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   November 19, 2014  
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[01:39:11] <captainmack_> Does anyone have links to intro resources on GLU tesselate functions? Basically I want to learn how to give opengl a complex (self intersecting) polygon and get out all the edges that are on the border
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[01:39:48] <captainmack_> I believe I need to use both TESS_EDGE_FLAG and TESS_COMBINE but I am unsure of the specifics
[01:40:06] <captainmack_> This is my first dive into opengl
[01:40:17] <HuntsMan> captainmack_: just FYI, GLU is not part of OpenGL, and it is very outdated
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[01:40:46] <captainmack_> Is there a modern reccomended method to accomplish waht I am looking for?
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[01:41:13] <captainmack_> HuntsMan:
[01:41:53] <HuntsMan> CGAL might have algorithms for that
[01:41:55] <HuntsMan> but I am not sure
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[01:42:43] <captainmack_> HuntsMan: Ok, I am implementing an algorithm that refers to GLU functions. Do you know of any good resources for that then?
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[01:45:20] <bob_twinkles> https://www.cgal.org/
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[01:57:23] <captainmack_> Why is GLU outdated? What is meant to replace it?
[01:58:02] <derhass> captainmack_: there is no direct replacement
[01:59:04] <captainmack_> derhass: Is its functionality simply no longer needed by modern OpenGL programmers? It seems like the functions provided are generally useful
[01:59:40] <derhass> the functions are no longer useful because they rely on deprecated/removed GL functionality
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[01:59:57] <derhass> and are generally very inefficient on non-ancient GPU architectures
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[02:10:18] <foobaz> captainmack_: opengl has become much lower level over the years, as game developers have demanded performance and ignored opengl's high level features like lighting
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[02:14:34] <captainmack_> foobaz: I see, thanks. Is there a more modern way to check winding numbers of connected regions?
[02:15:01] <foobaz> i just do it manually, with math
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[02:15:28] <captainmack_> foobaz: Haha, thats what I am doing now but I was hoping opengl would make it easier
[02:16:45] <foobaz> it's just a rasterization & GPU compute API, it doesn't offer any conveniences
[02:16:53] <derhass> opengl is a rendering api
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[02:31:43] <Madsy> captainmack_: If you find an algorithm for doing what you want which is parallelizable, you can use OpenCL or CUDA for the implementation
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[02:50:31] <edwardjohn> I’m attempting to do shadow mapping by writing the depth from the lights perspective to a FBO texture and then read this back in my render shader to determine if a fragment is in the shade or lit by the light source. It works reasonable well and I’m encountering the expected aliasing and such, but I’m noticing an unusual artefact that I’ve not seen in any online documentation. Is it okay to post a link to a scre
[02:50:32] <edwardjohn> shot? I’m thinking it might be a known issue.
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[02:58:43] <edwardjohn> I only ask becuase I know some channels have specific rules regarding posting links.
[02:59:03] <foobaz> go for it
[02:59:31] <edwardjohn> http://www.tiikoni.com/tis/view/?id=baf13f3
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[03:00:41] <edwardjohn> On the hollow cube in the foreground, you can see that the shadow seems to creep around the surfaces along a curve. I’m not sure what might be causing this effect.
[03:02:40] <Stragus> That's weird, I don't have any suggestion on what might be causing this...
[03:02:52] <edwardjohn> It seems to be effected by the angle of the surface relative to the direction of the light, less noticable when the surface is facing the light source. As such I wonered if it was some sort of z precision error - but it didn’t look like the typical shadow acne.
[03:04:14] <Stragus> Did you try boosting the depth buffer precision to try out that possibility?
[03:04:25] <edwardjohn> This is at 32bit ..
[03:04:49] <edwardjohn> I don’t think I can go higher without migrating to GL 4 right?
[03:04:52] <Stragus> Is the depth range astronomical?
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[03:06:25] <edwardjohn> Well … no. but I supose the light source is fairly close. Near plane is 0.1 and far is .. ~10 for the light, and the camera is 100
[03:06:53] <edwardjohn> I tried matching the near and far planes for light and camera and it didn’t resolve the issue.
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[03:09:36] <Stragus> At the vertices, shadows do look correct. Is it related to interpolation of depth between vertices?
[03:10:22] <edwardjohn> Well, I considered that but I didn’t think that GL let me have any control over that.
[03:10:53] <edwardjohn> And it only ever does linear interpolation from vs to fs fight?
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[03:13:13] <Stragus> If you interpolate depths linearly between vertices, values are going to be incorrect over a single triangle
[03:13:51] <Stragus> I mean "depths" as seen from the light
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[03:15:43] <edwardjohn> Oh of course ...
[03:15:50] <edwardjohn> Because, z is not linear.
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[03:21:10] <edwardjohn> I need to have a think about that. Thank you.
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[03:23:42] <foobaz> can you do it per-fragment instead of per-vertex?
[03:24:32] <edwardjohn> Will that resolve the issue? I thought I would still have different (non-linear) depths?
[03:26:17] <foobaz> they're still non-linear, but you would no longer be interpolating them
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[03:30:30] <edwardjohn> Sorry if I’m being slow here, but how do I pass the model coordinates to the fragment shader without interpolating them?
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[03:35:01] <foobaz> i think there's a function to get the depth value that you can call from the fragment shader
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[04:11:34] <edwardjohn> Okay, I think I’m going to call it a night for now. Thankyou for help!
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[09:55:05] <Bloodust> In relation to Ubisoft blaming AMD for poor performance in Assassins greed's Unity http://i.imgur.com/IyomjBT.png
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[09:57:28] <slime> lol
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[11:54:28] <Cooler> Anyone know how to properly handle window resizing?
[11:54:44] <Bloodust> call glViewport with the new resolution
[11:54:51] <Cooler> for lwjgl and java program
[11:54:53] <Adrinael> And adjust your projection
[11:55:00] <Bloodust> and that
[11:55:15] <Cooler> well this is for a 2d scene
[11:55:35] <Cooler> so what should the glOrtho and glViewport calls be?
[11:56:16] <Adrinael> Same as you do as the first call. With the new window size values.
[11:56:36] <Bloodust> apart from not using glOrtho, you should call glViewport with the new window size
[11:57:16] <Cooler> The only method to get window size seems to be getFrameBufferSize
[11:57:30] <Adrinael> The window resize event should have it
[11:57:43] <Adrinael> How do you call glOrtho (yikes) in the first place?
[11:57:53] <Adrinael> I mean how do you get the window size there
[11:57:55] <Cooler> passing the width and height i get from that to glOrtho and Viewport merely change the viewpoint
[11:58:09] <Adrinael> As opposed to?
[11:58:23] <Cooler> Well lets say is create a window 640x480
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[11:58:28] <Cooler> when i resize it
[11:58:47] <Cooler> the area that isn't clipped or black remains 640x480
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[11:58:52] <Cooler> even at fullscreen
[11:59:31] <Cooler> The drawable area doesn't change to match the new window size
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[11:59:48] <Adrinael> Then you're calling glViewport wrong
[12:00:09] <Cooler> glViewport(0,0 width,height)
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[12:01:14] <Adrinael> And the values for width and height are correct?
[12:01:20] <Adrinael> You're not accidentally grabbing the old size?
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[12:03:16] <Cooler> getFrameBufferSize(window, width, height)
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[12:06:04] <Adrinael> That gets you the current framebuffer size. Not the window size.
[12:06:13] <Cooler> How do you get that?
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[12:06:56] <Adrinael> The Display class has getWidth() and getHeight()
[12:07:08] <Bloodust> :D
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[12:08:05] <CodeGosu> i sometimes need to pass function as an argument 'vec3 df_normal(distance_field,in vec3 at){return blahblah;}' , is it possible somehow in glsl?
[12:08:20] <Cooler> There is no display class anymore
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[12:08:26] <Cooler> this is LWJGL 3
[12:08:31] <Cooler> which uses GLFW
[12:08:47] <Adrinael> The window size has nothing to do with GL
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[12:09:02] <Adrinael> As a hint for documentation browsing
[12:09:19] <Adrinael> Is it Canvas you're using?
[12:10:22] <Cooler> What?
[12:11:34] <Cooler> GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
[12:11:35] <Adrinael> What. Are. You. Using. To. Create. The. Window. And. Gl. Context.
[12:12:16] <Adrinael> http://www.glfw.org/docs/latest/group__window.html#gaeea7cbc03373a41fb51cfbf9f2a5d4c6
[12:17:13] <Cooler> What should i call glOrtho with?
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[12:27:41] <Cooler> Changing the viewport hasn't changed the problem
[12:28:06] <Cooler> its still clipping everything outside the 640x480 box even when fullscreen
[12:28:26] <Bloodust> two steps 1) change viewport and 2) change projection so things doesnt get skewed
[12:29:32] <Cooler> both have been done
[12:29:35] <Cooler> http://pastebin.com/rNDM8ikv
[12:29:38] <Cooler> thats the code
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[12:31:11] <Bloodust> :|
[12:31:53] <Bloodust> why is your depth inversed?
[12:34:56] <Cooler> thats a typo
[12:36:13] <Cooler> does the framebuffer size change automatically with window size?
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[12:40:22] <Cooler> is that why its getting clipped? because the framebuffer has to be resized to the new window size?
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[12:50:30] <Cooler> anybody?
[12:50:32] <AbiBuccaneer> Cooler, see glViewport
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[12:51:23] <AbiBuccaneer> glViewport determines the subrectangle of the framebuffer that will be drawn to (by defining the window-space coordinates that the normalized device coordinates map to after clipping)
[12:51:49] <AbiBuccaneer> if you resize your window, then the default framebuffer's backing image size will change, but the viewport won't automatically change
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[13:01:21] <Cooler> AbiBuccaneer: have you seen the code?
[13:01:27] <Cooler> i am resizing the veiwport
[13:01:47] <AbiBuccaneer> no, i haven't
[13:02:37] <Adrinael> Print out the values you get for width and height, are they correct
[13:02:38] <Cooler> http://pastebin.com/rNDM8ikv
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[13:04:45] <AbiBuccaneer> Cooler, http://www.glfw.org/docs/latest/window.html section "Window framebuffer size"
[13:04:59] <Cooler> width:-2147352576 height: -536805376 at 640x480
[13:05:01] <AbiBuccaneer> the "window size" and "framebuffer size" are unrelated
[13:05:45] <Cooler> width: 1443168256 height: -1056833536 at full screen
[13:06:05] <AbiBuccaneer> Cooler, yeah those numbers look correct, the problem must be somewhere else ;)
[13:06:27] <Cooler> i am not sure why it returns those numbers instead of the window size
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[13:07:23] <AbiBuccaneer> people need to stop writing such shitty wrappers for C libraries
[13:07:30] <AbiBuccaneer> passing in a bytebuffer to get an int out... christ
[13:07:37] <Cooler> what?
[13:07:42] <Cooler> yeah
[13:07:48] <Cooler> in c its a pointer
[13:08:06] <AbiBuccaneer> wouldn't the java equivalent be an Integer?
[13:08:27] <Cooler> i think its because the buffers are nio and faster than just integers
[13:08:40] <Cooler> also they are supposed to be continous memeory addresse
[13:08:43] <Cooler> s
[13:09:04] <AbiBuccaneer> Cooler, you know what's even faster is using a framebuffer size callback, which gets passed ints ;)
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[13:09:29] <Cooler> i am not sure how that works though: is there an example code?
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[13:10:59] <AbiBuccaneer> in C, definitely yes. http://www.glfw.org/docs/latest/quick.html "Rendering with OpenGL"
[13:11:27] <AbiBuccaneer> in java, maybe not, but you already use a WindowCallback in your code so i assume there's a FramebufferSizeCallback that works the same wqay#
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[13:18:52] <Cooler> AbiBuccaneer: woohoo
[13:18:55] <Cooler> it works
[13:19:30] <Cooler> it was definitely the buffers that was messing up the values
[13:20:48] <AbiBuccaneer> Cooler, i figured it out
[13:20:50] <AbiBuccaneer> endianness
[13:21:10] <AbiBuccaneer> 1443168256 = 0x56500000
[13:21:15] <AbiBuccaneer> 0x0556 = 1366
[13:21:18] <AbiBuccaneer> :)
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[13:22:18] <Cooler> aagh
[13:22:52] <Cooler> how do you make sure it is stored and read from the buffer in either of one endians?
[13:23:47] <AbiBuccaneer> ByteBuffer width = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()); // something like this CodeGosu
[13:23:50] <AbiBuccaneer> *Cooler
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[13:24:35] <Cooler> ok
[13:24:51] <Cooler> well the callback is better anyway
[13:25:18] <AbigailBuccaneer> yeah, i was under the impression that not using the callbacks in the C API was deprecated as of glfw3, though i may be wrong about that
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[13:28:54] <derhass> AbigailBuccaneer: you are wrong
[13:29:07] <AbigailBuccaneer> derhass, foiled again! curse you, brain
[13:29:36] <Cooler> derhass: what it IS deprecated?
[13:30:02] <derhass> nope
[13:30:18] <Cooler> ok
[13:30:49] <derhass> the rest of your code is, though
[13:35:03] <Cooler> derhass: what do you mean the rest? except for which part/s?
[13:36:23] <derhass> Cooler: well, you are using deprecated gl all over the place
[13:36:49] <derhass> the gl matrix stack, fixed-function pipeline, immediate mode
[13:37:04] <Cooler> its from this :http://www.lwjgl.org/guide
[13:37:06] <Cooler> and
[13:37:15] <Cooler> http://www.glfw.org/docs/latest/quick.html
[13:37:33] <Cooler> yeah i am not actaully suing VBOs
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[13:37:38] <Cooler> using*
[13:38:14] <Cooler> following bennybox's tutorials on youtube to get a handle on lwjgl and opengl
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[14:42:38] <neure> hmmh
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[18:36:40] <serpardum> What is a good text rendering method for java in opengl? I'm looking at many fonts at different scales.
[18:36:49] <serpardum> 3d
[18:37:53] <flan3002> serpardum: 3D fonts? O.O
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[18:38:53] <serpardum> I'll probably have to render them to a memory object then render the memory object into my world
[18:39:05] <serpardum> I might be able to do that with slickutil3 http://www.ninjacave.com/slickutil3
[18:39:09] <serpardum> I"ll try that I guess
[18:39:36] <serpardum> I've done 3d fonts in DirectX before not that difficult, but opengl is a horse of a different color.
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[18:44:25] <Stragus> Font rendering is a little outside the scope of core OpenGL
[18:45:13] <Stragus> It's not too hard to use freetype and get images out, although Unicode and texture atlas management imply quite a bit of code too
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[20:01:22] <roxlu> hi guys, I’ve got a YUV420P texture which is “aligned” like this http://i.imgur.com/TtXLJ2v.png and I’m wondering how to get the correct texture coordinates. e.g. the U-planes starts at t=2/3 which I think would result in rounding errors. I can probably get around this by using GL_TEXTURE_2D_RECT but I’m not sure if this type is still wise to use
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[20:51:08] <newguise1234> Madsy: I feel so stupid, I spent 2 days going over my implementation of marching boxes because I had had a mod 4 instead of a mod 2 in two places. :/
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[21:23:15] <Madsy> newguise1234: It happens to the best of us
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[23:31:33] <metredigm> it seems like if i don't bind to GL_ARRAY_BUFFER before i call VertexAttribArray/Pointer then the buffer data is somewhat corrupted
[23:31:48] <bob_twinkles> are you binding a VertexArray ever?
[23:32:04] <metredigm> and any attempts to bind the buffer after making those calls doesn't change the actual buffer state
[23:32:12] <metredigm> and yeah i gen and bind the vertex array before all of it
[23:32:25] <derhass> metredigm: well of course
[23:32:44] <derhass> works as intended
[23:33:19] <metredigm> any way to change which buffer is bound to GL_ARRAY_BUFFER during runtime? (without making more calls to VertexAttribPointer etc)
[23:33:19] <bob_twinkles> VAOs keep track of what buffers they're associated with
[23:33:54] <derhass> chaning the vertex attrib pointer reuquires... changing the vertex attrib pointer
[23:33:57] <bob_twinkles> so when you bind a VAO it also binds something new to the array and array element buffers
[23:34:12] <metredigm> yeah, but i'm sharing a VAO for all of my vertex buffers
[23:34:20] <metredigm> it seems like it only holds the first bind
[23:34:34] <metredigm> any future binds don't change anything
[23:36:45] <derhass> they change the binding
[23:36:54] <derhass> but that is quite irrelevant
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[23:38:14] <derhass> metredigm: modern gl has glBindVertexBuffer
[23:38:31] <derhass> which might or might not be helpful for what you want
[23:38:36] <metredigm> hm.
[23:39:11] <metredigm> well after some more in-depth debugging i think there may be two VAO objects floating around due to a bad handle
[23:40:47] <derhass> it still behaves perfectly as it should
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[23:52:09] <metredigm> alright, i forgot that there exists a shader to render text, this problem is still present
[23:52:20] <metredigm> i'll link to some code for those that may be able to help
[23:53:34] <metredigm> http://ideone.com/b37UZu
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[23:54:47] <derhass> metredigm: the gl state machine simply does not work that way
[23:55:11] <derhass> glDrawArrays will not care about the GL_ARRAY_BUFFER binding
[23:55:20] <derhass> so setting it there does not make sense at all
[23:55:33] <metredigm> i thought that was the source?
[23:55:41] <derhass> no, it isn't
[23:55:55] <derhass> the buffer binding is part of the attrib pointer
[23:56:31] <derhass> the only functions caring about GL_ARRAY_BUFFER ar glVertexAttribPointer*()
[23:56:40] <metredigm> interesting
[23:56:42] <derhass> as I said: this works as intended
[23:57:04] <metredigm> so, to switch source VBOs, i'd make more calls to vertexattribpointer on a per-frame basis
[23:57:16] <derhass> OR use different vaos
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[23:57:49] <metredigm> is either of the methods faster?
[23:57:51] <derhass> OR use glBindVertexBuffer (assuming a fairly recent GL is available)
[23:58:06] <derhass> metredigm: that's hard to tell
[23:58:06] <metredigm> eh, i have 3.1 as a minimum support level
[23:58:16] <derhass> so forget about the last option
[23:59:08] <metredigm> alright, to save myself from restructing half the rendering system i'll just add vertexattribpointer calls immediately before drawarrays
[23:59:37] <slime> glBindVertexBuffer is part of GL_ARB_vertex_attrib_binding, which was added to core GL in 4.3
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   November 19, 2014  
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