
	    rbuf[x] = (r5<<3)|(r5>>2);
	    gbuf[x] = (g5<<3)|(g5>>2);
	    bbuf[x] = (b5<<3)|(b5>>2);
	}
	putrow(image,rbuf,y,0);
	putrow(image,gbuf,y,1);
	putrow(image,bbuf,y,2);
    }
    iclose(image);
    exit(0);
}

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804181331.PAA15083@s00sn1.fel.tno.nl>
Subject: Re: intersection traversal and pfPaths
To: pachler@marvin.gup.uni-linz.ac.at (Uwe Pachler)
Date: Sat, 18 Apr 1998 15:31:27 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <Pine.SGI.3.96.980416201443.2255B-100000@kronos> from "Uwe Pachler" at Apr 16, 98 08:26:28 pm
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Status: O

> 
> Hi Folks!
> 
> What I need from my intersection traversal is not only the node where the
> intersection occurred, but also the intersection path. Nothing more easy
> than that, I thought, took a look into the manual, and then used 
> pfQueryHit(hits[0][0], PFQHIT_PATH, &path);
> But I only got an empty path, although the intersection occured and the
> node is deeply buried in the scene graph (and I start intersecting at the
> scene root).
> Here's what I do (the code prints <some> debug info ;-):
> 
> 	pfHit** hits[1]; 
> 	pfSegSet iSegs; 
> 	iSegs.mode = PFTRAV_IS_GSET; 

You must tell the isect function to store the path info
Look in the man page of pfNode.
 	iSegs.mode = PFTRAV_IS_GSET | PFTRAV_IS_PATH; 

> 	pfCopyVec3(iSegs.segs[0].pos, handPosition->pos); 
> 	pfCopyVec3(iSegs.segs[0].dir, handPosition->dir); 
> 	iSegs.segs[0].length = handPosition->length; 
> 	iSegs.userData = NULL; 
> 	iSegs.activeMask = 0x01; 
> 	iSegs.isectMask = VRCONTROLABLE_ISECT_MASK; 
> 	iSegs.bound = NULL; 
> 	iSegs.discFunc = NULL; 
> 
> 	if (pfNodeIsectSegs(root, &iSegs, hits) != 0) 
> 		{
> 		pfPath* path; 
> 
> 		pfQueryHit(hits[0][0], PFQHIT_PATH, &path); 
> 
> 		// this returns zero; and therefore the path seems to be
> 		//empty...
> 		int pathLength = pfGetNum(path);
> 		  
> 
> 		pfNode* hitNode; 
> 		
> 		// returns a valid hitNode
> 		pfQueryHit(hits[0][0], PFQHIT_NODE, &hitNode);
> 		}
> 
> 
> Maybe someone has some hints for me ;-). Thanx in advance,
> 
> 	Uwe Pachler
> 
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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Subject: TopScene
Content-Type: text/plain; charset=us-ascii
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Status: O

Dear performers,

I've been tasked to research "TopScene" , a real-time software.  What I
need to know is :

1. compatibility with OpenFlight format.

2. can TopScene databases be converted with little or no hierarchy
adjustment.

3. overall, I need to know what it is, who uses it, where I can find out
more about

TopScene, etc.

any help would be much appreciated.  BTW, we use "Stealth"(by MAK) to
render our

scenes.

thank you

Joe C.


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From: "Olivier Georg" <ogeorg@imtsg14.epfl.ch>
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Date: Sun, 19 Apr 1998 21:54:35 -0600
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To: info-performer@sgi.com
Subject: Strange compiling problem
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

I have a very strange compiling problem.  In my Performer project,
libptk++ I have several classes that when compiled are put together
into a '.a' file (libptk++.a).  Then this file is linked to the binary.
I've recently added a class.  I know it _is_ present in libptk++.a
(I can see some string in it which are exclusive to this class)
But when linking this file to the binary, all other classes are
present, but not this new one ?

The command to get the binary is :

/usr/bin/CC     -DIRIX6 -I../.   -nostdinc -I/usr/include -mips2 -o32 -g
 -MDupdate Makedepend  -o application.DBG -L/usr/lib/Performer/DebugStatic
 -L/usr/lib/Performer/DebugStatic/libpfdb  -L/lib -lpf_ogl -lpfdu_ogl
-lpfutil_ogl -lpfui -lvl  -Wl,-none  -limage  -lfm  -ignore_unresolved -lGLU
-lGL -lXext -lXsgivc  -lXmu  -lX11  -lfpe  -lm  -lmalloc  -lC  -lcurses
   -L/usr/people/ogeorg/virgy/libptk++2.0/src/DBG.O32.OPENGL -lptk++
../../lib/libgizmo.a ../../lib/libmgl.a /usr/local/lib/libtcl.so
/usr/local/lib/libtk.so

One can see that libptk++ _is_ included, so how come something in libptk++
is _not_ int application.DBG ?  Has anyone already experienced this ?

Olivier

-- 
---------------------------------------------------------------------
| Olivier Georg       \__  e-mail:    olivier.georg@epfl.ch         |
| Ch. de Montelly 43c    \__  home:   http://imtsg7.epfl.ch/~ogeorg |
| 1007 Lausanne/Switzerland \__  tel: +41 21 693 58 50 (work)       |
-------------------------------\__    +41 21 626 51 79 (private)    |
|   Heb Deh Hag Heb Warhoaz       \__--------------------------------
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|     ( Sans hier et sans demain )      \__      _____   _`\<,_     |
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Hi,

I am currently trying the access the screen size of the bounding box of
a cosmo3D csGeometry object. The csDrawAction provides access to the 
transformation and to the camera (and thus to the camera
transformation).

Given the bounding box of a csGeometry how do I use the two
transformation
matrices to compute the size of that bb on the screen?

Thanks for your help,

Mike

-- 
   __     __                 Mike Krus            Michael.Krus @
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To: "info-performer@sgi.com" <info-performer@sgi.com>,
        Joe Castillo
	<rltyme@banet.net>
From: Roger Morris <rmorris@tswl.co.uk>
Subject: re: TopScene
Date: Mon, 20 Apr 1998 09:51:46 -0700
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Status: O


--BeyondBoundary_1_Mon_Apr_20_09:51:47_1998__29
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Dear Joe,

>From http://www.tec.army.mil/TD/survey_17.html

"Loral Vought Systems' (LV) Tactical Operation Preview Scene (TOPSCENE) system
is included in
this survey despite its being a turn-key system, not a COTS or GOTS
software-only product.
TOPSCENE is a deployable training system, designed to permit aircrews to plan
and rehearse
missions over contingency areas. TOPSCENE includes a two-processor Silicon
Graphics' (SGI)
Onyx VTX computer, supplemented with six proprietary LV accelerator boards."

"As of 29 June 1995, eleven deployable systems are currently operational,
and over thirty are under contract. Users include the U.S. Army, Navy, Air
Force and Marines.
 

System requirements: TOPSCENE consists of a Silicon Graphics Onyx VTX
supplemented with
six proprietary Loral Vought accelerator boards. 

Price: $522,000. 

Hope this helps.

Roger

>  From: Joe Castillo <rltyme@banet.net>, on 18/04/98 11:22:
>  Dear performers,
>  
>  I've been tasked to research "TopScene" , a real-time software.  What I
>  need to know is :
>  
>  1. compatibility with OpenFlight format.
>  
>  2. can TopScene databases be converted with little or no hierarchy
>  adjustment.
>  
>  3. overall, I need to know what it is, who uses it, where I can find out
>  more about
>  
>  TopScene, etc.
>  
>  any help would be much appreciated.  BTW, we use "Stealth"(by MAK) to
>  render our
>  
>  scenes.
>  
>  thank you
>  
>  Joe C.
>  
>  
>  =======================================================================
>  List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>              Submissions:  info-performer@sgi.com
>          Admin. requests:  info-performer-request@sgi.com
>  
>  

    >		Roger Morris
  >   >		Applications Engineer
>   >   >	TEL: 01844 261456
  >   >		FAX: 01844 260056
    >

Transformation Software Ltd
Thame Park Road
Thame
Oxfordshire
OX9 3UQ
http://www.transform.co.uk

Part of the Raab Karcher Electronics Group

--BeyondBoundary_1_Mon_Apr_20_09:51:47_1998__29
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5='1A8VAM96YT($-O=6YT!       
 
end

--BeyondBoundary_1_Mon_Apr_20_09:51:47_1998__29--
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Date: Mon, 20 Apr 1998 09:55:37 -0700
From: Angus Dorbie <dorbie@sgi.com>
Organization: Silicon Graphics
X-Mailer: Mozilla 4.05C-SGI [en] (X11; I; IRIX 6.5-BETA-1274425944 IP22)
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To: Mike Krus <Michael.Krus@der.edfgdf.fr>
CC: optimizer-dev@palladium.corp.sgi.com, info-performer@sgi.com
Subject: Re: Cosmo3D/Optimizer: Screen size of shape
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Mike Krus wrote:
> 
> Hi,
> 
> I am currently trying the access the screen size of the bounding box of
> a cosmo3D csGeometry object. The csDrawAction provides access to the
> transformation and to the camera (and thus to the camera
> transformation).
> 
> Given the bounding box of a csGeometry how do I use the two
> transformation
> matrices to compute the size of that bb on the screen?
> 

Well if it doesn't cross the hither plane you could just transform
the corners through the modelling then projection matrix and scale
to window coordinates then use min max testing for bounds. If it does
cross then clip the edges to produce new transformable points.

Cheers,Angus.


-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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--------------580A5907424D1043621AC289
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Hi,
I would like to construct a "virtual cockpit" using Performer.  I would
like to model the cockpit itself with a .flt model.  At the same time I
would like to have a video of the external world playing through the
windows. Superimposed on the video would be a "virtual 3d world" of .flt
models.   Does anyone have any idea how to do this?

--
---------------------------------------------------------------
Carol Pawlowski              pawlowsk@ait.nrl.navy.mil
Code 5585, AIT/ITD
Naval Research Laboratory    Pho: (202)767-3040
Washington, DC  20375-5337   FAX: (202)767-1122
---------------------------------------------------------------



--------------580A5907424D1043621AC289
Content-Type: text/html; charset=us-ascii
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<HTML>
Hi,
<BR>I&nbsp;would like to construct a "virtual cockpit" using Performer.&nbsp;
I&nbsp;would like to model the cockpit itself with a .flt model.&nbsp;
At the same time I would like to have a video of the external world playing
through the windows. Superimposed on the video would be a "virtual 3d world"
of .flt models.&nbsp;&nbsp; Does anyone have any idea how to do this?
<PRE>--&nbsp;
---------------------------------------------------------------
Carol Pawlowski&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; pawlowsk@ait.nrl.navy.mil
Code 5585, AIT/ITD&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Naval Research Laboratory&nbsp;&nbsp;&nbsp; Pho: (202)767-3040
Washington, DC&nbsp; 20375-5337&nbsp;&nbsp; FAX: (202)767-1122
---------------------------------------------------------------</PRE>
&nbsp;</HTML>

--------------580A5907424D1043621AC289--

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To: Carol Pawlowski <pawlowsk@ait.nrl.navy.mil>
CC: info-performer@sgi.com
Subject: Re: Video and Performer
References: <353B7B86.FDAD29BA@ait.nrl.navy.mil>
Content-Type: text/plain; charset=us-ascii
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Status: O

Carol Pawlowski wrote:
> 
> Hi,
> I would like to construct a "virtual cockpit" using Performer.
> I would like to model the cockpit itself with a .flt model.  At the
> same time I would like to have a video of the external world playing
> through the windows. Superimposed on the video would be a "virtual 3d
> world" of .flt models.   Does anyone have any idea how to do this?
> 

What part don't you understand how to do?

Let's assume the video part for now, everything else is fairly
straightforward.

The easiest way would be to video texture a large distant surface
with the exterior video images and simply attach this to a DCS which
tracks the position of the cockpit. Accurate geometric alignment
is a problem you'll have to contend with and may involve the
meshing of the external geometry to undo lens abberations. Then
you just need to make sure the orientation is correct w.r.t. the
cockpit.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
=======================================================================
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Date: Mon, 20 Apr 1998 10:42:41 -0700 (PDT)
Message-Id: <199804201742.KAA19394@puget.engr.sgi.com>
From: Jay Gischer <gischer@puget.engr.sgi.com>
To: Scott McMillan <mcmillan@cambridge.com>
cc: info-performer@puget.engr.sgi.com
Subject: Re: Compiling -mips3 -n32 with MIPSpro7.2
In-Reply-To: <3537C7AE.446B@cambridge.com>
References: <3534C20F.2781@cambridge.com>
	<199804151557.IAA10834@puget.engr.sgi.com>
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Status: O


Scott McMillan writes:
 > Jay suggested I remove the -L/usr/lib32 as well as the mips3 one
 > I just added (same as you suggest) but the way
 > I had the Makefile set up, it was putting a blank -L argument so
 > the linker started complaining about not being able to find every
 > library and choosing (incorrectly) the ones in /usr/lib.  ACK!
 > 
 > So I finally realized this, removed the offending -L, and 
 > everything is hunky-dorey now.  :)
 > 
Good.  I'm glad to hear it.

 > Now I am trying to remember why I had the -L/usr/lib32
 > in there in the first place.  I am wondering if this is a
 > carry over from previous Performer makefiles.  If so, has
 > this been removed from the Performer 2.2 makefiles?  I know
 > they have been totally revamped and I have not had time to
 > play with them.
 > 

It appears that in fact the "-mips3 -L/usr/lib32" is still there in
the sample Makefiles..  I wasn't previously aware that O2 platforms
used a mips4 version of certain files by default.  So building the
examples with the defaults on an O2 is going to create problems.
Sigh.

------------------------------------------------------------------------
Jay L Gischer        +  "I see great things in baseball.  It's our game.
Advanced Graphics    +  It will repair our losses and be a blessing to
Software             +  us."
Silicon Graphics     +    -Walt Whitman
(415) 390-4277       +    
gischer@sgi.com      +  "A life has no meaning except in the impact it
                     +  has on other lives"
                     +    -Jackie Robinson

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Date: Mon, 20 Apr 1998 10:52:54 -0700 (PDT)
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From: Jay Gischer <gischer@puget.engr.sgi.com>
To: "Olivier Georg" <ogeorg@imtsg14.epfl.ch>
cc: info-performer@puget.engr.sgi.com
Subject: Strange compiling problem
In-Reply-To: <9804192154.ZM27102@imtsg12.epfl.ch>
References: <9804192154.ZM27102@imtsg12.epfl.ch>
Status: O


Olivier Georg writes:
 > Hi,
 > 
 > I have a very strange compiling problem.  In my Performer project,
 > libptk++ I have several classes that when compiled are put together
 > into a '.a' file (libptk++.a).  Then this file is linked to the binary.
 > I've recently added a class.  I know it _is_ present in libptk++.a
 > (I can see some string in it which are exclusive to this class)
 > But when linking this file to the binary, all other classes are
 > present, but not this new one ?
 > 
 > The command to get the binary is :
 > 
 > /usr/bin/CC     -DIRIX6 -I../.   -nostdinc -I/usr/include -mips2 -o32 -g
 >  -MDupdate Makedepend  -o application.DBG -L/usr/lib/Performer/DebugStatic
 >  -L/usr/lib/Performer/DebugStatic/libpfdb  -L/lib -lpf_ogl -lpfdu_ogl
 > -lpfutil_ogl -lpfui -lvl  -Wl,-none  -limage  -lfm  -ignore_unresolved -lGLU
 > -lGL -lXext -lXsgivc  -lXmu  -lX11  -lfpe  -lm  -lmalloc  -lC  -lcurses
 >    -L/usr/people/ogeorg/virgy/libptk++2.0/src/DBG.O32.OPENGL -lptk++
 > ../../lib/libgizmo.a ../../lib/libmgl.a /usr/local/lib/libtcl.so
 > /usr/local/lib/libtk.so
 > 
 > One can see that libptk++ _is_ included, so how come something in libptk++
 > is _not_ int application.DBG ?  Has anyone already experienced this ?
 > 
 > Olivier

Olivier,

Linking against a .a has different semantics than linking against a
.so.  When you link against a .so, you automatically get everything
in the .so whether or not there is a current reference to it.

When you link against a .a, you only load those object files for which
there is an outstanding reference.  What this means is that one of the
objects which appears *before* lptk++ must contain a reference to your
class in order for it to be loaded.  Life can be even more complicated
if the routines for your class are defined in more than one object
file, in which case there would probably need to be a reference to the
particular method in question in one of the objects before "-lptk++"
to trigger loading of that method.

The solution is to either 
1. Turn your .a into a dso (it isn't that hard, try "man dso") or,
2. Rearrange the order of your libraries, or
3. Use the linker flags "-all" and "-none"

"-all" will force the loading of every object file from any archives
encountered after the "-all" flag.  "-none" (poorly named IMHO) turns
off "-all", returning to the normal archive semantics described above.

------------------------------------------------------------------------
Jay L Gischer        +  "I see great things in baseball.  It's our game.
Advanced Graphics    +  It will repair our losses and be a blessing to
Software             +  us."
Silicon Graphics     +    -Walt Whitman
(415) 390-4277       +    
gischer@sgi.com      +  "A life has no meaning except in the impact it
                     +  has on other lives"
                     +    -Jackie Robinson



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From: "Bill Storma" <bills@FTIORL02.ENZIAN.COM>
Organization: Future Technologies, Inc.
To: info-performer@sgi.com
Date: Mon, 20 Apr 1998 14:15:57 EST
Subject: Problem finding LOD nodes with pfFindNode
Message-ID: <16B17E3533A@FTIORL02.ENZIAN.COM>
Status: O

I am having trouble getting the Performer pfFindNode () routine to 
find all occurances of LOD nodes in a model.  Specifically, I have a 
model, built with MultiGen 14.3 and loaded with the Multigen Flight 
loader under Vega, that has 5 defined LOD nodes; LOD #1 thru LOD #5.  
When I use the pfFindNode routine, it only finds LOD #1, it cannot 
find any of the other LOD nodes.  The routine does find all the named 
groups correctly, so I know the call works on some node types.

The system in question is an ONYX RE2, running IRIX 5.3, Performer 
2.02, Multigen 14.3 and Vega 2.0.2.

 My question is, is this a problem with performer or is there a 
problem with the loader ?   How do i fix this problem ?

Thanks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-384-6900
Future Technologies             FAX:    407-381-1010
Orlando, Fl.  32826             e-mail: bills@fti.enzian.com
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From: Scott Brabson <sbrabson@southernmaryland.com>
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Status: O

Hello All,

I am trying to manipulate two MPCliptextures. I understand that the
first MPCliptexture added to the Pipe becomes the master. Every
MPClipTexture added after the first becomes a slave. Can I change the
Slave to become the Master and vice versa?

I used pfMPClipTextureMaster() setting the slave as the master. Thinking
the API which make the old master a slave. Performer spit out a warning
"Can't use slave as a master". I also tried to remove the MPCliptextures
from the Pipe using pfRemoveMPClipTexturePipe() and then Add
MPCliptextures in the new Master-Slave order but when I try to remove
the master the app core dumps.

Has anyone dealt with this? Any help or comments would be greatly
appreciated!

Thanks,
Scott Brabson
DCS Corporation
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Mon, 20 Apr 1998 18:15:35 -0700
In-Reply-To: "Bill Storma" <bills@FTIORL02.ENZIAN.COM>
        "Problem finding LOD nodes with pfFindNode" (Apr 20,  2:15pm)
References: <16B17E3533A@FTIORL02.ENZIAN.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: Problem finding LOD nodes with pfFindNode
Mime-Version: 1.0
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Status: O

On Apr 20,  2:15pm, Bill Storma wrote:
>I am having trouble getting the Performer pfFindNode () routine to
>find all occurances of LOD nodes in a model.  Specifically, I have a
>model, built with MultiGen 14.3 and loaded with the Multigen Flight
>loader under Vega, that has 5 defined LOD nodes; LOD #1 thru LOD #5.
>When I use the pfFindNode routine, it only finds LOD #1, it cannot
>find any of the other LOD nodes.

The loader combines all sibling lod's into as few pfLOD nodes as possible,
given their attributes.

>How do i fix this problem ?

Disable the .flt loader mode PFFLT_COMBINELODS (token value is 3). Doing this
will hurt your CULL performance a bit, but the node's will be there for you to
find.

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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 Cedric Gautier - THOMSON - tel:33(0)141480352 fax:33(0)141480681
 Simulation Department - 3D Computer Graphics and Virtual Reality
 gce@syseca.fr or www.syseca.thomson-csf.com/english/cha1/SDA.HTM
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 Cedric Gautier - THOMSON - tel:33(0)141480352 fax:33(0)141480681
 Simulation Department - 3D Computer Graphics and Virtual Reality
 gce@syseca.fr or www.syseca.thomson-csf.com/english/cha1/SDA.HTM
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Subject: Generating textures on the fly
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We want to use a texture calculated on the fly. 
For that we need to get one of the computed images in the texture
buffer. We looked at the perf-97-06+247 message from Amaury Aubel
that was very useful but we failed to find out:

- how to select the channel we want to send to the pbuffer or auxbuffer.
This channel needs to be different from the current view channel.

- which draw and read parameters to use with the glXMakeCurrentReadSGI
function. 
For the read parameter, we would like to know how to indicate which
pbuffer
(resp. auxbuffer) we want to read. For the draw parameter, we wood like
to know how to
indicate to put the image in the texture buffer.


 -----------------------------------------------------------------------
 Jerome Grosjean                |
 INRIA                          |    Email: Jerome.Grosjean@inria.fr
 Domaine de Voluceau            |
 B.P. 105                       |    Tel: +33 (0)1 39 63 54 23
 78153 Le Chesnay Cedex         |    Fax: +33 (0)1 39 63 59 95
 FRANCE                         |
 -----------------------------------------------------------------------
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804211118.NAA03728@s00sn1.fel.tno.nl>
Subject: Re: Problem finding LOD nodes with pfFindNode
To: marcus@multigen.com (Marcus Barnes)
Date: Tue, 21 Apr 1998 13:18:31 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <9804201815.ZM20661@logan.engr.multigen.com> from "Marcus Barnes" at Apr 20, 98 06:15:35 pm
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Marcus Barnes wrote:
> 
> On Apr 20,  2:15pm, Bill Storma wrote:
> >I am having trouble getting the Performer pfFindNode () routine to
> >find all occurances of LOD nodes in a model.  Specifically, I have a
> >model, built with MultiGen 14.3 and loaded with the Multigen Flight
> >loader under Vega, that has 5 defined LOD nodes; LOD #1 thru LOD #5.
> >When I use the pfFindNode routine, it only finds LOD #1, it cannot
> >find any of the other LOD nodes.
> 
> The loader combines all sibling lod's into as few pfLOD nodes as possible,
> given their attributes.
> 
> >How do i fix this problem ?
> 
> Disable the .flt loader mode PFFLT_COMBINELODS (token value is 3). Doing this
> will hurt your CULL performance a bit, but the node's will be there for you to
> find.
> 
> Regards.
> --
> + Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +

Maybe a possible solution is naming a subnode for every LOD, not the
LOD note itself. And if it will be removed during the clean phase then
you can use the flight loader callback to disable cleaning of a
certain node.

Mario
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From: "Bemis, Suzie CEI-TACCSF" <suzie@TACCSF.KIRTLAND.AF.MIL>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Isect
Date: Tue, 21 Apr 1998 08:31:28 -0600
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Hi All,

We're running a Line-of-Sight program which uses performer libraries and
isect to calculate the height of terrain given a certain lat/lon that
has been converted to x,y positions.  There are some points on the
database which are not returning valid isect hits.  I've run some tests
and have determined that there are some points within a certain polygon
which return a valid isect and within the same polygon there are other
points which don't have valid isect returns.  

I don't know what else to try to figure this one out.  I didn't write
the code.  Of course the person who did has since left.

Example of code:

float TerrainServer::elevation(int x, int y)
{
	pfCoord	view;
	pfHit	**hits[32];
	int	isect;

	//update location of intersection segment
	segset.segs[0].pos.set(x,y,2500.0f);
	view.xyz.set(x,y,2500.0f);
	view.hpr.set(0.0f, -90.0f, 0.0f);
	chan->setView(view.xyz,view.hpr);

	// do an intersection test against the scene graph
	isect = root->isect(&segset,hits);
	// if successful, set our height to that of the point of contact
	// plus a small offset
	if (isect)
	{
		pfVec3 pnt, xpnt;
		pfMatrix xmat, xmat2;
		(*hits[0])->query(PFQHIT_POINT, &pnt);

		// transform object point into scene coordinates
		(*hits[0]->query(PFQHIT_XFORM, &xmat);
		xpnt.xformPt(pnt, xmat);
		
		return (xpnt[PF_Z] - altOffset_);
	}
}

Thanks in advance for any assistance.

Suzie	

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<P><FONT SIZE=3D2>Hi All,</FONT>
</P>

<P><FONT SIZE=3D2>We're running a Line-of-Sight program which uses =
performer libraries and isect to calculate the height of terrain given =
a certain lat/lon that has been converted to x,y positions.&nbsp; There =
are some points on the database which are not returning valid isect =
hits.&nbsp; I've run some tests and have determined that there are some =
points within a certain polygon which return a valid isect and within =
the same polygon there are other points which don't have valid isect =
returns.&nbsp; </FONT></P>

<P><FONT SIZE=3D2>I don't know what else to try to figure this one =
out.&nbsp; I didn't write the code.&nbsp; Of course the person who did =
has since left.</FONT></P>

<P><FONT SIZE=3D2>Example of code:</FONT>
</P>

<P><FONT SIZE=3D2>float TerrainServer::elevation(int x, int y)</FONT>
<BR><FONT SIZE=3D2>{</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT =
SIZE=3D2>pfCoord&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; view;</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT =
SIZE=3D2>pfHit**hits[32];</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT =
SIZE=3D2>int&nbsp;&nbsp; isect;</FONT>
</P>

<P>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>//update =
location of intersection segment</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT =
SIZE=3D2>segset.segs[0].pos.set(x,y,2500.0f);</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT =
SIZE=3D2>view.xyz.set(x,y,2500.0f);</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT =
SIZE=3D2>view.hpr.set(0.0f, -90.0f, 0.0f);</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT =
SIZE=3D2>chan-&gt;setView(view.xyz,view.hpr);</FONT>
</P>

<P>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>// do an =
intersection test against the scene graph</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>isect =3D =
root-&gt;isect(&amp;segset,hits);</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>// if =
successful, set our height to that of the point of contact</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>// plus a =
small offset</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>if =
(isect)</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>{</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>pfVec3 pnt, xpnt;</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>pfMatrix xmat, =
xmat2;</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT =
SIZE=3D2>(*hits[0])-&gt;query(PFQHIT_POINT, &amp;pnt);</FONT>
</P>

<P>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>// transform object point =
into scene coordinates</FONT></P>

<P>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT =
SIZE=3D2>(*hits[0]-&gt;query(PFQHIT_XFORM, &amp;xmat);</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>xpnt.xformPt(pnt, =
xmat);</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>return (xpnt[PF_Z] - =
altOffset_);</FONT>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2>}</FONT>
<BR><FONT SIZE=3D2>}</FONT>
</P>

<P><FONT SIZE=3D2>Thanks in advance for any assistance.</FONT>
</P>

<P><FONT SIZE=3D2>Suzie&nbsp;&nbsp;</FONT>=20
</P>

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Date: Tue, 21 Apr 1998 07:47:03 -0700
From: Angus Dorbie <dorbie@sgi.com>
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To: "Bemis, Suzie CEI-TACCSF" <suzie@TACCSF.KIRTLAND.AF.MIL>
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Subject: Re: Isect
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> Bemis, Suzie CEI-TACCSF wrote:
> 
> Hi All,
> 
> We're running a Line-of-Sight program which uses performer libraries
> and isect to calculate the height of terrain given a certain lat/lon
> that has been converted to x,y positions.  There are some points on
> the database which are not returning valid isect hits.  I've run some
> tests and have determined that there are some points within a certain
> polygon which return a valid isect and within the same polygon there
> are other points which don't have valid isect returns.
> 
> I don't know what else to try to figure this one out.  I didn't write
> the code.  Of course the person who did has since left.
> 

This came up recently,

Have you computed the geometry bound box correctly?

Have you changed the geometry, some data is cached by the isector
traversal so you need to avoid cacheing of this data where you are
changing the geometry.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: "Sorroche, Joe CEI-TACCSF" <Sorroche@TACCSF.KIRTLAND.AF.MIL>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Missile Entities
Date: Tue, 21 Apr 1998 10:06:44 -0600
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Hey;

	I'm having a visual problem with missile flyouts.  Whenever I
fire a missile, it first looks like two missiles are fired when only one
is actually fired, and also the entity does not fly out smooth, but
"jumps", so the missile and missile trail look like "dots" across the
screen, rather than looking like a smooth movement as our air entities
are displayed.  Any hints on what to do or where to look?

Thanks

Joe


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<P><FONT SIZE=3D2 FACE=3D"Arial">Hey;</FONT>
</P>

<P>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <FONT SIZE=3D2 =
FACE=3D"Arial">I'm having a visual problem with missile flyouts.&nbsp; =
Whenever I fire a missile, it first looks like two missiles are fired =
when only one is actually fired, and also the entity does not fly out =
smooth, but &quot;jumps&quot;, so the missile and missile trail look =
like &quot;dots&quot; across the screen, rather than looking like a =
smooth movement as our air entities are displayed.&nbsp; Any hints on =
what to do or where to look?</FONT></P>

<P><FONT SIZE=3D2 FACE=3D"Arial">Thanks</FONT>
</P>

<P><FONT SIZE=3D2 FACE=3D"Arial">Joe</FONT>
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Hi -

I know this is not the forum for this, but with so many graphics
gurus, i thought it might not hurt to ask: does anyone know when 
(if?) SGI expects to provide an implementation of Java 3D for IRIX?
Or where i might go to find out?

pfThanks!

ken

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After upgrading to Performer 2.2 from 2.0, I got the following message
after attempting to run with a .flt file.

pfdLoadFile() - Unable to load file 'file.flt' because of problem
finding pfdLoadFile_flt

What changed?

Thanks,
Suzie

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<P><FONT SIZE=2>After upgrading to Performer 2.2 from 2.0, I got the following message after attempting to run with a .flt file.</FONT>
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<P><FONT SIZE=2>pfdLoadFile() - Unable to load file 'file.flt' because of problem finding pfdLoadFile_flt</FONT>
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<P><FONT SIZE=2>What changed?</FONT>
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<P><FONT SIZE=2>Thanks,</FONT>
<BR><FONT SIZE=2>Suzie</FONT>
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From: Angus Dorbie <dorbie@sgi.com>
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Subject: Re: Missile Entities
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> Sorroche, Joe CEI-TACCSF wrote:
> 
> Hey;
> 
>         I'm having a visual problem with missile flyouts.  Whenever I
> fire a missile, it first looks like two missiles are fired when only
> one is actually fired, and also the entity does not fly out smooth,
> but "jumps", so the missile and missile trail look like "dots" across
> the screen, rather than looking like a smooth movement as our air
> entities are displayed.  Any hints on what to do or where to look?
> 

There's nothing here to suggest what the problem is.

Are you using a product like Vega or did you write
your own missile code.

Could there be a problem with your texture or the texture
coordinates you apply?

Cheers,Angus.


-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
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Hi people,

We are having problems with the way the channel viewpoint is being updated. Our
channel viewpoint steps every time the channel frame rate drops from 60Hz to
30Hz due to scene complexity. This happens only during the transitions. We are
quite sure that the problem comes from the way the channel viewpoint is managed
within our Performer based application since when frame rate is stable (30Hz or
60Hz), the viewpoint movements are perfectly fluid. The problem occurs only
when the frame rate changes. The value used for the viewpoint setting is
computed and updated in a parallele process which always runs at 60Hz.

Is the channel viewpoint set in the APP from pfChannel API frame conherent in
the 3 stage APP CULL DRAW pipeline? I would suspect so since the pfChannel is a
libpf object.

When the frame rate drops at frame 5 (D3) in the phase lock mode

frame    1    2    3    4    5    6    7
APP     A1 | A2 | A3 | A4 | A5 | A6 | A7
CULL       | C1 | C2 | C3 | C4 | C5 | C6
DRAW       |    | D1 | D2 | D3.|.   | D5

Is the viewpoint used to draw at frame 7 (D5) really set from A5 ?

How can we guaranty channel viewpoint fluid movement, or what could we be doing
wrong that could cause the stepping in our application. Is there a need to
interpolate viewpoint when frame rate changes.

Thanks in advance for any help,

Jean-Luc

-- 
_____________________________________________________________________________

Jean-Luc Dery                         Discreet Logic
System Engineer                       10 Duke Street
3-D Graphics Technology               Montreal (Quebec), Canada, H3C 2L7
                                      Tel: (514) 954-7239
Email: jean-lucD@discreet.com         Fax: (514) 393-0110
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Jean-Luc Dery wrote:
> 
> Hi people,
> 
> We are having problems with the way the channel viewpoint is being updated. Our
> channel viewpoint steps every time the channel frame rate drops from 60Hz to
> 30Hz due to scene complexity. This happens only during the transitions. We are
> quite sure that the problem comes from the way the channel viewpoint is managed
> within our Performer based application since when frame rate is stable (30Hz or
> 60Hz), the viewpoint movements are perfectly fluid. The problem occurs only
> when the frame rate changes. The value used for the viewpoint setting is
> computed and updated in a parallele process which always runs at 60Hz.
> 
> Is the channel viewpoint set in the APP from pfChannel API frame conherent in
> the 3 stage APP CULL DRAW pipeline? I would suspect so since the pfChannel is a
> libpf object.
> 
> When the frame rate drops at frame 5 (D3) in the phase lock mode
> 
> frame    1    2    3    4    5    6    7
> APP     A1 | A2 | A3 | A4 | A5 | A6 | A7
> CULL       | C1 | C2 | C3 | C4 | C5 | C6
> DRAW       |    | D1 | D2 | D3.|.   | D5
> 
> Is the viewpoint used to draw at frame 7 (D5) really set from A5 ?
> 
> How can we guaranty channel viewpoint fluid movement, or what could we be doing
> wrong that could cause the stepping in our application. Is there a need to
> interpolate viewpoint when frame rate changes.
> 
> Thanks in advance for any help,
> 

Unless you know you're goind to miss your frame rate it's too late to do
anything.

I mean you've started to draw if you don't make the vertical retrace
then the
old image will be preserved and the currently rendered image will arrive
late.
In the mean time the application could still be updating depending on
phase ,
and this is as it should be so eventually when you make frame rate again
your
eye point will catch up.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: Steve Baker <sbaker@link.com>
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To: "Sorroche, Joe CEI-TACCSF" <Sorroche@TACCSF.KIRTLAND.AF.MIL>
cc: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Re: Missile Entities
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On Tue, 21 Apr 1998, Sorroche, Joe CEI-TACCSF wrote:

> 	I'm having a visual problem with missile flyouts.  Whenever I
> fire a missile, it first looks like two missiles are fired when only one
> is actually fired, and also the entity does not fly out smooth, but
> "jumps", so the missile and missile trail look like "dots" across the
> screen, rather than looking like a smooth movement as our air entities
> are displayed.  Any hints on what to do or where to look?

Are you updating at 30Hz?

If so, that is what you get. You have to make your system run at 60Hz
to make this go away.

There is a complicated explanation of why this is - let me know
if you want it - in the meantime, run at 60Hz.

Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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Date: Tue, 21 Apr 1998 15:14:49 -0700
From: Angus Dorbie <dorbie@sgi.com>
Organization: Silicon Graphics
X-Mailer: Mozilla 4.05C-SGI [en] (X11; I; IRIX 6.5-BETA-1274425944 IP22)
MIME-Version: 1.0
To: Steve Baker <sbaker@link.com>
CC: "Sorroche, Joe CEI-TACCSF" <Sorroche@TACCSF.KIRTLAND.AF.MIL>,
        "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Re: Missile Entities
References: <Pine.SGI.3.96.980421165714.10955B-100000@lechter.bgm.link.com>
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

Steve Baker wrote:
> 
> On Tue, 21 Apr 1998, Sorroche, Joe CEI-TACCSF wrote:
> 
> >       I'm having a visual problem with missile flyouts.  Whenever I
> > fire a missile, it first looks like two missiles are fired when only one
> > is actually fired, and also the entity does not fly out smooth, but
> > "jumps", so the missile and missile trail look like "dots" across the
> > screen, rather than looking like a smooth movement as our air entities
> > are displayed.  Any hints on what to do or where to look?
> 
> Are you updating at 30Hz?
> 
> If so, that is what you get. You have to make your system run at 60Hz
> to make this go away.
> 
> There is a complicated explanation of why this is - let me know
> if you want it - in the meantime, run at 60Hz.
> 

Aha! I assumed the question was about missile trails, hence the texture
nonsense but ofcourse Steve is correct.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: "Alejandro Saez" <cano@silicon.cl>
Message-Id: <9804211845.ZM4568@krusty>
Date: Tue, 21 Apr 1998 18:45:20 -0400
In-Reply-To: "Jean-Luc Dery" <dery@discreet.com>
        "Channel viewpoint stepping" (Apr 21,  5:01pm)
References: <9804211701.ZM9603@atlantis>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Jean-Luc Dery" <dery@discreet.com>
Subject: Re: Channel viewpoint stepping
Cc: info-performer@sgi.com
Mime-Version: 1.0
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On Apr 21,  5:01pm, Jean-Luc Dery wrote:
> Subject: Channel viewpoint stepping
> Hi people,
>
> We are having problems with the way the channel viewpoint is being updated.
Our
> channel viewpoint steps every time the channel frame rate drops from 60Hz to
> 30Hz due to scene complexity. This happens only during the transitions. We
are
> quite sure that the problem comes from the way the channel viewpoint is
managed
> within our Performer based application since when frame rate is stable (30Hz
or
> 60Hz), the viewpoint movements are perfectly fluid. The problem occurs only
> when the frame rate changes. The value used for the viewpoint setting is
> computed and updated in a parallele process which always runs at 60Hz.
>
> Is the channel viewpoint set in the APP from pfChannel API frame conherent in
> the 3 stage APP CULL DRAW pipeline? I would suspect so since the pfChannel is
a
> libpf object.
>
> When the frame rate drops at frame 5 (D3) in the phase lock mode
>
> frame    1    2    3    4    5    6    7
> APP     A1 | A2 | A3 | A4 | A5 | A6 | A7
> CULL       | C1 | C2 | C3 | C4 | C5 | C6
> DRAW       |    | D1 | D2 | D3.|.   | D5
>
> Is the viewpoint used to draw at frame 7 (D5) really set from A5 ?
>
> How can we guaranty channel viewpoint fluid movement, or what could we be
doing
> wrong that could cause the stepping in our application. Is there a need to
> interpolate viewpoint when frame rate changes.
>
> Thanks in advance for any help,
>
> Jean-Luc
>
> --
> _____________________________________________________________________________
>
> Jean-Luc Dery                         Discreet Logic
> System Engineer                       10 Duke Street
> 3-D Graphics Technology               Montreal (Quebec), Canada, H3C 2L7
>                                       Tel: (514) 954-7239
> Email: jean-lucD@discreet.com         Fax: (514) 393-0110
> _____________________________________________________________________________
> =======================================================================
> 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 Jean-Luc Dery


This could well be a visual effect. But just to make sure... How or who is
updating the viewpoint. Most of the time this is done by giving a trajectory
path and a velocity which combined give the speed vector. Since the velocity
must be calculated by discreet steps during every frame there is usually a
calculation of the form:

	Velocity[Km/Hr} --->Velocity[mts/sec] and then,

	Velocity[mts/sec]/Frame Rate[frames/sec]=Velocity [mts/frame]

	which would give the distance in meters (or any other unit) you must
travel during each frame to get the desired velocity in [mts/sec]. If you
assume constant frame rate then this is just a matter of multiplying current
speed by a pre-calculated constant. But if the frame rate drops down and you
are still assuming it's constant then you'll end up traveling at half the speed
since the above calculation is only done half as many times as it should during
the same period of time. If you were moving at constant 60[mts/sec] then the
above calculation will tell you that at 60Hz you should move 1 meter for each
frame, after 60 frames (1 second at 60Hz) you have move 60 times 1 meter, thus
60 meters/sec. If you suddenly drop down to 30Hz, then after 1 second (30
frames) you have only moved 30 times 1 meter --> 30 mts/sec.

-- 
------------------------------------------------------------------------
Alejandro Saez
Software Engineer
Silicon Chile S.A.
                                        Avda. Andres Bello 2777, Of. 602
E-mail: asaez@silicon.cl              	Providencia
Phone:  +56 (2) 203 3371 Ext. 105       Santiago
Fax:    +56 (2) 203 3370                Chile
------------------------------------------------------------------------
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Date: Wed, 22 Apr 1998 00:51:40 -0700
From: insinger@flatland.engr.sgi.com (Chris Insinger)
Message-Id: <9804220051.ZM27172@flatland.engr.sgi.com>
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To: info-performer@sgi.com
Subject: Performer at ITEC
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Content-Type: text/plain; charset=us-ascii
Status: O

Hello Everybody,

Next week the ITEC conference will be held in Lausanne
(Switzerland) from April 28-30.

Silicon Graphics will have a stand at which all our great hardware
will be shown, along with some of the spectacular applications our
partners have developed. Of course Performer is well represented.

Please join us for a Friends of Performer meeting on Tuesday,
April 28th, from 5:30pm to 7:00pm at the Palais de Beaulieu.

We will be discussing several of the new features in Performer
2.2, including Clipmapping, ASD and Calligraphics. Other topics
will include a discussion of the Performer product roadmap and
Performer's evolution in light of Fahrenheit. There will be time
to answer any questions you may have.

To be assured of a seat, please come to the SGI stand on the show
floor to get a ticket for this meeting - hurry because it's first
come first serve!

We look forward to seeing you there!

Regards,

Chris

-- 
 ___________________________________________________________________

    Chris Insinger 
    Product Manager 3D Graphics APIs 

    Silicon Graphics, Inc.             Tel: +1 (650) 933-3734
    2011 N. Shoreline Blvd. MS 8-525   Fax: +1 (650) 964-8671
    Mountain View, CA 94043-1389       Email: insinger@engr.sgi.com

 ___________________________________________________________________

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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804221045.MAA05803@s00sn1.fel.tno.nl>
Subject: Re: Isect
To: suzie@TACCSF.KIRTLAND.AF.MIL (Bemis Suzie CEI-TACCSF)
Date: Wed, 22 Apr 1998 12:45:21 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <214A87629D4FD111931F0060972989BA072E98@VISTA.TACCSF.KIRTLAND.AF.MIL> from "Bemis, Suzie CEI-TACCSF" at Apr 21, 98 08:31:28 am
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Status: O

> Hi All,
> 
> We're running a Line-of-Sight program which uses performer libraries and
> isect to calculate the height of terrain given a certain lat/lon that
> has been converted to x,y positions.  There are some points on the
> database which are not returning valid isect hits.  I've run some tests
> and have determined that there are some points within a certain polygon
> which return a valid isect and within the same polygon there are other
> points which don't have valid isect returns.  
> 
> I don't know what else to try to figure this one out.  I didn't write
> the code.  Of course the person who did has since left.
> 
> Example of code:
> 
> float TerrainServer::elevation(int x, int y)
> {
> 	pfCoord	view;
> 	pfHit	**hits[32];
> 	int	isect;
> 
> 	//update location of intersection segment
> 	segset.segs[0].pos.set(x,y,2500.0f);
If you read the man page of pfNode on the section of intersction you
see that it's better to fill in some more fields of the segset
structure. They don't have a default value.
You must also fill in the direction of the segment and the length of
the segment.

    segset.mode = PFTRAV_IS_PRIM | PFTRAV_IS_CULL_BACK;
    segset.isectMask = ~0;  // intersect with everything
    segset.activeMask = 0x01;  // one segment specified
    segset.segs[0].pos.set(x,y,2500.0f);
    segset.segs[0].dir.set(0,0,-1.0f);
    segset.segs[0].length = 10000.0f;

> 	view.xyz.set(x,y,2500.0f);
> 	view.hpr.set(0.0f, -90.0f, 0.0f);
> 	chan->setView(view.xyz,view.hpr);
There is no need for these three lines.

Mario
> 
> 	// do an intersection test against the scene graph
> 	isect = root->isect(&segset,hits);
> 	// if successful, set our height to that of the point of contact
> 	// plus a small offset
> 	if (isect)
> 	{
> 		pfVec3 pnt, xpnt;
> 		pfMatrix xmat, xmat2;
> 		(*hits[0])->query(PFQHIT_POINT, &pnt);
> 
> 		// transform object point into scene coordinates
> 		(*hits[0]->query(PFQHIT_XFORM, &xmat);
> 		xpnt.xformPt(pnt, xmat);
> 		
> 		return (xpnt[PF_Z] - altOffset_);
> 	}
> }
> 
> Thanks in advance for any assistance.
> 
> Suzie	
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From: Dorrie Hall <dorrie@iris.mit.edu>
To: info-performer@sgi.com
Subject: OCTANE RAM
Status: O

	I apologize for this not being a Performer question
but - has anyone had any luck with high density memory in 
an OCTANE?  Are there any special patches required?
Thanks, Dorrie

-- 
Dorrie Hall email:dorrie@mit.edu voice:(617)253-7841 FAX:(617)258-9535
MIT, N42-140
77 Massachusetts Avenue
Cambridge, MA 02139-4307
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Date: Wed, 22 Apr 1998 17:02:27 -0400
To: info-performer@sgi.com
From: Sandeep Mulgund <smulgund@cra.com>
Subject: Problem with creating custom icon on minimized window
Status: O

Hello Performers,

I'm trying to create a custom icon for the minimized window of a Performer
application.  Per the Indigo Magic guidlines, I'm using some X functions to
define the WM_CLASS resource, as follows:

Display *dsp;
Window win;
dsp = pfGetCurWSConnection();
win = pipeWindow -> getWSWindow();
XClassHint* xch = XAllocClassHint();
char *resname = strdup("PilotStation");
xch -> res_name = strdup(resname);
xch -> res_class = strdup("PilotStationClass");
XSetClassHint(dsp, win, xch);

If I use 'xprop' on my running application window, it shows the resources
set to the correct values.  However, when I minimize the window, it shows
the default minimized icon, rather than my custom icon (which I've placed
in the correct directory, with the name PilotStation.icon).  What am I
doing wrong?  The only way it works is if I put a file called
"default.icon" in ~/.icon/.  It seems to be ignoring my definition of the
WM_CLASS resource.

Thanks,

Sandeep


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To: info-performer@sgi.com
Subject: Octane Channel Option and Performer2.2?
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Status: O

Has anyone used the Octane Channel Option with Performer2.2?

Neither /usr/share/Performer/src/pguide/libpf/C++/simple.C nor
/usr/share/Performer/src/pguide/libpf/C/pvchan.c work when the system
is in 4@640x480_60 mode. I believe I have the latest patches for the
Channel Option, #2858 and #2895.

My application doesn't even manage to open a window.

I modified simple.C to use PFMP_APPCULLDRAW mode and it opens a window
but then just spins at this location:

pfPipeVideoChannel::nb_isActive(<stripped>)["pfPipeVideoChannel.C":334]
pfPipeWindow::pf_assignPVChanIds(<stripped>) ["pfPipeWindow.C":1759]
pfPipeWindow::nb_setScreen(<stripped>) ["pfPipeWindow.C":524]
pfPipeWindow::pf_openWin(<stripped>) ["pfPipeWindow.C":2455]
pfPipeWindow::nb_open(<stripped>) ["pfPipeWindow.C":639]
main(argc = 2, argv = 0x7fff2f24) ["simple.C":120]
__istart(<stripped>) ["crt1tinit.s":13]

Pvchan never opens a window, either.

This is the output from /usr/gfx/gfxinfo -v:

Graphics board 0 is "IMPACTSR" graphics.
        Managed (":0.0") 1280x1024
        Product ID 0x2, 1 GE, 1 RE, 4 TRAMs
        MGRAS revision 0, RA revision 0
        HQ rev B, GE11 rev B, RE4 rev C, PP1 rev A,
        VC3 rev A, CMAP rev E, Heart rev D
        19" monitor (id 0x1)
        OCO board present (rev 2)

        Input Sync: Voltage - Video Level; Source - Internal; Genlocked
- False
        Channel 1:
         Origin = (0,0)
         Video Output: 640 pixels, 480 lines, 60.00Hz (4@640x480_60)
         Video Format Flags:  (none)
         Sync Disabled
         Using Gamma Map 0
        Channel 2:
         Origin = (640,0)
         Video Output: 640 pixels, 480 lines, 60.00Hz (4@640x480_60)
         Video Format Flags:  (none)
         Sync Disabled
         Using Gamma Map 0
        Channel 3:
         Origin = (0,480)
         Video Output: 640 pixels, 480 lines, 60.00Hz (4@640x480_60)
         Video Format Flags:  (none)
         Sync Disabled
         Using Gamma Map 0
        Channel 4:
         Origin = (640,480)
         Video Output: 640 pixels, 480 lines, 60.00Hz (4@640x480_60)
         Video Format Flags:  (none)
         Sync Disabled
         Using Gamma Map 0

All other graphics programs and demos that I've tried work fine, but
nothing Performer-based will work.

Help. Please?

Dan
--
Daniel Williams, Systems & Scientific Software
Independent Consultant to: Sarnoff Corporation
Voice: (609) 734-2153 Email: dwilliams@sarnoff.com
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9804221510.ZM24072@logan.engr.multigen.com>
Date: Wed, 22 Apr 1998 15:10:45 -0700
In-Reply-To: "Bemis, Suzie CEI-TACCSF" <suzie@TACCSF.KIRTLAND.AF.MIL>
        "pfdLoadFile_flt" (Apr 21, 11:06am)
References: <214A87629D4FD111931F0060972989BA072E9A@VISTA.TACCSF.KIRTLAND.AF.MIL>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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On Apr 21, 11:06am, Bemis, Suzie CEI-TACCSF wrote:
>
>After upgrading to Performer 2.2 from 2.0, I got the following message
>after attempting to run with a .flt file.

You are running the same "old" application or not?

>pfdLoadFile() - Unable to load file 'file.flt' because of problem
>finding pfdLoadFile_flt
>
>What changed?

While updating your Performer software you must not have installed one or more
of the following 2.2 subsystems:

performer_eoe.compatO32.performer2_0
performer_eoe.swO32.igl_performer
performer_eoe.swO32.ogl_performer

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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To: insinger@flatland.engr.sgi.com (Chris Insinger)
cc: info-performer@sgi.com, bcorrie@silver.anu.edu.au
Subject: Re: Performer at ITEC 
In-reply-to: Your message of "Wed, 22 Apr 1998 00:51:40 MST."
             <9804220051.ZM27172@flatland.engr.sgi.com> 
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From: Brian Corrie <bcorrie@cs.anu.edu.au>
Status: O

Hello Chris,

> Hello Everybody,
> 
> Next week the ITEC conference will be held in Lausanne
> (Switzerland) from April 28-30.

[Stuff deleted]

> We will be discussing several of the new features in Performer
> 2.2, including Clipmapping, ASD and Calligraphics. Other topics
> will include a discussion of the Performer product roadmap and
> Performer's evolution in light of Fahrenheit. There will be time
> to answer any questions you may have.

I, and I am sure many others, would be very interested in hearing about SGI's 
roadmap for Performer, Optimizer, OpenGL, OpenGL++, etc., with respect to 
Fahrenheit. Is it possible that some details could be posted to this list 
(from you or someone else at SGI) as well. We were hoping to see an initial 
release of OpenGL++ in the next couple of months, but according to the OpenGL 
ARB meeting minutes from March 9-10

(http://www.opengl.org/ARB/Notes/Meeting1.2/meeting_note_10-03-98.html)

Kurt Akeley (at least so the minutes say, I wasn't there...) says that "SGI 
will no longer be able to push OpenGL++ (though they have no objection to 
others picking up the work). Resources are committed to work with Microsoft 
and HP on the scene graph and large model visualization APIs." Does this mean 
that we will be waiting for the Fahrenheit scene graph as opposed to OpenGL++?

> To be assured of a seat, please come to the SGI stand on the show
> floor to get a ticket for this meeting - hurry because it's first
> come first serve!

If I was there, I would be asking the above question 8-)  We have been 
developing some software under the assumption that OpenGL++ would be available 
sometime near the middle of this year. This has a fairly significant impact on 
some our plans and I have not been able to find out any information through 
our normal SGI channels.

Thanks in advance for any information you can provide.

	Brian


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Date: Wed, 22 Apr 1998 18:34:23 -0500
From: Mike Weiblen <mew@paradigmsim.com>
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To: Sandeep Mulgund <smulgund@cra.com>
CC: info-performer@sgi.com
Subject: Re: Problem with creating custom icon on minimized window
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Status: O

Try "pilotStation.icon", with the first letter in lowercase.

-- mew


Sandeep Mulgund wrote:
> If I use 'xprop' on my running application window, it shows the
> resources set to the correct values.  However, when I minimize the
> window, it shows the default minimized icon, rather than my custom
> icon (which I've placed in the correct directory, with the name
> PilotStation.icon).  What am I doing wrong?  The only way it works 
> is if I put a file called "default.icon" in ~/.icon/.  It seems to
> be ignoring my definition of the WM_CLASS resource.

-- 
Mike Weiblen                  talkto:972-960-2301 x292
PARADIGM Simulation, Inc.     faxto:972-960-9049
14900 Landmark, Suite 400     mailto:mew@paradigmsim.com
Dallas TX 75240               http://www.paradigmsim.com
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Posted-Date: Wed, 22 Apr 1998 16:44:03 -0700 (PDT)
Message-Id: <199804222344.QAA05216@archimedes.vislab.navy.mil>
Subject: Re: Problem with creating custom icon on minimized window
To: smulgund@cra.com (Sandeep Mulgund)
Date: Wed, 22 Apr 1998 16:44:03 -0700 (PDT)
Cc: info-performer@sgi.com
In-Reply-To: <v03102803b1640a61f80e@[205.181.6.126]> from "Sandeep Mulgund" at Apr 22, 98 05:02:27 pm
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Sandeep Mulgund wrote:
> I'm trying to create a custom icon for the minimized window of a Performer
> application.  Per the Indigo Magic guidlines, I'm using some X functions to
> define the WM_CLASS resource, as follows:
[snip]
> If I use 'xprop' on my running application window, it shows the resources
> set to the correct values.  However, when I minimize the window, it shows
> the default minimized icon, rather than my custom icon (which I've placed
> in the correct directory, with the name PilotStation.icon).  What am I
> doing wrong?  The only way it works is if I put a file called
> "default.icon" in ~/.icon/.  It seems to be ignoring my definition of the
> WM_CLASS resource.

I've done this with several programs.  First, is your "correct directory"
/usr/lib/images?  Next, what is your app name?  I think it must be the
same as your icon, e.g. myApp, myApp.icon

I never did the WM_CLASS code you mentioned.  What I did was to take
the xwsh program, copy it to xwsh_myapp, create an icon 
/usr/lib/images/xwsh_myapp.icon , and then when we invoked the xwsh_myapp
(we use xwsh_myapp -e myapp to run an app in the window shell) and iconize
it, well, it just works.

jan

-- 
Jan Anthony Barglowski	              jan@chinalake.navy.mil
Real-time Computer Graphics           http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (760) 927-1057
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CC: Chris Insinger <insinger@flatland.engr.sgi.com>, info-performer@sgi.com,
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Brian Corrie wrote:
> 
> Hello Chris,
> 
> > Hello Everybody,
> >
> > Next week the ITEC conference will be held in Lausanne
> > (Switzerland) from April 28-30.
> 
> [Stuff deleted]
> 
> > We will be discussing several of the new features in Performer
> > 2.2, including Clipmapping, ASD and Calligraphics. Other topics
> > will include a discussion of the Performer product roadmap and
> > Performer's evolution in light of Fahrenheit. There will be time
> > to answer any questions you may have.
> 
> I, and I am sure many others, would be very interested in hearing about SGI's
> roadmap for Performer, Optimizer, OpenGL, OpenGL++, etc., with respect to
> Fahrenheit. Is it possible that some details could be posted to this list
> (from you or someone else at SGI) as well. We were hoping to see an initial
> release of OpenGL++ in the next couple of months, but according to the OpenGL
> ARB meeting minutes from March 9-10
> 
> (http://www.opengl.org/ARB/Notes/Meeting1.2/meeting_note_10-03-98.html)
> 
> Kurt Akeley (at least so the minutes say, I wasn't there...) says that "SGI
> will no longer be able to push OpenGL++ (though they have no objection to
> others picking up the work). Resources are committed to work with Microsoft
> and HP on the scene graph and large model visualization APIs." Does this mean
> that we will be waiting for the Fahrenheit scene graph as opposed to OpenGL++?

Yes, but this isn't really bad news. In many respects the engineering
goals of Fahrenheit Scene Graph are compatible with what OpenGL++ would
have been.

> 
> > To be assured of a seat, please come to the SGI stand on the show
> > floor to get a ticket for this meeting - hurry because it's first
> > come first serve!
> 
> If I was there, I would be asking the above question 8-)  We have been
> developing some software under the assumption that OpenGL++ would be available
> sometime near the middle of this year. This has a fairly significant impact on
> some our plans and I have not been able to find out any information through
> our normal SGI channels.

I won't comment on the time scales but work already undertaken is being
leveraged so this is not a step backwards. Were you hoping to use a beta
test or a release version of OpenGL++ in your original plans?

> 
> Thanks in advance for any information you can provide.
> 

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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To: Angus Dorbie <dorbie@sgi.com>
cc: Brian Corrie <bcorrie@cs.anu.edu.au>,
        Chris Insinger <insinger@flatland.engr.sgi.com>,
        info-performer@sgi.com
Subject: Re: Performer at ITEC 
In-reply-to: Your message of "Wed, 22 Apr 1998 17:14:16 MST."
             <353E87D8.2A8C364F@sgi.com> 
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Date: Thu, 23 Apr 1998 11:09:26 +1000
From: Brian Corrie <bcorrie@cs.anu.edu.au>
Status: O


I said:
>> I, and I am sure many others,would be very interested in hearing about SGI's
>> roadmap for Performer, Optimizer, OpenGL, OpenGL++, etc., with respect to
>> Fahrenheit. Is it possible that some details could be posted to this list
>> (from you or someone else at SGI) as well. We were hoping to see an initial
>> release of OpenGL++ in the next couple of months, but according to the 
>> OpenGL ARB meeting minutes from March 9-10
>> 
>> (http://www.opengl.org/ARB/Notes/Meeting1.2/meeting_note_10-03-98.html)
>> 
>> Kurt Akeley (at least so the minutes say, I wasn't there...) says that "SGI
>> will no longer be able to push OpenGL++ (though they have no objection to
>> others picking up the work). Resources are committed to work with Microsoft
>> and HP on the scene graph and large model visualization APIs." Does this 
mean
>> that we will be waiting for the Fahrenheit scene graph as opposed to
>> OpenGL++?

Angus replies:
> Yes, but this isn't really bad news. In many respects the engineering
> goals of Fahrenheit Scene Graph are compatible with what OpenGL++ would
> have been.

I agree it isn't bad news from the point of view of having a new, unified 
scene graph API. The confusion comes from what is going to happen and when 
(see below). I haven't seen any mention other than the ARB notes given above 
that SGI was not going to release OpenGL++ as intially intended. Has an 
official statement been made?

>>  We have been
>> developing some software under the assumption that OpenGL+ would be 
available
>> sometime near the middle of this year.This has a fairly significant impact 
on
>> some our plans and I have not been able to find out any information through
>> our normal SGI channels.
> 
> I won't comment on the time scales but work already undertaken is being
> leveraged so this is not a step backwards. Were you hoping to use a beta
> test or a release version of OpenGL++ in your original plans?

The timescales involved are our main concern. We were under the impression 
that an OpenGL++ release, at least a beta version, would be out RSN, and the 
first real release would be around August or so. I realize that one can not 
rely on dates like these, but we were assuming that they would be relatively 
close and we haven't had any indication otherwise (although it is a bit hard 
to keep on top of these things from here). The Fahrenheit time frame moves 
things well into next year which does cause some problems for us. We need to 
get a slightly clearer picture of what is going on in this respect so we can 
decide in what direction to move. The only picture we have at the moment is 
wait until Fahrenheit arrives, with no clear path between now and then. What 
is Fahrenheit going to look like and how can we move towards that API given 
the technology we have now (Performer, Optimizer, Cosmo3D, OpenGL). We thought 
we had a clear picture in this respect, but...

Cheers,

	Brian




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Date: Thu, 23 Apr 1998 04:15:32 -0700
From: src@rose.engr.sgi.com (Sharon Clay)
Message-Id: <9804230415.ZM19470@rose.engr.sgi.com>
In-Reply-To: Daniel Williams <dwilliams@sarnoff.com>
        "Octane Channel Option and Performer2.2?" (Apr 22,  5:39pm)
References: <353E6385.2781@sarnoff.com>
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+>---- On Apr 22,  5:39pm, Daniel Williams wrote:
> Subject: Octane Channel Option and Performer2.2?
->
->Has anyone used the Octane Channel Option with Performer2.2?

Yup - this is a bug in Performer2.2 - we don't end up not
opening a window if there is no channel 0 and OCO doesn't 
have a channel 0.

This is fixed in our first update to Performer2.2 which will be
included in the IRIX 6.5 release.  A larger Performer2.2 patch 
covering 6.2 and forwared is also in progress and planned for
later this year.

I'll get the bug lists on the web pages updated - thanx!
src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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To: Brian Corrie <bcorrie@cs.anu.edu.au>
cc: Chris Insinger <insinger@flatland.engr.sgi.com>, info-performer@sgi.com,
        bcorrie@silver.anu.edu.au
Subject: Re: Performer at ITEC 
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Status: O

On Thu, 23 Apr 1998, Brian Corrie wrote:

> We were hoping to see an initial 
> release of OpenGL++ in the next couple of months, but according to the OpenGL 
> ARB meeting minutes from March 9-10
> 
> (http://www.opengl.org/ARB/Notes/Meeting1.2/meeting_note_10-03-98.html)
> 
> Kurt Akeley (at least so the minutes say, I wasn't there...) says that "SGI 
> will no longer be able to push OpenGL++ (though they have no objection to 
> others picking up the work). Resources are committed to work with Microsoft 
> and HP on the scene graph and large model visualization APIs." Does this mean 
> that we will be waiting for the Fahrenheit scene graph as opposed to OpenGL++?

I wonder if anyone would be interested in a cooperative 'freeware' Mesa++ (ie
an OpenGL++ implemented on top of Mesa and provided under the same licensing
conditions)?

Kurt's statement suggests that whatever OpenGL++ materials are out there
should be freely available. Given that, I don't think it would be too
hard to write such a thing.

I have an OpenGL++ spec (probably out of date now) - but I can't do
anything with it since it was provided under NDA.

I have been using Performer (another OpenGL scene graph API) under IRIX,
it would be nice to have a suitably Open scenegraph API to replace it on
Windoze and Linux platforms.

If anyone at SGI is listening and would be prepared to release a non-NDA
OpenGL++ spec, I'm sure that would be interesting to many people on this
list.

Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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> The timescales involved are our main concern. We were under the impression
> that an OpenGL++ release, at least a beta version, would be out RSN, and the
> first real release would be around August or so. I realize that one can not
> rely on dates like these, but we were assuming that they would be relatively
> close and we haven't had any indication otherwise (although it is a bit hard
> to keep on top of these things from here). The Fahrenheit time frame moves
> things well into next year which does cause some problems for us. We need to
> get a slightly clearer picture of what is going on in this respect so we can
> decide in what direction to move. The only picture we have at the moment is
> wait until Fahrenheit arrives, with no clear path between now and then. What
> is Fahrenheit going to look like and how can we move towards that API given
> the technology we have now (Performer, Optimizer, Cosmo3D, OpenGL). We thought
> we had a clear picture in this respect, but...


I guess this problem (not knowing what direction SGI on the whole is
taking) is widespread among the SGI developers. We use Performer,
Optimizer, plain OpenGL and many other libraries, and we have started
supporting Windows/Solaris recently, but our main focus is still SGI.
But the recent developments at SGI and more importantly the
non-availability of information to developers is making things look
unclear. Yes, I hope someone from SGI would openly make  an (even
unofficial) announcement on what their plans are.

Thanks.
-- 
  Prakash Mahesh                                     
  prakash@drawcomp.com
  	--or--
  prakash@openworlds.com
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Hi,

I've never used vega but will be evaluating it very soon on the PC.

I have some Performer experience and I'd like to know what have been the
implications of porting Vega to WindowsNT??

Did Paradigm managed to replace Performer by an in-house tools?  Did
Vega lost a layer of functionality?

My question is simply: "What have replaced Performer in Vega for
WindowsNT?"

thanks

-- 

Sylvain Mayer, 3D Graphics Developer
Visual Database Tools
CAE Electronics Ltd. (http://www.cae.ca)
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--------------6ED112EA5BA5C5F6A1665E94
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Sylvain Mayer wrote:

> Hi,
>
> I've never used vega but will be evaluating it very soon on the PC.
>
> I have some Performer experience and I'd like to know what have been the
> implications of porting Vega to WindowsNT??
>
> Did Paradigm managed to replace Performer by an in-house tools?  Did
> Vega lost a layer of functionality?

The Vega/include dir has pfXXX.h files. I am not sure that Vega has lost
the layer.

> My question is simply: "What have replaced Performer in Vega for
> WindowsNT?"
>

I think the vgXXX functions make OpenGl class rather than performer calls.
The API is kept the same, so that the vega code is portable.

> thanks
>
> --
>
> Sylvain Mayer, 3D Graphics Developer
> Visual Database Tools
> CAE Electronics Ltd. (http://www.cae.ca)
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com



--
=================================================
M Devrim Erdem
System Integration Engineer - Vis. Sim. Division

devrim@infotron-tr.com http://www.infotron-tr.com
=================================================



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<HTML>
Sylvain Mayer wrote:
<BLOCKQUOTE TYPE=CITE>Hi,

<P>I've never used vega but will be evaluating it very soon on the PC.

<P>I have some Performer experience and I'd like to know what have been
the
<BR>implications of porting Vega to WindowsNT??

<P>Did Paradigm managed to replace Performer by an in-house tools?&nbsp;
Did
<BR>Vega lost a layer of functionality?</BLOCKQUOTE>
The Vega/include dir has pfXXX.h files. I am not sure that Vega has lost
the layer.
<BLOCKQUOTE TYPE=CITE>

<P>My question is simply: "What have replaced Performer in Vega for
<BR>WindowsNT?"
<BR>&nbsp;</BLOCKQUOTE>
I think the vgXXX functions make OpenGl class rather than performer calls.
The API is kept the same, so that the vega code is portable.
<BLOCKQUOTE TYPE=CITE>thanks

<P>--

<P>Sylvain Mayer, 3D Graphics Developer
<BR>Visual Database Tools
<BR>CAE Electronics Ltd. (<A HREF="http://www.cae.ca">http://www.cae.ca</A>)
<BR>=======================================================================
<BR>List Archives, FAQ, FTP:&nbsp; <A HREF="http://www.sgi.com/Technology/Performer/">http://www.sgi.com/Technology/Performer/</A>
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
Submissions:&nbsp; info-performer@sgi.com
<BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Admin. requests:&nbsp; info-performer-request@sgi.com</BLOCKQUOTE>
&nbsp;
<PRE>--&nbsp;
=================================================
M Devrim Erdem
System Integration Engineer - Vis. Sim. Division

devrim@infotron-tr.com <A HREF="http://www.infotron-tr.com">http://www.infotron-tr.com</A>
=================================================</PRE>
&nbsp;</HTML>

--------------6ED112EA5BA5C5F6A1665E94--

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From: Angus Dorbie <dorbie@sgi.com>
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To: Prakash Mahesh <prakash@DRAWCOMP.COM>
CC: info-performer@sgi.com
Subject: Re: Performer at ITEC
References: <199804230109.LAA01226@silver.anu.edu.au> <353F589A.33DEF0AA@drawcomp.com>
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Prakash Mahesh wrote:
> 
> > The timescales involved are our main concern. We were under the impression
> > that an OpenGL++ release, at least a beta version, would be out RSN, and the
> > first real release would be around August or so. I realize that one can not
> > rely on dates like these, but we were assuming that they would be relatively
> > close and we haven't had any indication otherwise (although it is a bit hard
> > to keep on top of these things from here). The Fahrenheit time frame moves
> > things well into next year which does cause some problems for us. We need to
> > get a slightly clearer picture of what is going on in this respect so we can
> > decide in what direction to move. The only picture we have at the moment is
> > wait until Fahrenheit arrives, with no clear path between now and then. What
> > is Fahrenheit going to look like and how can we move towards that API given
> > the technology we have now (Performer, Optimizer, Cosmo3D, OpenGL). We thought
> > we had a clear picture in this respect, but...
> 
> I guess this problem (not knowing what direction SGI on the whole is
> taking) is widespread among the SGI developers. We use Performer,
> Optimizer, plain OpenGL and many other libraries, and we have started
> supporting Windows/Solaris recently, but our main focus is still SGI.
> But the recent developments at SGI and more importantly the
> non-availability of information to developers is making things look
> unclear. Yes, I hope someone from SGI would openly make  an (even
> unofficial) announcement on what their plans are.

There will be no unofficial announcements. (that's unofficial ofcourse
:-))

There is official information on dates though. I'll quote from the FAQ:

> When and how will Fahrenheit technologies be delivered? 
>                   The Fahrenheit project technologies will be delivered through the DirectX Architecture
>                   on the Windows Platform. The Fahrenheit Scene Graph and Large Model Visualization
>                   will be delivered by Silicon Graphics on IRIX. 
> 
>                   The deliverables of the technical collaboration are expected to be released individually
>                   in various intervals: 
> 
>                       New low-level API: Expected in 2000 
>                       New scene graph API: First half of 1999 
>                       Fahrenheit LMV APIs: First half of 1999 


Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
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From: Angus Dorbie <dorbie@sgi.com>
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To: Brian Corrie <bcorrie@cs.anu.edu.au>
CC: Chris Insinger <insinger@flatland.engr.sgi.com>, info-performer@sgi.com
Subject: Re: Performer at ITEC
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Brian Corrie wrote:
> 
> I said:
> >> I, and I am sure many others,would be very interested in hearing about SGI's
> >> roadmap for Performer, Optimizer, OpenGL, OpenGL++, etc., with respect to
> >> Fahrenheit. Is it possible that some details could be posted to this list
> >> (from you or someone else at SGI) as well. We were hoping to see an initial
> >> release of OpenGL++ in the next couple of months, but according to the
> >> OpenGL ARB meeting minutes from March 9-10
> >>
> >> (http://www.opengl.org/ARB/Notes/Meeting1.2/meeting_note_10-03-98.html)
> >>
> >> Kurt Akeley (at least so the minutes say, I wasn't there...) says that "SGI
> >> will no longer be able to push OpenGL++ (though they have no objection to
> >> others picking up the work). Resources are committed to work with Microsoft
> >> and HP on the scene graph and large model visualization APIs." Does this
> mean
> >> that we will be waiting for the Fahrenheit scene graph as opposed to
> >> OpenGL++?
> 
> Angus replies:
> > Yes, but this isn't really bad news. In many respects the engineering
> > goals of Fahrenheit Scene Graph are compatible with what OpenGL++ would
> > have been.
> 
> I agree it isn't bad news from the point of view of having a new, unified
> scene graph API. The confusion comes from what is going to happen and when
> (see below). I haven't seen any mention other than the ARB notes given above
> that SGI was not going to release OpenGL++ as intially intended. Has an
> official statement been made?
> 
> >>  We have been
> >> developing some software under the assumption that OpenGL+ would be
> available
> >> sometime near the middle of this year.This has a fairly significant impact
> on
> >> some our plans and I have not been able to find out any information through
> >> our normal SGI channels.
> >
> > I won't comment on the time scales but work already undertaken is being
> > leveraged so this is not a step backwards. Were you hoping to use a beta
> > test or a release version of OpenGL++ in your original plans?
> 
> The timescales involved are our main concern. We were under the impression
> that an OpenGL++ release, at least a beta version, would be out RSN, and the
> first real release would be around August or so. I realize that one can not
> rely on dates like these, but we were assuming that they would be relatively
> close and we haven't had any indication otherwise (although it is a bit hard
> to keep on top of these things from here). The Fahrenheit time frame moves
> things well into next year which does cause some problems for us.

But even with OpenGL++ you'd have had to rely on beta software releases
until
then if they were made available to you.

> We need to
> get a slightly clearer picture of what is going on in this respect so we can
> decide in what direction to move. The only picture we have at the moment is
> wait until Fahrenheit arrives, with no clear path between now and then. What
> is Fahrenheit going to look like and how can we move towards that API given
> the technology we have now (Performer, Optimizer, Cosmo3D, OpenGL). We thought
> we had a clear picture in this respect, but...

The path is clear, only Cosmo3D  under OpenGL optimizer is available for
cross platform scene graph development between  now and then but the
whole objective is to get something in place which will have some
longevity and a lot of engineering merit. By definition the
functionality
required doesn't exist prior to the creation of the new API. Just
because
there isn't going to be something in place as soon as was desired
(by everyone concerned) doesn't mean the path forward is not clear.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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Date: Thu, 23 Apr 1998 19:09:26 -0500
From: Rick Weyrauch <rweyrauch@paradigmsim.com>
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Organization: Paradigm Simulation Inc.
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To: Steve Baker <sbaker@link.com>, info-performer@sgi.com
Subject: Re: Performer at ITEC
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I am also interested in developing an open 'freeware' scene graph
toolkit for OpenGL.  The graphics community (both on Linux and Win32)
could use such a tool.

With the advent of Fahrenheit, it there a problem with SGI releasing the
OpenGL++ spec to the public?

Rick


Steve Baker wrote:
> 
> On Thu, 23 Apr 1998, Brian Corrie wrote:
> 
> > We were hoping to see an initial
> > release of OpenGL++ in the next couple of months, but according to the OpenGL
> > ARB meeting minutes from March 9-10
> >
> > (http://www.opengl.org/ARB/Notes/Meeting1.2/meeting_note_10-03-98.html)
> >
> > Kurt Akeley (at least so the minutes say, I wasn't there...) says that "SGI
> > will no longer be able to push OpenGL++ (though they have no objection to
> > others picking up the work). Resources are committed to work with Microsoft
> > and HP on the scene graph and large model visualization APIs." Does this mean
> > that we will be waiting for the Fahrenheit scene graph as opposed to OpenGL++?
> 
> I wonder if anyone would be interested in a cooperative 'freeware' Mesa++ (ie
> an OpenGL++ implemented on top of Mesa and provided under the same licensing
> conditions)?
> 
> Kurt's statement suggests that whatever OpenGL++ materials are out there
> should be freely available. Given that, I don't think it would be too
> hard to write such a thing.
> 
> I have an OpenGL++ spec (probably out of date now) - but I can't do
> anything with it since it was provided under NDA.
> 
> I have been using Performer (another OpenGL scene graph API) under IRIX,
> it would be nice to have a suitably Open scenegraph API to replace it on
> Windoze and Linux platforms.
> 
> If anyone at SGI is listening and would be prepared to release a non-NDA
> OpenGL++ spec, I'm sure that would be interesting to many people on this
> list.
> 
> Steve Baker                (817)619-8776 (Vox/Vox-Mail)
> Raytheon Systems Inc.      (817)619-4028 (Fax)
> Work: SBaker@link.com      http://www.hti.com
> Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1
> 
> =======================================================================
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>         Admin. requests:  info-performer-request@sgi.com

-- 

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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Date: Thu, 23 Apr 1998 20:35:54 -0400
From: ballard@sirius.ccd.bnl.gov (A. Ballard Andrews)
Message-Id: <199804240035.UAA00808@sirius.ccd.bnl.gov>
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Status: O

Hi there,

I have an app which works fine in 32 and N32 but when I 
compile it in N64 (no errors) I get a core dump:

 3124:stereo_test_3: rld: Error: elfmap: not an ELF file.
main(): data soft max: 4294967295 
main(): data hard max: 4294967295 
main(): vmem soft max: 4294967295 
main(): vmem hard max: 4294967295 
main(): maximum memory 251592703 
SharedArenaSize = 4294967295
Segmentation fault (core dumped)

Oddly enough, the application runs if I load
files in pfb format but files in e.g., .iv
format cause  core dump.

Is this weird or what?

Ballard Andrews

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From: Angus Dorbie <dorbie@sgi.com>
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Subject: Re: Performer at ITEC
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Rick Weyrauch wrote:
> 
> I am also interested in developing an open 'freeware' scene graph
> toolkit for OpenGL.  The graphics community (both on Linux and Win32)
> could use such a tool.
> 
> With the advent of Fahrenheit, it there a problem with SGI releasing the
> OpenGL++ spec to the public?

The point would seem to be that until the ARB does something about it,
even assuming that there is sufficient interest there (which may be
doubtful in light of the members and either their association with
PC platforms (Intergraph) or the Fahrenheit agreement (HP, SGI,
Microsoft) or their own proprietary scene graph approaches (SUN)),
then there really isn't an OpenGL++ and therefore no spec to follow.

Anyone seeking to write such an API may be wise to follow their own
direction, it may even produce something novel. The commercial
offerings currently out there seem either very poor or very
expensive.

This is just my opinion offered for the sake of friendly discourse, it
in now way represents SGI's position either official or unofficial.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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To: Angus Dorbie <dorbie@sgi.com>
cc: info-performer@sgi.com
Subject: Re: Performer at ITEC 
In-reply-to: Your message of "Thu, 23 Apr 1998 18:59:43 MST."
             <353FF20F.8C61FE15@sgi.com> 
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Date: Fri, 24 Apr 1998 13:06:31 +1000
From: Brian Corrie <bcorrie@cs.anu.edu.au>
Status: O

> Rick Weyrauch wrote:
> > 
> > I am also interested in developing an open 'freeware' scene graph
> > toolkit for OpenGL.  The graphics community (both on Linux and Win32)
> > could use such a tool.
> > 
> > With the advent of Fahrenheit, it there a problem with SGI releasing the
> > OpenGL++ spec to the public?
> 
> The point would seem to be that until the ARB does something about it,
> even assuming that there is sufficient interest there (which may be
> doubtful in light of the members and either their association with
> PC platforms (Intergraph) or the Fahrenheit agreement (HP, SGI,
> Microsoft) or their own proprietary scene graph approaches (SUN)),
> then there really isn't an OpenGL++ and therefore no spec to follow.
>
> Anyone seeking to write such an API may be wise to follow their own
> direction, it may even produce something novel. The commercial
> offerings currently out there seem either very poor or very
> expensive.

But, as you say, most of the technology in OpenGL++ will be leveraged for 
Fahrenheit (man, every time I type that I type it wrong... couldn't they have 
picked a name that was easier to type 8-). I would assume that much of the 
OpenGL++ Scene Graph architecture will carry through to Fahrenheit. I think 
the goal of a Mesa++ should be to implement the Fahrenheit API much as Mesa 
implements the OpenGL API. Thus the OpenGL++ spec would be an excellent 
starting point for such an effort. One does already exist, up to a point, so 
it would be nice if SGI and/or the ARB could release it into the public domain.

Cheers,

	Brian


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From: src@rose.engr.sgi.com (Sharon Clay)
Message-Id: <199804240547.WAA22392@rose.engr.sgi.com>
To: info-performer@sgi.com
Subject: OpenGL++ -> Fahrenheit (was Performer at ITEC)
Status: O


Hi all,

I'm glad this has come up and that folks are asking the
these specific questions so we get a chance to answer them in a 
targeted fashion. I'll try to address some of the questions raised
in the recent postings (some of this is just redundant and seconding
what Angus has already said). 

+>---- On Apr 23,  9:11am, Brian Corrie wrote:
> Subject: Re: Performer at ITEC
->
->
->I, and I am sure many others, would be very interested in hearing about SGI's 
->roadmap for Performer, Optimizer, OpenGL, OpenGL++, etc., with respect to 
->Fahrenheit. Is it possible that some details could be posted to this list 
->(from you or someone else at SGI) as well. We were hoping to see an initial 
->release of OpenGL++ in the next couple of months, but according to the OpenGL 

We have the high level in every presentation slide set we give.
A bit of this in our I/ITSEC 97  slides (on the web site).

http://www.sgi.com/Technology/Performer/technical.html

OpenGL is still going strong and 1.2 was just released!  In brief,
the SGI OpenGL++ effort has now transitioned into Fahrenheit Scene
Graph (FSG). FSG will run on OpenGL, D3D, and Fahrenheit Low
Level(FLL) when that exists. FSG will be cross-platform and will be
shipped with at least Windows and IRIX.

The next major version of Performer (3.0) will use Fahreneit Scene
Graph.  Since the pfSceneGraph and basic MP model will largely
transition into FSG, we have a chance to re-evaluate what
Performer3.0 should exactly be and how it can best serve our Visual
Simulation customers.  Future vertical market toolkits from SGI will
all be based on FSG so that they use the same Scene Graph and MP
model.  But, the rest of that is for Chris's talk at ITEC and we'll
put his slides on the web site after the show.

->ARB meeting minutes from March 9-10
->
->(http://www.opengl.org/ARB/Notes/Meeting1.2/meeting_note_10-03-98.html)
->
->Kurt Akeley (at least so the minutes say, I wasn't there...) says that "SGI 
->will no longer be able to push OpenGL++ (though they have no objection to 
->others picking up the work). Resources are committed to work with Microsoft 
->and HP on the scene graph and large model visualization APIs." Does this mean 
->that we will be waiting for the Fahrenheit scene graph as opposed to OpenGL++?

As Angus indicated, yes.  The SGI and Microsoft parts of the OpenGL++
effort have transitioned into FSG and FSG is derrived directly from
the spec and source code base that we had for OGL++.  Some solid
improvements have been made that will produce much better
extensibility on NT platforms but that is for another discussion.  In
general, we have made a lot of progress on the entire thing since
last Dec.

->
->If I was there, I would be asking the above question 8-)  We have been 
->developing some software under the assumption that OpenGL++ would be available 
->sometime near the middle of this year. This has a fairly significant impact on 
->some our plans and I have not been able to find out any information through 
->our normal SGI channels.

The most detailed we ever got was in summer '97 hoping for a Beta in
summer '98. As we mentioned then, that was a very tentative outlook
because we were (and are) talking about a 1.0 type of release here.
The schedule at this point probably is not all that different than it
otherwise would have been.  As announced at the Fahrenheit launch, we
are trying for a released product mid-98.  We'll do a beta before
that, and limited alpha exposure before that.  I'd say the move to
Fahrenheit made us slip a bit but not significantly and the
additional changes that have been incurred feel good.  We are able to
be a lot more directed and focused now so that might also make up for
a little of the lost time :-)

I'd be interested to hear more privately about how your plans are
affected so I can be better informed about how these changes are
impacting people.  Naively, I'd assume your plans had to allow some
flexibility around OGL++ and hopefully we haven't disrupted the
waters too much by doing this with Fahrenheit. While I can't go into
all of the details at this stage, I can definitely say that our
general direction and goals have not changed.


+>---- On Apr 23,  8:39am, Steve Baker wrote:
> Subject: Re: Performer at ITEC
->
->I wonder if anyone would be interested in a cooperative 'freeware' Mesa++ (ie

->
->I have an OpenGL++ spec (probably out of date now) - but I can't do
->anything with it since it was provided under NDA.

Yes, it was.

->I have been using Performer (another OpenGL scene graph API) under IRIX,
->it would be nice to have a suitably Open scenegraph API to replace it on
->Windoze and Linux platforms.

If the trouble is the fear that needed OS platforms aren't supported,
or that certain features aren't available in the OSs that we are 
covering then SGI and Microsoft would like to hear about that and
why they are needed.  

If what you really have is detailed questions on licensing for other 
OS platforms, then it might be better to pose those to Microsoft or at 
least a forum where they are listening.

->If anyone at SGI is listening and would be prepared to release a non-NDA
->OpenGL++ spec, I'm sure that would be interesting to many people on this
->list.

In truth, I don't think that last Dec. spec would provide much
insight for folks that have seen Performer and Inventor beyond
reassuring folks that we are still doing a Scene Graph.  Since the
goal here is a pervasive standard, I'd hope that folks would use
Fahrenheit and not try to start up a separate effort now on something
old.  SGI will only participate in one effort and honestly believe
what we have created with Fahrenheit is the right thing, both for ISV
and IHVs that want to be able to differentiate on top of and
underneath a ubiquitous API.  I don't think multiple efforts is going
to help anyone at this point.

If what you want is programming hints for future directions, then be
assured that 1) we are trying to both forumulate and limit the
complexity of the transition path from our current products and 2)
will advertise a set of hints when relevant.  It is really probably a
bit premature at this point and I don't think that superficial
"change pfLOD to xxLOD" type hints are really what you are looking for.

+>---- On Apr 23, 11:04am, Prakash Mahesh wrote: 
->> Subject: Re: Performer at ITEC
->
->I guess this problem (not knowing what direction SGI on the whole is
->taking) is widespread among the SGI developers. We use Performer,
->Optimizer, plain OpenGL and many other libraries, and we have started
->supporting Windows/Solaris recently, but our main focus is still SGI.
->But the recent developments at SGI and more importantly the
->non-availability of information to developers is making things look
->unclear. Yes, I hope someone from SGI would openly make  an (even
->unofficial) announcement on what their plans are.

I really need a more specific question here to know what you are
really asking.  Our general direction has never changed, we have just
been looking for a way to get a set of APIs to be pervasive in the
industry and have them be APIs that are carefully constructed to
allow us (and other hardware vendors) to differentiate within the
same API.  It will also help ISVs because then the burden of
customizing SW to run well on different platforms can be in large
part carried by the hardware vendors.  This is what we have done with
OpenGL at the low level and at the scene graph level (for the SGI
product line) with Performer.  This is what we (and others) will do
with Fahrenheit for a cross-plaform solution.


A couple of additional notes:

For more some current big picture or lengthy
essays, I'll point to some handy sites you might peruse:

General SGI Fahrenheit site: http://www.sgi.com/fahrenheit/

A recent good article from a talk by Kurt and Jay: 
    http://www.gamasutra.com/features/programming/19980410/fahrenheit_01.htm

I think this should address the basic questions that have come up.
We will give out more detailed technical information at a later stage
as it becomes appropriate.

I hope this helps and thanx for asking!
src & chris.


-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (650) 933 - 1002  FAX: (650) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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From: Steve Baker <sbaker@link.com>
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To: Rick Weyrauch <rweyrauch@paradigmsim.com>
cc: info-performer@sgi.com
Subject: Re: Performer at ITEC
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On Thu, 23 Apr 1998, Rick Weyrauch wrote:

> I am also interested in developing an open 'freeware' scene graph
> toolkit for OpenGL.  The graphics community (both on Linux and Win32)
> could use such a tool.
> 
> With the advent of Fahrenheit, it there a problem with SGI releasing the
> OpenGL++ spec to the public?
 
Kurt Akeley said:

  "SGI will no longer be able to push OpenGL++ (though they have no objection to
  others picking up the work)."

Also, the OpenGL++ spec presumably belongs to the OpenGL ARB and not to SGI,
so I presume we'd have to talk to the ARB to get a copy of it.

I have a copy of the spec - but it's under NDA from SGI - so I can't use that
as the basis of a 'Mesa++' effort. Following Kurt's announcement, there should
be no problem getting hold of the current spec without NDA - I presume.

Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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Date: Fri, 24 Apr 1998 10:32:49 -0700
From: Angus Dorbie <dorbie@sgi.com>
Organization: Silicon Graphics
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To: Steve Baker <sbaker@link.com>
CC: Rick Weyrauch <rweyrauch@paradigmsim.com>, info-performer@sgi.com
Subject: Re: Performer at ITEC
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Steve Baker wrote:
> 
> On Thu, 23 Apr 1998, Rick Weyrauch wrote:
> 
> > I am also interested in developing an open 'freeware' scene graph
> > toolkit for OpenGL.  The graphics community (both on Linux and Win32)
> > could use such a tool.
> >
> > With the advent of Fahrenheit, it there a problem with SGI releasing the
> > OpenGL++ spec to the public?
> 
> Kurt Akeley said:
> 
>   "SGI will no longer be able to push OpenGL++ (though they have no objection to
>   others picking up the work)."
> 
> Also, the OpenGL++ spec presumably belongs to the OpenGL ARB and not to SGI,
> so I presume we'd have to talk to the ARB to get a copy of it.

This in no way indicates SGI official policy but I don't see how you can
say
this. Just because a document is presented to a comittee for review,
doesn't
convey all the rights to it's contents, particularly the ownership of
any IP
described in it, but I'm no lawyer and don't know all that was said or
exchanged w.r.t. the spec.

> 
> I have a copy of the spec - but it's under NDA from SGI - so I can't use that
> as the basis of a 'Mesa++' effort. Following Kurt's announcement, there should
> be no problem getting hold of the current spec without NDA - I presume.

There's a big difference between running with an OpenGL scene graph idea
and
using the NDA spec lock, stock and barrel. None of this is is SGI
policy, but even
if the OpenGL++ spec were left to the ARB, it may very well be the case
that
nobody on the ARB is interested in OpenGL++ anymore. As I have already
pointed
out most ARB members now have a significant stake in Fahrenheit or their
own
Scene Graph strategies like Java 3D, and Raytheon isn't on the ARB :-(.

Why would you want or need to base Mesa++ on OpenGL++ if the rest of the
world
is using FSG and there is no _real OpenGL++.

I want to make it absolutely clear that these are just a personal
observations
of the issues raised by Steve and don't reflect SGIs views in any way.

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: "Chris Mumford" <chris@paradigmsim.com>
To: <mayer@poster.cae.ca>, <info-vega@paradigmsim.com>
Cc: <info-performer@sgi.com>
Subject: RE: Vega now available on NT
Date: Fri, 24 Apr 1998 13:14:56 -0500
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Status: O

> Hi,
>
> I've never used vega but will be evaluating it very soon on the PC.
>
> I have some Performer experience and I'd like to know what have been the
> implications of porting Vega to WindowsNT??
>
> Did Paradigm managed to replace Performer by an in-house tools?  Did
> Vega lost a layer of functionality?
>
> My question is simply: "What have replaced Performer in Vega for
> WindowsNT?"
>
> thanks
>

Due to the absence of a robust Performer-like API for Windows NT, Paradigm
has written its own scene graph called the Vega Scene Graph. We have
implemented a subset of the Performer(tm) API as wrapper functions around
the Vega Scene Graph. This was done to ease the burden of porting existing
Vega applications from the IRIX platform to Windows NT. This API is not for
porting existing Performer applications to Windows NT. There are many
Performer  wrappers  that we have not implemented, and do not intend to
implement.

If you are looking for cross-platform compatibility for your existing
Performer application, Paradigm is prepared to assist you with a port to
Vega. Once the application is Vega-based, compatibility will exist between
IRIX and NT platforms, with minimal code changes. If you are interested in
this approach, please contact your local Paradigm salesperson, or send us an
email at marketing@paradigmsim.com.

Thank you,

Chris Mumford
VegaNT Product Manager

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Dear commrades,

Does anyone have the utility "mktiles" for making cliptextures?? I
aquired it through

an FAQ a while ago and I've misplaced the executable.  If available
please repost.

thank you.

Joe



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Date: Fri, 24 Apr 1998 14:19:11 -0700
From: Angus Dorbie <dorbie@sgi.com>
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To: Chris Mumford <chris@paradigmsim.com>
CC: mayer@poster.cae.ca, info-vega@paradigmsim.com, info-performer@sgi.com
Subject: Re: Vega now available on NT
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Chris Mumford wrote:
> 
> > Hi,
> >
> > I've never used vega but will be evaluating it very soon on the PC.
> >
> > I have some Performer experience and I'd like to know what have been the
> > implications of porting Vega to WindowsNT??
> >
> > Did Paradigm managed to replace Performer by an in-house tools?  Did
> > Vega lost a layer of functionality?
> >
> > My question is simply: "What have replaced Performer in Vega for
> > WindowsNT?"
> >
> > thanks
> >
> 
> Due to the absence of a robust Performer-like API for Windows NT, Paradigm
> has written its own scene graph called the Vega Scene Graph. We have
> implemented a subset of the Performer(tm) API as wrapper functions around
> the Vega Scene Graph. This was done to ease the burden of porting existing
> Vega applications from the IRIX platform to Windows NT. This API is not for
> porting existing Performer applications to Windows NT. There are many
> Performer  wrappers  that we have not implemented, and do not intend to
> implement.
> 
> If you are looking for cross-platform compatibility for your existing
> Performer application, Paradigm is prepared to assist you with a port to
> Vega. Once the application is Vega-based, compatibility will exist between
> IRIX and NT platforms, with minimal code changes. If you are interested in
> this approach, please contact your local Paradigm salesperson, or send us an
> email at marketing@paradigmsim.com.
> 
> Thank you,

The important thing interested parties on the info-performer
list need to know now is the per seat cost of Vega runtime and
development licenses, with and without various plugins?

Cheers,Angus.

-- 
"Only the mediocre are always at their best." -- Jean Giraudoux 

For advanced 3D graphics Performer + OpenGL based examples and tutors:
http://www.dorbie.com/
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From: "Volz, Bill (wrvo)" <WRVO@chevron.com>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Books on Performer
Date: Fri, 24 Apr 1998 15:59:23 -0700
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The Performer Programmer's guide that SGI provides with the course is pretty
weak on content on actual programming details. Is there a book written by
someone in the know that someone would like to recommend? Like the little
red book for OpenGL.

Thanks,

Bill Volz

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From: "Volz, Bill (wrvo)" <WRVO@chevron.com>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: Colortables and gsets
Date: Fri, 24 Apr 1998 15:57:35 -0700
X-Mailer: Internet Mail Service (5.0.1460.8)
Status: O

I would like to use a colortable when drawing some triangles. I want smooth
shading across all triangles.
I'm having trouble figuring out how the colortable is connected to be
vertex. Does the per vertex value in the attribute array now become a color
index? I've implemented it this way but it doesn't seem to be working. Any
suggestion on why it's not would be helpful?

I have pseudo code as follows on how I think it should work:

float *verts = (float*) pfMalloc(sizeof(float)*ntriangle*9,arena);
pfVec4 *colors = (pfVec4*) pfMalloc(sizeof(pfVec4)*ntriangle*3,arena);
... fill in verts
...set colors to appropriate index. in my case the z value of the triangle
scaled to be between 0 and 255.
gset->setAttr(PFGS_COORD3,PFGS_PER_VERTEX,verts,0);
gset->setAttr(PFGS_COLOR4,PFGS_PER_VERTEX,colors,0);
...
gstate = new(arena) pfGeoState();
pfColortable *ctab = new(arena) pfColortable(256);
...set color values
gstate->setMode(PFSTATE_ENCOLORTABLE,PF_ON);
gstate->setAttr(PFSTATE_COLORTABLE,ctab);
gset->setGState(gstate);
geode->addGSet(gset);
...->addChild(geode);

Am I missing any overrides, of other settings somewhere else? Anyone see
anything else wrong with
the above? Does this need to be applied or something?

Thanks, 
Bill Volz

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Date: Sat, 25 Apr 1998 21:34:47 +0200
From: Dr Colin Bridgewater <crccobr@nocrc.abb.no>
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Organization: ABB Teknologi AS, Marine Oil and Gas Group
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To: Castillo Joe <castillo_joe@bah.com>
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Subject: Re: mktiles
References: <3540EF81.8E9CC6B8@bah.com>
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This is a multi-part message in MIME format.

--------------64521B341C7
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Hi Joe

Castillo Joe wrote:
> Does anyone have the utility "mktiles" for making cliptextures??

Herewith a copy. It makes RGB sub-tiles from a larger image. These
sub-tiles are scaled so that they are friendly to texture memory. For
example, using the defaults, an image at 1280x1024 would be broken up
into numbered 80 (!) sub-images of 128x128 each.... 

Not true clip-texturing in the Performer sense, but a *very* hacky
attempt at geting my O2 to look as though it was doing it.... I used a
DBASE process to figure out which of the sub-tiles might become visible
and updated the scene graph accordingly. 

If you want to generate multiple resolution textures, take a look at the
fitimg utility for scaling complete images from, for example 1280x1024
to 320x256 pixels. Hope you find the script useful anyway.

Best wishes

Colin

PS there is a version of mktiles around which had some useful features
added, but I can't find where I saved it.... Groan.
_______________________________________________________________________
Dr Colin Bridgewater    crccobr@nocrc.abb.no    Marine Oil and Gas Dept
ABB Teknologi AS, Bergerveien 12, PO Box 91, N-1361 BILLINGSTAD, Norway
work tel: +47 66 84 35 36, fax: +47 66 84 43 90,  home: +44 1189 671713

--------------64521B341C7
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#!/bin/csh -f
#
# mktiles                                    Colin B 05.11.97
#
# usage:  mktiles <input file> [x tile size [y tile size]]
#
# Description
#     Script to take a large image and generate lots of sub-tiles at
#     texture-memory-friendly sizes. 
#
#     Because the sub-tiles have sides which are some power of 2 in 
#     length (eg 128x128 or 64x256), the tiles may not make up the 
#     image size exactly. In this case, the script warps the input 
#     image to ensure that the side lengths will fit the tiles. The 
#     warped image is named accordingly.
#
#     Assumes a default tile size of 128 x 128 unless told otherwise.
#     Checks that subimg, izoom and imginfo are installed.
# 
# Problems (challenges?)
#     1.  Does not check that the tile sizes are numbers....
#     2.  Only outputs SGI RGB format image files.
#
# Enhancements
#     1.  Use getopts to extract the arguments.
#     2.  User-definable output file name.
#     3.  User-definable output file type.
#
# ---------------------------------------------------------------------
#
# if no file specified, quit with rude error message

if ("$1" == "" | "$1" == "-h") then 
	if ("$1" == "") then 
		echo "Error:     no argument(s) supplied, aborting"
		echo ""
	endif
	echo   "Usage is:  mktiles <input file> [xtilesize [ytilesize]]"
	echo   "           mktiles -h"
	exit 0
endif


# if imginfo or izoom don't exist, then there are problems

if (-s /usr/sbin/subimg & -s /usr/sbin/imginfo & -s /usr/sbin/izoom)  then
	;
else
	echo "Error:     subimg, imginfo or izoom not available, aborting."
	echo "           Check permissions of /usr/sbin and re-install"
	echo "           software product subsytem: imgtools.sw.tools"
	exit 0
endif


# set the default tile size to 128 x 128

@ defsize = 128


# set the file name from which sub-images are to be taken
# necessary for when the warped image is to be used

set infile = $1


# if no tile sizes specified, assume defaults
# else if x tile size is specified, set y tile size to match
# else both sizes are specified on the command line

if ("$2" == "") then
	echo "No tile sizes specified, using $defsize x $defsize"
	@ xtsize = $defsize
	@ ytsize = $defsize
else
	@ xtsize = $2
	if ("$3" == "")  then
		@ ytsize = $xtsize
		echo "No y tile size specified, using $xtsize"
	else
		@ ytsize = $3
	endif
endif


# Get the image size from the image file

@ xsize = `imginfo $infile | grep Dimensions | cut -f2 -d : | cut -f1 -d ,`
@ ysize = `imginfo $infile | grep Dimensions | cut -f2 -d : | cut -f2 -d ,`

echo ""
echo "Size of image in $infile is $xsize by $ysize pixels"


# calculate the number of tiles to be made
# round the results (up or down) to the nearest tile size

@ xn = ( 2 * $xsize + $xtsize ) / ( 2 * $xtsize )
@ yn = ( 2 * $ysize + $ytsize ) / ( 2 * $ytsize )

@ xs = $xn * $xtsize 
@ ys = $yn * $ytsize 

echo "  - will make $xn columns by $yn rows of tiles"
echo "  - final image size will be $xs by $ys pixels"


# check that the tiles give exact coverage of the input image
# if they do not, warp the input image accordingly before
# extracting the sub-images
# nawk command string courtesy of Greg Edwards, SGI UK

if ($xs != $xsize | $ys != $ysize)  then

	# print a warning
	echo ""
	echo "Final tiled image is of different size to input image"
	echo "  - warping input image to suit tile sizes"

	# warp the image using izoom and nawk
	set warpfile = "bigtile.rgb"
	set nawkcom =  `nawk 'BEGIN { xzoom = '$xs' / '$xsize' ; yzoom = '$ys' / '$ysize' ; print "izoom", "'$infile'", "'$warpfile'", xzoom, yzoom } { }' /dev/null `  
	echo -n "    "
	echo $nawkcom

	$nawkcom
	echo "  - done"
	set infile = "$warpfile"

	# print some file information
	echo ""
	echo "File Information"
	echo "  - warped image name is $infile"
else
	echo ""
	echo "File Information"
endif


# tell the user what the file name means

@ xn -= 1
@ yn -= 1

echo "  - file names will be tile.[x:0..$xn].[y:0..$yn].rgb"


# set up the mask variables for taking the sub-images

@ x0 = 0
@ x1 = $xtsize - 1
@ y0 = 0 
@ y1 = $ytsize - 1


# set the output file name to tile.a.b.rgb

@ a = 0
@ b = 0


# use two nested while loops to chop up the image into lots of smaller 
# ones. Have to do some mucking around with the counters to make sure 
# that the tile sizes are correct....

echo
echo "Making the tiles now"
echo -n "  "

while ($x1 <= $xsize)

	while ($y1 <= $ysize)
		# make the sub-image from the input file
		subimg $infile tile.$a.$b.rgb $x0 $x1 $y0 $y1

		# increment the image sizes in the y sense
		@ y0  = $y1 + 1 
		@ y1 += $ytsize 
		@ b  += 1
		echo -n "."
	end

	# reset the image sizes in the x and y senses
	@ x0  = $x1 + 1 
	@ x1 += $xtsize
	@ y0  = 0
	@ y1  = $ytsize - 1

	# reset the counters
	@ a += 1
	@ b  = 0

	echo ""
	echo -n "  "
end


# Tell the user we have finished

echo ""
echo Done


# ---- End of File ----

--------------64521B341C7--

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Hi,

I have an application that crashes on some machines in a routine called
nb_getpipe().

The suspect machines are all running performer 2.2.  One is an O2 irix
6.3 and the other is an Impact irix 6.2.  I have two other irix 6.2
machines (Impact and Onyx) that work - we cannot figure out what's
different between the two Impacts (!).  The app works on 6.4 Onyx and
Octane.

What is nb_getpipe() ??

Thanks,
Scott Friedman
UCLA



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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804261324.PAA18924@s00sn1.fel.tno.nl>
Subject: Re: Books on Performer
To: WRVO@chevron.com (Volz, Bill)
Date: Sun, 26 Apr 1998 15:24:12 +0200 (MET DST)
Cc: info-performer@sgi.com
In-Reply-To: <199804242259.PAA07934@cybil.sr.chevron.com> from "Volz, Bill" at Apr 24, 98 03:59:23 pm
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> 
> The Performer Programmer's guide that SGI provides with the course is pretty
> weak on content on actual programming details. Is there a book written by
> someone in the know that someone would like to recommend? Like the little
> red book for OpenGL.
> 
> Thanks,
> 
> Bill Volz

Read the insight books
    IRIS Performer Getting Started Guide
    IRIS Performer Programmer's Guide

Or read them from the Web

http://techpubs.sgi.com/

search for performer in the title

Mario
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Is there a ListServer for Cosmo 3D ??


Roni Kass
DreamTeam Ltd.

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Hi, performers,

For certain models displayed in our performer applcation, there are
some ghost polygons flashing around. While viewed in IVVIEW or
saved as .pfb files, they are gone. What's happening? The machine
used is Onyx2 with 2 IR , performer 2.1.

Thanks for reading.

Liu
***********************************************************************
Liu Xiaoyan                 Institute of High Performance Computing
Data Visualisation Group    http://www.ihpc.nus.edu.sg Tel:(65)7709267
***********************************************************************
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Date: Mon, 27 Apr 1998 14:30:05 +0200
From: Dr Colin Bridgewater <crccobr@nocrc.abb.no>
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Greetings from Norway

Liu Xiaoyan wrote: 
> For certain models displayed in our performer applcation, there are
> some ghost polygons flashing around. While viewed in IVVIEW or
> saved as .pfb files, they are gone. What's happening? The machine
> used is Onyx2 with 2 IR , performer 2.1.

Depends on what you mean by "ghost polygons". Might be a problem with
your models where there are polygons with their back-faces enabled. Can
you be a bit more specific to help us exorcise your ghosts ? 

Best wishes

Colin
_______________________________________________________________________
Dr Colin Bridgewater    crccobr@nocrc.abb.no    Marine Oil and Gas Dept
ABB Teknologi AS, Bergerveien 12, PO Box 91, N-1361 BILLINGSTAD, Norway
work tel: +47 66 84 35 36, fax: +47 66 84 43 90,  home: +44 1189 671713
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Subject: OpenGL-Optimizer
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Date: 27 Apr 1998 14:59:48 +0000
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Hi Performers !
Is there a mailing list for openGL Optimizer ?
If not, what is the mail of the person responsible for 
this product ?
Thanx

			Philippe Poutignat
			Thomson Traning & Simulation
			1 Rue du General de Gqulle
			ZI Les Beaux Soleils BP 226
			95523 Cergy Pontoise
			FRANCE


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Date: Mon, 27 Apr 1998 09:29:17 -0500
From: Rick Weyrauch <rweyrauch@paradigmsim.com>
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CC: Steve Baker <sbaker@link.com>, info-performer@sgi.com
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Angus Dorbie wrote:
> 
> Steve Baker wrote:
> >
> > On Thu, 23 Apr 1998, Rick Weyrauch wrote:
> >
> > > I am also interested in developing an open 'freeware' scene graph
> > > toolkit for OpenGL.  The graphics community (both on Linux and Win32)
> > > could use such a tool.
> > >
> > > With the advent of Fahrenheit, it there a problem with SGI releasing the
> > > OpenGL++ spec to the public?
> >
> > Kurt Akeley said:
> >
> >   "SGI will no longer be able to push OpenGL++ (though they have no objection to
> >   others picking up the work)."
> >
> > Also, the OpenGL++ spec presumably belongs to the OpenGL ARB and not to SGI,
> > so I presume we'd have to talk to the ARB to get a copy of it.
> 
> This in no way indicates SGI official policy but I don't see how you can
> say
> this. Just because a document is presented to a comittee for review,
> doesn't
> convey all the rights to it's contents, particularly the ownership of
> any IP
> described in it, but I'm no lawyer and don't know all that was said or
> exchanged w.r.t. the spec.
> 
> >
> > I have a copy of the spec - but it's under NDA from SGI - so I can't use that
> > as the basis of a 'Mesa++' effort. Following Kurt's announcement, there should
> > be no problem getting hold of the current spec without NDA - I presume.
> 
> There's a big difference between running with an OpenGL scene graph idea
> and
> using the NDA spec lock, stock and barrel. None of this is is SGI
> policy, but even
> if the OpenGL++ spec were left to the ARB, it may very well be the case
> that
> nobody on the ARB is interested in OpenGL++ anymore. As I have already
> pointed
> out most ARB members now have a significant stake in Fahrenheit or their
> own
> Scene Graph strategies like Java 3D, and Raytheon isn't on the ARB :-(.
> 
> Why would you want or need to base Mesa++ on OpenGL++ if the rest of the
> world
> is using FSG and there is no _real OpenGL++.

The only reason for using the OpenGL++ spec is that is (was) a spec that
a number of net-developer could write code to.  Without a solid spec,
developing a useful scene graph library would be chaotic.

If SGI does not allow us to use the OpenGL++ spec, then we'll have to
come up with our own in order to develop a 'Mesa++'.


CYA statement:
I am speaking for myself in this thread, Rick Weyrauch, late-night
graphics hacker, not Rick Weyrauch Vega engineer.


> 
> I want to make it absolutely clear that these are just a personal
> observations
> of the issues raised by Steve and don't reflect SGIs views in any way.
> 
> Cheers,Angus.
> 
> --
> "Only the mediocre are always at their best." -- Jean Giraudoux
> 
> For advanced 3D graphics Performer + OpenGL based examples and tutors:
> http://www.dorbie.com/

Rick

-- 

Rick Weyrauch				voice: (972) 960-2301
Paradigm Simulation Inc.		fax:   (972) 960-2303
14900 Landmark Blvd., Suite 400		rweyrauch@paradigmsim.com
Dallas TX 75240				www.paradigmsim.com
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To: PHILIPPE.P.P.POUTIGNAT@TTS.thomson.fr
Subject: Re: OpenGL-Optimizer
Cc: Performer-Mailing-List <info-performer@sgi.com>
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Status: O

>>>>> "PP" == Philippe Poutignat <PHILIPPE.P.P.POUTIGNAT@TTS.thomson.fr> writes:
  PP> Hi Performers !
  PP> Is there a mailing list for openGL Optimizer ?
  PP> If not, what is the mail of the person responsible for this product ?

  PP> Thanx

Hi Philippe!

Yes, there is a mailing list: info-optimizer@postofc.corp.sgi.com

Hope that helps!

Ove
-- 
======================================================================
Ove Sommer                           sommer@informatik.uni-erlangen.de
Computer Graphics Group                           Tel: +49 9131 859923
University of Erlangen-Nuremberg, Germany         Fax: +49 9131 859931
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804271828.UAA17010@s00sn1.fel.tno.nl>
Subject: Shadow problems on RE2 with IRISGL
To: info-performer@sgi.com (Performer)
Date: Mon, 27 Apr 1998 20:28:03 +0200 (MET DST)
Cc: rioj7@s00sn1.fel.tno.nl (Mario Veraart)
X-Mailer: ELM [version 2.4 PL24]
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Status: O

Hello pfUsers,

I try to get shadows with Iris Performer 2.0 on an Onyx Re2 with
IRISGL.

I have used shadows.c as a start but has found that there are a few
problems. I have made a terrain with a couple of cubes on it. 

You can find this text with a couple of pictures at the following URL

http://vtd.fel.tno.nl/~fveraart/shadow/problem.html

In the following pictures the small green cube is the position of the
lightsource.
On the terrrain are a few large red cubes with a small green cube next
to it. The large terrain square is 80x80 meters and I have used a shadow map
size of 512 pixels.

1)
For a setting off the light I see that the small green cubes don't
cast any shadow.

2)
Depending on the distance of the large cube to the light the geometry
that is in shadow
is further away from the object. All of the small green cubes should
be in shadow.

3)
The objects that are in shadow are not lit with the ambient lighting
term. They are drawn black.

4)
The back side of the cubes are not in shadow.

If anyone can help me solve these problems?

Mario Veraart
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From: Wes Bethel <wbethel@r3vis.com>
To: info-performer@sgi.com
Subject: OGL++
Reply-to: wbethel@r3vis.com
Status: O


>The only reason for using the OpenGL++ spec is that is (was) a spec that
>a number of net-developer could write code to.  Without a solid spec,
>developing a useful scene graph library would be chaotic.

I've been following this discussion with rapt interest. What is not clear
to me is why one of the visible contenders on "the short list" is not
making a move to fill what appears to be a bona-fide technical need.
Is it an ARB issue, a "must get the blessing of [SGI, ARB, ??]"?

To throw another chicken into the fight, so to speak, we make a 
scene graph based tool that works well with either OpenGL or Mesa, and
has been used as the modeling and rendering base in products that
are now coming to market.  It's geared towards scientific visualization,
rather than vis-sim or gaming, so may not appeal to this crowd.

Is there another forum for this besides the performer list? 

Wes






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Date: Mon, 27 Apr 1998 13:50:00 -0700
From: Kent Watsen <kent@watsen.net>
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To: info-performer@sgi.com
Subject: Re: Performer at ITEC
References: <Pine.SGI.3.96.980424072047.5113D-100000@lechter.bgm.link.com> <3540CCC1.A791E07@sgi.com> <3544963D.5A8DFC77@paradigmsim.com>
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Status: O

This isn't getting anywhere.  Its unlikely the ARB
will release the OGL++ spec and yet an open scene
graph API should be made available for alternative
OS ports.  Perhaps freeware advocates should start
thinking about what they really want and just do it.
I'd love to help develop a streaming geometry (read
progressive mesh) API toolkit.  

Are we mice or men?

--
Kent Watsen
http://watsen.net/kent
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From: "Bill Storma" <bills@FTIORL02.ENZIAN.COM>
Organization: Future Technologies, Inc.
To: info-performer@sgi.com
Date: Mon, 27 Apr 1998 17:06:25 EST
Subject: Are you alive ???
Message-ID: <215F3F936FE@FTIORL02.ENZIAN.COM>
Status: O

I am trying to find out why I have not gotten ANY responses to my 
last two e-mails, concering questions/problems with performer.  Is 
this address still valid ?  Is there a reason why I am not getting 
any responses ?

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-384-6900
Future Technologies             FAX:    407-381-1010
Orlando, Fl.  32826             e-mail: bills@fti.enzian.com
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To: Kent Watsen <kent@watsen.net>
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Subject: Re: Performer at ITEC
References: <Pine.SGI.3.96.980424072047.5113D-100000@lechter.bgm.link.com> <3540CCC1.A791E07@sgi.com> <3544963D.5A8DFC77@paradigmsim.com> <3544EF78.CB82A651@watsen.net>
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Kent Watsen wrote:
> 
> Are we mice or men?

Squeak!?  ;-)

-- 
Scott McMillan                   mailto:mcmillan@cambridge.com
Cambridge Research Associates    Ministry of Silly Walks
1430 Spring Hill Road, Ste. 200  Voice: (703) 790-0505 x7235
McLean, VA 22102                 Fax:   (703) 790-0370
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From: "Barry S. Folse" <bfolse@ix.netcom.com>
To: "'Sylvain Mayer'" <mayer@poster.cae.ca>
Cc: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: RE: rear-view mirror
Date: Mon, 27 Apr 1998 17:21:15 -0500
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Status: O

I don't think this solution is correct.  Besides facing the channel =
backwards, you also need to invert it.  Without inverting it, if you saw =
an ambulance in your "mirror", the writing on the front of it would =
still read "ecnalubma". =20

I'm not sure how that would be done, possibly by giving the view matrix =
a negative Y-scale.  Anyone?

Barry Folse

-----Original Message-----
From:	Sylvain Mayer=20
Sent:	Tuesday, April 14, 1998 1:42 PM
To:	info-performer@sgi.com
Subject:	Re: rear-view mirror

Alain Chauffaut wrote:
>=20
> Hello,
>=20
> I would like to simulate a rear-view mirror with Performer.
>=20

Hi,

all you need to do is create a new channel with different parameters
from your main channel (the rear channel can be attached to your main
channel and they will share attributes like scene and so on).  They have
to have different viewport and of course you want to have an offset to
look behind.

This should be something like your starting point:

// create both channels
chans[MAIN_CHANNEL] =3D new pfChannel(pipe);
chans[REAR_CHANNEL] =3D new pfChannel(pipe);
chans[MAIN_CHANNEL]->attach(chans[REAR_CHANNEL]);

// you don't want to share the view
uint share =3D chans[MAIN_CHANNEL]->getShare();
share &=3D ~PFCHAN_VIEW;
chans[MAIN_CHANNEL]->setShare(share);

// attach the scene only to the first channel
chans[MAIN_CHANNEL]->setScene(scene);

// rear channel will look behind and be drawn in the upper right corner
offset.xyz.set(0.0f, 0.0f, 0.0f);
offset.hpr.set(180.0f, 0.0f, 0.0f);
chans[REAR_CHANNEL]->setViewOffsets(offset.xyz, offset.hpr);
chans[REAR_CHANNEL]->setViewport(0.65f, 1.0f, 0.65f, 1.0f);

--=20

Sylvain Mayer, 3D Graphics Developer
Visual Database Tools
CAE Electronics Ltd. (http://www.cae.ca)
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=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: "Mr. M.D.R. Prasad - VR Group" <mdrp@ada.ernet.in>
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To: info-performer@sgi.com
Subject: Picking in Trackball mode
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Hi Performers,

    From my scene, I would like to pick each geode at a time, and
manipulate it in the trackball mode. To do this, I am picking the
component using pfiPick and doPick method. I then attach a local DCS to
this picked geode, and pass this dcs to pfiXformerAutoPosition to update
the position of the geode. 

        This works fine, when I pick and move any of the geodes for the
first time. My problem starts, when I want to pick an already moved geode.
The moment I pick an already moved geode, it jumps. This is coz its DCS
matrix, is always being set to the just previously moved geode's DCS
matrix. 
 
        I tried explicitly setting the member variable "xPosMat" of the
class pfiInputXformTrackball to the previously stored DCS mat. This doesnt
seem to work. 

Help in this regard is appreciated!  Thanx in advance. 

------------------------ 
MADHAVI D R 
Project Manager
Aeronautical Development Agency
 Bangalore
 India


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Date: Tue, 28 Apr 1998 11:30:52 +0800
From: Liu Xiaoyan <liuxy@ihpc.nus.edu.sg>
Organization: National Supercomputing Research Center
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CC: Liu Xiaoyan <liuxy@ihpc.nus.edu.sg>,
        Performer Discussion Group <info-performer@sgi.com>
Subject: Re: ghost polygons
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> > For certain models displayed in our performer applcation, there are
> > some ghost polygons flashing around. While viewed in IVVIEW or
> > saved as .pfb files, they are gone. What's happening? The machine
> > used is Onyx2 with 2 IR , performer 2.1.
> 
> Depends on what you mean by "ghost polygons". Might be a problem with
> your models where there are polygons with their back-faces enabled. >Can you be a bit more specific to help us exorcise your ghosts ?
> 

By 'ghost ploygons' I mean they don't exsit at all in our original
geometry when built in Alias and other software. After exported to .iv
and viewed in perfly, ivview , they don't come out. Only in our
CAVE performer application do they appear. 

They are mostly in the form of triangles(with two-sided lighting 
on or off), appear randomly depend on my eye position. Our application
is basically a 4 channel(2 channels share a pipe) program.

Thanks.

Liu
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From: Scott McMillan <mcmillan@cambridge.com>
Organization: Cambridge Research Associates
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To: "Barry S. Folse" <bfolse@ix.netcom.com>
Cc: "'Sylvain Mayer'" <mayer@poster.cae.ca>,
        "'info-performer@sgi.com'" <info-performer@sgi.com>
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Barry S. Folse wrote:
> 
> I don't think this solution is correct.  Besides facing the channel
> backwards, you also need to invert it.  Without inverting it, if
> you saw an ambulance in your "mirror", the writing on the front
> of it would still read "ecnalubma".
> 
> I'm not sure how that would be done, possibly by giving the view
> matrix a negative Y-scale.  Anyone?

yep you need to reverse right and left...I used the negative
scale in OpenGL once.

-- 
Scott McMillan                   mailto:mcmillan@cambridge.com
Cambridge Research Associates    Ministry of Silly Walks
1430 Spring Hill Road, Ste. 200  Voice: (703) 790-0505 x7235
McLean, VA 22102                 Fax:   (703) 790-0370
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Date: Tue, 28 Apr 1998 10:25:10 -0400 (EDT)
From: David Chan <dchan@zeus.lnk.com>
To: Performer mailling list <info-performer@sgi.com>
Subject: pfMalloc & object container
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HI,
	I have a problem with pfMalloc when I am using pfMalloc to create
a shared memory. Here is my simple code:

	shared=(SharedData *)pfMalloc(sizeof(SharedData),
pfGetSharedArena());

while SharedData is a typedef structure, and inside SharedData, there is a
Class container:

	typedef structure {
		....
		Console *console[10];
		....
	} SharedData;

Where Class "Console" is an abstract class, the array is to store derived
class from "Console".
	I can create an object and assign it into the array, but after
that, when I want to access the object's public function like this: 

	shared->console[0]->

It is always segmentation falut.
I am using "CC" to compile and "cc" to link the object programs on IRIX
6.2 Indy.

Any comment are welcome.
Thanks in advance.
David Chan

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From: "Alejandro Saez" <cano@silicon.cl>
Message-Id: <9804281101.ZM10913@krusty>
Date: Tue, 28 Apr 1998 11:01:38 -0400
In-Reply-To: Liu Xiaoyan <liuxy@ihpc.nus.edu.sg>
        "Re: ghost polygons" (Apr 28, 11:30am)
References: <35446DF8.4494@nsrc.nus.edu.sg>  <35447A4D.6B5E@nocrc.abb.no> 
	<35454D6C.7692@nsrc.nus.edu.sg>
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To: Liu Xiaoyan <liuxy@ihpc.nus.edu.sg>
Subject: Re: ghost polygons
Cc: info-performer@sgi.com
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On Apr 28, 11:30am, Liu Xiaoyan wrote:
> Subject: Re: ghost polygons
> > > For certain models displayed in our performer applcation, there are
> > > some ghost polygons flashing around. While viewed in IVVIEW or
> > > saved as .pfb files, they are gone. What's happening? The machine
> > > used is Onyx2 with 2 IR , performer 2.1.
> >
> > Depends on what you mean by "ghost polygons". Might be a problem with
> > your models where there are polygons with their back-faces enabled. >Can
you be a bit more specific to help us exorcise your ghosts ?
> >
>
> By 'ghost ploygons' I mean they don't exsit at all in our original
> geometry when built in Alias and other software. After exported to .iv
> and viewed in perfly, ivview , they don't come out. Only in our
> CAVE performer application do they appear.
>
> They are mostly in the form of triangles(with two-sided lighting
> on or off), appear randomly depend on my eye position. Our application
> is basically a 4 channel(2 channels share a pipe) program.
>
> Thanks.
>
> Liu
> =======================================================================
> 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 Liu Xiaoyan

Could it be a Z buffer resolution problem??? Make sure you have enough Z bits
and that the far/near plane ratio doesn't exceed around 10000. Different
programs might have different default settings, thus triggering the effect.

-- 
------------------------------------------------------------------------
Alejandro Saez
Software Engineer
Silicon Chile S.A.
                                        Avda. Andres Bello 2777, Of. 602
E-mail: asaez@silicon.cl              	Providencia
Phone:  +56 (2) 203 3371 Ext. 105       Santiago
Fax:    +56 (2) 203 3370                Chile
------------------------------------------------------------------------
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From: "Rob Jenkins" <robj@quid.engr.sgi.com>
Message-Id: <9804280818.ZM11549@quid.engr.sgi.com>
Date: Tue, 28 Apr 1998 08:18:44 -0700
In-Reply-To: "Alejandro Saez" <cano@silicon.cl>
        "Re: ghost polygons" (Apr 28, 11:01am)
References: <35446DF8.4494@nsrc.nus.edu.sg>  <35447A4D.6B5E@nocrc.abb.no> 
	<35454D6C.7692@nsrc.nus.edu.sg>  <9804281101.ZM10913@krusty>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Alejandro Saez" <cano@silicon.cl>, Liu Xiaoyan <liuxy@ihpc.nus.edu.sg>
Subject: Re: ghost polygons
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

I'm still confused about what is being described here. It sounds like you're
talking about either:

o Triangles that should be drawn, not being drawn ( leaving gaps ) OR
o Triangles that should not be drawn, being drawn ( overwriting existing
geometry ) OR
o Triangles being drawn correctly but with incorrect lighting applied to them.

I've seen the third case before where random triangles were not lit which made
it look like random black triangles were drawn, try clearing the background to
a color other than black so you can see if you have a gap or a badly lit tri.
Also draw the geometry with a wireframe outline ( as per perfly, in fact load
the scene into perfly to experiment ). When you tried with perfly before did
you draw the same number of channels as your CAVE app does ? If not then try
that and see what it's like. If perfly doesn't show the same problem with the
same data then try to narrow down the differences between your app and perfly
in terms of data loading, lighting, viewing frustrum etc

Not much specific help I'm afraid but it might help you define the problem in
more detail.

Cheers
Rob


On Apr 28, 11:01am, Alejandro Saez wrote:
> Subject: Re: ghost polygons
> On Apr 28, 11:30am, Liu Xiaoyan wrote:
> > Subject: Re: ghost polygons
> > > > For certain models displayed in our performer applcation, there are
> > > > some ghost polygons flashing around. While viewed in IVVIEW or
> > > > saved as .pfb files, they are gone. What's happening? The machine
> > > > used is Onyx2 with 2 IR , performer 2.1.
> > >
> > > Depends on what you mean by "ghost polygons". Might be a problem with
> > > your models where there are polygons with their back-faces enabled. >Can
> you be a bit more specific to help us exorcise your ghosts ?
> > >
> >
> > By 'ghost ploygons' I mean they don't exsit at all in our original
> > geometry when built in Alias and other software. After exported to .iv
> > and viewed in perfly, ivview , they don't come out. Only in our
> > CAVE performer application do they appear.
> >
> > They are mostly in the form of triangles(with two-sided lighting
> > on or off), appear randomly depend on my eye position. Our application
> > is basically a 4 channel(2 channels share a pipe) program.
> >
> > Thanks.
> >
> > Liu
> > =======================================================================
> > 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 Liu Xiaoyan
>
> Could it be a Z buffer resolution problem??? Make sure you have enough Z bits
> and that the far/near plane ratio doesn't exceed around 10000. Different
> programs might have different default settings, thus triggering the effect.
>
> --
> ------------------------------------------------------------------------
> Alejandro Saez
> Software Engineer
> Silicon Chile S.A.
>                                         Avda. Andres Bello 2777, Of. 602
> E-mail: asaez@silicon.cl              	Providencia
> Phone:  +56 (2) 203 3371 Ext. 105       Santiago
> Fax:    +56 (2) 203 3370                Chile
> ------------------------------------------------------------------------
> =======================================================================
> 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 Alejandro Saez



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

I'm wondering how to get Dted or other terrain info
out of a dxf file containing contour lines.

Is there any software out there that will do that?
Right now I'm faced with having to translate
the data into inventor, and sampling the points
in the data field at appropriate intervals to construct
my own ded file.

Also I'm looking into shading the contour intervals
and using the MultiGen utility image2ded to get
a terrain mesh.

But if there are any tools out there which will make
my life easier, I'll use them!

Thanks,

Cheers,
tzelin
 
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From: "Alejandro Saez" <cano@silicon.cl>
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Date: Tue, 28 Apr 1998 11:32:38 -0400
In-Reply-To: David Chan <dchan@zeus.lnk.com>
        "pfMalloc & object container" (Apr 28, 10:25am)
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Subject: Re: pfMalloc & object container
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On Apr 28, 10:25am, David Chan wrote:
> Subject: pfMalloc & object container
> HI,
> 	I have a problem with pfMalloc when I am using pfMalloc to create
> a shared memory. Here is my simple code:
>
> 	shared=(SharedData *)pfMalloc(sizeof(SharedData),
> pfGetSharedArena());
>
> while SharedData is a typedef structure, and inside SharedData, there is a
> Class container:
>
> 	typedef structure {
> 		....
> 		Console *console[10];
> 		....
> 	} SharedData;
>
> Where Class "Console" is an abstract class, the array is to store derived
> class from "Console".
> 	I can create an object and assign it into the array, but after
> that, when I want to access the object's public function like this:
>
> 	shared->console[0]->
>
> It is always segmentation falut.
> I am using "CC" to compile and "cc" to link the object programs on IRIX
> 6.2 Indy.
>
> Any comment are welcome.
> Thanks in advance.
> David Chan
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from David Chan

Could you be more specific about the error you get, and the stack trace. If the
stack trace doesn't get beyond the function that executes shared->console[0]->
then it  I would presume (which I shouldn't be doing without the appropiate
info) that there isn't actually an instance of the class in the array. Did you
try printing the value of console[0], it should be a valid address.
	If it gets past that function and execution actually enters the class's
method you called, that is a different story.

-- 
------------------------------------------------------------------------
Alejandro Saez
Software Engineer
Silicon Chile S.A.
                                        Avda. Andres Bello 2777, Of. 602
E-mail: asaez@silicon.cl              	Providencia
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Date: Tue, 28 Apr 1998 09:05:55 -0700 (PDT)
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From: Jay Gischer <gischer@puget.engr.sgi.com>
To: David Chan <dchan@zeus.lnk.com>
cc: info-performer@puget.engr.sgi.com
Subject: pfMalloc & object container
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Status: O


David Chan writes:
 > HI,
 > 	I have a problem with pfMalloc when I am using pfMalloc to create
 > a shared memory. Here is my simple code:
 > 
 > 	shared=(SharedData *)pfMalloc(sizeof(SharedData),
 > pfGetSharedArena());
 > 
 > while SharedData is a typedef structure, and inside SharedData, there is a
 > Class container:
 > 
 > 	typedef structure {
 > 		....
 > 		Console *console[10];
 > 		....
 > 	} SharedData;
 > 
 > Where Class "Console" is an abstract class, the array is to store derived
 > class from "Console".
 > 	I can create an object and assign it into the array, but after
 > that, when I want to access the object's public function like this: 
 > 
 > 	shared->console[0]->
 > 
 > It is always segmentation falut.

I don't think that pointers work too well with shared memory here.
If the Console's were allocated from shared memory, their addresses
will possibly change from process to process.  If they weren't the
memory won't even be there in a different process.

If in fact the Console structures are to be shared, it would be better
to do:

   typedef structure {
	   ...
	   Console console[10];
	   ...
   } SharedData;

   and then

   SharedData *sd = (SharedData *)pfMalloc(sizeof(SharedData),pfGetSharedArena);
   sd->console[0] = *new Console(whatever);

// This way the console data is sure to be in shared memory too.
// There are other ways to cope with this

 > I am using "CC" to compile and "cc" to link the object programs on IRIX
 > 6.2 Indy.
 > 

If it were me, I'd try to use "CC" to link as well.  I don't know if it's the
cause of any of your problems.

-j
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From: "Page, Andrew" <page@ex.cv.hp.com>
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Status: O

Hi All,

As one of the development partners of Fahrenheit we at HP we feel that
we should chime in on these discussions. There have been many questions
flying around and Angus and Sharon have done a great job answering them.
We want to just add a few points.

Sharon writes in her very concise summary of the OGL++ questions and
comments, 

"In truth, I don't think that last Dec. spec would provide much
insight for folks that have seen Performer and Inventor beyond
reassuring folks that we are still doing a Scene Graph.  Since the
goal here is a pervasive standard, I'd hope that folks would use
Fahrenheit and not try to start up a separate effort now on something
old.  SGI will only participate in one effort and honestly believe
what we have created with Fahrenheit is the right thing, both for ISV
and IHVs that want to be able to differentiate on top of and
underneath a ubiquitous API.  I don't think multiple efforts is going
to help anyone at this point." 

We would like to reaffirm this point. Microsoft, SGI and HP are working
hard to bring all of you a ubiquitous API. Fahrenheit is a toolkit that
goes beyond the scope of any yet produced. This is a toolkit that
reaches from the low-level APIs up to Scene Graph management and
optimization. There is also ability for ISVs and IHVs to extend and
enhance the toolkit; something new that will definitely move the
industry forward. HP too will only participate in one effort and
Fahrenheit is that effort. When the higher level components of
Fahrenheit are released later this year on HP-UX, IRIX and MS Windows
platforms application developers will have a great toolkit to work with
on the worlds leading graphics platforms.. 

If you have any questions for HP in regards to Fahrenheit, please feel
free to contact me.

					-Andrew Page
					 HP Fahrenheit Engineering
					 page@cv.hp.com
					 541-715-0039
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Date: Tue, 28 Apr 1998 12:33:33 -0400 (EDT)
From: David Chan <dchan@zeus.lnk.com>
To: Performer mailling list <info-performer@sgi.com>
Subject: more detail about pfMalloc & object container
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HI,
	As the problem describe in my first mail, I want to add more
detail describtion:
	the abstract class "Console" is derived from "pfObject".
	Since "Console" is abstract class, so it can't be like this:
	
	typedef structure {
		...
		Console console[10];
		...
	} SharedData;
	

	And also I try to print out the address of shared->console[0], it
is 0, and it seems I can't assign the address of new object into the
array. I do it like this:

        typedef structure {
                ...
                Console *console[10];
                ...
        } SharedData;

	SharedData *shared = (SharedData *)pfMalloc(sizeof(SharedData),
pfGetSharedArena());
	shared->console[0] = new Dervid_class_from_Console(parm1,parm2);

	Then there is segnmentation fault when I try to access object
inside the array.
	And I can't use "CC" to link object program, because one of my
program is c program, the others are c++ program with C performer API.

Thanks in advance.
David Chan	

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From: Scott McMillan <mcmillan@cambridge.com>
Organization: Cambridge Research Associates
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To: info-performer@puget.engr.sgi.com
Cc: David Chan <dchan@zeus.lnk.com>, Jay Gischer <gischer@puget.engr.sgi.com>
Subject: Re: pfMalloc & object container
References: <Pine.SUN.3.95.980428100949.2425D-100000@zeus.lnk.com> <199804281605.JAA12539@puget.engr.sgi.com>
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Jay Gischer wrote:
> 
> David Chan writes:
>  > HI,
>  >      I have a problem with pfMalloc when I am using pfMalloc to create
>  > a shared memory. Here is my simple code:
>  >
>  >      shared=(SharedData *)pfMalloc(sizeof(SharedData),
>  > pfGetSharedArena());
>  >
>  > while SharedData is a typedef structure, and inside SharedData, there is a
>  > Class container:
>  >
>  >      typedef structure {
>  >              ....
>  >              Console *console[10];
>  >              ....
>  >      } SharedData;
>  >
>  > Where Class "Console" is an abstract class, the array is to store derived
>  > class from "Console".
>  >      I can create an object and assign it into the array, but after
>  > that, when I want to access the object's public function like this:
>  >
>  >      shared->console[0]->
>  >
>  > It is always segmentation falut.
> 
> I don't think that pointers work too well with shared memory here.
> If the Console's were allocated from shared memory, their addresses
> will possibly change from process to process.  If they weren't the
> memory won't even be there in a different process.

I have never had a problem with abstract base class pointers in
shared memory, provided the derived class is allocated out of
the same shared arena.  I believe I had to write a new operator for
the class to accomplish this, but my memory is a bit fuzzy.

scott

P.S. I vote you use CC to link as well.  Using cc to link is
a nasty carryover from old Performer makefiles.

-- 
Scott McMillan                   mailto:mcmillan@cambridge.com
Cambridge Research Associates    Ministry of Silly Walks
1430 Spring Hill Road, Ste. 200  Voice: (703) 790-0505 x7235
McLean, VA 22102                 Fax:   (703) 790-0370
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To: David Chan <dchan@zeus.lnk.com>
cc: Performer mailling list <info-performer@sgi.com>
Subject: Re: pfMalloc & object container
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On Tue, 28 Apr 1998, David Chan wrote:

> HI,
> 	I have a problem with pfMalloc when I am using pfMalloc to create
> a shared memory. Here is my simple code:
> 
> 	shared=(SharedData *)pfMalloc(sizeof(SharedData),
> pfGetSharedArena());
> 
> while SharedData is a typedef structure, and inside SharedData, there is a
> Class container:
> 
> 	typedef structure {
> 		....
> 		Console *console[10];
> 		....
> 	} SharedData;
 
When you are using C++, it is inadvisable to use any variety of malloc/amalloc/pfMalloc
since those functions only allocate memory - they know nothing of calling the
all-important C++ constructor functions.

One solution (the one I like best) is for structures/classes that ALWAYS need to
be in shared memory, I declare:

  class SharedMemory
  {
  public:

    void *operator new ( size_t x ) ;
    {
      return pfCalloc ( 1, x, pfGetSharedArena () ) ;
    }

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


...then all classes that need to be in shared memory can be derived from
this base class and you can forget about pfMalloc and pfFree and just
use 'new' and 'delete' as nature intended.

  class MyClass : public SharedMemory
  {
    ...stuff...
  } ;

  MyClass *my_object = new MyClass ;  /* pfCalloc called automagically! */

There are other ways to do it - but this is my favorite.

Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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From: "Alejandro Saez" <cano@silicon.cl>
Message-Id: <9804281320.ZM11156@krusty>
Date: Tue, 28 Apr 1998 13:20:55 -0400
In-Reply-To: David Chan <dchan@zeus.lnk.com>
        "more detail about pfMalloc & object container" (Apr 28, 12:33pm)
References: <Pine.SUN.3.95.980428122044.2739C-100000@zeus.lnk.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: David Chan <dchan@zeus.lnk.com>
Subject: Re: more detail about pfMalloc & object container
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On Apr 28, 12:33pm, David Chan wrote:
> Subject: more detail about pfMalloc & object container
> HI,
> 	As the problem describe in my first mail, I want to add more
> detail describtion:
> 	the abstract class "Console" is derived from "pfObject".
> 	Since "Console" is abstract class, so it can't be like this:
>
> 	typedef structure {
> 		...
> 		Console console[10];
> 		...
> 	} SharedData;
>
>
> 	And also I try to print out the address of shared->console[0], it
> is 0, and it seems I can't assign the address of new object into the
> array. I do it like this:
>
>         typedef structure {
>                 ...
>                 Console *console[10];
>                 ...
>         } SharedData;
>
> 	SharedData *shared = (SharedData *)pfMalloc(sizeof(SharedData),
> pfGetSharedArena());
> 	shared->console[0] = new Dervid_class_from_Console(parm1,parm2);
>
> 	Then there is segnmentation fault when I try to access object
> inside the array.
> 	And I can't use "CC" to link object program, because one of my
> program is c program, the others are c++ program with C performer API.
>
> Thanks in advance.
> David Chan
>
> =======================================================================
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>
>-- End of excerpt from David Chan
mmh, strange, are you sure you are getting an instance of the class when doing
the new Dervid_class_from_Console(parm1,parm2)? Try, using an aux pointer
holding new's return value, and check is valid. This shouldn't be the problem
but just to eliminate the posibility.


-- 
------------------------------------------------------------------------
Alejandro Saez
Software Engineer
Silicon Chile S.A.
                                        Avda. Andres Bello 2777, Of. 602
E-mail: asaez@silicon.cl              	Providencia
Phone:  +56 (2) 203 3371 Ext. 105       Santiago
Fax:    +56 (2) 203 3370                Chile
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From: "Alejandro Saez" <cano@silicon.cl>
Message-Id: <9804281315.ZM11147@krusty>
Date: Tue, 28 Apr 1998 13:15:25 -0400
In-Reply-To: tzelin@nuno.singapore.sgi.com (Ong Tze Lin)
        "Extracting terrain data from dxf" (Apr 28,  8:34am)
References: <199804281534.IAA08013@nuno.singapore.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: tzelin@nuno.singapore.sgi.com (Ong Tze Lin)
Subject: Re: Extracting terrain data from dxf
Cc: info-performer@sgi.com
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On Apr 28,  8:34am, Ong Tze Lin wrote:
> Subject: Extracting terrain data from dxf
> Hi all,
>
> I'm wondering how to get Dted or other terrain info
> out of a dxf file containing contour lines.
>
> Is there any software out there that will do that?
> Right now I'm faced with having to translate
> the data into inventor, and sampling the points
> in the data field at appropriate intervals to construct
> my own ded file.
>
> Also I'm looking into shading the contour intervals
> and using the MultiGen utility image2ded to get
> a terrain mesh.
>
> But if there are any tools out there which will make
> my life easier, I'll use them!
>
> Thanks,
>
> Cheers,
> tzelin
>
> =======================================================================
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>         Admin. requests:  info-performer-request@sgi.com
>
>-- End of excerpt from Ong Tze Lin

Both tasks can be done with an GIS software. Some GIS (arc-info being one of
them, I think, I'm not sure) can read dxf vector data and write DFAD culture
data. Also, most vector/raster GISs can generate an image DEM file from contour
maps (TNT mips is one of them, I've tried it). The problem is that by
generating an image file you loose geographic location information.

	Hope this helps

-- 
------------------------------------------------------------------------
Alejandro Saez
Software Engineer
Silicon Chile S.A.
                                        Avda. Andres Bello 2777, Of. 602
E-mail: asaez@silicon.cl              	Providencia
Phone:  +56 (2) 203 3371 Ext. 105       Santiago
Fax:    +56 (2) 203 3370                Chile
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Date: Tue, 28 Apr 1998 13:47:20 -0400 (EDT)
From: Eddy Kuo <ekuo@ait.nrl.navy.mil>
To: info-performer@sgi.com
Subject: a geoset question
Message-ID: <Pine.SGI.3.91.980428134410.8848A-100000@fargo.ait.nrl.navy.mil>
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Hello:

I am trying to create a geoset with changing geometry.
I am dealing with mostly triangle strips, and I have it working
only when number of primitives = 1, and it doesn't work when
I try to include more than one primitives in one geoset.
I used pfFlux to handle normals, coord, length, and color.

thanks in advance for any advice.

Ed.

-------------------------------------------------------------------
Eddy Kuo 		      		work phone: 202-767-6025 
Virtual Reality Lab 			home phone: 703-893-2553
Naval Research Lab		http://www.cis.ohio-state.edu/~ekuo
-------------------------------------------------------------------

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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9804281112.ZM4760@logan.engr.multigen.com>
Date: Tue, 28 Apr 1998 11:12:09 -0700
In-Reply-To: David Chan <dchan@zeus.lnk.com>
        "more detail about pfMalloc & object container" (Apr 28, 12:33pm)
References: <Pine.SUN.3.95.980428122044.2739C-100000@zeus.lnk.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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Subject: Re: more detail about pfMalloc & object container
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On Apr 28, 12:33pm, David Chan wrote:
>And also I try to print out the address of shared->console[0], it
>is 0 ...

You need to be a bit more precise here. You are interested in the the value of
shared->console[0] not its address. Its address can only be 0 if you failed to
allocate SharedData to begin with and it is the first data member.

shared->console[0] = new DerivedConsole;
printf( "%p", shared->console[0] ); // address of DerivedConsole object

NOTE: You cannot use iostream's unless you link with CC.

Regards.
--
+ Marcus Barnes, Technical Staff        mailto:marcus@multigen.com +
+ Multigen Inc.                         http://www.multigen.com    +
+ 550 S. Winchester Blvd.               phoneto:1-408-556-2654     +
+ Suite 500 San Jose CA 95128           faxto:1-408-261-4102       +
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9804281105.ZM4743@logan.engr.multigen.com>
Date: Tue, 28 Apr 1998 11:05:11 -0700
In-Reply-To: David Chan <dchan@zeus.lnk.com>
        "more detail about pfMalloc & object container" (Apr 28, 12:33pm)
References: <Pine.SUN.3.95.980428122044.2739C-100000@zeus.lnk.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Performer mailling list <info-performer@sgi.com>
Subject: Re: more detail about pfMalloc & object container
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On Apr 28, 12:33pm, David Chan wrote:
>Then there is segnmentation fault when I try to access object
>inside the array.

Can you access your object outside the array? It's possible you didn't
Console::Console() and/or Console::operator new() correctly.

>And I can't use "CC" to link object program, because one of my
>program is c program, the others are c++ program with C performer API.

Yes you can. Compiling and linking are separate steps.

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: Tue, 28 Apr 1998 11:29:34 -0700
From: Howard Abrams <howard@cs.nps.navy.mil>
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To: "Page, Andrew" <page@ex.cv.hp.com>
Cc: info-performer@sgi.com
Subject: Re: OpenGL++ -> Fahrenheit (was Performer at ITEC)
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Page, Andrew wrote:
> 
> [snip]
> 
> We would like to reaffirm this point. Microsoft, SGI and HP are working
> hard to bring all of you a ubiquitous API. Fahrenheit is a toolkit that
> goes beyond the scope of any yet produced. This is a toolkit that
> reaches from the low-level APIs up to Scene Graph management and
> optimization. There is also ability for ISVs and IHVs to extend and
> enhance the toolkit; something new that will definitely move the
> industry forward. HP too will only participate in one effort and
> Fahrenheit is that effort. When the higher level components of
> Fahrenheit are released later this year on HP-UX, IRIX and MS Windows
> platforms application developers will have a great toolkit to work with
> on the worlds leading graphics platforms..
> 

I am still unclear on 2 points? Will Fahrenheit be an open standard?
Will it be part of the ARB?

What about platforms such as Mac, Linux, or my platform of choice BeOS? 

Yours,

  Howard

--
Howard Abrams
howard@cs.nps.navy.mil
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From: "Lee Willis" <lwillis@inreach.com>
To: "Ong Tze Lin" <tzelin@nuno.singapore.sgi.com>
Cc: <info-performer@sgi.com>
Subject: Re: Extracting terrain data from dxf
Date: Tue, 28 Apr 1998 12:44:54 -0700
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Status: O

If you want a role-your-own solution,  *and* you have a decent TIN library:

1) Define the contours as edges in the TIN.
2) Tesselate the TIN
3) Interpolate the TIN back into a DEM.

There are a number of freely distributable TIN libraries on the net.  See

	http://www.cs.cmu.edu/~garland/multires/software.html

for some of them.  (Not everything listed there is suitable)

(Any good vector GIS should also be able to do this)

------------------------------
Lee Willis                        Virtual Landscape Dermatologist          
      
lwillis@terrex.com           TERREX

----------
> From: Ong Tze Lin <tzelin@nuno.singapore.sgi.com>
> To: info-performer@sgi.com
> Subject: Extracting terrain data from dxf
> Date: Tuesday, April 28, 1998 8:34 AM
> 
> Hi all,
> 
> I'm wondering how to get Dted or other terrain info
> out of a dxf file containing contour lines.
> 
> Is there any software out there that will do that?
> Right now I'm faced with having to translate
> the data into inventor, and sampling the points
> in the data field at appropriate intervals to construct
> my own ded file.
> 
> Also I'm looking into shading the contour intervals
> and using the MultiGen utility image2ded to get
> a terrain mesh.
> 
> But if there are any tools out there which will make
> my life easier, I'll use them!
> 
> Thanks,
> 
> Cheers,
> tzelin
>  
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Tue, 28 Apr 1998 14:36:57 -0700
In-Reply-To: Jay Gischer <gischer@puget.engr.sgi.com>
        "pfMalloc & object container" (Apr 28,  9:05am)
References: <Pine.SUN.3.95.980428100949.2425D-100000@zeus.lnk.com> 
	<199804281605.JAA12539@puget.engr.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
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On Apr 28,  9:05am, Jay Gischer wrote:
>David Chan writes:
>
>I don't think that pointers work too well with shared memory here.

Pointers work fine ... as long as they point to other pieces of shared memory.

>If the Console's were allocated from shared memory, their addresses
>will possibly change from process to process.  If they weren't the
>memory won't even be there in a different process.

It's generally bad to map a shared memory arena to different base addresses in
cooperating processes. Make sure to create all your shared memory arenas prior
to pfConfig() or fork().

For C++, it is also bad to map a C++ DSO to different addresses because then
those object's vptrs will not be valid between processes [SIGILL typically].
This means that if you use dlopen() to dynamically load a C++ DSO, you must do
it before pfConfig() as well.

>If in fact the Console structures are to be shared, it would be better
>to do:
>
>   typedef structure {
>	   ...
>	   Console console[10];
>	   ...
>   } SharedData;
>
>   and then
>
>   SharedData *sd =
(SharedData*)pfMalloc(sizeof(SharedData),pfGetSharedArena);
>   sd->console[0] = *new Console(whatever);

This is _not_ a good way to create objects! This invokes the copy constructor
on a temporary object. The object created by the new expression is a memory
leak!

>// This way the console data is sure to be in shared memory too.

No, no, no! The temporary object is _not_ going to be in shared memory.

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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cc: info-performer@sgi.com, bcorrie@silver.anu.edu.au
Subject: Re: OpenGL++ -> Fahrenheit (was Performer at ITEC) 
In-reply-to: Your message of "Tue, 28 Apr 1998 09:26:34 MST."
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Status: O


Before I add a few comments, I just wanted to say thanks to Sharon, Angus, and 
Andrew (and others) who have commented on what is going on with Fahrenheit 
etc. It has been extremely helpful.

Sharon says:
>The most detailed we ever got was in summer '97 hoping for a Beta in
>summer '98. As we mentioned then, that was a very tentative outlook
>because we were (and are) talking about a 1.0 type of release here.
>The schedule at this point probably is not all that different than it
>otherwise would have been.  As announced at the Fahrenheit launch, we
>are trying for a released product mid-98. ...

I assume you mean mid-99 here...

Andrew says:
>As one of the development partners of Fahrenheit we at HP we feel that
>we should chime in on these discussions. There have been many questions
>flying around and Angus and Sharon have done a great job answering them.
>We want to just add a few points.
>
>Sharon writes in her very concise summary of the OGL++ questions and
>comments, 
>
>"In truth, I don't think that last Dec. spec would provide much
>insight for folks that have seen Performer and Inventor beyond
>reassuring folks that we are still doing a Scene Graph.  Since the
>goal here is a pervasive standard, I'd hope that folks would use
>Fahrenheit and not try to start up a separate effort now on something
>old.  SGI will only participate in one effort and honestly believe
>what we have created with Fahrenheit is the right thing, both for ISV
>and IHVs that want to be able to differentiate on top of and
>underneath a ubiquitous API.  I don't think multiple efforts is going
>to help anyone at this point." 
>
>We would like to reaffirm this point. Microsoft, SGI and HP are working
>hard to bring all of you a ubiquitous API. Fahrenheit is a toolkit that
>goes beyond the scope of any yet produced. This is a toolkit that
>reaches from the low-level APIs up to Scene Graph management and
>optimization. There is also ability for ISVs and IHVs to extend and
>enhance the toolkit; something new that will definitely move the
>industry forward. HP too will only participate in one effort and
>Fahrenheit is that effort. When the higher level components of
>Fahrenheit are released later this year on HP-UX, IRIX and MS Windows
>platforms application developers will have a great toolkit to work with
>on the worlds leading graphics platforms.. 

Unless I am mistaken, I don't think that anyone is necessarily suggesting that 
an alternative scene graph API be implemented. I would assume that any Mesa 
like scene graph implementation (lets call it Celsius or Centigrade for 
obvious reasons 8-) would initially be based on an OpenGL++ spec because that 
is all we have that is "close" to what FSG might look like in the future. I 
would hope that as Celsius Scene Graph (CSG - hmmm, could cause confusion 
here... I love acronyms 8-) matures and more information about FSG becomes 
available CSG would try to approach FSG in functionality much like Mesa 
implements OpenGL's functionality. Thus we would still have the ubiquitous API 
but it would be available on a much wider range of platforms (Linux, Mac, BeOS 
etc.). An admirable goal in my mind.

Just my $0.02 worth. 

Cheers,

	Brian



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Date: Wed, 29 Apr 1998 07:12:16 -0700 (PDT)
From: Joaquim Muchaxo <joaquim@rocketmail.com>
Reply-To: joaquim@imersiva.ch
Subject: Re: Extracting terrain data from dxf
To: Ong Tze Lin <tzelin@nuno.singapore.sgi.com>
Cc: info-performer@sgi.com
MIME-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,
Imersiva has a tool to generate a "raw" matrix of altimetry
from DXF or xyz into either byte, integer or float, (Intel
or SGI formats)

ALso, we have a tool - SkeleTIN - that generates highly
optimized
TIN with LODs, gouraud, texture mapping and texture 
tiling. 

Both programs run on NT or IRIX and are still on evaluation
process.
Take a look at http://www.imersiva.ch

Regards,


===
Joaquim Muchaxo                                      
ph:+(351-1)8318237             
mobile:+(351+1)/(0)931-272387     
-------------------------------------------------------------
IMERSIVA - Multimedia, Virtual Reality & Geograph. Info.
Sys.
http://www.imersiva.ch               
mailto:info@imersiva.ch





---Ong Tze Lin <tzelin@nuno.singapore.sgi.com> wrote:
>
> Hi all,
> 
> I'm wondering how to get Dted or other terrain info
> out of a dxf file containing contour lines.
> 
> Is there any software out there that will do that?
> Right now I'm faced with having to translate
> the data into inventor, and sampling the points
> in the data field at appropriate intervals to construct
> my own ded file.
> 
> Also I'm looking into shading the contour intervals
> and using the MultiGen utility image2ded to get
> a terrain mesh.
> 
> But if there are any tools out there which will make
> my life easier, I'll use them!
> 
> Thanks,
> 
> Cheers,
> tzelin
>  
>
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_________________________________________________________
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From: "Alejandro Saez" <cano@silicon.cl>
Message-Id: <9804291220.ZM12038@krusty>
Date: Wed, 29 Apr 1998 12:20:00 -0400
In-Reply-To: =?iso-8859-1?Q?Jim_Tsai_=3Cjimtsai=40cradle=2Ecom=2Etw=3E
 _______=22=A6^=C2=D0_=3A_ghost_polygons=22_=28Jan_10=2C__9=3A51am=29?=
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To: Jim Tsai <jimtsai@cradle.com.tw>
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On Jan 10,  9:51am, Jim Tsai wrote:
> Subject: =A6^=C2=D0 : ghost polygons
>
> Could it be a Z buffer resolution problem??? Make sure you have enough =
Z bits
> and that the far/near plane ratio doesn't exceed around 10000. Differen=
t
> programs might have different default settings, thus triggering the eff=
ect.
>
> []  Dear  Saez:
> 	Would you mind telling me why the far/near ratio cannot exceed 10000?
>
> Thanks
> Jim Tsai
>-- End of excerpt from Jim Tsai

Jim,
	Sure, no sweat. I don't know if you know how Z buffer works, so here is
a small explanation. Z buffer is used to determine which primitives oclud=
e
other primitives. For each pixel in the frame buffer, there is a correspo=
nding
"point" in the Z buffer, this point holds distance information. Each time=
 a
pixel corresponding to a primitive (i.e, triangle) is to be drawn, it is =
first
check against the Z buffer. If a pixel was te be drawn at coordinates 10,=
15 in
the frame buffer, and say this point is a 100 meters away from the observ=
er,
then the system checks what's the distance stored in the frame buffer, if=
 this
distance is less than 100, then the new pixel is not drawn, because some =
other
pixel has been drawn before which is closer to the observer than the new =
pixel,
thus ocluding it. If the distance stored in the Z buffer is greater than =
100,
then the pixel is drawn because the previously drawn pixel is further awa=
y from
the observer, at the same time, the Z buffer distance for that coordinate=
 is
updated to 100 meters. The thing goes on until the whole scene has been d=
rawn,
and occasionaly during this process another primitive will try to project=
 a
pixel in the same coordinate, an again the Z buffer is checked, and if th=
is
other pixel is closer than 100 meters, both frame and Z buffer are again
updated. During the screen refresh, the frame buffer is initialized to
background color and the Z buffer is initialized so that each point in it=
, is
holding infinite distance.

	Now, how does is this distance information stored in the Z buffer. Well
it is coded as integer numbers in a logarithmic scale. Why?? Because if i=
t
wasn't a log scale then you would have a too small range, and what's wors=
t, two
points a couple of inches apar but close to the observer would probably g=
et the
same resolution  ( say 2 bits) as two points that are 100 meters aparts b=
ut are
far from the observer. By using the log scale, you get a lot of bits to
differentiate points that are close to the observer, and get continuosly =
less
bits for points far away from him. Now since objects close to the observe=
r
should have greater detail, smaller and closer polyigons than objects in =
a low
LOD sitting far appart, this should work, shouldn't it? Well, not always.=
 This
is still a discreet scale, meaning that two objects sitting close  (by "c=
lose"
I don't necessarily mean fisically close, but ones whose distances map to=
 close
points in the log scale), but that are not in the same point could end up=
 in
the Z buffer as being in the same fisical point due to round-off and
dicretizarion errors. What's worst  during one frame one point belonging =
to a
primitive could appear to be closer than other point belonging to another=

primitive, and since this is a discretization error, during the next fram=
e,
where the observer and/or objects have move a bit, the situation reverses=
, and
then again. The effect would be pixels of both primitives fighting to get=

displayed in the screen, which resembles a bit of your description of "gh=
ost
polygons".

	How can this be solved, two ways:

	a) Get a visual (or a machine) with more Z bits, this increasing the
accuracy of the Z buffer. Since you said you were displaying in quad-buff=
 mode
or something, then probably some bits previously used as Z buffer bits, a=
re
being used in the frame buffers.
	b) The log scale is not fixed, it depends on the far/near plane. This
is obvious, when you think about it. If you are using (as an example)  24=
 bits
of Z buffer (that is 16 million diferent "distances" can be told appart) =
and
you have a near plane of 1 and a far plane of 100000000, the Z buffer has=
 to
use those 16 million combinations to represente all dsitances from 1 to
100000000. If as I said, a lot of those bits are used for near objects, t=
hen at
the end of the scale, two objects that are 200 meters appart won't be rea=
lly
appart for the Z buffer, they will map to the same discreet distance. Thi=
s is
specially true when having detailed objects for away (another reason to u=
se
LODs). So what's the solution, change one of the planes, if you are flyin=
g up
high, then it could be a good idea to increase the near plane. If on the
contrary you are in a driving simulation, then bringing the far plane dow=
n is
the way to go (of course you can do both). The question is :How much? Wel=
l the
usually given recepy is that the far/near ratio should be arround 1000, b=
ut if
think this is too strict and as I said it depends on the number of Z bits=

available, the kind of simulation (air, ground) and the complexity of the=

scene. I can usualy get away with 10000 for fairly complex ground simulat=
ions.

	Oops, this is way longer than it should've, but it's already done, so
good luck

-- =

------------------------------------------------------------------------
Alejandro Saez
Software Engineer
Silicon Chile S.A.
                                        Avda. Andres Bello 2777, Of. 602
E-mail: asaez@silicon.cl              	Providencia
Phone:  +56 (2) 203 3371 Ext. 105       Santiago
Fax:    +56 (2) 203 3370                Chile
------------------------------------------------------------------------

--PART-BOUNDARY=.19804291220.ZM12038.krusty--

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From guest  Wed Apr 29 09:16:32 1998
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Date: Wed, 29 Apr 1998 12:02:08 -0400 (EDT)
From: David Chan <dchan@zeus.lnk.com>
To: Performer mailling list <info-performer@sgi.com>
Subject: more more details
Message-Id: <Pine.SUN.3.95.980429114346.5807C-100000@zeus.lnk.com>
Mime-Version: 1.0
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Status: O

HI,
	I am sorry to mislead the problem about pfMalloc and object
container to assigning object to object container. Since I have try to do
like this, actually I can assign object into object container, but the
problem is I can't access the data filed of this object. Here is the whole
story:
===================================================

class Console: public pfObject {
	
protected: int dummy;
	
public:	
	int getDummy() { dummy = 2; return dummy; }
	int getOne() { return 1; }
	virtual void interaction()=0;
}

class Dervied_from_Console : public Console
{
	...
public: virtual void interaction() { ... }
	...
}

typedef structure {
	...
	Console *console[10];
	...
} SharedData;

SharedData *shared = pfMalloc(sizeof(SharedData),pfGetSharedArena());

shared->console[0] = new Dervied_from_Console();

printf("first try: %d\n",shared->console[0]->getOne()); // this statement is ok

printf("second try: %d\n",shared->console[0]->getDummy()); //Segnmentation fault

======================================================

I do the allocation of shared memory before pfConfig(), and I have try to
use malloc() to allocate memory in non-performer appilication. In that
case, both "printf" work fine. 

Any comments are welcome.
David Chan

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           id aa1028977; 29 Apr 98 16:48 GMT
From: Gordon Tomlinson <gordon@apollo13.demon.co.uk>
To: Mario Veraart <rioj7@fel.tno.nl>
Cc: Performer <info-performer@sgi.com>,
        Mario Veraart <rioj7@s00sn1.fel.tno.nl>
Subject: Re: Shadow problems on RE2 with IRISGL
Date: Wed, 29 Apr 1998 16:48:28 GMT
Reply-To: gordon@apollo13.demon.co.uk
Message-ID: <35495945.184433421@post.demon.co.uk>
References: <199804271828.UAA17010@s00sn1.fel.tno.nl>
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Status: O

Hi Mario


Try running your program in Single processor mode
and see if it works, is it does then it is the may be the=20
bug in performer that screws Projects lights.
( Should be fixed in PF2.2 was still broken in P2.1)


TTFN

Gordon.



On Mon, 27 Apr 1998 20:28:03 +0200 (MET DST), you wrote:

>Hello pfUsers,
>
>I try to get shadows with Iris Performer 2.0 on an Onyx Re2 with
>IRISGL.
>
>I have used shadows.c as a start but has found that there are a few
>problems. I have made a terrain with a couple of cubes on it.=20
>
>You can find this text with a couple of pictures at the following URL
>
>http://vtd.fel.tno.nl/~fveraart/shadow/problem.html
>
>In the following pictures the small green cube is the position of the
>lightsource.
>On the terrrain are a few large red cubes with a small green cube next
>to it. The large terrain square is 80x80 meters and I have used a shadow=
 map
>size of 512 pixels.
>
>1)
>For a setting off the light I see that the small green cubes don't
>cast any shadow.
>
>2)
>Depending on the distance of the large cube to the light the geometry
>that is in shadow
>is further away from the object. All of the small green cubes should
>be in shadow.
>
>3)
>The objects that are in shadow are not lit with the ambient lighting
>term. They are drawn black.
>
>4)
>The back side of the cubes are not in shadow.
>
>If anyone can help me solve these problems?
>
>Mario Veraart
>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer/
>            Submissions:  info-performer@sgi.com
>        Admin. requests:  info-performer-request@sgi.com

Gordon Tomlinson   =20
System Manager
PERA VR
Technology Centre
Nottingham Road
Melton Mowbray
Leicestershire
LE13 0PB
U.K.
***************************************************************
Tel:	01664 501 501=20
=46ax:	01664 501 553
Email: 	gordon@apollo13.demon.co.uk
Email: 	gordon_tomlinson@peragroup.com
WWW:	http://www.apollo13.demon.co.uk
***************************************************************
NOTE: ALL views, opinions, Comments etc are solely personal and
DO NOT in any way reflect the opinion or view of my employers=20
***************************************************************
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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804292021.WAA04463@s00sn1.fel.tno.nl>
Subject: Re: Shadow problems on RE2 with IRISGL
To: gordon@apollo13.demon.co.uk
Date: Wed, 29 Apr 1998 22:21:50 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <35495945.184433421@post.demon.co.uk> from "Gordon Tomlinson" at Apr 29, 98 04:48:28 pm
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Status: O

> Try running your program in Single processor mode
> and see if it works, is it does then it is the may be the 
> bug in performer that screws Projects lights.
> ( Should be fixed in PF2.2 was still broken in P2.1)

Hi Gordon,

The program is a mix from the complex.c program and the shadows.c program.
I use a pure GL window (disable the PFPW_TYPE_X).
If I try to run in APPCULLDRAW it core dumps in the call XMapWindow.
If I use a mode where DRAW is forked off from APP the program works ok.

Mario
> TTFN
> 
> Gordon.
> 
> On Mon, 27 Apr 1998 20:28:03 +0200 (MET DST), you wrote:
> 
> >Hello pfUsers,
> >
> >I try to get shadows with Iris Performer 2.0 on an Onyx Re2 with
> >IRISGL.
> >
> >I have used shadows.c as a start but has found that there are a few
> >problems. I have made a terrain with a couple of cubes on it. 
> >
> >You can find this text with a couple of pictures at the following URL
> >
> >http://vtd.fel.tno.nl/~fveraart/shadow/problem.html
> >
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Date: Tue, 28 Apr 1998 17:39:37 -0400
In-Reply-To: Steve Baker <sbaker@link.com>
        "Re: Performer at ITEC" (Apr 23,  8:39am)
References: <Pine.SGI.3.96.980423083345.6888B-100000@sutcliffe.bgm.link.com>
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On Apr 23,  8:39am, Steve Baker wrote:
> Subject: Re: Performer at ITEC
> On Thu, 23 Apr 1998, Brian Corrie wrote:
>
> > We were hoping to see an initial
> > release of OpenGL++ in the next couple of months, but according to the
OpenGL
> > ARB meeting minutes from March 9-10
> >
> > (http://www.opengl.org/ARB/Notes/Meeting1.2/meeting_note_10-03-98.html)
> >
> > Kurt Akeley (at least so the minutes say, I wasn't there...) says that "SGI
> > will no longer be able to push OpenGL++ (though they have no objection to
> > others picking up the work). Resources are committed to work with Microsoft
> > and HP on the scene graph and large model visualization APIs." Does this
mean
> > that we will be waiting for the Fahrenheit scene graph as opposed to
OpenGL++?
>
> I wonder if anyone would be interested in a cooperative 'freeware' Mesa++ (ie
> an OpenGL++ implemented on top of Mesa and provided under the same licensing
> conditions)?

How about an open-source (freeware if you insist on calling it that)
implementation of Performer.  This _is_ the Performer mailing list afterall :).
 An open implementation of Performer that's portable to other POSIX complient
operating systems.  That way when managers demand that their engineers port to
the PC, engineers can just re-compile rather than do the absolute complete
re-write of application code that would be necessary to port to Windows NT.
 It's also a more attractive short-term path than re-writing the graphics
portion of the code to Fahrenheit then later re-writing the rest of the
application to run under Windows NT.  Rather than re-writing twice, you just
re-compile once.  And since this would be an open-source solution, someone to
go ahead and make a port of it to Windows NT.  This could be a solution until
and perhaps even after Fahrenheit implementations are available 1-2yrs from now
or whenever it is supposed to be out.

Now a quick question about Fahrenheit:  will Fahrenheit be open,
system-independant and governed by an ARB consisting of industry leaders the
way OpenGL is?  There is a definate need for an open, system-independant,
industry-wide scene graph API that has the same goals of Performer.

Well, that's just some food for thought.  I've gotta go now.  Take note that
this email reflects my opinions and do not necessarily reflect the opinions of
The Boeing Company. (etc. etc. etc. and any other legal disclaimers you can
think of).

later,
tom


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Subject: Can two processes use the same pfBuffer?
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Status: O

Hi,

I have two processes that want to use the same pfBuffer.

The pfBuffer is created in the DBASE process and is used there during
pfBufferAddChild and pfBufferRemoveChild calls.  

Another process which was *not* forked from the DBASE selects the
pfBuffer through a shared variable and performs data loading.

The reason I am asking if this is okay is that when I try and delete a
piece of scene graph in the DBASE process Performer crashes.

Thanks for any insight,
Scott
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Date: Wed, 29 Apr 1998 17:59:52 -0700 (PDT)
From: Anita Kishore <kishore@aimnet.com>
Message-Id: <199804300059.RAA23557@aimnet.com>
To: friedman@ucla.edu, info-performer@sgi.com
Subject: Re: Can two processes use the same pfBuffer?
Status: O

Maybe the following might help in deleting and loading another scene
in the DBASE itself:

	after pfBufferRemoveChild, call
	pfAsyncDelete() followed by pfMerge()

The above has worked so far for me in earlier versions of performer,
haven't checked this in the latest version.

-anita
kishore@triavest.com
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From: Shibuya Yukari <yukari@ceres.is.seikei.ac.jp>
Status: O

please remove me from this ML.

thank you
--
Yukari Shibuya
<yukari@ceres.is.seikei.ac.jp>
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From guest  Thu Apr 30 00:06:44 1998
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Date: Thu, 30 Apr 1998 08:44:53 +0200
From: Dr Colin Bridgewater <crccobr@nocrc.abb.no>
Reply-To: crccobr@nocrc.abb.no
Organization: ABB Teknologi AS, Marine Oil and Gas Group
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To: Tom Flynn <flynnt@perdy.mdcorp.ksc.nasa.gov>
Cc: info-performer@sgi.com
Subject: Re: Performer at ITEC
References: <Pine.SGI.3.96.980423083345.6888B-100000@sutcliffe.bgm.link.com> <9804281739.ZM37@perdy.mdcorp.ksc.nasa.gov>
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Status: O

Hi Tom

Apologies for cluttering up the ether with a lot of quotes, but your
message stands well together.

Tom Flynn wrote:
> How about an open-source (freeware if you insist on calling it that)
> implementation of Performer. 
> 
> An open implementation of Performer that's portable to other POSIX 
> compliant operating systems....

My understanding is that Performer is optimised for SGI hardware. I use
it precisely *because* I don't have to worry too much about making the
most of the underlying hardware. Folks like Sharon and Angus work very
hard to ensure that... There are tricks that have to be made to squeeze
the utmost performance, but most people get by with a single code that
scales to different visuals, multiple processors, graphics board sets
etc etc at a binary level.

> Now a quick question about Fahrenheit:  will Fahrenheit be open,
> system-independant and governed by an ARB consisting of industry 
> leaders the way OpenGL is?  There is a definite need for an open, 
> system-independant, industry-wide scene graph API that has the same 
> goals of Performer.

Well said ! Although, the vendors of World Tool Kit and OpenGVS (to name
but two) might debate with you as the to definition of "open". 

The truth is that there are already APIs which can be used on both SGI
and Wintel platforms. If you want cross-platform compatibility for your
applications, try one of those. But you won't get the same high-end
functionality or performance unless you use a toolkit (in this case,
Performer) that is tuned for use on SGI hardware.

Regards

Colin
_______________________________________________________________________
Dr Colin Bridgewater    crccobr@nocrc.abb.no    Marine Oil and Gas Dept
ABB Teknologi AS, Bergerveien 12, PO Box 91, N-1361 BILLINGSTAD, Norway
work tel: +47 66 84 35 36, fax: +47 66 84 43 90,  home: +44 1189 671713
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Message-ID: <35484281.945C41D1@nchc.gov.tw>
Date: Thu, 30 Apr 1998 17:21:05 +0800
From: "Charlie H. Chang" <a00chc00@nchc.gov.tw>
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Subject: drawing wireframe...
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Status: O

Hi there,

Can someone tell me how to draw a pfDCS in wireframe mode
like we can do on pfGeoSet?  I don't want to get the whole scene
in wireframe mode, just some pfDCS objects...
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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unsusbcribe
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Date: Thu, 30 Apr 1998 12:06:09 +0100 (BST)
From: Roy Ruddle <Ruddle@cardiff.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: info-performer@sgi.com
Subject: Variable chan updates
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--0-332299323-893934369=:7494
Content-type: TEXT/PLAIN; charset="US-ASCII"

Hi there,

I'm writing an application in which the 2 channels on a single pipe
should each have a different update rate. I've tried to implement this by
toggleing the DRAW traversal mode (PF_ON/OFF) according to whether or not 
a particular channel should be drawn in a frame but I get the channels
have a black flash.

I've replicated the problem with a 1-channel test program. The channel
covers the whole of the pipe viewport (VP bounds 0 .. 1 in X and Y). The
channel is drawn (correctly) once every 10 frames but it flashes black on
the other frames. This happens whether or not the channel draw traversal
function calls clear(), and whether or not I use a channel draw traversal
function.

My guess is that the black flashing is being caused by a pipe-based
"clear" function.

Can anyone tell me how I can overcome this black flashing (what have I
done wrong?).

System:
MaximumIMPACT
pf2.2, compiled n32 (OGL)
Irix 6.2

Test program is attached.


many thanks

roy



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From: Mario Veraart <rioj7@fel.tno.nl>
Message-Id: <199804301323.PAA11566@s00sn1.fel.tno.nl>
Subject: Re: drawing wireframe...
To: a00chc00@nchc.gov.tw (Charlie H. Chang)
Date: Thu, 30 Apr 1998 15:23:43 +0200 (MET DST)
Cc: info-performer@sgi.com (Performer)
In-Reply-To: <35484281.945C41D1@nchc.gov.tw> from "Charlie H. Chang" at Apr 30, 98 05:21:05 pm
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Content-Type: text
Status: O

> Can someone tell me how to draw a pfDCS in wireframe mode
> like we can do on pfGeoSet?  I don't want to get the whole scene
> in wireframe mode, just some pfDCS objects...
> Thank you in advance!
> 
> --
> Charlie H. Chang                E-mail: a00chc00@nchc.gov.tw

You can use the pfuTraverser to write a function that sets the
wireframe mode off all the geosets that are below a certain node.
Or you can set pre and post draw call backs to the wanted DCS's and
put in these functions call to set and override the wireframe mode.

int preDrawWireframe(pfTraverser* trav, void* data)
{
    pfEnable(PFEN_WIREFRAME);
    pfOverride(PFSTATE_ENWIREFRAME, 1);
    return PFTRAV_CONT;
}

int postDrawWireframe(pfTraverser* trav, void* data)
{
    pfOverride(PFSTATE_ENWIREFRAME, 0);
    pfDisable(PFEN_WIREFRAME);
    return PFTRAV_CONT;
}

Mario
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Date: Thu, 30 Apr 1998 08:57:04 -0500 (CDT)
From: Steve Baker <sbaker@link.com>
X-Sender: steve@sutcliffe.bgm.link.com
Reply-To: Steve Baker <sbaker@link.com>
To: Info-Performer Mailing List <info-performer@sgi.com>
Subject: Fogging problems on RE2.
Message-ID: <Pine.SGI.3.96.980430085419.7823A-100000@sutcliffe.bgm.link.com>
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Status: O


Yes, I know this is a little off-topic, but I know
a bunch of you clue-ful SGI types are listening and
I didn't get any help from comp.graphics.api.opengl
so here goes...

  I'm writing a simple GLUT/OpenGL program which runs
quite nicely on an SGI ONYX Infinite Reality and on a
Linux machine with Mesa and a 3Dfx Voodoo card.

  So far this is great.

  Now I try to run the same thing on an SGI ONYX RE2
(IRIX 6.2) and the fog comes out WAY too dense.

  Here is the code to set up the fog:

    glEnable ( GL_FOG ) ;
    glHint ( GL_FOG_HINT, GL_NICEST ) ;

    static float fogcol [ 4 ] = { 0.3, 0.6, 1.0, 1.0 } ;
    glFogfv( GL_FOG_COLOR  , fogcol   ) ;
    glFogf ( GL_FOG_START  , 0.0      ) ;
    glFogf ( GL_FOG_END    , 50000.0 ) ;
    glFogf ( GL_FOG_DENSITY, 0.000005 ) ;
    glFogi ( GL_FOG_MODE   , GL_EXP   ) ;

  Near/far clip planes are 2.0 and 1000000.0.

  The scene is a regular grid of tristrips lying in the X/Z
plane from the eye all the way out to somewhere beyond
the far clip plane.

  Is there some lingering IrisGL-ness in the RE2's OpenGL
that might be killing me here?  Is there anything else I
can do to make the RE2 fog look the same as it does on
the other machines? Maybe there is some kind of patch I
should have installed?

  HELP!


Steve Baker                (817)619-8776 (Vox/Vox-Mail)
Raytheon Systems Inc.      (817)619-4028 (Fax)
Work: SBaker@link.com      http://www.hti.com
Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1

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From: "Jean-Luc Dery" <dery@discreet.com>
Message-Id: <9804301028.ZM1017@atlantis>
Date: Thu, 30 Apr 1998 10:28:20 -0400
In-Reply-To: Roy Ruddle <Ruddle@cardiff.ac.uk>
        "Variable chan updates" (Apr 30, 12:06pm)
References: <Pine.OSF.3.95q.980429182049.10977E-200000@thor>
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On Apr 30, 12:06pm, Roy Ruddle wrote:
> Subject: Variable chan updates
>
> Hi there,
>
> I'm writing an application in which the 2 channels on a single pipe
> should each have a different update rate. I've tried to implement this by
> toggleing the DRAW traversal mode (PF_ON/OFF) according to whether or not
> a particular channel should be drawn in a frame but I get the channels
> have a black flash.
>
> I've replicated the problem with a 1-channel test program. The channel
> covers the whole of the pipe viewport (VP bounds 0 .. 1 in X and Y). The
> channel is drawn (correctly) once every 10 frames but it flashes black on
> the other frames. This happens whether or not the channel draw traversal
> function calls clear(), and whether or not I use a channel draw traversal
> function.
>
> My guess is that the black flashing is being caused by a pipe-based
> "clear" function.
>
> Can anyone tell me how I can overcome this black flashing (what have I
> done wrong?).
>
> System:
> MaximumIMPACT
> pf2.2, compiled n32 (OGL)
> Irix 6.2
>
> Test program is attached.
>
>
> many thanks
>
> roy

Hi Roy,

This is most probably due to the fact that you drawing only one buffer in
double buffer mode but still swapping buffers. You can conrol the swap buffer
through a Performer callback.

pfPipe::setSwapFunc( pfPipe* p, pfPipeWindow* pw);
pfPipeWindow::swapBuffers();

In a two channels setup were you want to have different update rates, you have
to have one pipe window for each channel and manage the pipe window swap buffer
from the pfPipe swap callback (anybody correct me if I'm wrong??).

You can use a setUserData() (or anything you can think of to pass this
information to the swap callback) in your pfChannel draw callback to set wether
or not a swap is needed. You can then use this in the pipe swap function
callback to call the pfPipeWindow::swapBuffers().

Hope this helps,

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: jean-lucD@discreet.com         Fax: (514) 393-0110
_____________________________________________________________________________
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Date: Thu, 30 Apr 1998 11:09:07 -0400 (EDT)
From: Eddy Kuo <ekuo@ait.nrl.navy.mil>
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To: info-performer@sgi.com
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Status: O

Hello pfers:

I am using pfFlux for a dynamic geoset.  Whenever I display the geoset
after updating the geometry, my image flashes a lot (as if I don't
have double buffering)  During a draw callback, I did a channel clear, 
in order to erase the old geoset and redraw the new geoset, is this
the problem?

thanks the any advice


Ed.

-------------------------------------------------------------------
Eddy Kuo 		      		work phone: 202-767-6025 
Virtual Reality Lab 			home phone: 703-893-2553
Naval Research Lab		http://www.cis.ohio-state.edu/~ekuo
-------------------------------------------------------------------

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To: <info-performer@sgi.com>
Subject: Job Opportunity
Date: Thu, 30 Apr 1998 16:21:16 +0100
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Lockheed Martin Solartron Systems have been supplying simulation and =
training equipment to the defence industry for the last 30 years. To =
meet current demand we currently have a vacancy for a Visual Modeller to =
help us produce a new family of 3D models and terrains at our facility =
in the historic town of Hertford in Hertfordshire, England.

If you are interested, please send your CV/Resume to the address given =
below.=20

Visual Modeller

Responsibilities:

You will be part of a small team, creating virtual reality crew trainer =
simulators for the defence industry.
You will be responsible for the design of all of the interactive =
graphics. This includes acquisition and preparation of texture maps, =
design of targets models of aircraft and ground vehicles, ships, =
terrains, seascapes, and special effects.
Be able to work under pressure to meet tight deadlines. Good =
communication skills and a fun attitude are desirable.

You=92ll be using high end modelling software like MultiGen II Pro =
running on a Silicon Graphics workstation.

Skills:
Preferably: MultiGen II Pro
                    Photoshop
Other:         3Dstudio MAX

Education:
BSc degree in art, industrial design, computer design/animation, or =
engineering (or simular work experience)

Experience:
Background in working with interactive 3D computer graphics for visual =
simulation or games.
Creation of 3D models for animation or simulation.
Experience of communicating with Engineers and understanding of real =
time implication of modelling decisions is important.

If available show some examples of your previous work.

--=20
Dave Pearce
Project Manager,
Lockheed Martin Solartron Systems
Hale Road, Hertford, Hertfordshire, SG13 8DX,
England
email : dpearce@dial.pipex.com
Tel:  +44 (0)1992 534111
Fax: +44 (0)1992 534148
Mobile +44 (0)467 338645

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<META content=3Dtext/html;charset=3Diso-8859-1 =
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</HEAD>
<BODY bgColor=3D#c0c0c0>
<DIV><FONT size=3D2>
<DIV><FONT color=3D#000000 size=3D2><STRONG></STRONG></FONT><FONT =
size=3D2>
<P>Lockheed Martin Solartron Systems have been supplying simulation and =
training=20
equipment to the defence industry for the last 30 years. To meet current =
demand=20
we currently have a vacancy for a Visual Modeller to help us produce a =
new=20
family of 3D models and terrains at our facility in the historic town of =

Hertford in Hertfordshire, England.</P>
<P>If you are interested, please send your CV/Resume to the address =
given=20
below.&nbsp;</FONT></P></DIV>
<DIV><FONT color=3D#000000 size=3D2><STRONG>Visual =
Modeller</STRONG></FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>Responsibilities:</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>You will be part of a small team, =
creating=20
virtual reality crew trainer simulators for the defence =
industry.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>You will be responsible for the =
design of all of=20
the interactive graphics. </FONT><FONT color=3D#000000 size=3D2>This =
includes=20
acquisition and preparation of texture maps, design of targets models of =

aircraft and ground vehicles, ships, terrains, seascapes, and special=20
effects.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>Be able to work under pressure to =
meet tight=20
deadlines. Good communication skills and a fun attitude are=20
desirable.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>You&rsquo;ll be using high end =
modelling=20
software like MultiGen II Pro running on a Silicon Graphics=20
workstation.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>Skills:</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>Preferably: MultiGen II =
Pro</FONT></DIV>
<DIV><FONT color=3D#000000=20
size=3D2>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbs=
p;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
Photoshop</FONT></DIV>
<DIV><FONT color=3D#000000=20
size=3D2>Other:&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 3Dstudio =

MAX</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>Education:</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>BSc degree in art, industrial =
design, computer=20
design/animation, or engineering </FONT><FONT color=3D#000000 =
size=3D2>(or simular=20
work experience)</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>Experience:</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>Background in working with =
interactive 3D=20
computer graphics for visual simulation or games.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>Creation of 3D models for animation =
or=20
simulation.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>Experience of communicating with =
Engineers and=20
understanding of real time implication of modelling decisions is=20
important.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT color=3D#000000 size=3D2>If available show some examples of =
your previous=20
work.</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2></FONT></FONT><FONT color=3D#000000=20
size=3D2></FONT>&nbsp;</DIV></DIV>
<DIV><FONT color=3D#000000 size=3D2>-- <BR>Dave Pearce<BR>Project=20
Manager,<BR>Lockheed Martin Solartron Systems<BR>Hale Road, Hertford,=20
Hertfordshire, SG13 8DX,<BR>England</FONT></DIV>
<DIV><FONT color=3D#000000 size=3D2>email : <A=20
href=3D"mailto:dpearce@dial.pipex.com">dpearce@dial.pipex.com</A><BR>Tel:=
&nbsp;=20
+44 (0)1992 534111<BR>Fax: +44 (0)1992 534148<BR>Mobile +44 (0)467=20
338645</FONT></DIV></BODY></HTML>

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From: "Rob Jenkins" <robj@quid.engr.sgi.com>
Message-Id: <9804300843.ZM15526@quid.engr.sgi.com>
Date: Thu, 30 Apr 1998 08:43:37 -0700
In-Reply-To: Steve Baker <sbaker@link.com>
        "Fogging problems on RE2." (Apr 30,  8:57am)
References: <Pine.SGI.3.96.980430085419.7823A-100000@sutcliffe.bgm.link.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Steve Baker <sbaker@link.com>,
        Info-Performer Mailing List <info-performer@sgi.com>
Subject: Re: Fogging problems on RE2.
Mime-Version: 1.0
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Status: O

Steve

Patches would be the first thing I'd check. There were some regressions for EXP
and EXP2 fog on RE2 in the RE rollup patch 1702. Since then they were fixed in
patch 2038 which in turn has since been replaced by patch 2739. In short, make
sure you have the latest RE2 rollup patch installed:
Patch 2739: RealityEngine rollup #4 for IRIX 6.2

In practice I don't think 2739 has new fog fixes over 2038 so if you already
have 2038 at least then 2739 might not make any difference but you still ought
to have it for the other fixes in there.

You have a pretty big near:far clipping plane ratio, does the fog on RE2 get
better if you reduce that ? RE2 approximates the fog function in the screen
space rather than eye space so that ratio effects the fog resolutiuon spread
you get. If none of this helps then let me know, there's some other stuff we
can look into.

Cheers
Rob


On Apr 30,  8:57am, Steve Baker wrote:
> Subject: Fogging problems on RE2.
>
> Yes, I know this is a little off-topic, but I know
> a bunch of you clue-ful SGI types are listening and
> I didn't get any help from comp.graphics.api.opengl
> so here goes...
>
>   I'm writing a simple GLUT/OpenGL program which runs
> quite nicely on an SGI ONYX Infinite Reality and on a
> Linux machine with Mesa and a 3Dfx Voodoo card.
>
>   So far this is great.
>
>   Now I try to run the same thing on an SGI ONYX RE2
> (IRIX 6.2) and the fog comes out WAY too dense.
>
>   Here is the code to set up the fog:
>
>     glEnable ( GL_FOG ) ;
>     glHint ( GL_FOG_HINT, GL_NICEST ) ;
>
>     static float fogcol [ 4 ] = { 0.3, 0.6, 1.0, 1.0 } ;
>     glFogfv( GL_FOG_COLOR  , fogcol   ) ;
>     glFogf ( GL_FOG_START  , 0.0      ) ;
>     glFogf ( GL_FOG_END    , 50000.0 ) ;
>     glFogf ( GL_FOG_DENSITY, 0.000005 ) ;
>     glFogi ( GL_FOG_MODE   , GL_EXP   ) ;
>
>   Near/far clip planes are 2.0 and 1000000.0.
>
>   The scene is a regular grid of tristrips lying in the X/Z
> plane from the eye all the way out to somewhere beyond
> the far clip plane.
>
>   Is there some lingering IrisGL-ness in the RE2's OpenGL
> that might be killing me here?  Is there anything else I
> can do to make the RE2 fog look the same as it does on
> the other machines? Maybe there is some kind of patch I
> should have installed?
>
>   HELP!
>
>
> Steve Baker                (817)619-8776 (Vox/Vox-Mail)
> Raytheon Systems Inc.      (817)619-4028 (Fax)
> Work: SBaker@link.com      http://www.hti.com
> Home: SJBaker1@airmail.net http://web2.airmail.net/sjbaker1
>
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Steve Baker



-- 
________________________________________________________________
Rob Jenkins mailto:robj@sgi.com
Silicon Graphics, Mtn View, California, USA
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Subject: pfAsdConfig vs pfASDFaceBBox
X-Sun-Charset: US-ASCII
Status: O

Salut,

I want to modify the value of the vertices of my pfAsd
during the fly.
I do this and it works.
But I think that the Bboxes of my faces don't change.
I try pfAsdConfig () but the Cull process works
as I 've never changed the vertices. I think that I can't use
this function during the fly.

Do I have to change all the Bboxes by myself with pfASDFaceBBox (...)
or is there any function to do this.

Thanks

Kenavo.
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From: PA Society <PASociety@aol.com>
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Date: Thu, 30 Apr 1998 19:59:55 EDT
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Subject: (PAS) Facial Animation Presentation on Monday (May 4th)
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Status: O

 IMPORTANT REMINDER --- UPCOMING EVENT 

**********    FACIAL ANIMATION MONDAY  (MAY 4th) PRESENTATION   **********

THE PERFORMANCE ANIMATION SOCIETY KICKS OFF THE COMPUTER
GAME DEVELOPERS CONFERENCE MONDAY (MAY 4th) EVENING WITH
AN EXCITING PRESENTATION ON CREATING REALISTIC FACIAL ANIMATION
IN COMPUTER GAMES.

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

MEETING HIGHLIGHT:         "Computer Games get a Face Lift"


TIME & PLACE:   COMPUTER GAME DEVELOPERS CONFERENCE
                MONDAY, MAY 4th at 7:00PM Sharp!
                LONG BEACH CONVENTION CENTER - ROOM 103A

The "Performance Animation Society", the world's premier organization
for artists and developers working with the exciting new tools of human
digitization and simulation, will present a 1 + 1/2 hour seminar at the
Computer Games Developers Conference in Long Beach, CA. in Room 103A in
the Long Beach Convention Center on Monday, May 4th at 7:00 PM sharp.

MEETING DETAILS AND PRESENTATIONS:

TOPIC:   "COMPUTER GAMES GET A FACE LIFT"

Motion Capture and Performance Animation techniques are valuable tools
in adding realism to character animation in Computer Games. These tools
are being focused and refined even further to meet a growing need for
believable, accurate facial animation in gaming characters.

Motion Analysis Corporation, a leading solutions provider in human motion
and performance capture will present late-breaking developments and
applications of facial expression capture and image processing as they
apply to enhancing expressiveness in computer game characters.

Videos and demonstrations will also augment this exciting meeting of
artists, developers, scientists and performers. The meeting is free and
all who are interested are welcome and encouraged to attend this exciting
meeting.


FOR ADDITIONAL INFORMATION PLEASE VISIT OUR WEBSITE AT:

 WWW.PASOCIETY.ORG

THANK YOU

***********************   PLEASE CIRCULATE !!!! ***********************
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