Path: utzoo!utgpu!news-server.csri.toronto.edu!dgp.toronto.edu!rodney Newsgroups: comp.sys.sgi From: rodney@dgp.toronto.edu (Rodney Hoinkes) Subject: GL questions to the world Message-ID: <1991May14.193934.6923@jarvis.csri.toronto.edu> Organization: Centre for Landscape Research, University of Toronto Date: 14 May 91 23:39:34 GMT Lines: 86 We have run into great problems due to the fact that we are running IRIX 3.3.2 but want to give our program to a group running 3.2 (Alias supported <- probably why they are still behind). Our code is NOT using and 3.3 specific code but unless we go back to 3.2 on our system and compile it, they cannot use it. Does anyone at SGI have a better solution? Could something be done about this in the future? Shouldn't shared libraries handle this? Note, we are also using libfm, lidbsd which are not shared. Would that be the technical reason? --- END of question 1 --- Now while I'm using net bandwidth, I'll save the space of the header and ask a few other questions. Not having the source to Flight, I can only speculate how the fog is done as I am trying to replicate the effect in some of my code. If someone with the code could set me straight, this is how I think it must be done: A number (based on desired fog thickness) of fogged/alpha'd polygons are set perpendicular to the viewer at certain distances apart to get thicker fog in the distance. V -->| | | | | ^ fogged/alpha'd planes Also, Is there any way to avoid having to calculate which alpha'd objects are closest to the viewer and draw them in the order from back to front in software rather than using the z-buffer? This problem exists with anything that is alpha'd including textures and makes the rendering of 1000's of alpha'd objects in real-time difficult due to CPU-intensive caculations. Can the z-buffer not maintain and check the alpha planes? And while I'm on a roll, I am trying to draw some really warped polygons, with each x,y point on it having a different z value. Some of them fail to be rendered even with concave(TRUE) on. And to keep going, If I turn subpixel(TRUE) on my VGX, I only notice about a 10% speed increase on fairly raw gl drawing (little CPU-intensive work), but I have seen much greater benefits of code with this in it? Is there something I might be missing that would lower the benefits of this routine? And speaking of speed, what sort of degredation does concave(TRUE) impose? And one more to people out there, Why is Feedback so machine dependant? Not the fact that it is different for each machine, but the fact that the headers are different on each type of machine (PI, GTX, VGX) so you MUST compile a separate version for each machine, rather than determining machine type at runtime and having all options in code. I have had to make my own defines for FB_POLYGON etc. for each machine type and call the appropriate handler based on machine determined at runtime. I have been lucky in that I have access to PI's, GT's, and VGX's to do this. Why couldn't SGI have done this? Ok, I've spoken my piece. I hope people out there have answers as I have been trying to get the optimum performance out of my new VGX and I don't think I yet understand the true implications of various gl routines on graphics performance. The manuals only state vague "this will slow down the system" or "this will speed up the system" statements. I am using a 310VGX, 5-span, 3.3.2. Any comparisons of various GL routines around versus GTX, GT, or PI machines? I also use a 70GT, 20TG, and 25TG. -- --- Rodney Hoinkes Centre for Landscape Research University of Toronto