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Date: 05/05/2001 15:16:19


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Welcome to the info-performer mailing list DIGEST for May 04 2001

List Archives, FAQ, FTP: http://www.sgi.com/software/performer/
    Send Submissions to: info-performer++at++sgi.com
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Message Subjects:

    multithreading
    Re: lib trouble in Linux (fwd)
    problem with a transparent surface
    Re: Packed attributes
    Texture size after loaded
    FW: Packed attributes
    Re: pfASD last level not shown
    Re: lib trouble in Linux (fwd)
    3d staff

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

 From: John Hasselbaink <hasselbk++at++usa.net>
 Date: 4 May 2001 04:11:22 MDT
 Subject: multithreading
 
Is it possible to use Performer and Posix threads? I am interested in cre=
ating
a new thread to perform harddisk readings. Is there any source code for
Performer + Posix threads?
I am using Performer 2.4 on linux and on O2 (IRIX 6.5). Since Performer 2=
=2E4
for Linux (demo version ) does NOT allow to fork processes for different
callbacks (cull, draw, ), can I use pthreads with it?

I also need to display a scene while loading it. My scene database is ver=
y
large and it takes a lot to load. I want to be able to display whatever p=
art
of the scene is already loaded ( I load a few thousand of OBJ files) and
continue loading in the same time. Is there any code available to perform=
 such
an action? Or examples?

I think many others have dealt with these issues, so could you help me
please?

____________________________________________________________________
Get free email and a permanent address at http://www.netaddress.com/?N=3D=
1

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

 From: Gernot Ziegler <gz++at++lysator.liu.se>
 Date: Fri, 4 May 2001 12:16:25 +0200 (MET DST)
 Subject: Re: lib trouble in Linux (fwd)
 
Hej Tom !

When is that next version due ?
I have a project to hand in in 4 weeks ...

I tried to dive into the internals of the gcc installation and make it
link with the glibc2.1-libs (there was some kind of compatibility package
available from Mandrake, but not now anymore), but it all hooked up on the
X11-libs that required libc6-2.2 *sigh* ...

I remember the saying from the libc6 creators: "From now on
(with the introduction of glibc2.0) there won't be any compatibility/lib
version problems anymore" .... yeah, right ... :-/

So I will install an extra system to program Performer in ...
anyone who can recommend me a good base to build on ?
I have used Mandrake 7.2, will install that again per default ...
but I am thinking about switching back to RedHat again -
which is the last RedHat version that had glibc2.1 ?

Thanks for your help ! :-)
(Mailing lists are a good channel for complaining about things and finding
someone there that actually understands my sorrows ;) )

---------- Forwarded message ----------
Date: Wed, 2 May 2001 21:30:35 -0700
From: Tom Flynn <flynnt++at++engr.sgi.com>
To: Gernot Ziegler <gz++at++lysator.liu.se>
Cc: Performer mailing list <info-performer++at++sgi.com>
Subject: Re: lib trouble in Linux

On Wed, 2 May 2001, Gernot Ziegler wrote:

> It has something to do with libc, right ?
> I have recently installed glibc2.2, maybe I should downgrade to glibc2.1
> again ?

yes. Stick with that for now. this'll be fixed with the next revision
of Performer.

-tom

--
"Mongooses are famous for their snake-fighting ability, and are
 almost always victorious because of their speed, agility, and timing
 and also because of their thick coat."

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

From: Sylvain Faisan <sylvain.faisan++at++imag.fr> Date: Fri, 04 May 2001 13:07:56 +0200 Subject: problem with a transparent surface Hi,

I ve a problem with a transparent surface. My scene is composed of one transparent surface and of other opaque surfaces. During the definition of the pfGeostate of my transparent surface, i ve writen something like :

gstateTransparent->setMode(PFSTATE_TRANSPARENCY, PFTR_BLEND_ALPHA|PFTR_NO_OCCLUDE);

And it's working but the problem is that i don't want to use the PFTR_NO_OCCLUDE option.

If i don't use this option, the surface looks opaque and not transparent. I know that i must draw the transparent surface at the end of the draw process.

Is there a solution to tell Performer that the transparent object must be drawn after opaque objects? It's written in the documentation of the class pfChannel :

By default, the opaque bin rendering order is PFSORT_OPAQUE_BIN_ORDER (0) and the transparent bin is PFSORT_TRANSP_BIN_ORDER (1) so that transparent surfaces are rendered after opaque surfaces.

Have I something to do? I use already the PFCULL_SORT mode for the channel

Must i tell Performer which object ares transparent?

it's written in the documentation of the pfGeoSet class : when attached to a pfGeoSet via pfGeoSet::setGState, the pfGeoSet will always be rendered with the state encapsulated by gstate, regardless of the order in which pfGeoSet/pfGeoState pairs are rendered

What means "regardless of the order in which pfGeoSet/pfGeoState pairs are rendered"?

Thank you by advance

Faisan Sylvain

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

From: Brian Furtaw <brian++at++sgi.com> Date: Fri, 04 May 2001 07:20:00 -0400 Subject: Re: Packed attributes "Dorosky, Christopher G" wrote: > > I have a few questions on packed attributes that I was hoping someone could > answer. > > 1. It seems that every packed attribute must be bound per vertex. Is this > true?

In Performer this is true. If you look at the OpenGL man page for glVertexPointer you will see a list of vertex array formats the Infinite Reality has been optimized for.

> 2. There are two similiar modes, something like C4UBN3FT2FV3F and > C4UBN3FTSV3F.... I'm sure I screwed it up, but the important part is that > the letters after the texture coordinates are either "2F" for 2 floats, or > "S" (possibly 2S) for ??? What does the S mean? The header talks about > GEN_FORMAT.

The 2F is as you guessed 2 floats per texture coordinate the 2S is for 2 shorts per texture coord. So the first string translates to Color RGBA order 1 unsigned byte Normal 3 floats Texcoords 2 floats Vertex 3 floats. The second string is Color RGBA order 1 unsigned byte Normal 3 floats Texcoords 2 shorts Vertex 3 floats.

> 3. It seems that you have to set all packed attrs, attributes on the gset to > NULL, except COORD3. What is special about this?

I am not following you here do you have some code?

Brian

> > This is all on Performer 2.2.10. > > Thanks > > Christopher Dorosky > Lead Electronic Systems Engineer - Real Time Simulation > Lockheed Martin Missiles and Fire Control - Dallas > christopher.g.dorosky++at++lmco.com > 972-603-2349 > > ----------------------------------------------------------------------- > List Archives, FAQ, FTP: http://www.sgi.com/software/performer/ > Open Development Project: http://oss.sgi.com/projects/performer/ > Submissions: info-performer++at++sgi.com > Admin. requests: info-performer-request++at++sgi.com

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

Brian Furtaw (brian++at++sgi.com) Graphics Guru Office:(301)572-3293 Fax: (603)250-0370 12200-G Plum Orchard Drive OpenGL/Performer/OpenInventor/ImageVision Silver Spring, Maryland 20904 Volumizer/Optimizer/React/PCI Device Drivers

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

From: Sakis <gaitat++at++yahoo.com> Date: Fri, 4 May 2001 05:57:04 -0700 (PDT) Subject: Texture size after loaded

If a texture on disk has lets say size 512x512 is there a way to have the texture loaded in Performer using half the size (256x256) requiring thus less texture space? Using gluScaleImage for example but I cant see where ...

Thank you for any suggestions.

===== Athanasios Gaitatzes (Saki) e-mail: gaitat++at++yahoo.com url: http://www.i.am/gaitatzes

__________________________________________________ Do You Yahoo!? Yahoo! Auctions - buy the things you want at great prices http://auctions.yahoo.com/

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

From: "Dorosky, Christopher G" <christopher.g.dorosky++at++lmco.com> Date: Fri, 04 May 2001 08:16:50 -0600 Subject: FW: Packed attributes Example.

gset->setAttr(PFGS_PACKED_ATTR, (PACKED EVERYTHING STRING), packed_array, NULL); gset->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, NULL, NULL); //same for texcoords and normals. (above) // if I do it for the coord3 the program crashes. // if I don't do the NULL's for the others, then the packed attr stuff doesn't work. // all is well with this setup. I just was wondering why not to do it to the coord3's. // look at the man page, it talks about NULL for the other 3, not vertices. Why?

Christopher Dorosky Lead Electronic Systems Engineer - Real Time Simulation Lockheed Martin Missiles and Fire Control - Dallas christopher.g.dorosky++at++lmco.com 972-603-2349

-----Original Message----- From: Brian Furtaw [mailto:brian++at++sgi.com] Sent: Friday, May 04, 2001 6:20 AM To: Dorosky, Christopher G Cc: 'info-performer++at++sgi.com' Subject: Re: Packed attributes

"Dorosky, Christopher G" wrote: > > I have a few questions on packed attributes that I was hoping someone could > answer. > > 1. It seems that every packed attribute must be bound per vertex. Is this > true?

In Performer this is true. If you look at the OpenGL man page for glVertexPointer you will see a list of vertex array formats the Infinite Reality has been optimized for.

> 2. There are two similiar modes, something like C4UBN3FT2FV3F and > C4UBN3FTSV3F.... I'm sure I screwed it up, but the important part is that > the letters after the texture coordinates are either "2F" for 2 floats, or > "S" (possibly 2S) for ??? What does the S mean? The header talks about > GEN_FORMAT.

The 2F is as you guessed 2 floats per texture coordinate the 2S is for 2 shorts per texture coord. So the first string translates to Color RGBA order 1 unsigned byte Normal 3 floats Texcoords 2 floats Vertex 3 floats. The second string is Color RGBA order 1 unsigned byte Normal 3 floats Texcoords 2 shorts Vertex 3 floats.

> 3. It seems that you have to set all packed attrs, attributes on the gset to > NULL, except COORD3. What is special about this?

I am not following you here do you have some code?

Brian

> > This is all on Performer 2.2.10. > > Thanks > > Christopher Dorosky > Lead Electronic Systems Engineer - Real Time Simulation > Lockheed Martin Missiles and Fire Control - Dallas > christopher.g.dorosky++at++lmco.com > 972-603-2349 > > ----------------------------------------------------------------------- > List Archives, FAQ, FTP: http://www.sgi.com/software/performer/ > Open Development Project: http://oss.sgi.com/projects/performer/ > Submissions: info-performer++at++sgi.com > Admin. requests: info-performer-request++at++sgi.com

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

Brian Furtaw (brian++at++sgi.com) Graphics Guru Office:(301)572-3293 Fax: (603)250-0370 12200-G Plum Orchard Drive OpenGL/Performer/OpenInventor/ImageVision

Silver Spring, Maryland 20904 Volumizer/Optimizer/React/PCI Device Drivers ----------------------------------------------------------------------- List Archives, FAQ, FTP: http://www.sgi.com/software/performer/ Open Development Project: http://oss.sgi.com/projects/performer/ Submissions: info-performer++at++sgi.com Admin. requests: info-performer-request++at++sgi.com

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

From: Marco Tartaglia <m.tartaglia++at++acsys.it> Date: Fri, 04 May 2001 18:35:27 +0200 Subject: Re: pfASD last level not shown Hello Yair and all performers,

I''m still working on the pfASD problem (last level apparently allocated in memory, but not shown). I've tried to use a NO paging pfASD Node (using pfdBuildASD with paging flag = False) and i've seen all level so i think that the problem exists only for the paging ASD node. I've used the convasd program and ASDGen to build a paged ASD but the result is the same (last level not shown). My really problem is the waste of shared memory; I've computed the approx. allocation of shared memory with last level (~70Mb) and without (~20Mb) than i've set PFSHAREDSIZE to 750Mb so in this condition i can load until 8 ASDs (with asdfly) after i reach the limit of shared memory, so i suppose that the last level is allocated.

Has anyone experienced this problem? Any ideas on how to solve this?

Any suggestion/help will be greatly aprreciated.

Marco

-- Marco Tartaglia

ACS - Advanced Computer System SpA via della Bufalotta, 378 Sc. M - 00139 Roma

Tel: +39687090311 Fax: +39687201460 email: m.tartaglia++at++acsys.it web: www.acsys.it

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

From: Manjunath Sripadarao <msripada++at++eecs.uic.edu> Date: Fri, 4 May 2001 12:47:46 -0500 (CDT) Subject: Re: lib trouble in Linux (fwd) Hi, I have Redhat 6.2 system working with performer 2.3 and also 2.4. That has glibs 2.1 and it is pretty stable also. Don't go with RH 7.0 it is known to be unstable. Also I am not sure if you are using C or C++. But your incompatibilty problems may not be due to glibc but libstdc++. I think there is a slashdot article on this and here is a similar post I dug up and how he solved it...may not work for you...but give it a try. ************************************************************ I solved the problem by linking /usr/lib/modules/2.2.10/libc.a within > > mod_python... > > > > (I found "stat.o" inside this library, extracted that and got some > > other undefined symbols - so I decided to link the whole libc.a) But > > now my mod_python.so is somewhat over 300k in size - is this too much? > to make it smaller, you can try something like: > > ar x /usr/lib/modules/2.2.10/libc.a stat.o ******************************************************************** Also using -lc might help. Or there have been reports of people using -O and the problem getting solved. Your mileage may vary. Also try directly linking libc.a, it is a static lib. So you have to link the whole thing in.

Good luck, Bye, Manju

On Fri, 4 May 2001, Gernot Ziegler wrote:

> Hej Tom ! > > When is that next version due ? > I have a project to hand in in 4 weeks ... > > I tried to dive into the internals of the gcc installation and make it > link with the glibc2.1-libs (there was some kind of compatibility package > available from Mandrake, but not now anymore), but it all hooked up on the > X11-libs that required libc6-2.2 *sigh* ... > > I remember the saying from the libc6 creators: "From now on > (with the introduction of glibc2.0) there won't be any compatibility/lib > version problems anymore" .... yeah, right ... :-/ > > So I will install an extra system to program Performer in ... > anyone who can recommend me a good base to build on ? > I have used Mandrake 7.2, will install that again per default ... > but I am thinking about switching back to RedHat again - > which is the last RedHat version that had glibc2.1 ? > > Thanks for your help ! :-) > (Mailing lists are a good channel for complaining about things and finding > someone there that actually understands my sorrows ;) ) > > ---------- Forwarded message ---------- > Date: Wed, 2 May 2001 21:30:35 -0700 > From: Tom Flynn <flynnt++at++engr.sgi.com> > To: Gernot Ziegler <gz++at++lysator.liu.se> > Cc: Performer mailing list <info-performer++at++sgi.com> > Subject: Re: lib trouble in Linux > > On Wed, 2 May 2001, Gernot Ziegler wrote: > > > It has something to do with libc, right ? > > I have recently installed glibc2.2, maybe I should downgrade to glibc2.1 > > again ? > > yes. Stick with that for now. this'll be fixed with the next revision > of Performer. > > -tom > > -- > "Mongooses are famous for their snake-fighting ability, and are > almost always victorious because of their speed, agility, and timing > and also because of their thick coat." > > > ----------------------------------------------------------------------- > List Archives, FAQ, FTP: http://www.sgi.com/software/performer/ > Open Development Project: http://oss.sgi.com/projects/performer/ > Submissions: info-performer++at++sgi.com > Admin. requests: info-performer-request++at++sgi.com >

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

From: "Joshua Bleeth" <riobravo++at++pochtamt.ru> Date: Thu, 3 May 2001 23:28:52 +0300 Subject: 3d staff This is a multi-part message in MIME format.

------=_NextPart_000_000A_01C0D428.D06BCD00 Content-Type: text/plain; charset="koi8-r" Content-Transfer-Encoding: quoted-printable

Hello,=20 =20 Allow me to introduce myself. My name is Joshua Bleeth, I am lead artist = and director of an art-studio based in the Ukraine. My company is called = ' Inverse Logic inc.' and is situated in the pleasant town of Kiev. I = have a team of 26 very competent and professional artists, each = possessing between 5 and 7 years experience working within=20 the Film & Computer-games industry. All are experienced and proficient = in: 3DS Max, Character Studio, Corel Draw and Photoshop and many other = relatated programs. =20 We have produced high & low polygon models for titles such as: = Vicarious Vision's 'Polaris Snocross', Nival's ' Allods - The Sealed = Mystery', Deibus's ' Biker Extreme', Clive Barkers "Undying" and = recently Pineapple Interactive's 'Crash' which is still in development. =20 Also we have produced many high polygon characters, morph targets and = Character Studio sets for 2 Hollywood broadcast projects, but due to the = terms laid down in our contract we are as yet unable to mention their = names. =20 We are constantly looking to broaden our clientele whenever project = commitments allow us to, which is why I am introducing myself to you = right now. We are approaching the end of some of our current projects = and will soon have artists who are free to start other work.=20 =20 We however, must work remotely and whilst we are aware this may seem = like a drawback, we can promise you a very, very swift and professional = service. We can also=20 offer the advantage of much lower prices than are available in the USA = or UK due to the lower income required to live in the Ukraine. Please = rest assured our work is worth=20 4 or 5 times as much if we were based anywhere else. Regardless of the = finances for your project, we will allow you sleep easy at night and not = worry at all about your=20 artwork deadlines - if need be, we can work around the clock, 24 hours a = day. =20 We would be very pleased to hear from you, and if you like, you may = send us some sample work which we shall produce on your approval; if you = do not like what we=20 produce then you do not have to pay ( we are very confident you will be = delighted with our standard of work ). Should you decide to use us, then = work is always delivered=20 via the internet on approval. If you are not happy at all then we shall = redo the work until you are happy. =20 Please take the time to view our website which has examples of our = artwork dating back over 6 years: =20 www.inverse-logic.com =20 I look forward to hearing your comments and answering any of your = questions. =20 I thank you for your time, =20 Joshua Bleeth =20 =20

------=_NextPart_000_000A_01C0D428.D06BCD00 Content-Type: text/html; charset="koi8-r" Content-Transfer-Encoding: quoted-printable

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META content=3D"text/html; charset=3Dkoi8-r" http-equiv=3DContent-Type> <META content=3D"MSHTML 5.00.3103.1000" name=3DGENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=3D#ffffff> <DIV><FONT face=3D"Arial Cyr" = size=3D2>Hello,&nbsp;<BR>&nbsp;&nbsp;<BR>Allow me to=20 introduce myself. My name is Joshua Bleeth, I am lead artist and = director of an=20 art-studio based in the Ukraine. My company is called ' Inverse Logic = inc.' and=20 is situated in the pleasant town of Kiev. I have a team of&nbsp;26 very=20 competent and professional artists, each possessing between 5 and 7 = years=20 experience working within <BR>the Film &amp; Computer-games industry. = All are=20 experienced and proficient in: 3DS Max, Character Studio, Corel Draw and =

Photoshop and many other relatated programs.<BR>&nbsp;<BR>&nbsp;We have = produced=20 high &amp; low polygon models for titles such as: Vicarious Vision's = 'Polaris=20 Snocross', Nival's ' Allods - The Sealed Mystery', Deibus's ' Biker = Extreme',=20 Clive Barkers&nbsp;"Undying" and recently Pineapple Interactive's = 'Crash' which=20 is still in development.<BR>&nbsp;<BR>&nbsp;Also we have produced many = high=20 polygon characters, morph targets and Character Studio sets for 2 = Hollywood=20 broadcast projects, but due to the terms laid down in our contract we = are as yet=20 unable to mention their names.<BR>&nbsp;<BR>&nbsp;We are constantly = looking to=20 broaden our clientele whenever project commitments allow us to, which is = why I=20 am introducing myself to you right now. We are approaching the end of = some of=20 our current projects and will soon have artists who are free to start = other=20 work. <BR>&nbsp;<BR>&nbsp;We however, must work remotely and whilst we = are aware=20 this may seem like a drawback, we can promise you a very, very swift and =

professional service. We can also <BR>offer the advantage of much lower = prices=20 than are available in the USA or UK due to the lower income required to = live in=20 the Ukraine. Please rest assured our work is worth <BR>4 or 5 times as = much if=20 we were based anywhere else. Regardless of the finances for your = project, we=20 will allow you sleep easy at night and not worry at all about your = <BR>artwork=20 deadlines - if need be, we can work around the clock, 24 hours a=20 day.<BR>&nbsp;<BR>&nbsp;We would be very pleased to hear from you, and = if you=20 like, you may send us some sample work which we shall produce on your = approval;=20 if you do not like what we <BR>produce then you do not have to pay ( we = are very=20 confident you will be delighted with our standard of work ). Should you = decide=20 to use us, then work is always delivered <BR>via the internet on = approval. If=20 you are not happy at all then we shall redo the work until you are=20 happy.<BR>&nbsp;<BR>&nbsp;Please take the time to view our website which = has=20 examples of our artwork dating back over 6 years:<BR>&nbsp;<BR><A=20 href=3D"http://www.inverse-logic.com">www.inverse-logic.com</A><BR>&nbsp;= <BR>&nbsp;I=20 look forward to hearing your comments and answering any of your=20 questions.<BR>&nbsp;<BR>&nbsp;I thank you for your = time,<BR>&nbsp;<BR>Joshua=20 Bleeth<BR>&nbsp;<BR>&nbsp;<BR></FONT></DIV></BODY></HTML>

------=_NextPart_000_000A_01C0D428.D06BCD00--

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