[Flightgear-devel] OT: When I'm not working on FG...

2008-02-11 Thread LeeE
...I sometimes work on 3D 'art' pictures.

http://www.spatial.plus.com/V5/im_WoodenDream-001-006.jpg

Is my latest effort.

There are a few aspects of it that I'd like to improve and I might 
come back to it at some point, but it'll do for now.

This image took ~9 hours to render (including post-processing global 
illumination) using a six node (7 cpu) heterogenous 
render 'smallholding' (it's not big or powerful enough to be called 
a farm;)  All Linux - CPU speeds between 350-1700 MHz.

LeeE

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Re: [Flightgear-devel] Scenery pager Compilation error

2008-02-11 Thread Durk Talsma
On Sunday 10 February 2008 18:10, Tim Moore wrote:


 I think you have an old version of OpenThreads around.

 Tim

Hi Tim,

Yes, looks like that's what's happening. Thanks,
Durk

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Re: [Flightgear-devel] Red Bull Air Race for FlightGear

2008-02-11 Thread Torsten Dreyer
Am Sonntag, 10. Februar 2008 14:57 schrieb Maik Justus:
 That was my problem. I placed this file in my $FGROOT/data directory.
 (Maybe this would be the better place for that? For no other extension I
 had to install any data in the home directory. And the home directory is
 not within the cvs-tree.)
Good news, that it is working for you now. I am still thinking about making 
this a part of the base package or an extension to be downloaded separately. 

There is now a download link for the current development version of the EDGE 
540 on my rbar page at
http://www.t3r.de/fg/fgfs-rbar.html
It is still under heavy construction, but you may already check it out and 
have some fun with it. But beware, it is nearly unlandable due to the lack of 
flaps or speedbrakes. The FDM needs some tweaking here and there...

Please don't put it into CVS (yet) - there is to much work going on at the 
moment and I don't want to bother the CVS commiters to often.

Enjoy - Torsten

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Re: [Flightgear-devel] OT: When I'm not working on FG...

2008-02-11 Thread SydSandy
On Mon, 11 Feb 2008 13:48:48 +
LeeE [EMAIL PROTECTED] wrote:

 ...I sometimes work on 3D 'art' pictures.
 
 http://www.spatial.plus.com/V5/im_WoodenDream-001-006.jpg
 
 Is my latest effort.
 
 There are a few aspects of it that I'd like to improve and I might 
 come back to it at some point, but it'll do for now.
 
 This image took ~9 hours to render (including post-processing global 
 illumination) using a six node (7 cpu) heterogenous 
 render 'smallholding' (it's not big or powerful enough to be called 
 a farm;)  All Linux - CPU speeds between 350-1700 MHz.
 
 LeeE
 

Nice . I like this kind of art ... I usually do planetrise style images ...
Hope you don't mind , it's now in my wallpaper folder :)
Cheers

-- 
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[Flightgear-devel] Patch v1 - Rain Snow

2008-02-11 Thread Nicolas
Hi,

I propose my first tries... still much work to get a good
implementation.

From the README (into path) :
-

This first try permits to add a basic snow and rain effects in using
particle from OSG.

For the moment, the patch uses the METAR informations to enable /
disable rain or snow effects. (intensity of effects is : low, meddium,
high)

For the next release of patch :
1) Add the wind direction and velocity effect
2) it's raining cats and dogs in my plane !!! (fixed this issue)
3) I want to the density of effects depend on altitude. If I'm higher
than clouds layer, rain (or snow) is stopped...
4) The particle effects have to depend on the camera position.
5) If you have propositions... :)


Regards,

Nicolas VIVIEN



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Re: [Flightgear-devel] Patch v1 - Rain Snow

2008-02-11 Thread Georg Vollnhals
Nicolas schrieb:
 Hi,

 I propose my first tries... still much work to get a good
 implementation.

 From the README (into path) :
 -

 This first try permits to add a basic snow and rain effects in using
 particle from OSG.

 For the moment, the patch uses the METAR informations to enable /
 disable rain or snow effects. (intensity of effects is : low, meddium,
 high)

 For the next release of patch :
 1) Add the wind direction and velocity effect
 2) it's raining cats and dogs in my plane !!! (fixed this issue)
 3) I want to the density of effects depend on altitude. If I'm higher
 than clouds layer, rain (or snow) is stopped...
 4) The particle effects have to depend on the camera position.
 5) If you have propositions... :)


 Regards,

 Nicolas VIVIEN

   
 

   

Hi Nicolas,

I tried your patch and it is very impressing!  Although an early stage
of work but I don't  want to go back  to the old rain display.
It was very funny, although there was a lot of bad weather here in
Germany recently, I could not find an airport with rain (nearby). So I
used the Thunderstorm scenario (day and night).

You are on the right way - another step forward for FlightGear.
Thank you very much, looking forward for further improvements :-)

Georg EDDW

BTW:
 5) If you have propositions... :)  
2) it's raining cats and dogs in my plane !!! (fixed this issue)
 Not here - I got wet.

Another one: sometimes the particles looked like rain, sometimes *a
little* like snow (especially at night).
This depends on the view (front or side view) and the flight-direction.
I know, this is an early development stage but I just want to make this
feed-back. Maybe you can make the particles a little smaller for rain?
But these observations depend all on the thunderstorm scenario. I am
still searching for an airport with rain METAR. And might be snow,
should this already make a difference in the display???
 

 


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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread LeeE
On Monday 11 February 2008 13:59, Melchior FRANZ wrote:
 * Thomas Förster -- Monday 11 February 2008:
  At least I think conservative is the right term.

 Oh, I didn't think that it was wrongly used. It's just that
 the decision was meant to be reasonable for the  case
 based on logical considerations, and not the least on whether
 it would be (seen as) conservative. And I found the fact that
 a clear rendering bug is blamed on METAR or a conservative
 decision there annoying.

 But I like the idea to make an educated guess based on
 other METAR values, and I plan to implement that later
 today. I'll use a large set of stored METAR messages with
 specified (i.e. non- or M*) visibility to see which
 elements (other than humidity) have a correlation with the
 visibility. BTW: the biggest numbers that I found were
 110 miles (KMWN Mount Washington -- not in our DB -- but
 there's a KHIE Mount Washington Rgnl!?). (That's assuming
 that the 9000 km from HAAB were a mistake. ;-)

 m.

9000km - lol:)

I think I'd suspect the 110 miles figure (if that's a ground level 
value) as well, not only because that's a lot of atmosphere to see 
through but also because of curvature.

I tried a quick Google to see if I could find any rules/formulae for 
visibility due to atmospheric conditions but didn't hit anything.  
It'll be interesting if you can come up with rules or a formulae 
from your analysis of a large set of METAR data.

LeeE

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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread Stewart Andreason
Heiko Schulz wrote:
 Another thing is, when I increase the visibility
 manually I noticed with the last OSG-version that
 there is a white surface in the sky - the blue sky
 disapears, no stars. 

   

I noticed this when trying to get new screenshots in osg, I could no 
longer get a clear-day picture with the mountains in the background. 
When the fog factor was reduced so the mountains became visible, the sky 
turned white.

Whereas in plib I could get a perfect picture without problem.

Stewart

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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread Torsten Dreyer
 But I like the idea to make an educated guess based on
 other METAR values, and I plan to implement that later
 today. I'll use a large set of stored METAR messages with
 specified (i.e. non- or M*) visibility to see which
 elements (other than humidity) have a correlation with the
 visibility. BTW: the biggest numbers that I found were
 110 miles (KMWN Mount Washington -- not in our DB -- but
 there's a KHIE Mount Washington Rgnl!?). (That's assuming
 that the 9000 km from HAAB were a mistake. ;-)
You might also take weather phenomena into account. When there is something 
like FG (fog) it is most likely that the poor visibility is limited to only 
the lower few hundret feet or so. There might be something like blown sand in 
some areas of the world that creates a poor visibility in a METAR in a 
perfect dry atmosphere without any clouds and perfect VMC (except for 
landing).

Greetings, Torsten

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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread Melchior FRANZ
* Thomas Förster -- Monday 11 February 2008:
 At least I think conservative is the right term.

Oh, I didn't think that it was wrongly used. It's just that
the decision was meant to be reasonable for the  case
based on logical considerations, and not the least on whether
it would be (seen as) conservative. And I found the fact that
a clear rendering bug is blamed on METAR or a conservative
decision there annoying.

But I like the idea to make an educated guess based on
other METAR values, and I plan to implement that later
today. I'll use a large set of stored METAR messages with
specified (i.e. non- or M*) visibility to see which
elements (other than humidity) have a correlation with the
visibility. BTW: the biggest numbers that I found were
110 miles (KMWN Mount Washington -- not in our DB -- but
there's a KHIE Mount Washington Rgnl!?). (That's assuming
that the 9000 km from HAAB were a mistake. ;-) 

m.

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Re: [Flightgear-devel] tree textures

2008-02-11 Thread Chris Metzler
On Mon, 11 Feb 2008 10:05:20 + (GMT)
Stuart Buchanan wrote:

 I have been thinking for a while that it would be good to have some way
 to have a finer granularity within materials.xml. 
 
 For example:
 - Towns and villages in different countries/continents are quite
 different in terms of the buildings, and it would be good to reflect
 this.
 - Tropical forests are quite different from that of temperate climates
 - I did a virtual flight over Denali recently, and due to the
 limitations of the current terrain definitions, large parts of it were
 forest.

I've wanted this for years.  There's more, too.  For instance, farmland
looks different in different countries -- when we went to the more
photorealistic textures a couple of years ago, we dumped a texture
that I think Erik Hofman had created for farmland that, on one hand,
looked less like a photo and more like art, but on the other hand, looked
*much* more like farmland as you would see it in England and parts of
northern Europe.  And I remember Paul Surgeon creating one that looked
*exactly* like farmland in places like Indiana/Illinois/Iowa, but not
like in the western U.S. and definitely not outside the U.S.  Middle
Eastern/central Asian cities look different than western ones.  And
there ought to be different parts of cities -- the types of buildings
you see in the inner city (and their frequency) should be different
from the types you see in suburbs, and both sets should be different
in different places around the world.

The problem is . . .

 I think that as well as a property defining the season, it would be
 good to have a set of properties based on the geographical region, for
 example:
 
 /sim/geography/continent (africa, europe...)
 /sim/geography/climate (tropical, temperate, arctic...)
 
 I'm sure we can think of some more. 
 
 If we could define these regions based on lat/lon (in an XML file?), FG
 could set them, and they could be easily used within materials.xml.

. . .I don't think defining by lat/lon is sufficient.  I guess some of
these issues could be improved that way; but lines of constant latitude
or longitude aren't really correct, even for the ones they would improve.
The region boundaries won't look realistic.

The right way to do it is to use GIS data in TerraGear, and to expand
the groundcover types coming out of TerraGear.  Once upon a time, it was
actually in the works to start creating those groundcover types/material
definitions, in advance of actually labelling ground polys with them in
TerraGear, so that people could experiment with setting them in fgsd;
but I was gone for a while and I don't know what the status of any of
that is now.

-c


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Re: [Flightgear-devel] tree textures

2008-02-11 Thread SydSandy
On Mon, 11 Feb 2008 17:20:24 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:

 Hi Syd,
 
 you know that I am not complaining? I am just feeling like a Beta-Tester
 doing some helping work to improve the stuff.
 If you agree with me, there are a lot of things to discuss - but I just
 want to do it step for step.

Oh i didn't consider it complaining :)
 
 The next one:
 Did you see these tree areas, seems to be something like an ongoing
 ecological desaster in FlightGear:
 
 http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/
 
 Any ideas?

Yeah I get that too. The blank ground area is because when the new , better 
terrain textures were added , the equivalant winter textures weren't created 
... I'm in the process of adding the missing winter textures  
The dead (leafless) trees are caused by scaling the tree texture down to 64 
pixels in height , so the small, bare branches disappear , I'll have to redo 
those ones ...
If  you spot anything else  let me know .
Cheers 

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Re: [Flightgear-devel] OT: When I'm not working on FG...

2008-02-11 Thread Pietro
At Monday 11 February 2008 14:48:48 LeeE wrote:
 ...I sometimes work on 3D 'art' pictures.

 http://www.spatial.plus.com/V5/im_WoodenDream-001-006.jpg

 Is my latest effort.

 There are a few aspects of it that I'd like to improve and I might
 come back to it at some point, but it'll do for now.

 This image took ~9 hours to render (including post-processing global
 illumination) using a six node (7 cpu) heterogenous
 render 'smallholding' (it's not big or powerful enough to be called
 a farm;)  All Linux - CPU speeds between 350-1700 MHz.

 LeeE

Very nice, compliments :)

Which kind of rendering SW? POVRay?

Pietro


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Re: [Flightgear-devel] tree textures

2008-02-11 Thread Georg Vollnhals
SydSandy schrieb:
 On Mon, 11 Feb 2008 03:47:26 +0100
 Georg Vollnhals [EMAIL PROTECTED] wrote:

   
 

 Hi Georg , the tree problem is because I created a set of 8 instead of 4 
 trees per texture for the 
 coniferous trees , and the originally commented out parts of the material.xml 
 file probably still have 
 tree-varieties4/tree-varieties
 If you change that to tree-varieties8/tree-varieties everything should be 
 fine ... I'm also adding winter textures that were missing from the 
 Terrain.winter folder but that's a bit more work , so it will take a while ...
   
Thank you, that helped. I found three entries with 4 and changed
them. Now the winter-trees look fine (only coniferous found), normally.
 I'm still getting a few strange things here but still testing ... 
 Cheers
   
Hi Syd,

you know that I am not complaining? I am just feeling like a Beta-Tester
doing some helping work to improve the stuff.
If you agree with me, there are a lot of things to discuss - but I just
want to do it step for step.

The next one:
Did you see these tree areas, seems to be something like an ongoing
ecological desaster in FlightGear:

http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/

Any ideas?

Regards
Georg

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Re: [Flightgear-devel] tree textures

2008-02-11 Thread Stuart Buchanan

--- Csaba Halász wrote:
 On Feb 11, 2008 11:05 AM, Stuart Buchanan 
 wrote:
 
  I'm sure we can think of some more.
 
  If we could define these regions based on lat/lon (in an XML file?), FG 
  could
 set
  them, and they could be easily used within materials.xml.
 
 Needs more invasive changes to the code. The simple condition handling
 I added just works at startup.

Is that startup or initialization?

If it is read during (re-)initialization, then I think it would be a good
starting point. I would guess that most people's virtual flights start and end 
in
the same continent.

-Stuart



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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread Thomas Förster
Am Montag 11 Februar 2008 schrieb Melchior FRANZ:
 ...
  Think someone did a conservative choice here.

 Conservative? 

http://dict.leo.org/forum/viewWrongentry.php?idThread=427767idForum=3lp=endelang=de

Sorry for the long url. Its in German too...

At least I think conservative is the right term.

Thomas

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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread Heiko Schulz

--- Melchior FRANZ [EMAIL PROTECTED] schrieb:

 * Heiko Schulz -- Monday 11 February 2008:
  Even with a visibility more than 30m I can't see
 much impact.
 
 Well, 30m isn't much. No impact here, either.  :-}
 
 
 
 * Stuart Buchanan -- Monday 11 February 2008:
  I'm sure you alreay know the answer : Make it a
 property value in
  preferences.xml, defaulting to 10km :)
 
 That's a possibility. But I'd rather try to make a
 guess based
 on relative humidity and maybe other components of a
 given METAR
 message. Then we have more variability for the 
 case, and MP
 machines still have the same weather (as long as
 they are using
 METAR weather and don't manually change visibility
 via z/Z). This
 could, of course, be coupled with a visibility-max-m
 property.
 
 
  
  Of course, the 12nm island may be due to an
 assumption that
  the maximum visibility will be 10km, so it may not
 just be case
  of replacing the constant... 
 
 The islang bug has nothing to do with METAR. Not
 directly,
 anyway. We didn't change METAR in the fg/plib -
 fg/osg
 transition.
 
 m.
 

-
Ha ha- Melchior tries to be funny - you know what I
meant- 30 miles!

But to compute the visibility from METAR sounds like a
realistic way to simulate.

HHS


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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread Melchior FRANZ
* Heiko Schulz -- Monday 11 February 2008:
 Even with a visibility more than 30m I can't see much impact.

Well, 30m isn't much. No impact here, either.  :-}



* Stuart Buchanan -- Monday 11 February 2008:
 I'm sure you alreay know the answer : Make it a property value in
 preferences.xml, defaulting to 10km :)

That's a possibility. But I'd rather try to make a guess based
on relative humidity and maybe other components of a given METAR
message. Then we have more variability for the  case, and MP
machines still have the same weather (as long as they are using
METAR weather and don't manually change visibility via z/Z). This
could, of course, be coupled with a visibility-max-m property.


 
 Of course, the 12nm island may be due to an assumption that
 the maximum visibility will be 10km, so it may not just be case
 of replacing the constant... 

The islang bug has nothing to do with METAR. Not directly,
anyway. We didn't change METAR in the fg/plib - fg/osg
transition.

m.

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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread Thomas Förster
Am Sonntag 10 Februar 2008 schrieb Heiko Schulz:
 ...
 It seems to mee, that METAR is not used correctly.
 METAR ssems alright to me, if in RL the visibility is
 under 11nm, ti is in FGFS too. But above 11nm - FGFS
 can't show this

Note that METAR itself only codes visibility up to  m. Everything above 
comes out of the report as  too. In reality it is sometimes much higher 
(witnessed 50-60NM myself on a cold springday), sometimes not. Think someone 
did a conservative choice here.

Thomas

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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread Melchior FRANZ
* Thomas Förster -- Monday 11 February 2008:
 Note that METAR itself only codes visibility up to  m.

Only if it uses the 4-digit visibility code. But it can also be
something like KEDW 110755Z 24006KT 45SM SCT250 04/M01 A3014
where the visibility is 45SM ... 45 (statute) miles.



 Everything above comes out of the report as  too. [...]

Yes, *iff* a four digit code is used, then  means more
than 10 km.



 Think someone did a conservative choice here.

Conservative? If we have to make something up because there is
no information, should we then take something that makes fgfs
crawl and look ugly, or rather something faster and prettier?
We chose the latter. What would you have done?

m.

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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread Heiko Schulz

--- Melchior FRANZ [EMAIL PROTECTED] schrieb:

 * Thomas Förster -- Monday 11 February 2008:
  Note that METAR itself only codes visibility up to
  m.
 
 Only if it uses the 4-digit visibility code. But it
 can also be
 something like KEDW 110755Z 24006KT 45SM SCT250
 04/M01 A3014
 where the visibility is 45SM ... 45 (statute) miles.
 
 
 
  Everything above comes out of the report as 
 too. [...]
 
 Yes, *iff* a four digit code is used, then 
 means more
 than 10 km.
 
 
 
  Think someone did a conservative choice here.
 
 Conservative? If we have to make something up
 because there is
 no information, should we then take something that
 makes fgfs
 crawl and look ugly, or rather something faster and
 prettier?
 We chose the latter. What would you have done?
 
 m.
 

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Hi,

after using my old pc, because my old one is
crashed(can't boot)I noticed that the perfoamnce wit
data paging is much better! Even with a visibility
more than 30m I can't see much impact. Before data
paging I never could use this range!

I think we could change this - FGFS would looking a
little bit more realistic and the perfomance issue is
small now. 

With OSG Perfomance get better and better - why should
we stay back from our possibilities?

Regards
HHS

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread Stuart Buchanan

--- Melchior FRANZ wrote:
 * Thomas Förster -- Monday 11 February 2008:
  Note that METAR itself only codes visibility up to  m.
 
 Only if it uses the 4-digit visibility code. But it can also be
 something like KEDW 110755Z 24006KT 45SM SCT250 04/M01 A3014
 where the visibility is 45SM ... 45 (statute) miles.
 
  Everything above comes out of the report as  too. [...]
 
 Yes, *iff* a four digit code is used, then  means more
 than 10 km.
 
  Think someone did a conservative choice here.
 
 Conservative? If we have to make something up because there is
 no information, should we then take something that makes fgfs
 crawl and look ugly, or rather something faster and prettier?
 We chose the latter. What would you have done?

I'm sure you alreay know the answer : Make it a property value in
preferences.xml, defaulting to 10km :)

Of course, the 12nm island may be due to an assumption that the maximum
visibility will be 10km, so it may not just be case of replacing the constant...

-Stuart


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Re: [Flightgear-devel] tree textures

2008-02-11 Thread Stuart Buchanan
--- Csaba Halász wrote:
 On Feb 9, 2008 12:29 PM, Vivian Meazza [EMAIL PROTECTED] wrote:
 
  I would be pleasantly surprised if condition worked in materials.xml
 
 Here you go :)
 
 As a side effect, we could get rid of the ugly code that makes
 Terrain.season out of Terrain at the expense of some more xml.
 
 I attached a patch against Syd's new materials.xml as well.

This is fantastic - thank you very much!

I have been thinking for a while that it would be good to have some way to have 
a
finer granularity within materials.xml. 

For example:
- Towns and villages in different countries/continents are quite different in
terms of the buildings, and it would be good to reflect this.
- Tropical forests are quite different from that of temperate climates
- I did a virtual flight over Denali recently, and due to the limitations of the
current terrain definitions, large parts of it were forest.

I think that as well as a property defining the season, it would be good to have
a set of properties based on the geographical region, for example:

/sim/geography/continent (africa, europe...)
/sim/geography/climate (tropical, temperate, arctic...)

I'm sure we can think of some more. 

If we could define these regions based on lat/lon (in an XML file?), FG could 
set
them, and they could be easily used within materials.xml.

-Stuart


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