[comp.sys.sgi] Graphics Help Wanted

markm@vpharm.com (Mark Murcko) (06/05/91)

     Hello SGI Graphics Wizards,

     We are just getting started with some graphics programming on 
     the SGI.  We have good programmers here, but no one with much 
     graphics experience.  We are looking for any and all examples 
     of "standard" graphics operations--how to use light sources, 
     set up a slide bar, do gouroud-shaded irregular solids, etc.  
     We realize that the manuals do contain most or all that we 
     need, but we are hoping that some kind person(s) can save us 
     lots of grief by providing working examples.  Does anyone have, 
     or know of, any "example libraries" with source code that we 
     might be able to get hold of?

     Thanks for any help you can give us.  Please reply by e-mail.
 
     Mark Murcko (markm@vpharm.com)
     Vertex Pharmaceuticals
     Cambridge, MA 02139

shiba@sgi.com (Richard Shiba) (06/08/91)

All of the examples in the Graphics Library Programming
Guide are available online as of 3.3.x, if you have the 
Software Development option.  You'll need to load the 
subsystem dev.sw.giftssrc from the development tape if 
it's not already loaded.  Then look in /usr/people/
4Dgifts/examples/glpg.  Code is organized by chapters.

    Rich Shiba
    Silicon Graphics, Inc.

rpw3@rigden.wpd.sgi.com (Rob Warnock) (06/08/91)

In article <1991Jun4.205716.24230@predator.vpharm.com> markm@vpharm.com
(Mark Murcko) writes:
+---------------
|      We are just getting started with some graphics programming on 
|      the SGI. ...We are looking for any and all examples 
|      of "standard" graphics operations...
|      We realize that the manuals do contain most or all that we 
|      need, but we are hoping that some kind person(s) can save us 
|      lots of grief by providing working examples...
+---------------

Assuming you have the Development Option (dev.*), you will want to install
the "4Dgifts" package (dev.sw.giftssrc), which will drop a whole mess of
stuff in /usr/people/4Dgifts. Excerpts from the README file:

     The subtree /usr/people/4Dgifts serves three essential functions:

  1. LEARNING BY EXAMPLE.
     First and  foremost, it is the area where example code lives.   In many
     cases, the easiest way to become familiar  with a library package is to
     be able to study examples of how that  package's routines can be imple-
     mented.   To  generate  executable  programs from the source, go to the 
     directory you  are  interested,  and either type "make<CR>"--which will 
     build an executable for every program in  that directory--or type "make
     filename<CR>" *without* the suffix (".c", ".f", etc.) for the  specific 
     program you wish to study...
                                                [...the directory] examples
     has subdirectories with coding examples...      listed in the document 
     "Graphics Library Programming Guide" (GLPG),  Version 2,  are included
     in "glpg", C "grafix" programs,  the four sample "light" programs dis-
     cussed in Versions 1.0 and 1.1 of the GLPG, "nurbs"  (Non-Uniform  Ra-
     tional B-Splines) sample programs,  "network" (using  4.3BSD  Internet
     and   UNIX  domain  sockets  on   IRIS)  sample  programs,  a  virtual 
     "trackball"  implementation,  "unix" programming samples, and a direc-
     tory with "video" examples....

     iristools has a super-set of the libraries,  image  processing  utili-
     ties, and  tools  that  used to exist, prior to the 4D family-line, in
     /usr/people/gifts/mextools.  the two directories  ~/iristools/libimage
     and ~/iristools/libgutil  contain  the source used to build the libra-
     ries libimage.a and libgutil.a.   These two libraries are in turn used
     to create executables in ~/iristools/imgtools and ~/iristools/tools.

     ..."sphere"  which  contains the source for mview (a molecule demo) which 
     shows how functions in the new sphere library--libsphere--are used.

     The "tutorials" subtree contains a set  of  tutorial programs that, up 
     to now, were only  available to those people who attended the Graphics
     and Advanced Graphics classes taught by SGI.   They do not cover every
     part of the GL but the parts that are  included--color, light, ortho2,
     projection, basic drawing primitives,  and modeling  transformations--
     are all  implemented with a swank  user interface that allows the user
     to interactively  change the different parameters in real-time and see 
     the effects these changes generate.

     All of these subdirectories each contain README files to give you more 
     details regarding their contents.

Have fun!


-Rob

-----
Rob Warnock, MS-1L/515		rpw3@sgi.com		rpw3@pei.com
Silicon Graphics, Inc.		(415)335-1673		Protocol Engines, Inc.
2011 N. Shoreline Blvd.
Mountain View, CA  94039-7311