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[00:00:17] <rsp> wait what are you referring to
[00:00:21] <rsp> There are like 3 apps
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[00:57:18] <DragonRift> hi peeps
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[02:44:07] <edman007> hi, i'm trying to use a 64-bit version of BuGLe on a 64-bit GL application and BuGLe is trying to load the 32-bit version of libGL.so (its not looking in /usr/lib64), what do i have to do to make it find the right version of libGL.so? BTW i did build BuGLe from source, but i say nothing to specify where it looks for libGL.so
[02:44:55] <edman007> s/say/see/
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[02:54:10] <florian_> Hi! How can i put a gradien background to my scene?
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[02:55:47] <LiQuiDninja> florian: create a texture in a paint program then apply that to a quad covering the screen
[02:56:02] <LiQuiDninja> i use adobe photoshop and the gradient paint bucket
[02:56:26] <LiQuiDninja> to paint in 2d you must set the viewport
[02:57:28] <florian_> LiQuiDninja: thank you. But isn't there a solution without texturing?
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[02:59:47] <florian_> if i draw a quad i can give the top-vertices color blue, the lower vertices color red, that should also do a gradient. But then the question is: how to put a plane behind the scene which uses the whole screen and is not rotated etc....
[03:00:06] <florian_> and my objects shouldn't be touching this plane
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[03:00:21] <LiQuiDninja> florian: no there isnt, at a guess i assume you want a sky effect, there are open source libraries that can be downloaded and integrated with little work
[03:01:03] <florian_> nope, no sky. Just a nice background for my application :-)
[03:02:10] <florian_> how do you put the quad into the background?
[03:03:23] <LiQuiDninja> florian: with a state renderer you order the tasks if you paint the background first then your content they will overlay each other
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[03:13:46] <florian_> LiQuiDninja: Ok, it's working :-). I did it with a Quad and it's actual working with setting the color of the top and buttom-vertices....
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[03:15:30] <florian_> thanks for your effort! Bye!
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[03:19:44] <hibread> good morning!
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[03:30:56] <Arc> is there a way to turn off unused texture units without disabling GL_TEXTURE_COORD_ARRAY on texture0?
[03:35:59] <hibread> Arc: disabling you mean by glDisableClientState( GL_TEXTURE_COORD_ARRAY); ?
[03:36:45] <DragonRift> hi peeps
[03:36:58] <hibread> gday DragonRift
[03:37:45] <DragonRift> hi hibread
[03:38:17] <DragonRift> wasap?
[03:39:16] <hibread> Arc: wouldn't you just glActiveTexture( GL_TEXTURE0 + unitNo); glBindTexture( blah, 0); ?
[03:39:22] <hibread> not a great deal
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[03:46:02] <Arc> hmm
[03:46:09] <Arc> so the texture binding is what does it?
[03:46:22] <Arc> not the state of GL_TEXTURE_COORD_ARRAY?
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[03:49:00] <DragonRift> hibread: wasap?
[03:49:58] <hibread> DragonRift: not a great deal, just waiting for time to pass so i can go to work
[03:52:37] <edman007> hi, i'm trying to use a 64-bit version of BuGLe on a 64-bit GL application and BuGLe is trying to load the 32-bit version of libGL.so (its not looking in /usr/lib64), what do i have to do to make it find the right version of libGL.so? BTW i did build BuGLe from source, but i see nothing to specify where it looks for libGL.so
[03:56:36] <DragonRift> hibread: sounds like u need a project
[03:56:37] <DragonRift> ;)
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[03:57:31] <hibread> hehe nah i do have a project. Ill get stuck into that tonight :) Just reading up on the crappy 3-4 week suspension of my teams gun midfielder
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[03:58:30] <DragonRift> so do I
[03:58:35] <DragonRift> if u want to call it that
[03:58:38] <DragonRift> :/
[03:58:54] <edman007> is there a better channel to ask questions about BuGLe?
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[04:03:47] <DragonRift> some days I just try to stay sane from all my life stress
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[04:14:55] <Ragnarok> blah i can't find a tutorial for terrain without it being so complicated
[04:15:02] <DragonRift> hibread: ever felt that way?
[04:15:22] <DragonRift> Ragnarok: use chunked LoD
[04:15:31] <Ragnarok> link?
[04:15:53] <DragonRift> http://tulrich.com/geekstuff/chunklod.html
[04:16:23] <Ragnarok> thank you
[04:16:31] <hibread> DragonRift: I feel more stressed if im not succeeding with my project. If i have a slow week for what ever reason, i feel the pressure... if that makes any sense
[04:16:46] <DragonRift> indeed
[04:16:49] <DragonRift> I feel the same
[04:16:58] <DragonRift> except my project relies on many devs
[04:17:05] <DragonRift> and if ONE does not do their job
[04:17:08] <DragonRift> I get stressed
[04:17:26] <hibread> ONE, being you?
[04:17:38] <DragonRift> I am not a coder unfortunately
[04:17:47] <DragonRift> I have had issues grasping the concept
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[04:18:00] <hibread> my job is the most distant job you could posibly think of from coding :)
[04:18:19] <DragonRift> oh?
[04:18:24] <DragonRift> u a writrer?
[04:18:28] <DragonRift> writer
[04:18:29] <DragonRift> :p
[04:19:01] <edman007> hibread, you get paid to sleep?
[04:19:12] <hibread> haha, nah im not even going to mention. Im not terrifically proud of my current position, although i do enjoy it most of the time
[04:19:17] <edman007> DragonRift, someone has to write the docs
[04:19:24] <hibread> edman007: if its a slow day, then yes :)
[04:20:00] <edman007> hibread, customer service?
[04:20:05] <DragonRift> my issue is finding skilled people who do not have the illness
[04:20:34] <hibread> you're a team leader/manager etc etc?
[04:20:38] <hibread> DragonRift:
[04:20:45] <DragonRift> indeed I am
[04:21:10] <hibread> very nice. Well you can hire me if you want. What job do you need filled?
[04:21:29] <DragonRift> I need a programmer with experience with GTK+ and opengl
[04:21:54] <DragonRift> a tool programmer
[04:22:27] <DragonRift> brb in a min
[04:23:48] <hibread> DragonRift: I use Qt, but im sure i could pick up GTK pretty quickly
[04:23:58] <hibread> and im also a bit of a tool!
[04:24:44] <ginoman> GTK is God aweful
[04:25:15] <hibread> ginoman: well i think that would have to be an overstatement since its quite widely used
[04:26:32] <HuntsMan> Qt is more used :P
[04:26:40] <HuntsMan> specially in comercial products
[04:26:53] <hibread> HuntsMan: you reckon?... i would hope so, but ive got a fear its not
[04:27:10] <hibread> Qt does seem very nice actually.. but again, ive got not much to compare it to
[04:28:09] <HuntsMan> yeah, it isn't fair to compare Qt and Gtk
[04:28:17] <HuntsMan> Gtk is just a graphic toolkit, Qt is more than that
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[04:30:07] <hibread> HuntsMan: well to fairly compare them, you'd have to break down Qt to its bare graphical toolkit and compare that with Gtk... but then again, if those other pieces of Qt tie in very well with the GUI pieces, then that should come into the equation
[04:30:19] <hibread> but i guess GTK has its sidekick apis that tie in nicely also
[04:31:35] <HuntsMan> mmm don't think so
[04:31:42] <HuntsMan> Gtk has nothing to deal with databases AFAIK
[04:32:53] <DragonRift> back
[04:33:50] <hibread> HuntsMan: so on that basis, you'd have to say that Qt is clearly a great option for your gui creation based on the other useful pieces it provides
[04:33:59] <HuntsMan> yes
[04:34:00] <HuntsMan> but
[04:34:16] <HuntsMan> the greatest feature for me, is the easy API
[04:34:31] <hibread> GTK is easier than Qt?
[04:34:33] <HuntsMan> consistent member function names and classes and such
[04:34:52] <hibread> Qt would rate fairly highly on that front, i'd have imagined
[04:35:23] <HuntsMan> yeah
[04:35:37] <HuntsMan> it's container library is very good
[04:35:44] <HuntsMan> and well, it's documentation it's amazing
[04:35:49] <HuntsMan> Gtk lacks quality documentation
[04:36:06] <hibread> that by itself would kill GTK for me
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[04:37:32] <Ragnarok> HuntsMan, it also lacks a network library
[04:39:02] <HuntsMan> yep
[04:39:05] <HuntsMan> also a XML parser
[04:39:46] <HuntsMan> BTW Qt 4.4 is amazing
[04:40:05] <HuntsMan> has a small concurrent engine, phonon for audio/video, webkit for XHTML, etc
[04:42:07] <hibread> HuntsMan: whats this "small concurrent engine" ?
[04:42:14] <hibread> some sort of threading thing?
[04:43:59] <HuntsMan> concurrent design patterns
[04:44:04] <HuntsMan> like running a function in another thread
[04:44:08] <HuntsMan> and map-reduce
[04:44:56] <HuntsMan> http://doc.trolltech.com/4.4/threads.html#qtconcurrent
[04:45:01] <HuntsMan> also filter and such
[04:45:31] <hibread> far out
[04:45:36] <hibread> wonder how useful that might be for gaming?
[04:45:55] <HuntsMan> i think it would be useful for physics
[04:46:10] <HuntsMan> processing concurrently objects
[04:46:44] <hibread> regardless of how good this implimentation is, Trolltech really seem to be on top of things
[04:47:12] <HuntsMan> yeah
[04:47:30] <HuntsMan> http://doc.trolltech.com/4.4/qtscript.html
[04:47:33] <HuntsMan> that's useful :)
[04:47:49] <hibread> yeah. I think thats what Lumina uses
[04:50:26] <HuntsMan> BTW, QGraphicsView is useful for making 2D games
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[04:54:55] <hibread> well im off to do that work style thing i seem to do each day
[04:54:56] <hibread> catchyas!
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[04:55:37] <DragonRift> hi
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[04:58:54] <DragonRift> my devs are close to havig speedtree working
[04:58:54] <DragonRift> :)
[05:32:02] <DragonRift> were making progress getting speedtree working
[05:32:03] <DragonRift> :)
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[05:39:02] <garou> Argh... This $§"% refuses to work as expected...
[05:39:05] <mccbaka> Hey, let's say I call glDisable(GL_DEPTH_TEST); ... glEnable(GL_DEPTH_TEST); relatively often... like, say, two or three times per frame draw. Is this an expensive operation? Am I likely to eventually slow down as a result of doing this?
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[05:40:04] <garou> Two or three times? The calls themselves amount to nothing.
[05:40:19] <garou> And I doubt that there are sidecosts to worry about.
[05:40:23] <mccbaka> Great, thank you
[05:40:35] <garou> Anyways, basic assumption recheck time.
[05:40:49] <garou> +X right, +Y up, +Z towards me?
[05:41:44] <garou> And a polygon faces towards by default if its vertices are, as seen from my POV, in clockwise order?
[05:42:29] <Cp1> How do i use openGL libraries in linux?
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[05:43:32] <garou> Cp1: As under any other platform? I.e. #include <GL/glut.h>?
[05:44:15] <Cp1> i want to know what libraries i need and where to get them. im a little confused by all these different acronyms everywhere
[05:46:12] <Cp1> i just need to output some pixels :D
[05:46:14] <garou> gl.h, glu.h, glx.h, glut.h?
[05:46:14] <garou> Do those mean anything to you?
[05:46:14] <Cp1> nope
[05:46:14] <Cp1> they look like header files
[05:46:14] <garou> Oh... Okay then.
[05:46:14] <Cp1> so i guess yes
[05:46:14] <garou> Yes. gl.h contains the basic GL commands.
[05:46:23] <Cp1> ok. neat! where can i download it?
[05:46:38] <garou> glu.h contains some commands building upon those basic commands, i.e. simple camera commands.
[05:47:02] <garou> When using Linux? I recommend using your distributions package management.
[05:47:28] <Cp1> i looked, but got confused...im going to looking again
[05:47:59] <garou> What distribution are you using?
[05:47:59] <Cp1> hardy heron
[05:47:59] <Cp1> ubuntu 8ish
[05:48:36] <garou> I'd recommend freeglut3-dev
[05:48:45] <Cp1> thanks!
[05:49:31] <Cp1> what does glut stand for?
[05:49:43] <garou> GL Utility Toolkit.
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[05:50:31] <garou> It contains even higher-level commands than glu, integrates the library for the appropriate windowing system, and gives you an event-driven framework to write your apps.
[05:51:08] <Cp1> that sounds good.
[05:51:55] <DragonRift> hey garou
[05:52:23] <garou> Hello, DragonRift
[05:52:36] <DragonRift> how u doing man
[05:52:55] <garou> Right now, feeling quite ETF.
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[05:52:59] <garou> Er, WTF.
[05:53:40] <DragonRift> if things go well over the next week
[05:53:51] <DragonRift> we will have speedtree with speedwind/grass/forest working
[05:54:08] <garou> Didn't your team work with that a year ago already?
[05:54:21] <DragonRift> in crystalspace yes
[05:54:28] <DragonRift> but not in the new engine
[05:55:53] <DragonRift> get what I mean??
[05:56:30] <garou> Yes.
[05:57:16] <DragonRift> when we are done, we will look as good as the gpugems 3 images
[05:57:44] <DragonRift> http://ragecomm.com/dropbox/graphical_example.jpg
[05:57:51] <DragonRift> this is from gpugems 3
[05:58:00] <DragonRift> left is deferred shading and speedtree
[05:58:06] <DragonRift> right is hdr+speedtree
[05:58:25] <DragonRift> when we are done out implimentation
[05:58:30] <DragonRift> we will be like the left side
[05:59:01] <DragonRift> I will do a actual video
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[06:03:27] <DragonRift> that way no one can call it farse
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[06:04:57] <garou> Args! This is just frustrating...
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[06:23:50] <Ragnarok> is it possible to use jpegs for grayscale heightmaps?
[06:24:36] <garou> General answer? Yes. Special answer? As long as you can import jpegs.
[06:25:02] <Ragnarok> yeah qt4 doesn't support raw image files
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[06:40:54] <garou> Is there a way to empty a matrix stack?
[06:41:57] <garou> Or is it recommended to, if in doubt, just load the identity?
[06:54:07] <Ragnarok> wow this looks like shit
[06:54:09] <Ragnarok> http://i28.tinypic.com/oqvhug.png
[06:56:23] <garou> Well, it sure doesn't look like much. What is it, a heightmap in wireframe mode?
[06:56:23] <DragonRift> garou
[06:56:24] <DragonRift> how long u known me?
[06:56:24] <DragonRift> :p
[06:56:44] <garou> Quite a while now.
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[06:57:19] <Ragnarok> garou, no thats in fill mode
[06:57:20] <DragonRift> many years
[06:58:50] <garou> Not really many.
[06:58:50] <garou> Maybe 2.
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[06:59:26] <DragonRift> ok, I have known of u longer then u known me
[06:59:27] <DragonRift> :)
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[07:04:28] <rooly> so guys
[07:04:33] <rooly> i'm running this script
[07:04:40] <rooly> http://rafb.net/p/M5ZSIa54.html
[07:05:00] <rooly> hrm, i should probably ask in #linux instead
[07:07:17] <rooly> ok
[07:07:38] <rooly> so what's the file formats in linux for pixel and vertex shaders?
[07:07:57] <HuntsMan> ah?
[07:08:03] <HuntsMan> Linux doesn't have a specific format for that
[07:08:11] <rooly> library dependant then?
[07:08:23] <HuntsMan> yes
[07:08:26] <rooly> right
[07:08:29] <rooly> well, what about for windows
[07:08:30] <HuntsMan> looks like you are using cg
[07:08:35] <rooly> i sure am
[07:09:22] <HuntsMan> then the question is?
[07:09:30] <rooly> since this is a port of a windows library, i guess it's safe to assume they used windows file extensions
[07:09:43] <rooly> so, what are the correct extensions for pixel and vertex shaders
[07:09:47] <HuntsMan> the extension doesn't matter
[07:09:54] <HuntsMan> file contents does
[07:10:03] <rooly> kk
[07:10:17] <DragonRift> horde3d uses glsl
[07:10:23] <DragonRift> maybe thats the best way to focus
[07:11:04] <rooly> nah
[07:11:09] <rooly> 's just a script problem
[07:11:22] <DragonRift> yeah but u know what I mean
[07:11:47] <HuntsMan> rooly: looks like you need to read the docs of Cg and CgFX
[07:11:57] <rooly> crap
[07:12:37] <DragonRift> HuntsMan: hes working on a speedtree implimentation
[07:12:38] <DragonRift> :)
[07:12:53] <HuntsMan> yeah i see that :P
[07:12:58] <DragonRift> u know, that 10'000$ api
[07:13:04] <rooly> HuntsMan, what would be the default file output for cg on windows for, say, a vertex shader
[07:13:10] <rooly> and this does matter
[07:13:21] <HuntsMan> output?
[07:13:23] <DragonRift> the speedtree examples use .fx
[07:13:24] <HuntsMan> the screen :)
[07:13:40] <rooly> because i'm really not interested in scouring thru another thousand lins of source for 4 little letters...
[07:14:05] <HuntsMan> sure
[07:14:21] <rooly> when i call "cgc.exe File.fx", what file will it make
[07:14:23] <HuntsMan> you need to understand that Cg can output vertex shaders in HLSL, OpenGL Assembly Shaders, and GLSL
[07:14:32] <rooly> i do understand
[07:14:33] <HuntsMan> in ALL OS's
[07:14:38] <rooly> i don't give a damn whats in the file
[07:14:47] <rooly> only what the default windows behavior for the extension is
[07:15:04] <HuntsMan> there's no default
[07:15:14] <rooly> ok
[07:15:17] <HuntsMan> you use the cgc compiler to convert from Cg to the target language you choose
[07:15:35] <HuntsMan> only that there's not much sense in outputting HLSL in Windows
[07:15:38] <HuntsMan> bah, in Linux
[07:15:46] <HuntsMan> and that's where profiles come in
[07:15:57] <HuntsMan> Cg is just an "intermediate" language
[07:16:14] <rooly> yer, i understand all this
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[07:19:03] <HuntsMan> http://http.developer.nvidia.com/CgTutorial/cg_tutorial_appendix_c.html
[07:19:06] <HuntsMan> that might help you
[07:19:51] <DragonRift> HuntsMan: http://ragecomm.com/dropbox/graphical_example.jpg
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[07:19:56] <DragonRift> this is how it will look
[07:19:58] <DragonRift> when done
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[07:21:50] <HuntsMan> nice, porting SpeedTree to Linux?
[07:21:57] <rooly> x64 linux
[07:21:59] <rooly> gawd
[07:22:12] <rooly> for some reason, it wanted to be BIG_ENDIAN when compiling
[07:22:21] <HuntsMan> LOL
[07:23:15] <HuntsMan> well CgFX looks like a "standard" effect system
[07:23:27] <HuntsMan> so you don't have to compile the fx files to another format
[07:23:30] <HuntsMan> the runtime does all
[07:23:56] <HuntsMan> http://developer.download.nvidia.com/cg/Cg_2.0/2.0.0015/Cg-2.0_May2008_ReferenceManual.pdf
[07:23:59] <HuntsMan> look cgCreateEffect
[07:27:42] <rooly> for some reason, the cg compiler keeps dying when its called from the engine
[07:29:32] <rooly> maybe this will help...
[07:30:21] <rooly> ...nope
[07:30:39] <DragonRift> damn
[07:34:18] <rooly> well...
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[09:19:49] <[AD]Turbo> yo
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[09:39:33] <rangeen> hi. does anyone know about any online internship or project in which i can get a certificate.
[09:45:42] <exDM69> what kind of a certificate?
[09:46:53] <ville> you're a bit late; should have applied to google summer of code
[09:58:09] <groton> does gsoc gives a certificate?
[10:01:02] <belou> I have a protocole to certificate you has a lame coder
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[10:02:26] <groton> rangeen, perhaps you could get it here: http://www.brainbench.com/
[10:02:49] <groton> belou, s/has/as Salut btw :)
[10:03:01] <rangeen> groton:-> thanks
[10:03:09] <groton> np
[10:03:22] <belou> need coffee
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[13:35:00] <PatrickBic> hi
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[13:46:15] <PatrickBic> how do i "convert" mouse kords (2d .. x and y) into 3d kords on a area?
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[13:55:05] <Jupp3> PatrickBic: Where do you think you get a single coordinate for 3rd dimension, when input comes from 2D source? :)
[13:55:35] <Jupp3> PatrickBic: But in general, there are ways to get a line, which consists of all 3D points, the 2D coordinates cover
[13:55:38] <PatrickBic> by having the angle
[13:55:48] <Jupp3> What after that? That depends on what you really need to do
[13:55:54] <Jupp3> Which angle?
[13:56:00] <PatrickBic> i have a simple quad...
[13:56:06] <PatrickBic> rotating on the x axis
[13:56:11] <PatrickBic> (around its center)
[13:56:28] <PatrickBic> and if i click the mouse i want to get the kords where i clicked on the quadarea
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[13:57:03] <Jupp3> PatrickBic: So in your case you would be looking for the 3D point where the line and quad intersect (if they do)
[13:57:11] <PatrickBic> exactly
[14:00:01] <Jupp3> PatrickBic: http://www.opengl.org/resources/faq/technical/selection.htm might help you to get started
[14:00:40] <Jupp3> For your case, there's no need to use selection buffer
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[14:33:37] <KU0N> hello
[14:36:23]
[14:36:24] <Ingenu> "
[14:36:30] <KU0N> salut Ingenu
[14:36:40] <KU0N> I'm making an opengl test, do you have some question ideas?
[14:42:13] <belou_> KU0N, maybe a commented code
[14:42:23] <belou_> that's is not working well
[14:42:30] <belou_> a *find the bug* test
[14:42:53] <belou_> from stupid errors to more complicated onces
[14:43:05] <KU0N> yea, I can do a couple of that
[14:43:30] <belou_> like drawing a quad in the wrong way with just front drawned
[14:44:52] <belou_> it's quite not interesting to ask people to code
[14:45:26] <belou_> but finding the bug need more understanding of opengl
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[15:08:59] <p3sho> Hello! I've got a problem rendering to multiple targets using GLSL. I read in a tutorial on the net that I should just use glDrawBuffers() and then in the shader output to gl_FragColor[0] and gl_FragColor[1]. So I took a program of mine that was already using FBO and just change glDrawBuffer() to glDrawBuffers(1, ..) and changed gl_FragColor to gl_FragColor[0] in the shader
[15:09:08] <p3sho> However, all I got back is a blank screen
[15:09:12] <p3sho> am I doing something wrong?
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[15:23:53] <hibread> p3sho: paste some code maybe?
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[15:29:48] <p3sho> hibread: I fixed it already, the problems was that when using MRT you have to use gl_FragData and not gl_FragColor
[15:29:57] <p3sho> *problem
[15:30:05] <hibread> yep ok
[15:30:09] <p3sho> thanks anyway ^^
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[15:36:45] <hibread> no probs!
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[15:38:09] <Vixus> Anyone here use GLFW and SOIL?
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[17:08:03] <rsp> hibread: Hi, I'm "catching you another time" now
[17:08:20] <hibread> hehe, what issues you got?
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[17:30:38] <Ragnarok> anyone think they can tell me why this garbage happens :(
[17:30:39] <Ragnarok> http://s3.tinypic.com/zstguq.jpg
[17:31:11] <Ragnarok> http://pastie.caboo.se/200245
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[17:36:52] <rnx> pretty
[17:37:28] <Spark> some people work with shaders for hours trying to get an effect like that
[17:37:54] <rnx> from the lack of red i'd guess having lighting on but no material or colormaterial is part of the problem
[17:38:16] <rnx> cant tell beyond that
[17:44:54] <Ragnarok> naw, no shading
[17:45:06] <Ragnarok> just the heightmap won't render right using a png
[17:45:23] <Ragnarok> shading is too much of a burden on my shoulders to learn
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[17:49:58] <hibread> Ragnarok: describe your issue :)
[17:50:03] <hibread> the stepping?
[17:50:53] <hibread> or the fact that the quads dont link up? :)
[17:50:56] <Ragnarok> well i can't get the heightmap in the center of my camera to really describe it right,
[17:51:02] <Ragnarok> hibread, yeah
[17:51:27] <Ragnarok> hmm they seem to now
[17:51:28] <Ragnarok> :S
[17:51:37] <hibread> nice one
[17:51:39] <hibread> image?
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[17:53:15] <Ragnarok> is it me or does gluLookAt rotate the sceen
[17:53:19] <Ragnarok> scene*
[17:55:02] <Ragnarok> http://i31.tinypic.com/jpztad.png
[17:58:04] <Jupp3> it fakes camera rotation for you
[17:59:24] <Ragnarok> blaj
[17:59:26] <Ragnarok> blah*
[18:00:15] <DragonRift> morning peeps
[18:00:19] <Ragnarok> morning
[18:00:28] <DragonRift> wasap
[18:00:57] <DragonRift> I am having my morning coffee
[18:00:59] <DragonRift> :)
[18:01:14] <hibread> Gday DragonRift. Still got a job for me?
[18:01:50] <DragonRift> still unsure if your the person for the job
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[18:02:20] <DragonRift> I have had so many bad devs]
[18:02:22] <hibread> Ragnarok: you'll get that stepping with 8bit textures as height maps... ideally you'd use 16bit something somethings
[18:02:30] <DragonRift> that its hard to know who is decent anymore
[18:02:35] <hibread> well look no further! :)
[18:02:55] <DragonRift> hibread: how often to do you finish what you start
[18:03:00] <Ragnarok> hibread, yeah i had to use png, because Qt4's image class didn't support raw images
[18:03:35] <Ragnarok> and neither does Gimp
[18:04:06] <hibread> DragonRift: well so far its been one continuous project... but ive completed "pieces"
[18:04:22] <hibread> DragonRift: it was really a joke. Im sure i live no where near your studio
[18:04:32] <DragonRift> we are home based
[18:04:36] <DragonRift> there is no studio
[18:04:51] <DragonRift> thats why the tool set needs done
[18:04:54] <hibread> studio, home, the park.. which ever it is :)
[18:04:55] <quicksilver> you can normally join up 8 bit heightmaps
[18:05:04] <quicksilver> you just need to join the triangles together
[18:05:04] <DragonRift> because it allows for remote collaberation
[18:05:41] <hibread> DragonRift: what sorts of tools currently need doing?
[18:06:24] <DragonRift> well basicly its many apps
[18:06:28] <DragonRift> in one robust tool
[18:07:09] <DragonRift> evel editor, particle editor, gui editor, script editor, client manager, and communication/memo/design doc manager
[18:07:16] <DragonRift> level editor
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[18:07:31] <hibread> roger roger
[18:07:32] <DragonRift> the engine we are making is a MMO RPGMAKER
[18:07:55] <hibread> so its an engine you wish to sell?
[18:08:07] <DragonRift> not wishing to sell the game engine
[18:08:13] <DragonRift> just games made with the engine
[18:08:42] <DragonRift> the point of the maker is so the game can be developed by non coders
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[18:09:41] <hibread> And these non-coders will be people you hire..?
[18:10:06] <DragonRift> these will most likely be me, and a few artist buddies
[18:10:21] <DragonRift> like Lohns from blender
[18:10:26] <DragonRift> and his friend chris
[18:10:57] <DragonRift> Lohns was the lead artist/animator for elephants dream
[18:11:23] <DragonRift> the graphics engine already is past 1.0
[18:11:31] <DragonRift> and the terrain engine works
[18:11:38] <hibread> elephants dream... was that the open source short film?
[18:11:39] <DragonRift> networking is getting close to being functional
[18:11:45] <DragonRift> and the editor is not even started
[18:11:49] <DragonRift> yea
[18:11:58] <DragonRift> it was also known as project orange
[18:12:03] <DragonRift> they made a dvd
[18:12:43] <DragonRift> what we are is a few people from the open source community
[18:12:46] <DragonRift> trying to form a company
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[18:12:56] <hibread> do you guys have a site?
[18:13:04] <DragonRift> www.ragecomm.com
[18:13:05] <DragonRift> yeah
[18:13:08] <DragonRift> but it sux
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[18:14:33] <hibread> Looks great to me. But the buttons dont work :)
[18:14:39] <DragonRift> as I said
[18:14:41] <DragonRift> the site sucks
[18:14:46] <DragonRift> the site has no backend
[18:15:13] <hibread> So how long you guys been hacking away at the implimentation?
[18:15:25] <hibread> well.. i guess also the design phase also
[18:15:26] <DragonRift> this attempt?
[18:15:31] <hibread> o
[18:15:34] <hibread> haha :)
[18:15:44] <hibread> yeah, why not. This attempt
[18:15:49] <DragonRift> since xmas
[18:16:22] <DragonRift> we made our first online game in 2003
[18:16:25] <DragonRift> with crystalspace
[18:16:36] <DragonRift> I still have the src somewhere
[18:16:37] <DragonRift> :p
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[18:16:56] <hibread> hell thats alright. Terrain engine + networking in 5 months.. not bad. WOW took a huge number of years apparently
[18:17:07] <DragonRift> more
[18:17:08] <DragonRift> then that
[18:17:11] <DragonRift> gfx engine
[18:17:16] <DragonRift> speedtree
[18:17:19] <DragonRift> networking
[18:17:23] <DragonRift> database
[18:17:26] <DragonRift> scripting
[18:17:29] <DragonRift> custom gui system
[18:17:37] <DragonRift> in 5 months
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[18:17:55] <hibread> what graphic features have you employed?
[18:18:02] <DragonRift> deferred shading
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[18:18:08] <DragonRift> hdr
[18:18:10] <DragonRift> bloom
[18:18:15] <hibread> deferred shading hey. Im currently using that
[18:18:17] <DragonRift> motion blur
[18:18:30] <DragonRift> realtime lighting/shading
[18:18:34] <DragonRift> realtime grass
[18:18:37] <DragonRift> realtime wind
[18:18:41] <DragonRift> particle clouds
[18:18:54] <DragonRift> and disk paged terrain
[18:18:57] <hibread> sounds quite extensive! Got any screenshots?
[18:19:04] <ville> oh dear.
[18:19:11] <DragonRift> without a level editor, I can't place objects
[18:19:31] <DragonRift> the trees, grass, wind
[18:19:33] <hibread> ville: ?
[18:19:35] <DragonRift> are all in a opengl app atm
[18:19:39] <DragonRift> not ported to horde3d
[18:19:51] <DragonRift> the cloud system is still a glut based example app
[18:19:53] <hibread> horde3d?
[18:20:02] <DragonRift> the terrain system and shaders come with horde3d
[18:20:13] <DragonRift> horde3d is a gfx engine we use
[18:20:21] <DragonRift> its a opengl based shader engine
[18:20:36] <hibread> so what do you mean by "not ported to horde3d" ?
[18:21:02] <ville> Just ask for a website of some sort with the features?
[18:21:03] <DragonRift> meaning its opengl only atm
[18:21:09] <DragonRift> not being loaded in the gfx engine
[18:21:23] <DragonRift> everything is still in pieces
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[18:22:04] <DragonRift> rooly has speedtree all working except the shaders
[18:22:16] <hibread> yeah fair enough. SO the deferred shading, motion blur, bloom etc are features of horde3d... or have you created these systems separate?
[18:22:25] <DragonRift> speedtree provides the grass, wind, trees, as well as something called speedshadow
[18:22:40] <DragonRift> they come ith horde3d
[18:22:44] <DragonRift> so does standard terrain
[18:23:13] <DragonRift> the terrain that comes with horde3d can easily be disk paged
[18:23:22] <DragonRift> it uses 8 bit raw by default
[18:23:23] <hibread> Have you checked out the procedurally generated terrain article from GPU gems 3?
[18:23:41] <DragonRift> yeah but we do not want that
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[18:23:48] <DragonRift> we want to be able to mold the terrain
[18:23:49] <DragonRift> from the editor
[18:24:15] <hibread> 8bit raw... so you mean its height mapped?
[18:24:20] <DragonRift> yeah
[18:24:36] <hibread> dont want any overhanging areas etc? Unless they'll be "fixtures"
[18:24:38] <DragonRift> but thats fine because to do disk paged terrain
[18:24:41] <DragonRift> u need heightmaps
[18:24:52] <DragonRift> not in the first engine version
[18:24:56] <DragonRift> after the engine is working
[18:25:06] <DragonRift> we want to upgrade to terrain like crysis
[18:25:07] <hibread> using a "mega texturing" tpe concept?
[18:25:21] <DragonRift> mega textures take massive disk space
[18:25:33] <hibread> yep, and we all have that now
[18:25:35] <DragonRift> because we want thousands of terrain cells
[18:25:40] <DragonRift> in one game world
[18:25:50] <DragonRift> its not practical to use mega textures
[18:26:09] <DragonRift> otherwise the game world would be like 500 gb
[18:26:11] <hibread> mega texturing i ment the paging in and out of mipmap levels etc (virtual texturing?)
[18:26:25] <DragonRift> use alphamaps per cell
[18:26:48] <hibread> for use with the height map
[18:27:11] <DragonRift> I am surprised your showing interest still
[18:27:20] <hibread> Do the members of your team have "other" jobs.. or is this full time for you guys?
[18:27:21] <DragonRift> most people hear mmo and run with their tail between their legs
[18:27:40] <DragonRift> the other devs are students of computer science
[18:27:40] <DragonRift> atm
[18:30:15] <DragonRift> hibread: heard of speedtree?
[18:30:31] <hibread> The procedurally generated worlds could still be used inconjunction with your "editor" type concept. For more personalized "areas" such as villages etc could be loaded in from disk, but the rest of the world could be generated on the fly, enabling very high complexity with next to no storage requirement
[18:31:02] <DragonRift> it won't work for what I need
[18:31:03] <DragonRift> sorry
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[18:31:44] <DragonRift> I am adamant of how I want the tools
[18:32:01] <DragonRift> just hard to find anyone diligent enough to help us
[18:32:01] <hibread> DragonRift: :) just ideas
[18:32:02] <DragonRift> :)
[18:33:07] <DragonRift> I am open to ideas
[18:33:12] <DragonRift> I just need certain tools
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[18:33:33] <hibread> so you want to hire an intelligent monkey to follow orders? :)
[18:34:23] <DragonRift> there is one big problem tho
[18:34:38] <DragonRift> I bet u can guess it
[18:34:40] <DragonRift> :p
[18:35:02] <hibread> you dont have a sponsor to help fund the process?
[18:35:16] <DragonRift> nope because that requires a working prototype
[18:35:26] <DragonRift> and selling out a portion of the company shares
[18:35:38] <DragonRift> I am against these corporations
[18:35:50] <hibread> or a name like Blizzard
[18:36:11] <DragonRift> what I want to do is like runescape did
[18:36:14] <DragonRift> free software
[18:36:16] <DragonRift> pay to play
[18:36:26] <DragonRift> but be cross platform
[18:36:30] <DragonRift> windows/linux/mac
[18:37:00] <hibread> cross platform shouldn't be difficult if that is your plan from the beginning
[18:37:21] <DragonRift> it already is cross platform atm
[18:37:28] <hibread> A publisher to back the whole thing would obviously be the way
[18:37:36] <DragonRift> well actually its only on linux atm
[18:37:47] <hibread> thats cross platform enough :)
[18:37:57] <DragonRift> not going to happen without being swallowed by a corporation
[18:38:59] <hibread> DragonRift: may i ask why the MMO type? Purely a consumer demand that you think isn't being forefilled?
[18:39:15] <hibread> fulfilled*
[18:40:27] <DragonRift> because the game I want to design can only be done as a mmo
[18:42:44] <DragonRift> I have not described the gameplay mechanics
[18:42:54] <DragonRift> because I am worried that some scoundrel with thieve it
[18:42:55] <DragonRift> :p
[18:43:55] <hibread> the game will be enjoyed for years to come based on those mechanics; so probably a wise move
[18:44:15] <DragonRift> the game mechanics are unlike any game
[18:45:45] <DragonRift> they require our advanced networking
[18:46:00] <DragonRift> and the graphic capabilities provided by horde3d
[18:46:20] <hibread> DragonRift: if you believe that the concept behind the game is unique enough and will appeal to a respectable audience, then why not put together the entire concept, with how you're going to go about it etc to a publishing firm? With that you'll supply them with details of whom will be working with you and their backgrounds. A small demo may help, but that may not be required?
[18:46:57] <DragonRift> because I am not wanting to be swallowed by some corporation
[18:47:21] <DragonRift> and if a publisher takes control
[18:47:27] <DragonRift> then I am required to release on cd
[18:47:33] <DragonRift> I can't release the game software free
[18:47:40] <DragonRift> which damages my plan
[18:48:05] <DragonRift> get what I mean?
[18:48:10] <hibread> I probably shouldn't comment on this as i know near on nothing about it.. but doesn't every other business/company seek funding from these publishers (or what ever the proper name is)?
[18:48:22] <DragonRift> nope
[18:48:52] <DragonRift> there is developers and publishers
[18:48:57] <DragonRift> many games do have publishers
[18:49:01] <DragonRift> but when u have a publisher
[18:49:08] <DragonRift> ur FORCED to sell the game on cd/dvd
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[18:49:27] <hibread> ok fair enough, if that is the limitation, then i guess you're stuck
[18:49:46] <DragonRift> I can find devs to help us
[18:49:50] <justjohn> Again, why would you not want the game distributed?
[18:50:10] <DragonRift> I want it distributed free
[18:50:11] <DragonRift> not pay
[18:50:30] <DragonRift> I want to give everyone the software free
[18:50:53] <DragonRift> then people pay 10$ a month and can play ALL our games
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[18:51:13] <DragonRift> get what I mean?
[18:51:28] <hibread> what about system where the disks are issued out for near on zero cost to the customer (say 5$ or what ever to cover the costs of production)... and then the user if they want to continue playing the game, being the subscription
[18:51:39] <justjohn> I don't mean to be skeptical, but generally speaking, if there is a market for the game, i.e., pay to play, and your business model is to give the software itself away for free, then I don't see that as anything more than a contractual business negotiation. Publishers want to make money. Show them how to do it with free distro, and they will bite
[18:51:52] <hibread> *begin
[18:52:16] <hibread> justjohn: yeah im with you on this one
[18:52:50] <justjohn> Frankly, AOL built a billion dollar company doing that. Not sure that anyone in the business world doubts the possibility
[18:53:03] <DragonRift> yes but its a low proffit margin
[18:53:18] <justjohn> So is walmart
[18:53:19] <quicksilver> guildwars is very very cheap
[18:53:22] <quicksilver> $10 is it?
[18:53:23] <justjohn> I'm not buying it
[18:53:26] <quicksilver> and they managed to make money.
[18:53:29] <huperniketes> if your business model is subscriptions, why not go with a game engine which is already written and freely available?
[18:53:31] <quicksilver> (perhaps, not a lot? but some)
[18:53:54] <quicksilver> certainly there is other software working on models like that.
[18:54:31] <hibread> DragonRift: i do like the idea of very cheap purchase of the whole game, giving you X number of hours free game time, then subscription from there
[18:54:34] <DragonRift> yes but the ones who did it, already had huge ammounts of $
[18:54:54] <huperniketes> SL gives away both the software and the service, for basic game-play
[18:55:25] <hibread> SL?
[18:55:40] <huperniketes> second life
[18:55:45] <hibread> i see
[18:55:52] <DragonRift> yes but they also went broke
[18:56:05] <DragonRift> they require donations
[18:56:06] <huperniketes> no they didn't
[18:56:09] <DragonRift> to function
[18:56:27] <DragonRift> I know some of the second life devs
[18:56:27] <huperniketes> they have subscriptions for premium services
[18:57:05] <DragonRift> indeed they do
[18:57:12] <DragonRift> but it was not always like this
[18:57:25] <DragonRift> they made mney by selling a fake currency
[18:58:25] <DragonRift> hibread: so I am assuming ur interested has gone out the window at full speed
[18:59:48] <hibread> DragonRift: what made you come to that conclusion?
[19:00:30] <DragonRift> hibread: because most people are oriented by greed and have no view of long term goals
[19:00:44] <hibread> I merely went back to my SSAO while you battled on about SL :)
[19:00:53] <Jupp3> Short term: money Long term: more money
[19:01:20] <DragonRift> hibread: if you are seriously interested
[19:01:25] <DragonRift> feel free to query me
[19:02:53] <hibread> DragonRift: to be quite honest, i haven't seriously even thought about looking for employment (on a casual, non-paying or otherwise) in this field at this time. Obviously its a long term goal of mine
[19:03:20] <DragonRift> feel free to query me
[19:03:27] <DragonRift> and we can go into more detail
[19:03:32] <DragonRift> as long as its not disclosed
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[19:07:28] <justjohn> DragonRift, my suggestions is to not try to hard to fight economics. Things generally work out.
[19:08:01] <hibread> justjohn: except for the US economy
[19:08:40] <justjohn> well, I'm a firm believer in microeconomics. I'
[19:09:02] <justjohn> m looking out for my pocketbook, and our economy certainly supports that option
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[19:11:29] <DragonRift> justjohn: you have no clue of the feats I have overcome
[19:13:35] <justjohn> I'm not questioning your past, only your negative attitude, which I don't that any company in america would like to do business with
[19:13:47] <justjohn> ~think
[19:13:55] <justjohn> Just encouraging you to cheer up a little, I guess
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[19:34:04] <rsp> DragonRift: I remember you :) I think I spoke with you in January or something
[19:34:16] <rsp> You told me you had Geforce 9 support or something lol xD
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[19:45:48] <rsp> hibread: Sorry I kind of randomly slept, I had to walk 12 kilometers today (7.45645341 mile if you happen to use that)
[19:46:28] <hibread> randomly slept. Thats quite random
[19:46:39] <rsp> Yeah
[19:47:02] <rsp> That's how I define looking at my fancy rat then just randomly sleep
[19:47:37] <rsp> And wake up and go "wtf? why am I here? who am I? why can't I make DOOM 5?"
[19:48:50] <Ingenu> who would want to make another doom after doom 3 anyway ? ;p
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[19:54:19] <hibread> rsp: well dude, im off. You'll have to catch me another time. This time, try and have a question or two
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[20:02:39] <rsp> hibread: Yeah that's a benefit!
[20:02:45] <rsp> bye
[20:03:28] <rsp> Ingenu: www.idsoftware.com ;)
[20:03:31] <rsp> IV
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   May 20, 2008  
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