From: Alex Hill (ahill++at++evl.uic.edu)
Date: 05/13/2004 13:32:33
Paolo,
Are you suggesting that one can get better control over model loading using
*.iv format?
Last time I checked pfiv.C doesn't even use the pfdBuilder library.
Wouldn't a loader that utilizes pfdBuilder allow for better control over how
the imported geometry is re-arranged?
Alex
>>**************************************************************************
****
>>
>> From: Paolo Farinelli <paolo++at++sgi.com>
>> Date: Wed, 12 May 2004 18:28:40 -0700
>> Subject: Re: [info-performer] Preserving hierarchy with pfdBuilder
>>
>>Hi Simon,
>>
>>I suspect our 3ds loader is not very up-to-date and may not
>>support recent 3DMax models. I never looked inside the 3ds
>>loader code, but the answer to your problems are likely to be
>>buried in such code.
>>
>>You may have better luck converting your data to some other
>>format such as .flt or .iv, which performer should handle better.
>>
>>Regards,
>>Paolo
> -----Original Message-----
> From: owner-info-performer-digest++at++performer.engr.sgi.com
> [mailto:owner-info-performer-digest++at++performer.engr.sgi.com]On Behalf Of
> info-performer Mailing List
> Sent: Thursday, May 13, 2004 4:00 AM
> To: allan++at++sgi.com
> Subject: info-performer May 12 2004
>
>
> Welcome to the info-performer mailing list DIGEST for May 12 2004
>
> List Archives, FAQ, FTP: http://www.sgi.com/software/performer/
> Send Submissions to: info-performer++at++sgi.com
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>
> Message Subjects:
>
> [info-performer] clip texture troubles
> [info-performer] Preserving hierarchy with pfdBuilder
> Re: [info-performer] clip texture troubles
> Re: [info-performer] Preserving hierarchy with pfdBuilder
> Re: [info-performer] Preserving hierarchy with pfdBuilder
> Re: [info-performer] Preserving hierarchy with pfdBuilder
> [info-performer] pfFrameStats::mQuery question 2
>
> ******************************************************************
> ************
>
> From: Remy Deslignes <rdeslignes++at++silicon-worlds.fr>
> Date: Wed, 12 May 2004 11:57:50 +0200
> Subject: [info-performer] clip texture troubles
>
> pfHello,
>
> I am actually having troubles with a .ct clip texture set of files on a
> Linux and Windows version of Perfiormer 3.1. The clip texture files run
> OK on a n Onyx 4 but appears buggy ( strange vertical stripes
> appears and disappears over my texture when I move my viewpoint ). I
> expected to have performances problems but not to have buggy display ...
> Did anyone here succeed in loading such file ? Is there somewhere I
> could find a test case ?
>
> pfThanks for any *pfHelp
>
> --
> Remy Deslignes
>
> Ingenieur Developement / Software Engineer
>
> Tel: +33 (01) 53.90.11.16
>
> ===========================================
> Silicon Worlds S.A.
> 12, rue de Chatillon
> 75014 Paris France
> Tel: +33 (01) 53.90.11.11
> Fax: +33 (01) 53.90.11.12
> http://www.silicon-worlds.fr
> ===========================================
>
>
>
>
> ******************************************************************
> ************
>
> From: Simon Perreault <nomis80++at++nomis80.org>
> Date: Wed, 12 May 2004 12:21:43 -0400
> Subject: [info-performer] Preserving hierarchy with pfdBuilder
>
> Hi,
>
> I want to load a model from a file and apply a simulation on its
> geometry. I understand that I will need to use fluxed geosets on every
> part of the model that will be geometrically simulated.
>
> However, when loading the file using the pfdBuilder, it optimizes the
> model for rendering speed, and the object hierarchy (and names!) becomes
> unavailable.
>
> For example, suppose I have a simple model of a house made from a cube
> for the walls, three more boxes for the door and windows, and a pyramid
> for the roof. The door and windows have been grouped under the name
> "Windows". This is what I want to have in Performer:
>
> Scene
> +- Roof
> +- Windows
> | +- Window1
> | +- Window2
> | +- Door
> +- Walls
>
> Two requirements:
> - I want to be able to access geometries by name.
> - I want the grouping hierarchy preserved.
>
> How do I do that?
>
> Thanks!
>
> --
> Simon Perreault <nomis80++at++nomis80.org> -- http://nomis80.org
>
>
> ******************************************************************
> ************
>
> From: Paolo Farinelli <paolo++at++sgi.com>
> Date: Wed, 12 May 2004 14:59:40 -0700
> Subject: Re: [info-performer] clip texture troubles
>
> Hi Remy,
>
> I havn't seen this problem before.
>
> Are you using BASIC or FRAGPROG emulation? (FRAGPROG
> emulation requires support for ARB_fragment_program).
> The output from your performer app should help you determine
> which method you are using (set PFNFYLEVEL to 7).
>
> Which graphics card are you using? Which driver version?
>
> A couple of things you can try are:
>
> 1. try setting the environment variables listed below
> (try setting each one, and both, to the value '1'):
> _PF_CLIPTEX_APPLY_SUBLOAD_BUG_WAR
> PF_FLUSH_EACH_CLIPTEXTURE_SUBLOAD
>
> These are there to workaround driver problems on ATI hw
> so may or may not affect your problem.
>
> 2. Try viewing your .ct file using clipfly. Bring up the GUI panel
> and 'select' your cliptexture (there's a widget labeled 'ClipTex:'),
> then press the 'o' key (for overlay) and you should be able to see
> the contents of your emulated cliptexture displayed in overlay.
> Are the overlay images also corrupted?
>
> Regards,
> Paolo
>
>
>
> Remy Deslignes wrote:
>
> > pfHello,
> >
> > I am actually having troubles with a .ct clip texture set of files on
> > a Linux and Windows version of Perfiormer 3.1. The clip texture files
> > run OK on a n Onyx 4 but appears buggy ( strange vertical stripes
> > appears and disappears over my texture when I move my viewpoint ). I
> > expected to have performances problems but not to have buggy display ...
> > Did anyone here succeed in loading such file ? Is there somewhere I
> > could find a test case ?
> >
> > pfThanks for any *pfHelp
>
>
>
>
>
> --
> Paolo Farinelli paolo++at++sgi.com
> Member of Technical Staff, OpenGL Performer 1-650-933-1808
> Silicon Graphics 1600 Amphitheatre Pkwy, Mountain View, CA 94043
>
>
>
> ******************************************************************
> ************
>
> From: Paolo Farinelli <paolo++at++sgi.com>
> Date: Wed, 12 May 2004 16:10:21 -0700
> Subject: Re: [info-performer] Preserving hierarchy with pfdBuilder
>
> Hi Simon,
>
> in what format is your data? Depending on this Performer will use
> one of its many file loaders to load it, and different loaders may
> have different problems.
>
> Another possible cause of problems could be if your application
> calls pfdCleanTree on the loaded geometry (for example, perfly's
> -Q cmdline option does this). This will results in certain group
> nodes being eliminated.
>
> Regards,
> Paolo
>
>
>
>
> Simon Perreault wrote:
>
> > Hi,
> >
> > I want to load a model from a file and apply a simulation on its
> > geometry. I understand that I will need to use fluxed geosets on every
> > part of the model that will be geometrically simulated.
> >
> > However, when loading the file using the pfdBuilder, it optimizes the
> > model for rendering speed, and the object hierarchy (and names!)
> > becomes unavailable.
> >
> > For example, suppose I have a simple model of a house made from a cube
> > for the walls, three more boxes for the door and windows, and a
> > pyramid for the roof. The door and windows have been grouped under the
> > name "Windows". This is what I want to have in Performer:
> >
> > Scene
> > +- Roof
> > +- Windows
> > | +- Window1
> > | +- Window2
> > | +- Door
> > +- Walls
> >
> > Two requirements:
> > - I want to be able to access geometries by name.
> > - I want the grouping hierarchy preserved.
> >
> > How do I do that?
> >
> > Thanks!
> >
>
>
> --
> Paolo Farinelli paolo++at++sgi.com
> Member of Technical Staff, OpenGL Performer 1-650-933-1808
> Silicon Graphics 1600 Amphitheatre Pkwy, Mountain View, CA 94043
>
>
>
> ******************************************************************
> ************
>
> From: "Simon Perreault" <nomis80++at++nomis80.org>
> Date: Wed, 12 May 2004 20:06:19 -0400 (EDT)
> Subject: Re: [info-performer] Preserving hierarchy with pfdBuilder
>
> Paolo Farinelli said:
> > in what format is your data? Depending on this Performer will use
> > one of its many file loaders to load it, and different loaders may
> > have different problems.
>
> My data is in .3ds format. Are you saying that what I want is already
> available in other loaders?
>
> > Another possible cause of problems could be if your application
> > calls pfdCleanTree on the loaded geometry (for example, perfly's
> > -Q cmdline option does this). This will results in certain group
> > nodes being eliminated.
>
> No, that is not the problem. I have examined the code for the .3ds loader
> and nowhere does it check for groups.
>
>
> ******************************************************************
> ************
>
> From: Paolo Farinelli <paolo++at++sgi.com>
> Date: Wed, 12 May 2004 18:28:40 -0700
> Subject: Re: [info-performer] Preserving hierarchy with pfdBuilder
>
> Hi Simon,
>
> I suspect our 3ds loader is not very up-to-date and may not
> support recent 3DMax models. I never looked inside the 3ds
> loader code, but the answer to your problems are likely to be
> buried in such code.
>
> You may have better luck converting your data to some other
> format such as .flt or .iv, which performer should handle better.
>
> Regards,
> Paolo
>
>
> Simon Perreault wrote:
>
> >Paolo Farinelli said:
> >
> >
> >>in what format is your data? Depending on this Performer will use
> >>one of its many file loaders to load it, and different loaders may
> >>have different problems.
> >>
> >>
> >
> >My data is in .3ds format. Are you saying that what I want is already
> >available in other loaders?
> >
> >
> >
> >>Another possible cause of problems could be if your application
> >>calls pfdCleanTree on the loaded geometry (for example, perfly's
> >>-Q cmdline option does this). This will results in certain group
> >>nodes being eliminated.
> >>
> >>
> >
> >No, that is not the problem. I have examined the code for the .3ds loader
> >and nowhere does it check for groups.
> >
> >
> >
>
>
> --
> Paolo Farinelli paolo++at++sgi.com
> Member of Technical Staff, OpenGL Performer 1-650-933-1808
> Silicon Graphics 1600 Amphitheatre Pkwy, Mountain View, CA 94043
>
>
>
> ******************************************************************
> ************
>
> From: faculaganymede <faculaganymede++at++yahoo.com>
> Date: Wed, 12 May 2004 18:30:24 -0700 (PDT)
> Subject: [info-performer] pfFrameStats::mQuery question 2
>
> I found out the answer for this question. The answer
> is: when I use two pipes, one pfChannel for each pipe,
> it turns out that the pfFrameStats keeps track of the
> frame times for only one pfChannel (before, I thought
> it stores the total frame times for the entire system
> - both pipes). Thus, due to the order of operation,
> the frame times stored by pfFrameStats for pipe 1
> overwrite the frame times for pipe 0, and since APP is
> only done once, so the APP time for pipe 1 really is
> 0.0 msec.
>
> One question down, two more to go... Continue from my
> previous question (pfFrameStats::mQuery question)...
>
>
> QUESTION 1)
> I ran my Performer application in both single and
> multi-processing mode using 1 pipe, and I noticed that
> the CULL time for single processing mode is about 30
> times smaller than the CULL time for multiprocessing
> mode. How is this possible?????
>
> Here is a sample output from running my app in single
> proc mode:
>
> -------------------frame=500---------------------
> pipe=0 frame rate=100.000000
> total=0.000000; app=0.111200; cull=0.027200;
> draw=2.174400; isect=0.000000; dbase=0.001600;
> lpoint=0.000000; compute=0.000800
> -------------------frame=501---------------------
> pipe=0 frame rate=100.000000
> total=0.000000; app=0.112000; cull=0.028800;
> draw=2.163200; isect=0.000000; dbase=0.001600;
> lpoint=0.000000; compute=0.000800
>
>
> Here is a sample output from running the same app in
> multi-proc mode:
> -------------------frame=500---------------------
> pipe=0 frame rate=100.000000
> total=12.056000; app=0.130400; cull=0.612800;
> draw=2.175200; isect=0.000000; dbase=0.001600;
> lpoint=0.000000; compute=0.002400
> -------------------frame=501---------------------
> pipe=0 frame rate=100.000000
> total=12.056800; app=0.132000; cull=0.600000;
> draw=2.177600; isect=0.000000; dbase=0.000800;
> lpoint=0.000000; compute=0.001600
>
> Notice the CULL time in the two are significantly
> different. Please advise.
>
>
>
> QUESTION 2)
> When looking at the frame times output, I noticed that
> in general (regardless of the number of pipes I used,
> single or multi-processing), the frame times for the
> first ~20 frames have very strange values. For
> example:
>
> The APP time here is 1668.293579 msec, how could this
> number be so big?????
> -------------------frame=1---------------------
> pipe=0 frame rate=100.000000
> total=0.000000; app=1668.293579; cull=0.260800;
> draw=16.888800; isect=0.000000; dbase=0.000000;
> lpoint=0.000000; compute=0.000000
>
> The TOTAL latency time here is -4536.204102 msec, how
> could time be negative?????
> -------------------frame=4---------------------
> pipe=0 frame rate=100.000000
> total=-4536.204102; app=0.824000; cull=1.295200;
> draw=0.000000; isect=0.000000; dbase=0.404800;
> lpoint=0.000000; compute=0.009600
>
> It takes about 20 frames before the frame times become
> stabilized (i.e. the process times do not change too
> much between frames). Does anyone know why??
>
>
> =====
> Thanks,
> faculaganymede
>
>
>
>
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> ******************************************************************
> ************
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