Thread Performance of Modo

While watching the [Modo 201 Event] again, I found this slide interesting. It shows in this case, spawning 2 threads has better performance than 50-80 per CPU. The natural tendency for a developer is just spawn threads when performance is bad. “1 Thread” corresponds to a single processor server. “2 Threads” corresponds to a dual processor server. And “4 Threads” corresponds to a dual processor server with hyper-threading. In this graph of rendering times, the lower the number, the better.

Transgaming on Mandriva

This is all there is to installing Transgaming on Mandriva:

[tgraupmann@athelo ~]$ cd Desktop/
[tgraupmann@athelo Desktop]$ ls *.rpm
cedega-4.4.3-1.i386.rpm  Point2Play-2.0.3-1.i386.rpm
[tgraupmann@athelo Desktop]$ su
Password:
[root@athelo Desktop]# urpmi Point2Play-2.0.3-1.i386.rpm

installing Point2Play-2.0.3-1.i386.rpm
Preparing...                     #############################################
      1/1: Point2Play            #############################################
[root@athelo Desktop]# urpmi cedega-4.4.3-1.i386.rpm

installing cedega-4.4.3-1.i386.rpm
Preparing...                     #############################################
      1/1: cedega                #############################################
[root@athelo Desktop]# exit

Ogre on Linux (Mandriva)

To get [Ogre for Linux] running on [Mandriva], the first thing to do is run the [Easy URPMI] script.

You’ll need [zziplib]

urpmi zziplib0-devel

You’ll need [libsdl]

urpmi SDL-devel

You’ll need [Devil]

urpmi libdevil1-devel

You’ll need [Cg_Toolkit]

wget http://download.nvidia.com/developer/cg/Cg_1.4/Cg-1.4.0-4.i386.rpm
urpmi Cg-1.4.0-4.i386.rpm

You’ll need [GTK+]

urpmi gtk+-devel
wget ftp://ftp.gtk.org/pub/gtk/v2.8/atk-1.10.1.tar.gz
wget ftp://ftp.gtk.org/pub/gtk/v2.8/glib-2.8.3.tar.gz
urpmi libcairo2-devel
wget ftp://ftp.gtk.org/pub/gtk/v2.8/pango-1.10.1.tar.gz
wget ftp://ftp.gtk.org/pub/gtk/v2.8/gtk+-2.8.6.tar.gz

You’ll need [Mesa3d]

urpmi libMesaglut3-devel

You’ll need [Crazy Eddie (CeGUI)]
[CeGUI Source]

* * * * * COMPILING OGRE * * * * *
The configure script [logged this output]:

./configure --prefix=/usr

The ‘make ‘ script [logged this output].

The ‘make install’ script [logged this output].

The binaries appear here:

ogrenew/Samples/Common/bin/

Keeping Remote Desktop from auto logging out

Well I had to work this weekend, but luckily I can remote desktop into work. The problem is the network policies. If you leave you machine unattended let’s say with outlook open, it will auto log you out after 2 minutes. But as long as the mouse is moving or some action is happening then everything is fine.

So I decided to use the ‘think out the box’ guy and crank up the fan to keep him going while he pushes keys on the keyboard or taps the mouse.

Unfortunately, he couldn’t get sufficent velocity to cause any action. And I think the tap mechanism is heat sensitive.

So I tried the optical mouse. The fan does cause the guy to move. The optical mouse does detect the movement, but not enough to move the mouse cursor.

Oh well maybe if I can get a 35/45 music turn table and set the optical mouse on that. Maybe the mouse will go in circles. Stay tuned…

Ahhh… Found a working solution. By placing a battery on the up arrow of the keyboard with plyers for weight, this successfully leaves the remote desktop session open.

HLSL Shaders in Ogre

The HLSL shaders that you create with Render Monkey are interchangible with Nvidia Cg shaders. The code is pretty much identical. All you need to do is take your HLSL vertex shader and pixel shader code and put it in a Cg text file. Then you reference the Cg file from an Ogre material file. The Ogre [Manual] explains how to pass custom variables into your shaders. Or you can link directly to your HLSL shader. The benefit of using Cg is that it will work on more than just Windows. Although HLSL will work on the XBox 360. But I don’t that’s true for Nintendo or Sony products.