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- ppppffffccccoooonnnnvvvv((((1111ppppffff)))) OOOOppppeeeennnnGGGGLLLL PPPPeeeerrrrffffoooorrrrmmmmeeeerrrr 2222....4444 RRRReeeeffffeeeerrrreeeennnncccceeee PPPPaaaaggggeeeessss ppppffffccccoooonnnnvvvv((((1111ppppffff))))
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- NNNNAAAAMMMMEEEE
- ppppffffccccoooonnnnvvvv - OpenGL Performer file translator
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- SSSSYYYYNNNNOOOOPPPPSSSSIIIISSSS
- ppppffffccccoooonnnnvvvv [ options ] infile1 [ infile2 ... ] outfile
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- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- ppppffffccccoooonnnnvvvv is one of the sample programs distributed with the OpenGL
- Performer high-performance graphics library. ppppffffccccoooonnnnvvvv loads one or more
- files into an OpenGL Performer scene graph, and then writes the resulting
- scene graph out to a named output file. It is installed in the /_u_s_r/_s_b_i_n
- directory on IRIX, and /_u_s_r/_b_i_n/_X_1_1 on Linux.
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- The following formats support file writing:
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- dwb Coryphaeus Software Designer's Workbench format
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- medit Medit productions modeler format
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- pfa OpenGL Performer ASCII file format
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- pfb OpenGL Performer high-speed binary file format
- (recommended format)
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- Here's an example that generates a fast-loading OpenGL Performer PFB
- format file representing a Sierpinski sponge:
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- pfconv 2.sponge example.pfb
- perfly example.pfb
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- Preconverting files to the _p_f_b format can provide a great speed advantage
- for demos and other applications where fast database loading is
- important.
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- ppppffffccccoooonnnnvvvv ccccoooommmmmmmmaaaannnndddd lllliiiinnnneeee ooooppppttttiiiioooonnnnssss
- -b <mode>,<value> -Set builder mode (default value is OFF)
- -B <mode>,<value> -Set builder mode (default value is ON)
- See the ppppffffddddBBBBllllddddrrrrMMMMooooddddeeee reference page
- for more information.
- 0 -> PFDBLDR_MESH_ENABLE
- 1 -> PFDBLDR_MESH_SHOW_TSTRIPS
- 2 -> PFDBLDR_MESH_INDEXED
- 3 -> PFDBLDR_MESH_MAX_TRIS
- 4 -> PFDBLDR_MESH_RETESSELLATE
- 5 -> PFDBLDR_MESH_LOCAL_LIGHTING
- 10 -> PFDBLDR_AUTO_COLORS
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- PPPPaaaaggggeeee 1111
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- ppppffffccccoooonnnnvvvv((((1111ppppffff)))) OOOOppppeeeennnnGGGGLLLL PPPPeeeerrrrffffoooorrrrmmmmeeeerrrr 2222....4444 RRRReeeeffffeeeerrrreeeennnncccceeee PPPPaaaaggggeeeessss ppppffffccccoooonnnnvvvv((((1111ppppffff))))
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- 0 -> PFDBLDR_COLORS_PRESERVE + leave colors alone
- 1 -> PFDBLDR_COLORS_MISSING - make missing colors
- 2 -> PFDBLDR_COLORS_GENERATE - make all colors
- 3 -> PFDBLDR_COLORS_DISCARD - toss existing colors
- 11 -> PFDBLDR_AUTO_NORMALS
- 0 -> PFDBLDR_NORMALS_PRESERVE - leave normals alone
- 1 -> PFDBLDR_NORMALS_MISSING + make missing normals
- 2 -> PFDBLDR_NORMALS_GENERATE - make all normals
- 3 -> PFDBLDR_NORMALS_DISCARD - toss existing normals
- 12 -> PFDBLDR_AUTO_TEXTURE
- 0 -> PFDBLDR_TEXTURE_PRESERVE + leave texture coord alone
- 1 -> PFDBLDR_TEXTURE_MISSING - make missing texture coord
- 2 -> PFDBLDR_TEXTURE_GENERATE - make all texture coord
- 3 -> PFDBLDR_TEXTURE_DISCARD - toss existing texture coord
- 13 -> PFDBLDR_AUTO_ORIENT
- 0 -> PFDBLDR_ORIENT_PRESERVE - leave normal and order alone
- 1 -> PFDBLDR_ORIENT_NORMALS - make normal match vertex order
- 2 -> PFDBLDR_ORIENT_VERTICES + make vertex order match normal
- 15 -> PFDBLDR_AUTO_DISABLE_TCOORDS_BY_STATE
- 0 - dont remove tcoords if no texture specified
- 1 - remove tcoords if no texture specified
- 16 -> PFDBLDR_AUTO_DISABLE_NCOORDS_BY_STATE
- 0 - dont remove ncoords if no material specified
- 1 - remove ncoords if no material specified
- 17 -> PFDBLDR_AUTO_LIGHTING_STATE_BY_NCOORDS
- 0 - dont automatically set lighting enable based on presence of ncoords
- 1 - automatically set lighting enable based on presence of ncoords
- 18 -> PFDBLDR_AUTO_LIGHTING_STATE_BY_MATERIALS
- 0 - dont automatically set lighting enable based on presence of material
- 1 - automatically set lighting enable based on presence of material
- 19 -> PFDBLDR_AUTO_TEXTURE_STATE_BY_TEXTURES
- 0 - dont automatically set texture enable based on presence of tcoords
- 1 - automatically set texture enable based on presence of tcoords
- 20 -> PFDBLDR_AUTO_TEXTURE_STATE_BY_TCOORDS
- 0 - dont automatically set texture enable based on presence of texture
- 1 - automatically set texture enable based on presence of texture
- 30 -> PFDBLDR_BREAKUP
- 31 -> PFDBLDR_BREAKUP_SIZE
- 32 -> PFDBLDR_BREAKUP_BRANCH
- 33 -> PFDBLDR_BREAKUP_STRIP_LENGTH
- 34 -> PFDBLDR_SHARE_MASK
- 35 -> PFDBLDR_ATTACH_NODE_NAMES
- 36 -> PFDBLDR_DESTROY_DATA_UPON_BUILD
- 37 -> PFDBLDR_PF12_STATE_COMPATIBLE
- 38 -> PFDBLDR_BUILD_LIMIT -maximum number of tris/strip
- -F <path> -Set file path
- -n <notify> -Debug level
- -o <mode>,<value> -Set optimizer mode (default value is OFF)
- -O <mode>,<value> -Set optimizer mode (default value is ON)
- 0 -> pfdMakeShare defaults to ON
- 1 -> pfdCombineLayers defaults to ON
- 2 -> pfFlatten defaults to ON
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- PPPPaaaaggggeeee 2222
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- ppppffffccccoooonnnnvvvv((((1111ppppffff)))) OOOOppppeeeennnnGGGGLLLL PPPPeeeerrrrffffoooorrrrmmmmeeeerrrr 2222....4444 RRRReeeeffffeeeerrrreeeennnncccceeee PPPPaaaaggggeeeessss ppppffffccccoooonnnnvvvv((((1111ppppffff))))
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- 3 -> pfdCleanTree defaults to ON
- 4 -> pfdCombineBillboards,<size_limit> defaults to OFF
- 5 -> pfdFreezeTransforms defaults to OFF
- 6 -> pfPartition defaults to OFF
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- Examine the source code to ppppffffccccoooonnnnvvvv to understand the optimization
- transformations that can be applied to files as they are loaded. By
- default, only safe optimizations are performed, but there are several
- other optimizations, some quite aggressive, that can be enabled
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- SSSSuuuuppppppppoooorrrrtttteeeedddd DDDDaaaattttaaaabbbbaaaasssseeee FFFFoooorrrrmmmmaaaattttssss
- ppppffffccccoooonnnnvvvv, like all OpenGL Performer applications, is able to directly load
- 3D data in a large selection of popular formats and draw that data at
- high speed. All of the following file formats are understood by pfconv:
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- 3ds AutoDesk _3_D_S_t_u_d_i_o binary data
- bin Minor SGI format used by _p_o_w_e_r_f_l_i_p
- bpoly Side Effects Software _P_R_I_S_M_S binary
- byu Brigham Young University CAD/FEA data
- dwb Coryphaeus Software _D_e_s_i_g_n_e_r'_s _W_o_r_k_b_e_n_c_h
- dxf AutoDesk _A_u_t_o_C_A_D ASCII format
- flt11 MultiGen public domain Flight v11 format
- flt14 MultiGen _O_p_e_n_F_l_i_g_h_t v14 format
- gds McDonnell-Douglas GDS _t_h_i_n_g_s data
- gfo Minor SGI format (radiosity output)
- im Minor SGI format (OpenGL Performer example)
- irtp AAI/Graphicon _I_n_t_e_r_a_c_t_i_v_e _R_e_a_l-_T_i_m_e _P_H_I_G_S
- iv SGI OpenInventor / Silicon Studio Keystone
- lsa Lightscape Technologies radiosity (ASCII)
- lsb Lightscape Technologies radiosity (binary)
- m University of Washington mesh data
- medit Medit Productions _m_e_d_i_t modeling tool
- nff Eric Haines' ray tracing test data format
- obj Wavefront Technologies data format
- phd Minor SGI format (polyhedra)
- pfa OpenGL Performer ASCII database format
- pfb OpenGL Performer BINARY database format
- poly Side Effects Software _P_R_I_S_M_S ASCII data
- pts University of Washington point data
- ptu Minor SGI format (OpenGL Performer example)
- sgf US NAVY standard graphics format
- sgo Minor SGI format
- spf US NAVY simple polygon format
- sponge Sierpinski sponge 3D fractal generator
- star Yale University compact star chart data
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- PPPPaaaaggggeeee 3333
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- ppppffffccccoooonnnnvvvv((((1111ppppffff)))) OOOOppppeeeennnnGGGGLLLL PPPPeeeerrrrffffoooorrrrmmmmeeeerrrr 2222....4444 RRRReeeeffffeeeerrrreeeennnncccceeee PPPPaaaaggggeeeessss ppppffffccccoooonnnnvvvv((((1111ppppffff))))
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- stla 3D Structures Stereolithography (ASCII)
- stlb 3D Structures Stereolithography (binary)
- sv Format of John Kichury's _i_3_d_m modeler
- tri University of Minnesota Geometry Center data
- unc University of North Carolina data
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- LLLLeeeeaaaarrrrnnnniiiinnnngggg MMMMoooorrrreeee
- Once you've seen OpenGL Performer in action, you will want to learn more
- about it. The OpenGL Performer Programming Guide and the OpenGL
- Performer Release Notes are the primary sources of information, but the a
- number of information sources are available to give you a good start in
- your learning process. The origin of this quest is the Performer man
- page. Just type "man performer" and just about everything you might want
- to know will be there or in one of the on-line resources listed there.
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- SSSSEEEEEEEE AAAALLLLSSSSOOOO
- ppppeeeerrrrffffoooorrrrmmmmeeeerrrr, ppppffffccccoooonnnnvvvv
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