Performer with motif & alpha channels / Video texture mapping.

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Gerk Huisma (gerk++at++nob.nl)
Sun, 18 Feb 1996 01:34:12 -0800


Performers,

Question: Does pfInit() call pfInitClock() ?

In the motif.c example the following construction for the widget
config data is used:

    Motif->vi = vi = pfChooseFBConfigData((void**)&(Motif->config),
        dsp, -1, NULL, pfGetSharedArena());

When using IRISGL on a ONYX + Reality Engine this call does NOT configure the
alpha-channel (color buffer).
The strange thing is that SIRIUS outputs full white at the alpha channel.

The following configuration works fine:

static GLXconfig glxConfig [] = {
    { GLX_NORMAL, GLX_DOUBLE, TRUE },
    { GLX_NORMAL, GLX_RGB, TRUE },
    { GLX_NORMAL, GLX_ZSIZE, GLX_NOCONFIG },
    { GLX_NORMAL, GLX_MSSAMPLE, 8},
    { GLX_NORMAL, GLX_MSZSIZE, 24},
    { 0, 0, 0 }
};

#ifdef IRISGL
    Motif->config = (int *)GLXgetconfig(dsp, 0, glxConfig );
    glwidget = XtVaCreateManagedWidget( "glwidget",
                                        glxMDrawWidgetClass, _parent,
                                        GlxNglxConfig, Motif->config,
                                        XmNwidth, winSizeX,
                                        XmNheight, winSizeY,
                                        NULL );

We are using Performer 2.0 for our Virtual-Studio application.
The application includes motion sampling (using the Ascension Flock Of Birds
system) for a virtual character.
Frequently we use live video texture mapping. We have 4 RM5 boards and SIRIUS.
Using the PFTEX_RGBA_8 format we are unable to use INTERLEAVED capturing.
Without it the frame-rate drops to 25fps. And we definitly need 50HZ for proper
broadcast quality graphics.
Using PFTEX_RGB5 the resulting texture has a very poor quality (Original video
levels are dropped completely).

We have written a database loader for Alias polygon files.
This is not sufficient, is there any code for reading the Alias .wire format ?

For Virtual studio we had to match the Performer (GL) viewing projection to the
real-camera view. We managed to compensate for camera zoom/focus
view-directional abberations. Is it possible to compensate for
pincussion/barrel distortions (geometric abberations) of a lens ??

//---------------------------//
// Gerk Huisma (gerk++at++nob.nl) //
// NOB Interactive //
// Hilversum, HOLLAND //
//---------------------------//


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