HDTenEightyP/NetNews huggingface dataset:
From: leo@zelator.in-berlin.de (Stefan Hartmann)
Subject: Re: Tseng 24-bit registers info required
Organization: Puplic-Access-Xenix-System
Date: Thu, 10 Sep 92 21:05:02 GMT
Keywords: tseng lab, 24-bit, registers

In <9225114.7502@mulga.cs.mu.OZ.AU> kelly@michaelangelo.vis.citri.EDU.AU (Andrew David KELLY) writes:

>I require information on the Mega Eva/2 tseng ET4000 card.

>In particular I want to know the following:

>	How to put the card in 24-bit mode.

>	How to turn of the raster so that the screen becomes blank, without
>	needing to fill the video memory with zeros (or blank out colour
>	map)

>	Is it possible to fit 2 640x400 256 colour images in video memory at
>	once, where the 256 colours are chosen from the 16.7 million
>	available colours.

>	At the moment I am displaying images with a maximum of 64 greys,
>	for our experiments this causes too much banding.  I want to
>	remove this banding by using 24-bit colour information, and if
>	possible I want to still be able to keep two images in video
>	memory at one time.

>	Also I would like to know how to set the colour map.  At the moment
>	I can do this, and deliberately convert all the RGB values from
>	values of 0 to 255 into values in the range of 0 to 63.  I have just
>	purchased a 24-bit card, and would like to know if to get the extra
>	colours if I simply don't rescale the colour map and switch the card
>	into a 24-bit mode, or whether it is more complicated than this.

>	Any routines in C would be nice, but assembler is Ok.

>	Thanks for any help.

>		Andrew Kelly

>		    login: kelly@krang.vis.citri.edu.au.

hi,

I gonna post the programming info on the Genoa 7900 ET4000 true color
SVGA board in its 640x480x24 bit mode today into the a.b.p.misc group
in GIF format (scanned pictures).

I hope this will help !

Best regards Stefan Hartmann.
email to: leo@zelator.in-berlin.de


-- 
 
*************************************************************
*  Stefan Hartmann       This is how to contact me:         *
*  EMAIL: leo@zelator.in-berlin.de                          *
*  Phone : ++ 49 30 344 23 66      FAX : ++ 49 30 344 92 79 *
*************************************************************
From: terry.walter@outlan.ersys.edmonton.ab.ca (Terry Walter) 
Newsgroups: comp.graphics
Subject: LOOKING
Date: 12 Sep 92 00:56:00 GMT
Reply-To: terry.walter@outlan.ersys.edmonton.ab.ca (Terry Walter) 
Distribution: world
Organization: Outland BBS-UUCP

I am looking for a graphics convert that will convert TIFF/GIFS to GOB
(Graphic OBjects).  thanx.
                              
Newsgroups: comp.graphics
From: rmihlfri@ux4.cso.uiuc.edu (Robert J Mihlfried)
Subject: X-rated GIFs
Organization: University of Illinois at Urbana
Date: Fri, 11 Sep 1992 21:37:47 GMT
Keywords: GIFs

Does anyone know the internet address of an anonymous FTP site where you 
can get high quality aesthetically pleasing X-Rated (or NC-17) GIF files?
Any advice will be warmly welcomed.

Sincerely, 
Bob
D
A
A
From: ltd@netcom.com (Larry Drebes)
Newsgroups: comp.graphics
Subject: archive of eps clip arts - where?
Keywords: eps clipart
Date: 14 Sep 92 23:40:09 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest)

Somewhere there must be a fair number of eps images archived.  I've
done routine searches via archie & read a couple faq's but I've
come up empty.  Pointer would appreciated.  Specifically I'm looking
for clips of computer items (workstation, keyboards, printers..), and
being that you can convert almost any format to ps, images in other
formats would be welcome.
thanks,
larry-
From: krueger@rock.concert.net (Richard C Krueger -- Fauve Software)
Newsgroups: comp.graphics
Subject: 24bit BMP files on an 8 bit display
Date: 8 Sep 92 20:52:19 GMT
Organization: CONCERT-CONNECT -- Public Access UNIX


I am trying to display a 24bit .BMP file on 8 bit SVGA under
MicroSoft Windows. I know that I could quantize the image down
to 8 bits and set up a palette of 256 color, but I need something
faster. If I use the Windows 3.1 "SetDIBitsToDevice" function 
on a 24 bit Device Independent Bitmap, the system slows down to
a crawl because Windows tries to match the color of each pixel
with one of the colors in the realized palette. If anyone has 
any suggestion please let me know.

Richard Krueger.
From: tomw@orac.esd.sgi.com (Tom Weinstein)
Newsgroups: comp.graphics
Subject: Re: Fast 3d bitmap polygons ?
Date: 9 Sep 92 22:35:40 GMT
Reply-To: tomw@esd.sgi.com
Organization: Silicon Graphics Inc.

In article <1992Sep9.140505.9495@ida.liu.se>, d91frera@odalix.ida.liu.se (fREDRIK rAMSBERG (?WildcarD?)) writes:

> Does anyone know of a good algorithm for drawing 3D bitmap polygons?
> If you've seen 'Operation Wolf 3D', you know exactly what I'm talking
> about! In case you haven't, I'll try to describe it;

> You are walking through corridors and rooms, and all the walls are
> consisting of bitmap pictures, ie Hitler portraits and brick walls.

> It's all in real time, and the animation is lightning fast. The
> resolution of the bitmaps isn't that great, but definitly good enough
> if you can do it at that speed. There are far too many pictures, for
> them to have been predefined in memory at all different angles and distances.

> Any ideas, anyone?

Wolfenstein 3D cheats.  It's not really drawing 3D textured polygons.
What it's doing is sort of a cross between ray tracing and bitmap
decimation.  For each column of pixels on the screen, they shoot a ray
out and find which wall it intersects with.  From the length of the ray,
they know the top and bottom coordinates of the wall in screen space,
and from the intersection point of the ray with the wall, they know
which column to use from that wall's texture.  By decimating or
duplicating pixels from that column, they resize it to be the correct
height for the screen.

--
Love is a conveyor belt of   |   Tom Weinstein  tomw@orac.esd.sgi.com
warmth  -- Jackie Chan       |                  tomw@bears.ucsb.edu
Newsgroups: comp.graphics,comp.sys.sgi
From: bglazier@buffalo.asd.sgi.com (Bill Glazier)
Subject: Re: Books about OpenGL
Keywords: OpenGL
Organization: Silicon Graphics, Inc.
Date: Tue, 8 Sep 1992 15:59:29 GMT

In article <1992Sep7.193847.3693@tamsun.tamu.edu>, debbie@cs.tamu.edu (Debbie Carlson) writes:
|> 
|> Are there any good books available about OpenGL?

By the end of the year, Addison Wesley should publish the first of two OpenGL books.

The OpenGL Reference Manual is a rather technical man page like book
describing the OpenGL 1.0 API.  Should hit the stores around
Christmas (great stocking stuffers!).  Price is $28.95.

The OpenGL Programmers Guide is a more sexy (as sexy as these things can get)
guide to learning how to program in OpenGL.  Lots of color pictures,
written by some great writers and really knowledgable technical folks.  You
should see this around February.  Price is $34.95. 

Anyone wanting a 20% discount coupon for either or both books should contact
via via e-mail and tell me where to snail-mail the coupons.



bill glazier
graphics technology licensing
sgi
bglazier@asd.sgi.com
415/390-1617
Newsgroups: comp.graphics
From: a036450@rd821.UUCP (Bob Goldrich)
Newsgroups: comp.graphics
Subject: Re: 3d rotation about an arbitrary axis: how?
Date: 3 Sep 92 12:32:24 GMT
Organization: The Gleason Works, Rochester New York
X-Newsreader: Tin 1.1 PL4

ledogar@eniac.seas.upenn.edu (Charles Ledogar) writes:
:.... but I don't know the rotation matrix
: for rotation about that non-basic axis.  I'd rather not have to convert
: to eye-coordinate space.

Here's a nice little vector formula which also works:

r1 = (r*u)u + sin(theta)(u%r) + cos(theta)u%(r%u)

Where:  r  = vector to be rotated
        u  = vector to be rotated about (right hand rule)
    theta  = amount of rotation
       r1  = resulting rotated vector
        *  = vector dot product
        %  = vector cross product

                 -Bob Goldrich    a036450@rd821.gleason.com
Newsgroups: comp.graphics
From: boylan@pi.eai.iastate.edu (Terran Boylan)
Subject: BUMPMAP/PHONG TRIX on VGX?
Organization: Engineering Animation, Inc.
Date: Mon, 14 Sep 1992 20:59:31 GMT

(I originally posted this to Comp.sys.sgi but got no
responses...)

(NOTE: forgive the repetitive use of the word "clever" in
the following post.)

Hello, everybody!

I really hope this doesn't start a big "when are we gonna
have Phong shading in hardware" thread.  That's not what I'm
after. :^)  (Anybody besides me remember that guy at the SGI
user's group meeting back at SIGGRAPH '87 or '88 that stood up
and demanded Phong shading?)

The best analog for what I'm after is a technique similar in
cleverness to the Stencil Shadow's algorithm that was published
a couple of _Iris Universes_ ago.

What I want to know is if anybody's figured out some clever
way of simulating bump maps on a VGX?  I would assume that
the process would involve rendering your object unshaded using a
texture map to represent a change in normal direction.  Somehow
you'd get approximate polygon slope information from either taking the
derivative of the Z-buffer or using a second pass where you render
your object using color to represent normal information.  The last
step would be a pixel-by-pixel computation of some sort, possibly
using the stencil bitplanes in some clever way.

Remember, I'm not looking for displacement maps or true bump maps.
I'm looking for SYNTHETIC bump maps, where the majority of the
work is done in hardware.  I'm not looking for a real-time interactive
technique, and I don't care if it looks ugly on the screen while it's
doing it.  I want it for a frame-at-a-time animation technique.  Images
would be video resolution.

Has anybody done this?  Does what I'm suggesting make sense?  Should
I just give up the idea of having bump-mapped objects in my animations?
Say it ain't so!

Thanks a million flat shaded polygons per second!

Terran J Boylan
Sr Artist/Programmer
Engineering Animation, Inc.
Ames, IA  50201
 
P.S. So when are we gonna have hardware support for FFD's?
From: frank@whare.cavebbs.welly.gen.nz (Frank van der Hulst)
Newsgroups: comp.graphics
Subject: Re: Animation with POV
Date: Sat, 05 Sep 92 10:08:20 NZT
Organization: Tech-Soft Systems, Wellington NZ

gt8601a@prism.gatech.EDU (Christopher S. Gregg) writes:

> I know it has been done before, but I am doing it again. I am in the
> process of writing an animation aid for POV and I am curious about
> the size of your most complex (or lengthy) traces.

The most complex traces I've done take over a megabyte to store the
source file... these are traces of digitised objects (spitfire, me_109,
human head & body), which I've converted to POV format, stored as
several thousand smooth triangles. They take several hours each on a Sun
IPC.

The only animation I've done so far is about 140 frames, each taking
about 5 minutes on the same Sun.

Frank.

Newsgroups: comp.graphics
From: bwilliam@iat.holonet.net (Bill Williams)
Subject: Re: QuickDraw-like region code
Organization: HoloNet (BBS: 510-704-1058)
Date: Mon, 7 Sep 1992 10:02:21 GMT

>>technique that didn't infringe on Apple's patents...

Well source in assembly for creating regions was written by
Ted Cohn in Volume 5, number 6 Mac Tutor. But obviously in my
opinion the technique of doing an XOR of a bit map with a 
downshifted copy could strictly be enforcable in a *SICK*
universe as a PATENT INFRINGEMENT.

My solution... Copy the way Executor on the NeXT does it (
a Mac emulator in software) or the way Quorum does it (The only
other shipping Mac emulator in software)

BWilliams

Newsgroups: comp.graphics
From: wilsont@orac.holonet.net (Timothy Wilson)
Subject: 3d line through 3d polygon
Organization: HoloNet (BBS: 510-704-1058)
Date: Sat, 12 Sep 1992 06:41:19 GMT

I'd like to know where I can find out how to do this:

segment x1,y1,z1:x2,y2,z2 through 3-4 sided 3space polygon.
(and get the intersect point)

hint's idea's FTP sites, books, and flames all welcome!

Timothy

Newsgroups: comp.graphics
From: jack@shograf.com (Jack Ritter)
Subject: Are articles online? which ones?
Organization: SHOgraphics
Date: Thu, 10 Sep 1992 20:25:54 GMT
Keywords: article resource listing

I've looked in the Computer Graphics Resource Listing,
but I cant determine which articles, if any, are
ONLINE, or at least how to order a reprint from a
magazine, especially old ones whose names may have changed.

(1) Are articles online, or easily orderable?

(2) In particular, I want the following 3 articles:


"Rapid Raytracing of General Surfaces of Revolution",  P. Burger and
D. Gillies,  pp. 523-32 in  New Advances in Computer Graphics - Pro-
ceedings of Computer Graphics International '89,  R. A. Earnshaw and
B. Wyvill, Eds., Springer-Verlag, 1989.


"Ray Tracing Objects Defined by Sweeping A Sphere", J. J. van  Wijk,
Computers and Graphics vol. 9 no. 3 (1985), pp. 283-90.

"Space Subdivision for Fast Ray Tracing"
Andrew S. Glassner
IEEE Computer Graphics and Applications Oct. 1984 (pp 15-22)

-----
          Jack Ritter. SHO Graphics.
          1890 N Shoreline Blvd.
          Mountain View, CA 94043
          email: jack@shograf.com
          Tele:  (415) 903-3867

  (If only I had been compiled with the '-g' option.)
From: set@mole.cis.ufl.edu (Sunjay Talele)
Newsgroups: comp.graphics
Subject: octree data wanted
Date: 14 Sep 92 22:44:26 GMT
Organization: Univ. of Florida CIS Dept.


Hi.

Does anyone in netland have any interesting octree data?  We (actually a
friend) are working on some parallel algorithms for octrees, and would
appreciate data in any format (as long as the format is known!).  Thanks.

-------------------------------------------------------------------------------
Sunjay Talele                            Internet:  set@cis.ufl.edu
Computer and Information Sciences        UUCP:      uunet!uflorida!charmed!set
College of Engineering			 Phone:      (904) 392-3984
University of Florida		         Department: (904) 392-1200
Building CSE Room E301			 FAX:        (904) 392-1220
Gainesville, FL 32611			    
-------------------------------------------------------------------------------
From: apdent@actor.realtime.cs.vt.edu (Tripp Lilley)
Newsgroups: comp.graphics
Subject: Re: Summary: Image negative to positive algorithm
Date: 10 Sep 92 22:36:24 GMT
Organization: Actor Project @ Virginia Tech


> The colour version seems to lose contrast and have an unwanted tinge. 
> We are currently trying to overcome this.

   The RGB values are not weighted equally.  Silly me, i can't remember
which has more weight, but it's something on the order of .3*R + .3*B +
.4*G == 1  (do not assume that those are the correct weights... someone
out there should know them and post them since i am in the midst of a brain
fart.)   so... in order to create a negative from a positive, 

  Xn is COLOR_X(new version)  Xo is COLOR_X(old version)

  Rn = .3*(Rmax - Ro)
  Bn = .3*(Bmax - Bo)
  Gn = .4*(Gmax - Go)
  Here again, Rn + Bn + Gn should add up to 1... now you multiply these
values by whatever your maxShade is (64 for VGA? 256?)

ii may have gotten the math horribly wrong on this. if so, take what's in the 
first paragraph, and figger it out from there <grin>

 -t.
-- 
-------------------------------------------------------------------------------
|  Tripp Lilley   -- APDENT@actor.realtime.cs.vt.edu                          |
| Nuisance to all, benefit to fewer...but often found being cheerfully paisley|
| >>>  my opinions are.                                                       |
Newsgroups: comp.graphics
From: tsar.Princeton.EDU!fuchs (Ira H. Fuchs)
Subject: TIFF to BMP (IBM bitmap)
Originator: news@nimaster
Organization: Princeton University
Date: Tue, 8 Sep 1992 13:27:59 GMT

Can anyone tell me how I can convert a TIFF image to BMP. I tried  
converting the TIFF to GIF (using ImageViewer on the NeXT) and then used  
the program GIF2BMP (from the archives) and ended up with a readable file  
but with very strange color mapping.
Newsgroups: comp.graphics,sci.image.processing
From: venkat@vidcom.csc.ti.com (Venkat Venkateswar)
Subject: Wanted digitized test patterns/charts (IEEE facsimile test chart etc.)
Organization: Texas Instruments
Date: Wed, 9 Sep 1992 23:11:04 GMT


Folks,

I would like to get a hold of digitized test patterns/charts for both
TV as well as hardcopy applications (eg: the IEEE Facsimile Test Chart).
Please send me email if you have any that you can share.
Thanks,

Venkat (venkat@csc.ti.com)
From: mbc@po.CWRU.Edu (Michael B. Comet)
Newsgroups: comp.graphics
Subject: Re: 2 color GIF decoding error!
Date: 10 Sep 1992 21:36:45 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: mbc@po.CWRU.Edu (Michael B. Comet)
NNTP-Posting-Host: slc5.ins.cwru.edu



	Okay the problem is solved.  For others out there who wish to
know the solution:

	2 color gifs are "special" in that just before the unpack image
routine gets called, the initial bit size should be 3.  Normally a 256
color image = 8 bits gets called to the compression routine as 8 and is
then later incremented to 9.  4 goos to 5 and so on.

	HOWEVER, a 1 bitplane image NEEDS to end up at 3.   Thus i
simply added 3 assembly lines to take any bitplane equal to 1 and to
increment it to 2 just before unpack image is called.  Then unpack image
works fine, and i don't get garbage.

	Thanks to Jason Andreas!

               Michael Comet
               mbc@po.CWRU.Edu
From: genoud@imag.fr (Philippe Genoud)
Newsgroups: comp.graphics
Subject: Looking for Constrained Delaunay Triangulation program
Date: 8 Sep 92 12:39:29 GMT
Reply-To: genoud@imag.fr (Philippe Genoud)
Organization: IMAG, University of Grenoble, France

We are looking for a C program implementing  Constrained Delaunay Triangulation.

Constrained Delaunay Triangulation is defined as follow :
"Given a set of n vertice in the plane together with a set of
noncrossing edges, the cpnstrained Delaunay Traingulation (CDT) is
the triangulation of the vertices with the following properties :
(1) the prespecified edges are included in the traingulation,
(2) it is as close as possible to the Delaunay triangulation."
in L. Paul Chew ,"Constrained Delaunay Triangulations", Proc. Third
Symp. on Computational Geometry 1987.

----------------------------------------------------------
Philippe GENOUD               Fax :   (33) 76.63.84.23
Laboratoire ARTEMIS-IMAG      Phone : (33) 76.51.46.04
BP 53 X                       Email : genoud@imag.fr
38041 GRENOBLE Cedex - FRANCE
----------------------------------------------------------

--
Philippe GENOUD               Fax :   (33) 76.63.84.23
Laboratoire ARTEMIS-IMAG      Phone : (33) 76.51.46.04
BP 53 X                       Email : genoud@pixou.imag.fr
38041 GRENOBLE Cedex - FRANCE
Newsgroups: comp.graphics
From: chapman@cs.sfu.ca (John Chapman)
Subject: Re: 3d line through 3d polygon
Organization: CSS, Simon Fraser University, Burnaby, B.C., Canada
Date: Sun, 13 Sep 1992 22:07:42 GMT

In article <92256.221654JIANGY@QUCDN.QueensU.CA> <JIANGY@QUCDN.QueensU.CA> writes:
>The most intuitive (not necessarily efficient) solution is:
>   (1) compute the coefficient (A, B, C, D) of the polygon plane
>       using Newell (?) method. See Gems I (or II or III, cann't
>       remember exactly) for the code.
>   (2) compute the intersection point between the infinite line
>       and the plane.
>   (3) test if the point is in the polygon. The code for this can be
>       found in the latest Raytracing news (ftp: princeton.edu, in
>       pub/Graphics/RTNews/RTNv5n3).
>   (4) if the answer to (3) is yes, determine if this point lies
>       between the two end points of the line segment. If yes, the
>       line segment intersect the polygon and the point is what you
>       are looking for.
>
>Yaohong Jiang
>Queen's U
>
>
>(Sorry, I missed one step between steps 2 and 3: you have to rotate
>the polygon and the intersection point so that all the polygon vertices
>and the intersection point have the same z coordinates, since the point-in-
>polygon test in RTNews works only for 2D point and polygons.
>
> (details of rotation here)
>
>Y. Jiang

You don't need to rotate the polygon (or line) just project against
a plane orthogonal to the largest component of the polygon surface
normal, e.g. if the Z component of the normal is larger than X & Y
components then project against the XY plane and do your point in polygon
test in 2d; if the Y component is largest ( I should be saying magnitude
I guess) then project against ZX etc etc

Newsgroups: comp.graphics
From: mitchell@odie.ee.wits.ac.za (MITCHELL JAMES)
Subject: Looking for '.bgi' driver
Organization: Wits Electrical Engineering (Novell Users).
Date: Tue, 15 Sep 1992 10:54:13 GMT


Does anyone know where I can find a 256 colour VGA '.bgi' graphics driver 
which I can tie in to Turbo Pascal v6. Any help or suggestions would be much 
appreciated. 

Thanks 
	James.

Mitchell@Odie.ee.wits.ac.za
Newsgroups: comp.graphics
Subject: Re: Weiler-Atherton polygon clipper
From: jwil1@cs.aukuni.ac.nz (TMOTA)
Date: Thu, 10 Sep 1992 01:26:08 GMT
Organization: Computer Science Dept. University of Auckland

david@oahu.cs.ucla.edu (David Dantowitz) writes:
>Check out Communications of the ACM, from July '92 for a new article
>on polygon clipping.

Thanks... in a couple of months when it reaches NZ I'll look out for it! ;-)
			 ^^^^^^ :-(

...but back to the original question... I'm after source code for a Weiler-
Atherton clipper. I am developing my own clipping algorithms, and I want to
use Weiler-Atherton as a benchmark for them. If anyone can oblige I would
be most grateful.
-- 
_________________  "I'd like to answer this question in two ways:
  /____ _ _/_ __       First in my normal voice, and then
 // / //_//_ /_/       in a silly, high-pitched whine." (Monty Python)
Newsgroups: comp.graphics,sci.image.processing
From: phillips@swanee.ee.uwa.oz.au (Christopher Phillips)
Subject: Re: Creating texture tiles
Organization: Elec Eng, Univ of Western Australia
Date: 11 Sep 92 09:04:07 GMT

(Hi zap!)

One method that works well for creating seamless tilings that
requires little work and produces good results is to take
a texture function you know and like, then instead of feeding
it X and Y, you feed it the result of putting X and Y through
periodic functions like sin and cos.
Eg:

pixel=textureat(sin(x),cos(x),sin(y),cos(y));

This will take a bi-disk(?) shaped cross section of a 4d texture
space and map it on to the plane in a way that repeates every 2pi 
units in the X and Y directions.

Have fun all,

--
Christopher Jam	__________________________________________________
phillips@swanee.ee.uwa.oz.au			c64 forever!!!!
300,000 c64's were sold in the fiscal year ending June 1991 :)
------------------------------------------------------------------
Newsgroups: comp.graphics
From: rariss@wx.gtegsc.com (Rushdi A. Ariss)
Subject: Word Perfect 5.0 to 5.1 Graphics
Organization: GTE Govt Sys, IIPO, Weather Sys Engr
Distribution: all
Date: Fri, 11 Sep 1992 18:58:17 GMT


	Do anyone have info on how to convert graphics made for WP5.0 to 
WP5.1 graphics?  I have a bunch I got from SIMTEL, but they look like trash 
in WP5.1.  The are OK in WP5.0.  So what gives?  Is there a convert program?
Any help would be appreciated.

	Rushdi A. Ariss
	rariss@wx.gtegsc.com
	or
	rariss@vax.csun.edu
Newsgroups: comp.graphics
From: douglas@cs.scarolina.edu (David Douglas)
Subject: Re: Virtual reality lib for 386?
Organization: USC  Department of Computer Science
Date: 13 Sep 92 22:22:09 GMT

reznick@acf3.NYU.EDU (Daniel Reznick) writes:


>Are you sure that sunee.uwaterloo.cu is the correct host?
>I can't seem to reach it by ftp.

>Thank You
>Daniel Reznick
>reznick@acf3.nyu.edu

Try  sunee.uwaterloo.ca  instead.

David
douglas@usceast.cs.scarolina.edu
Xref: sparky comp.graphics:9475 sci.image.processing:619