HDTenEightyP/NetNews huggingface dataset:
From: daniel@hydra.unm.edu (Tommie Daniel)
Subject: Suggestions for good NTSC graphics card for PC ???
Date: Sat, 12 Dec 92 03:44:27 GMT
Organization: University of New Mexico, Albuquerque
Distribution: na
Keywords: graphics cards

Does anyone have suggestions for a PC graphics card that would
be perfect for video games.  i.e. output NTSC video,
16 bit color but lower resolution OK, (i.e. 320x240)
have alot (>1Mb VRAM) of memory for virtual bitmaps,
sprites, hardware cursor, and optionally audio out and 
SCSI for a CDROM ?  Of course it would be nice if it
were fairly cheap also.

thanks,  Tommie

daniel@unm.edu
-- 
------------

daniel
------------
From: hlf@nic.cerf.net (Howard Ferguson)
Newsgroups: comp.graphics
Subject: MetaGraphics or other toolkit with Sun API
Date: 16 Dec 1992 18:31:54 GMT
Organization: CERFnet
NNTP-Posting-Host: nic.cerf.net

We are building an embedded system with a vga display. Currently
      we are considering using MetaGraphics to display our graphics.
      We do not wsh to use a higher level library because our graphical
      entities are very specific and we will have to hand craft them
      regardless.
    
      The problem we have is that we wish to simulate our system on
      a Sparc.
    
      Does anybody have a mock up version of MetaGraphics which converts
      MetaGraphics calls into something which will run on a Sun (e.g.WNDX)
   or even X calls themselves. Alternatively does anybody know of
      a toolkit with  similar functioality to MetaGraphics, but which also
   has a Sun version.
    
              Tanx in advance
                      hlf
From: tpo@dde.dk (Thomas peter Sonne Olesen)
Newsgroups: comp.graphics
Subject: How to make TGA/TARGA files ?
Keywords: TGA TARGA convertion
Date: 11 Dec 92 17:23:06 GMT
Organization: Dansk Data Elektronik A/S

printf("Hello world\n");

Where can I find a program that generate 16bit TGA files ? (source or PC-binary)

I am doing some raytracing (using rayshade) that produces RLE files.
(This years X-mas picture)
I can convert theese RLE files to nearly anything, using Utah Raster tool kit
or the pbmplus package, but I cant produce a 16 bit TGA file.

My graphics adapter support 32K colors, but I only have a TGA viewer.

Can any one point out a ftp-site that carry some kind of convertion program
that can generate a 16bTGA file from RLE, PPM og some raw-format,
iether UNIX-source, PC source og PC binary ??
please mail any information

E-mail: tpo@dde.dk

Thanks for reading this question
Thomas

-- 
|      |   |       |********************************************************
|    __| __| __    | Thomas P.S. Olesen 
|   /  |/  |/__>   | Dansk Data Elektronik A/S  -   Kernel development group
|   \__/\__/\__    | Email: tpo@dde.dk
From: spl@ivem.ucsd.edu (Steve Lamont)
Newsgroups: comp.graphics
Subject: Re: SDSC Image Tools V2.1 Release
Date: 17 Dec 1992 04:22:57 GMT
Organization: University of Calif., San Diego/Microscopy and Imaging Resource
NNTP-Posting-Host: ivem.ucsd.edu
Keywords: image file format, graphics, pixel utilities, image processing

In article <syscrc.724544201@gsusgi1.gsu.edu> syscrc@pickle.gsu.edu (Randy Carpenter) writes:
>Why are the SDSC binaries so enormous?  Stripped even!

Because they drag along every input and output translator, whether you
need them or not, as well as a bunch of internal "virtual frame
buffer" code.

One of my favorite arguments for using pbmplus (that, and source code
:-) ), instead, even though, as was pointed out to me in private
email, you *do* have to worry about what translator reads what.

I think it's a difference in philosophies.  The SDSC Image Tools
provide a monolithic, and, admittedly, very powerful, all-purpose
translator.  pbmplus, on the other hand, adheres more to the "small is
beautiful" Unix tool approach.

One can argue either way on this -- the Image Tools approach requires
the user to know how to use one program, albeit one with a list of
options as long as your arm.  This has the virtue of a certain kind of
simplicity.  pbmplus and other such tools, such as fbm, require you to
know about more different, smaller utilities.  Either approach has its
drawbacks and strengths.

My personal preference happens to be the latter -- I can put things
together in the way that I find most useful for the problem at hand,
rather than finding myself hemmed in by a monolithic tool's
limitations that I am unable to modify to any great extent.  Others,
clearly, differ on this point.

							spl
-- 
Steve Lamont, SciViGuy -- (619) 534-7968 -- spl@szechuan.ucsd.edu
UCSD Microscopy and Imaging Resource/UCSD Med School/La Jolla, CA 92093-0608
Where is the summer, the unimaginable
Zero summer?                 - T.S. Eliot, "Little Gidding"
Xref: sparky comp.graphics:13018 comp.graphics.animation:1362
From: sbchanin@ai.mit.edu (Steve Chanin)
Newsgroups: comp.graphics,comp.graphics.animation
Subject: Re: POV bug when rendering 640x480
Date: 17 Dec 92 16:13:18
Organization: MIT Artificial Intelligence Laboratory
Distribution: world
Reply-To: sbchanin@ai.mit.edu
NNTP-Posting-Host: raisin-nut.ai.mit.edu
In-reply-to: twong@civil.ubc.ca's message of 16 Dec 1992 20:01:46 GMT


I'm using Ver 1.0.ibmicb on a Gateway 2000 486DX2/50 the problem comes
up (for example) when I render sunset.pov.

Thanks,
Steve
--
===============================================================================
DOMAIN: sbchanin@ai.mit.edu                                       Steven Chanin
From: jmd6@unix.brighton.ac.uk (Morgoth.)
Newsgroups: comp.graphics
Subject: HELP!!! Convex Hull calculating?
Date: 17 Dec 92 08:40:58 GMT
Organization: University of Brighton, UK

I'm currently writting a final year assignment in computer graphics for
my BSc Computer Science Degree. The assignment involves writting an interactive
nouniform Bspline curve, creating and ajustment. Using control Points, this I
can do I think. 

The problem is that one of the other requirements is to be abble to toggle the
display of the convex hull on and off. As you will know as the points macking
up the hull are a subset of those defining the cureve, and also in an unknown
order. I've looked in several books for an algorithm and can't find any.

Help! Please mail me any algorithm you know of ASAP.

Thanks for you Help

Jon Durrant
Newsgroups: comp.graphics
From: taudas@ais.org (Tony Audas)
Subject: Re: POV Ray Trace
Organization: UMCC
Date: Tue, 15 Dec 1992 04:11:51 GMT

look on ftp.informatik.uni-oldenburg.de pub/dkbtrace/utils/
or archive.umich.edu msdos/graphics/povutils/

Xref: sparky comp.graphics:12878 comp.graphics.animation:1318
Newsgroups: comp.graphics,comp.graphics.animation
Subject: Re: Realistic 3D Studio usage
From: PHUTTER@cardinal.sc107.wesleyan.edu (Macbeth)
Date: Mon, 14 Dec 1992 17:16:41 GMT
Organization: Wesleyan University, Middletown, CT USA

In article <Bz8JDw.LDJ@mtholyoke.edu> mkofahl@MtHolyoke.edu (Cat-in-the-Hat) writes:
>Subject: Re: Realistic 3D Studio usage
>From: mkofahl@MtHolyoke.edu (Cat-in-the-Hat)
>Date: Mon, 14 Dec 1992 06:01:08 GMT


>People, people...the original poster wanted a home system. Now, if Indigos
>and Crimsons are Home Systems to you people, GREAT, I'm JEALOUS... But I
>assumed that by that he meant a hobby system.

I disagree with that statement. The original poster said "for $20,000 you 
can set up a nice system" (not exactly in those words, but my point gets 
through). Now, $20K is not the amount of money you spend on a home system 
or "hobby system," as you call it. And no, Indigos and Crimsons are not 
"Home Systems" for me but my SUN IPC is and IT is still FAR BETTER for 
animation than the Mac (especially in 3D).

>486's may be a hobby system for some, but I still tend to think that they're
>a little pricey yet for a hobbyist. My own 386 (no, I'm NOT a Mac bigot,
>I loathe them) is doggedly slow (at 40 mhz) and I would'nt recommend it
>when my experience with Macs has been so much better.

A little touch of wisdom here: A 486DX @ 50 MHz costs well less than a 
comparable Mac Quadra. Not only well less, MUCH LESS. As for speed: your 
386DX @ 40 (with an AMD silicon, I presume) does not have an integrated FPU, 
486DXs do and a much faster one than the Macs. Animation, rendering, and 
graphics in general require FPUs.

>And NO, I don't claim to know which package is best, but the stuff that 
>comes out of the Mac animation lab I work in is damned impressive for
>the hardware/software price. 

Mac Quadra @ 25 MHz, 17" monitor, 16 MB RAM, 550 MB HD ...... $ 5500.00
	- 24-bit graphics accelerator (1152 X 900) .......... $ 1500.00
	- 3-D animation software (3 packages) ............... $ 4000.00
		TOTAL ...................................... $ 11000.00

80486DX2 @ 66 MHz, 17" monitor, 16 MB RAM, 620 MB HD ........ $ 3800.00
	- 24-bit graphics accelerator (1280 X 1024) ......... $  900.00
	- 3-D animation software (1 package) ................ $ 2300.00
		TOTAL ....................................... $ 7000.00

or even better:

SUN SparcStation Classic, 16" monitor, 16 MB RAM, 424 MB HD . $ 4200.00
	- 3-D animation software XGL 2.0 .................... $ 1200.00
		TOTAL ....................................... $ 5400.00

What about the hardware/software price?

>-Meko
>mkofahl@mhc.mtholyoke.edu
>(I welcome corrections, I'm intensely interested in this field, and 
> don't know nearly as much yet as I'd like...as I'm sure some will
> already attest...*sigh*)

						Greetings,

						Macbeth
From: sst@sunnyboy.informatik.tu-chemnitz.de (Sven Strassenburg)
Newsgroups: comp.graphics
Subject: More Information about H.261
Date: 17 Dec 1992 10:24:28 +0100
Organization: University of Technology Chemnitz, FRG
NNTP-Posting-Host: sunnyboy.informatik.tu-chemnitz.de
Keywords: Sven Straszenburg

Who can help me ?



I need more information about the CCITT-standard H.261
especialy about synchronisation of video and audio signals!

Thanks for your help !

Please send your information to:
sst.informatik.tu-chemnitz.de








Xref: sparky comp.graphics:12831 comp.graphics.animation:1304
Newsgroups: comp.graphics,comp.graphics.animation
Subject: Re: Realistic 3D Studio usage
From: PHUTTER@cardinal.sc107.wesleyan.edu (Macbeth)
Date: Sun, 13 Dec 1992 18:41:56 GMT
Organization: Wesleyan University, Middletown, CT USA

In article <Bz6nGA.L29@mtholyoke.edu> mkofahl@MtHolyoke.edu (Cat-in-the-Hat) writes:
>Subject: Re: Realistic 3D Studio usage
>From: mkofahl@MtHolyoke.edu (Cat-in-the-Hat)
>Date: Sun, 13 Dec 1992 05:33:44 GMT


>Macintosh seems to be the leader for animation packages so far...here's
>what I know (somewhat limited, but producing some impressive stuff!):

You are kidding, right?

>I am currently taking a 3D Animation course at UMass @ Amherst, and the
>software we use is Adobe Premiere, Adobe Photoshop, and Specular Infini-D/
>with Backburner (for rendering over a network).  This all runs on Macs,
>and though we have a few quadras, all of it works fine on IIcx's (the
>slowest Macs we have in the lab). For the last animation done in the
>class (6 mins worth, I think....) there was 4 gigs of files to store, 
>so storage would be a problem for large work. 

>However, if you wanted to dabble, much of the logo work you see on
>television, (especially cheesy local stations) can be done with this
>software...and some of it BETTER! The files for that tend to be much
>smaller than for complex animations.

>With digital editing becoming more and more attainable (I've worked
>with editing cards that will play back supercompressed animations (30 fps),
>in realtime! Though it was betahardware, suggested price will be about
>$5k, which will surely drop and is not unreasonable for an editing studio! 
>Maker was radius, I believe.)

>For $20,000, I would think you could get yourself quite a nice setup...

Come on! For $20K you can get a Silicon Graphics Iris Indigo with full 3D 
animation software and 24-bit accelerated graphics, as well as CD-quality 
sound and real-time rendering and animation. Included on these systems is 
the capability to capture/edit digital video from a multitude of sources and 
even paste them back to either digital or analog media (optical disks / 
video tapes). Of course, you also get the Silicon Graphics MIPS chip 
performance and the ability to upgrade to a 64-bit R4000. For $20,000 you 
can most definitely get a very nice setup ......... however, PLEASE do not 
make it a Macintosh.

>-Meko
>mkofahl@mhc.mtholyoke.edu

						Greetings,

						Macbeth
Xref: sparky comp.graphics:12819 sci.math.num-analysis:3558 sci.math:16783 sci.math.stat:2580 sci.electronics:20593 sci.engr:2365
From: 5916rahmank@vms.csd.mu.edu (K. M. A. Rahman)
Newsgroups: comp.graphics,sci.math.num-analysis,sci.math,sci.math.stat,sci.electronics,sci.engr
Subject: Re: Plot programs
Date: 13 Dec 1992 00:13:08 GMT
Organization: Department of EECE, Marquette University
Distribution: inet
Reply-To: 5916rahmank@vms.csd.mu.edu
NNTP-Posting-Host: vmsf.csd.mu.edu

In article <1992Dec12.150852.28112@ucc.su.OZ.AU>, colinr@extro.ucc.su.OZ.AU (Colin Rose) writes:
->>>>     I suggest you consider PlotData. Here is some info about it.
->
->>>      who asked?                        
->
->>       If he wishes to tout his product, I wish he'd pay for
->>       ad space just like other software developers, and not abuse his net
->>       privileges because of his academic status.
->
->
->If my memory serves me correctly, PlotData is a shareware / freeware/ 
->and/or public domain product. If so, I belive net advertising is

	But the SW version can handle only *20* data points! The readme
	file says student version will handle 100 data points per plot
	and the full version has the ability of handling 1000 points
	only! I was really frustrated with this 20 point only factor
	of the SW version. It was not worth to go through the trouble
	of downloading and setting it up. Since most of my data files
	have >200 data points!

->quite acceptable. My initial irritation with Dr Huang's adverts 
->has, with time, turned into mild amusement.
->
->Regards
>
>Colin
>
>Colin Rose
>Dept. of Economics
>University of Sydney
>colinr@extro.ucc.su.oz.au
>*************************
>
	-Anis.
From: kurt@cashew.asd.sgi.com (Kurt Akeley)
Newsgroups: comp.graphics.opengl
Subject: Re: conformance question
Date: 18 Dec 1992 17:15:57 GMT
Organization: Silicon Graphics, Inc.
Distribution: world
NNTP-Posting-Host: cashew.asd.sgi.com

-- 

In article <1992Dec18.053755.10506@dsd.es.com>, rthomson@mesa.dsd.es.com (Rich Thomson) writes:

|> You're missing my point; many applications just aren't useful to their
|> users unless the rendering is fast.  In fact, many new applications
|> have become possible simply by the advances in rendering speeds of
|> modern graphics systems.  For those applications, it isn't a matter of
|> detecting a visual with the given functionality, but it is a matter of
|> finding the visual with the given performance.  OpenGL guarantees that
|> a visual will exist which will have all the functionality, but it
|> doesn't provide any way for an application to determine which visuals
|> are implemented through hardware, software, or a combination of both.
|> At least, if it does provide such a mechanism I haven't found it in
|> the man pages or the spec.  I haven't read them exhaustively yet,
|> though.

You're correct that OpenGL has no direct interface to report the performance
of a given visual.  We haven't been able to come up with a language that
is suitable for this purpose.  For example, the distinction of software vs.
hardware is obviously flawed, as many respectably fast graphics systems do
much of their work in software on the "host" processor.  Even if agreement
for categorizing performance is achieved, what performance should be
reported?  A renderer might run "fast" with either zbuffering or stenciling
enabled, but not both.  OpenGL modes are almost entirely orthogonal, so
the enumerated list of all mode combinations is near infinite.  

However, OpenGL also doesn't have a solids capping command, or even a
stroked font command, yet it is very capable of capping solids and rendering
stroked fonts using simple combinations of its low-level commands.  Likewise,
applications that care can use the available OpenGL command set and the
operating system clock to measure the performances of various visuals.
The OpenGL command glGetString(GL_RENDERER) returns the unambiguous name of
the renderer, so that an application can measure visual/renderer performance
just once and catalog the results, rather than testing all visuals each time
it is invoked.  (Taking care to distinguish between local and remote rendering,
and in the case of remote rendering, at the risk of variability due to
network loading.)

I believe that direct measurement is the only practical way to determine
the performance of an application's specific command sequences.  I may be
wrong, however.  The OpenGL ARB will remain open to suggestions for improved
performance queries.

-- Kurt Akeley	    kurt@sgi.com  (415) 390-3612  M/S 7U-550
Newsgroups: comp.graphics.opengl
From: philippe@cli52gs.edf.fr ( Philippe SUIGNARD     )
Subject: Silicon Graphics User's Group Meeting
Reply-To: philippe@cli52gs.edf.fr ( Philippe SUIGNARD     )
Organization: Electricite de France - DER , Clamart FRANCE
Distribution: comp.graphics.opengl
Date: Mon, 14 Dec 1992 16:02:57 GMT

Could anybody sum up important informations of the
Silicon Graphics User's Group Meeting ?

Thanks

Philippe Suignard
Newsgroups: comp.graphics.opengl
From: rthomson@mesa.dsd.es.com (Rich Thomson)
Subject: conformance question
Organization: Design Systems Division, Evans & Sutherland, SLC, UT
Date: Tue, 15 Dec 92 07:40:53 GMT

Would an OpenGL implementation that did not provide double buffering,
depth (Z) buffering, stencil buffering nor accumulation buffering be
conformant with the OpenGL specification?  (In other words, it would
only provide a "front left" buffer for rendering.)

If the answer is yes, how is this different from subsetting?

						-- Rich
-- 
		      Don't blame me; I voted Libertarian
Disclaimer: I speak for myself, except as noted; Copyright 1992 Rich Thomson
UUCP: ...!uunet!dsd.es.com!rthomson			Rich Thomson
Internet: rthomson@dsd.es.com	IRC: _Rich_		PEXt Programmer
From: gavin@krypton.asd.sgi.com (Gavin Bell)
Newsgroups: comp.graphics.opengl
Subject: Re: conformance question
Date: 17 Dec 1992 19:11:55 GMT
Organization: Silicon Graphics, Inc.  Mountain View, CA
NNTP-Posting-Host: krypton.asd.sgi.com

In <1992Dec16.205020.2674@dsd.es.com> rthomson@mesa.dsd.es.com (Rich Thomson) writes:
>I'm beginning to think that applications will still have a big
>platform-specific "switch" statement figuring out which visual to use
>in order to find the fastest visual.
>						-- Rich

I think most applications will have a very good idea of what
functionality they require, and will know what visual they need.  For
example, most interactive 3D applications will require front, back,
and z-buffers.  I don't think many application programmers will be
willing to invest the programming effort to try to support 3D graphics
on a non-zbuffer, non-double-buffered visual (but I may just be,
spoiled and lazy, and not a Real(tm) graphics programmer).

I think this will be more of an issue with more general data-driven
programs.  For example, imagine a program that could display CSG
object by using the stencil bitplanes and an auxilary framebuffer.  It
would be nice if that application didn't allocate those resources
until it read in a file that contained an object that needed them,
especially since the more full-function visuals might have degraded
performance.  A big switch statement will be called to try to figure
out if the visual we have is the visual we need to display the objects
in our scene.

--
--gavin     (gavin@sgi.com,  (415)390-1024)
From: karlton@fudge.asd.sgi.com (Phil Karlton)
Newsgroups: comp.graphics.opengl
Subject: Re: conformance question
Date: 16 Dec 1992 21:08:20 GMT
Organization: Silicon Graphics, Inc.  Mountain View, CA
NNTP-Posting-Host: fudge.asd.sgi.com

Let me add a specific example: SGI will offer systems where the overlay
plane visuals do not have stencil and depth buffers associated with
them. However, at least one RGB and one ColorIndex visual will have the
full complement of mandatory ancillary buffers.

The OpenGL specification has to deal with rendering into visuals with
different configurations.

Check out the man page for GLXChooseVisual. It is expected that
application writers will pick the visual that supports their rendering
needs. At least one visual will be there that does.

PK
--
Phil Karlton				Silicon Graphics Computer Systems
Curmudgeon				2011 N. Shoreline Blvd.
					Mountain View, CA  94039-7311
karlton@.sgi.com			415-390-1557

It's hard to get off course in one dimension.
From: woo@basia.csd.sgi.com (Mason Woo)
Subject: Re: GL question
Reply-To: woo@basia.csd.sgi.com (Mason Woo)
Organization: Silicon Graphics Inc.
Date: Thu, 17 Dec 1992 06:14:12 GMT

In article <1gioc6INNck8@fido.asd.sgi.com>, akin@tuolumne.asd.sgi.com
(Allen Akin) writes:
|> 
|> You can create the display lists in any way you like.  OpenGL provides some
|> utility routines to convert window-system fonts into display lists, but
since
|> X11 provides only raster fonts, on X11 you'll only get rasters.  (On Windows
|> NT you also get polygonal fonts.)  Since you need Hershy fonts, I'd
recommend
|> getting one of the public-domain versions of the glyphs and building display
|> lists from them.  Then you can draw vector fonts with the string-drawing
|> routines mentioned in step 2 above.  This is fairly easy to do, and gives
|> you the freedom to modify the font in whatever way you'd like.
|> 
|> [Mason, is there anything like this in the OpenGL books?  Might be a good
|> example.]
|> 

Yes, Tom Davis wrote a small raster font and vector font example which
will be in the OpenGL Programming Guide (to be published by Addison-Wesley
in early spring of 1993).  Here's part of that example below.  
The rasters[] array is a whole lot of data for the glyphs of a rasterfont
which are read into a whole lot of display lists.  Then, when you 
`printString ("string")' the ASCII values of `s', `t', `r', `i', `n', 
and `g' will reference the appropriate display list, when
glCallLists() is called.

#define FONTOFFSET 1000

void makeRasterFont(void)
{
    long i;
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
    glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
    glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
    glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    for (i = 32; i < 127; i++) {
        glNewList(i+FONTOFFSET, GL_COMPILE);
        glBitmap(8, 13, 0.0, 2.0, 10.0, 0.0, rasters[i-32]);
        glEndList();
    }
}

void printString(char *s)
{
    long oldlistbase;
    glPushAttrib (GL_LIST_BIT);
    glListBase(FONTOFFSET);
    glCallLists(strlen(s), GL_UNSIGNED_BYTE, (unsigned char *)s);
    glPopAttrib ();
}

Mason Woo, "The OpenGL Right Reverend" 	(415) 390-3314 
Graphics Technology Licensing (Product Marketing)
Silicon Graphics, Inc.	Internet: woo@SGI.COM 	
Personal opinion:  "I worship Arturs Irbe"
From: pbuttuls@strider (Peter Imants Buttuls)
Subject: Re: GL question
Organization: University Of Alberta, Edmonton Canada
X-Newsreader: TIN [version 1.1 PL6]
Date: Mon, 14 Dec 1992 16:40:44 GMT



What are the differences between GL by SGI and OpenGL. Specifically, I 
noticed that GL only has raster fonts. It is vital for our applications to
have fonts consisting of strokes, like the Hershey font. Does OpenGL have	this or could we add it? Also we require publication-quality output at 300dpi.	Does OpenGL have this? I assume that in OpenGL I can define line widths and
graphical objects, or? What I'm really leading up to is whether it is a
suitable replacement for DISSPLA from CA, from a FUNCTIONAL, not ease of
programming point of view.


--
Peter Buttuls, CNS, Univ. of Alberta, Edmonton, Canada
e:mail: pbuttuls@strider.ucs.ualberta.ca  Ph. (403) 492-9354 Fax: (403) 492-1729
Newsgroups: comp.graphics.opengl