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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>landscapevb_allocator.cpp</h1><a href="landscapevb__allocator_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028 <font class="preprocessor">#include "<a class="code" href="landscapevb__allocator_8h.html">3d/landscapevb_allocator.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
+00030
+00031
+00032 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00033
+00034 <font class="keyword">namespace </font>NL3D
+00035 {
+00036
+00037 <font class="comment">/*</font>
+00038 <font class="comment"> Once a reallocation of a VBHard occurs, how many vertices we add to the re-allocation, to avoid </font>
+00039 <font class="comment"> as possible reallocations.</font>
+00040 <font class="comment">*/</font>
+<a name="l00041"></a><a class="code" href="landscapevb__allocator_8cpp.html#a0">00041</a> <font class="preprocessor">#define NL3D_LANDSCAPE_VERTEX_ALLOCATE_SECURITY 1024</font>
+00042 <font class="preprocessor"></font><font class="comment">/*</font>
+00043 <font class="comment"> The start size of the array.</font>
+00044 <font class="comment">*/</font>
+<a name="l00045"></a><a class="code" href="landscapevb__allocator_8cpp.html#a1">00045</a> <font class="preprocessor">#define NL3D_LANDSCAPE_VERTEX_ALLOCATE_START 4048</font>
+00046 <font class="preprocessor"></font>
+00047
+<a name="l00048"></a><a class="code" href="landscapevb__allocator_8cpp.html#a2">00048</a> <font class="preprocessor">#define NL3D_VERTEX_FREE_MEMORY_RESERVE 1024</font>
+00049 <font class="preprocessor"></font><font class="comment">// 65000 is a maximum because of GeForce limitations.</font>
+<a name="l00050"></a><a class="code" href="landscapevb__allocator_8cpp.html#a3">00050</a> <font class="preprocessor">#define NL3D_VERTEX_MAX_VERTEX_VBHARD 40000</font>
+00051 <font class="preprocessor"></font>
+00052
+00053 <font class="comment">// ***************************************************************************</font>
+<a name="l00054"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a0">00054</a> CLandscapeVBAllocator::CLandscapeVBAllocator(TType <a class="code" href="driver__opengl__extension__def_8h.html#a251">type</a>)
+00055 {
+00056 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a251">type</a>;
+00057 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.reserve(<a class="code" href="landscapevb__allocator_8cpp.html#a2">NL3D_VERTEX_FREE_MEMORY_RESERVE</a>);
+00058
+00059 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">false</font>;
+00060 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>= 0;
+00061 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <font class="keyword">false</font>;
+00062 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">false</font>;
+00063
+00064 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i&lt;<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_0u0">MaxVertexProgram</a>;i++)
+00065 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i]= NULL;
+00066 }
+00067
+00068 <font class="comment">// ***************************************************************************</font>
+<a name="l00069"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a1">00069</a> CLandscapeVBAllocator::~CLandscapeVBAllocator()
+00070 {
+00071 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a3">clear</a>();
+00072 }
+00073
+00074
+00075 <font class="comment">// ***************************************************************************</font>
+<a name="l00076"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a2">00076</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::updateDriver(IDriver *driver)
+00077 {
+00078 <font class="comment">// test change of driver.</font>
+00079 <a class="code" href="debug_8h.html#a6">nlassert</a>(driver);
+00080 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>==NULL || driver!=<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a> )
+00081 {
+00082 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_0">deleteVertexBuffer</a>();
+00083 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>= driver;
+00084 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;supportVertexBufferHard();
+00085
+00086 <font class="comment">// If change of driver, delete the VertexProgram first, if any</font>
+00087 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_1">deleteVertexProgram</a>();
+00088 <font class="comment">// Then rebuild VB format, and VertexProgram, if needed.</font>
+00089 <font class="comment">// Do it only if VP supported by GPU.</font>
+00090 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_2">setupVBFormatAndVertexProgram</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;isVertexProgramSupported() &amp;&amp; !<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;isVertexProgramEmulated());
+00091
+00092 <font class="comment">// must reallocate the VertexBuffer.</font>
+00093 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>&gt;0 )
+00094 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">allocateVertexBuffer</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
+00095 }
+00096 <font class="keywordflow">else</font>
+00097 {
+00098 <font class="comment">// if VBHard possible, and if vbHardDeleted but space needed, reallocate.</font>
+00099 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a> &amp;&amp; <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>==NULL &amp;&amp; <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>&gt;0 )
+00100 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">allocateVertexBuffer</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
+00101 }
+00102
+00103 }
+00104
+00105
+00106 <font class="comment">// ***************************************************************************</font>
+<a name="l00107"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a3">00107</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::clear()
+00108 {
+00109 <font class="comment">// clear list.</font>
+00110 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.clear();
+00111 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>= 0;
+00112
+00113 <font class="comment">// delete the VB.</font>
+00114 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_0">deleteVertexBuffer</a>();
+00115
+00116 <font class="comment">// delete vertex Program, if any</font>
+00117 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_1">deleteVertexProgram</a>();
+00118
+00119 <font class="comment">// clear other states.</font>
+00120 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">false</font>;
+00121 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>= NULL;
+00122 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <font class="keyword">false</font>;
+00123 }
+00124
+00125
+00126
+00127 <font class="comment">// ***************************************************************************</font>
+<a name="l00128"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z492_1">00128</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::resetReallocation()
+00129 {
+00130 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">false</font>;
+00131 }
+00132
+00133
+00134
+00135 <font class="comment">// ***************************************************************************</font>
+00136 <font class="comment">// ***************************************************************************</font>
+00137 <font class="comment">// allocation.</font>
+00138 <font class="comment">// ***************************************************************************</font>
+00139 <font class="comment">// ***************************************************************************</font>
+00140
+00141
+00142
+00143 <font class="comment">// ***************************************************************************</font>
+<a name="l00144"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z492_2">00144</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CLandscapeVBAllocator::allocateVertex()
+00145 {
+00146 <font class="comment">// if no more free, allocate.</font>
+00147 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.size()==0 )
+00148 {
+00149 <font class="comment">// enlarge capacity.</font>
+00150 <a class="code" href="types__nl_8h.html#a14">uint</a> newResize;
+00151 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>==0)
+00152 newResize= <a class="code" href="landscapevb__allocator_8cpp.html#a1">NL3D_LANDSCAPE_VERTEX_ALLOCATE_START</a>;
+00153 <font class="keywordflow">else</font>
+00154 newResize= <a class="code" href="landscapevb__allocator_8cpp.html#a0">NL3D_LANDSCAPE_VERTEX_ALLOCATE_SECURITY</a>;
+00155 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>+= newResize;
+00156 <font class="comment">// re-allocate VB.</font>
+00157 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">allocateVertexBuffer</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
+00158 <font class="comment">// resize infos on vertices.</font>
+00159 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>.resize(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
+00160
+00161 <font class="comment">// Fill list of free elements.</font>
+00162 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i&lt;newResize;i++)
+00163 {
+00164 <font class="comment">// create a new entry which points to this vertex.</font>
+00165 <font class="comment">// the list is made so allocation is in growing order.</font>
+00166 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.push_back( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a> - (i+1) );
+00167
+00168 <font class="comment">// Mark as free the new vertices. (Debug).</font>
+00169 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a> - (i+1)].Free= <font class="keyword">true</font>;
+00170 }
+00171 }
+00172
+00173 <font class="comment">// get a vertex (pop_back).</font>
+00174 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.back();
+00175 <font class="comment">// delete this vertex free entry.</font>
+00176 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.pop_back();
+00177
+00178 <font class="comment">// check and Mark as not free the vertex. (Debug).</font>
+00179 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>&lt;<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
+00180 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>].Free);
+00181 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>].Free= <font class="keyword">false</font>;
+00182
+00183 <font class="keywordflow">return</font> <a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>;
+00184 }
+00185
+00186 <font class="comment">// ***************************************************************************</font>
+<a name="l00187"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z492_3">00187</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::deleteVertex(<a class="code" href="types__nl_8h.html#a14">uint</a> vid)
+00188 {
+00189 <font class="comment">// check and Mark as free the vertex. (Debug).</font>
+00190 <a class="code" href="debug_8h.html#a6">nlassert</a>(vid&lt;<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
+00191 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[vid].Free);
+00192 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[vid].Free= <font class="keyword">true</font>;
+00193
+00194 <font class="comment">// Add this vertex to the free list.</font>
+00195 <font class="comment">// create a new entry which points to this vertex.</font>
+00196 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.push_back( vid );
+00197 }
+00198
+00199
+00200 <font class="comment">// ***************************************************************************</font>
+<a name="l00201"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_0">00201</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::lockBuffer(CFarVertexBufferInfo &amp;farVB)
+00202 {
+00203 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s0">Far0</a> || <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s1">Far1</a> );
+00204 <font class="comment">// force unlock</font>
+00205 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
+00206
+00207 <font class="keywordflow">if</font>(_VBHard)
+00208 {
+00209 <font class="keywordtype">void</font> *<a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>-&gt;lock();
+00210 farVB.setupVertexBufferHard(*<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
+00211 }
+00212 <font class="keywordflow">else</font>
+00213 {
+00214 farVB.setupVertexBuffer(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
+00215 }
+00216
+00217 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">true</font>;
+00218 }
+00219 <font class="comment">// ***************************************************************************</font>
+<a name="l00220"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_1">00220</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::lockBuffer(CNearVertexBufferInfo &amp;tileVB)
+00221 {
+00222 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s2">Tile</a>);
+00223 <font class="comment">// force unlock</font>
+00224 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
+00225
+00226 <font class="keywordflow">if</font>(_VBHard)
+00227 {
+00228 <font class="keywordtype">void</font> *<a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>-&gt;lock();
+00229 tileVB.setupVertexBufferHard(*<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
+00230 }
+00231 <font class="keywordflow">else</font>
+00232 {
+00233 tileVB.setupVertexBuffer(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
+00234 }
+00235
+00236 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">true</font>;
+00237 }
+00238 <font class="comment">// ***************************************************************************</font>
+<a name="l00239"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">00239</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::unlockBuffer()
+00240 {
+00241 <font class="keywordflow">if</font>(_BufferLocked)
+00242 {
+00243 <font class="keywordflow">if</font>(_VBHard)
+00244 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>-&gt;unlock();
+00245 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">false</font>;
+00246 }
+00247 }
+00248
+00249
+00250 <font class="comment">// ***************************************************************************</font>
+00251 <font class="comment">// ***************************************************************************</font>
+00252 <font class="comment">// VertexBuffer mgt.</font>
+00253 <font class="comment">// ***************************************************************************</font>
+00254 <font class="comment">// ***************************************************************************</font>
+00255
+00256
+00257 <font class="comment">// ***************************************************************************</font>
+<a name="l00258"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_4">00258</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::activate(<a class="code" href="types__nl_8h.html#a14">uint</a> vpId)
+00259 {
+00260 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>);
+00261 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>);
+00262
+00263 <font class="comment">// If enabled, activate Vertex program first.</font>
+00264 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[vpId])
+00265 {
+00266 <font class="comment">//nlinfo("\nSTARTVP\n%s\nENDVP\n", _VertexProgram[vpId]-&gt;getProgram().c_str());</font>
+00267 <a class="code" href="debug_8h.html#a9">nlverify</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;activeVertexProgram(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[vpId]));
+00268 }
+00269
+00270 <font class="comment">// Activate VB.</font>
+00271 <font class="keywordflow">if</font>(_VBHard)
+00272 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;activeVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>);
+00273 <font class="keywordflow">else</font>
+00274 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>);
+00275 }
+00276
+00277
+00278 <font class="comment">// ***************************************************************************</font>
+<a name="l00279"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_0">00279</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::deleteVertexBuffer()
+00280 {
+00281 <font class="comment">// must unlock VBhard before.</font>
+00282 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
+00283
+00284 <font class="comment">// test (refptr) if the object still exist in memory.</font>
+00285 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>!=NULL)
+00286 {
+00287 <font class="comment">// A vbufferhard should still exist only if driver still exist.</font>
+00288 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>!=NULL);
+00289
+00290 <font class="comment">// delete it from driver.</font>
+00291 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>);
+00292 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>= NULL;
+00293 }
+00294
+00295 <font class="comment">// delete the soft one.</font>
+00296 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.deleteAllVertices();
+00297 }
+00298
+00299
+00300 <font class="comment">// ***************************************************************************</font>
+<a name="l00301"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">00301</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::allocateVertexBuffer(<a class="code" href="types__nl_8h.html#a10">uint32</a> numVertices)
+00302 {
+00303 <font class="comment">// no allocation must be done if the Driver is not setuped, or if the driver has been deleted by refPtr.</font>
+00304 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>);
+00305
+00306 <font class="comment">// allocate() =&gt;_ReallocationOccur= true;</font>
+00307 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">true</font>;
+00308 <font class="comment">// must unlock VBhard before.</font>
+00309 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
+00310
+00311 <font class="comment">// trye to allocate a vbufferhard if possible.</font>
+00312 <font class="keywordflow">if</font>( _VBHardOk )
+00313 {
+00314 <font class="comment">// delete possible old _VBHard.</font>
+00315 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>!=NULL)
+00316 {
+00317 <font class="comment">// VertexBufferHard lifetime &lt; Driver lifetime.</font>
+00318 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>!=NULL);
+00319 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>);
+00320 }
+00321
+00322 <font class="comment">// try to create new one, in AGP Ram</font>
+00323 <font class="comment">// If too many vertices wanted, abort VBHard.</font>
+00324 <font class="keywordflow">if</font>(numVertices &lt;= <a class="code" href="landscapevb__allocator_8cpp.html#a3">NL3D_VERTEX_MAX_VERTEX_VBHARD</a>)
+00325 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>-&gt;createVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.getVertexFormat(), <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.getValueTypePointer(), numVertices, IDriver::VBHardAGP);
+00326 <font class="keywordflow">else</font>
+00327 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>= NULL;
+00328
+00329 <font class="comment">// If KO, never try again.</font>
+00330 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>==NULL)
+00331 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <font class="keyword">false</font>;
+00332 }
+00333
+00334 <font class="comment">// else, or if last fails, allocate a standard VB.</font>
+00335 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>)
+00336 {
+00337 <font class="comment">// This always works.</font>
+00338 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setNumVertices(numVertices);
+00339 }
+00340
+00341
+00342 <font class="comment">//nlinfo("Alloc a LandVB %s of %d vertices in %s", _Type==Far0?"Far0":(_Type==Far1?"Far1":"Tile"), numVertices, _VBHardOk?"VBHard":"VBSoft");</font>
+00343 }
+00344
+00345
+00346 <font class="comment">// ***************************************************************************</font>
+00347 <font class="comment">// ***************************************************************************</font>
+00348 <font class="comment">// Vertex Program.</font>
+00349 <font class="comment">// ***************************************************************************</font>
+00350 <font class="comment">// ***************************************************************************</font>
+00351
+00352
+00353 <font class="comment">// ***************************************************************************</font>
+00354 <font class="comment">/*</font>
+00355 <font class="comment"> Common Part. Inputs and constants.</font>
+00356 <font class="comment"></font>
+00357 <font class="comment"> Inputs</font>
+00358 <font class="comment"> --------</font>
+00359 <font class="comment"> Standard:</font>
+00360 <font class="comment"> v[0] == StartPos. Hence, It is the SplitPoint of the father face.</font>
+00361 <font class="comment"> v[8] == Tex0 (xy) </font>
+00362 <font class="comment"> v[9] == Tex1 (xy) (different meanings for Far and Tile).</font>
+00363 <font class="comment"> v[13] == Tex2 (xy) (just for Tile mode).</font>
+00364 <font class="comment"></font>
+00365 <font class="comment"> Geomorph:</font>
+00366 <font class="comment"> v[10] == { GeomFactor, MaxNearLimit }</font>
+00367 <font class="comment"> * where GeomFactor == max(SizeFaceA, SizeFaceB) * OORefineThreshold.</font>
+00368 <font class="comment"> It's means vertices are re-computed when the RefineThreshold setup change.</font>
+00369 <font class="comment"></font>
+00370 <font class="comment"> * MaxNearLimit= max(nearLimitFaceA, nearLimitFaceB)</font>
+00371 <font class="comment"></font>
+00372 <font class="comment"> v[11].xyz == EndPos-StartPos</font>
+00373 <font class="comment"></font>
+00374 <font class="comment"> Alpha: NB: Since only usefull for Far1, v[12] is not in the VB for Far0 and Tile VertexBuffer.</font>
+00375 <font class="comment"> v[12] == { TransitionSqrMin, OOTransitionSqrDelta}</font>
+00376 <font class="comment"> * TransitionSqrMin, OOTransitionSqrDelta : Alpha transition, see preRender().</font>
+00377 <font class="comment"> There is only 3 values possibles. It depends on Far1 type. Changed in preRender()</font>
+00378 <font class="comment"></font>
+00379 <font class="comment"></font>
+00380 <font class="comment"> Constant:</font>
+00381 <font class="comment"> --------</font>
+00382 <font class="comment"> Setuped at beginning of CLandscape::render()</font>
+00383 <font class="comment"> c[0..3]= ModelViewProjection Matrix.</font>
+00384 <font class="comment"> c[4]= {0, 1, 0.5, 0}</font>
+00385 <font class="comment"> c[5]= RefineCenter</font>
+00386 <font class="comment"> c[6]= {TileDistFarSqr, OOTileDistDeltaSqr, *, *}</font>
+00387 <font class="comment"> c[7]= ???</font>
+00388 <font class="comment"> c[8..11]= ModelView Matrix (for Fog).</font>
+00389 <font class="comment"> c[12]= PZBModelPosition: landscape center / delta Position to apply before multipliying by mviewMatrix</font>
+00390 <font class="comment"></font>
+00391 <font class="comment"></font>
+00392 <font class="comment"> Fog Note:</font>
+00393 <font class="comment"> -----------</font>
+00394 <font class="comment"> Fog is computed on geomorphed position R1.</font>
+00395 <font class="comment"> R1.w==1, and suppose that ModelViewMatrix has no Projection Part.</font>
+00396 <font class="comment"> Then Homogenous-coordinate == Non-Homogenous-coordinate.</font>
+00397 <font class="comment"> Hence we need only (ModelView*R1).z to get the FogC value.</font>
+00398 <font class="comment"> =&gt; computed in just on instruction.</font>
+00399 <font class="comment">*/</font>
+00400
+00401
+00402 <font class="comment">// ***********************</font>
+00403 <font class="comment">/*</font>
+00404 <font class="comment"> Common start of the program for Far0, Far1 and Tile mode.</font>
+00405 <font class="comment"> It compute the good Geomorphed position.</font>
+00406 <font class="comment"> At the end of this program, nothing is written in the output register, and we have in the Temp Registers:</font>
+00407 <font class="comment"></font>
+00408 <font class="comment"> - R0= scratch</font>
+00409 <font class="comment"> - R1= CurrentPos geomorphed</font>
+00410 <font class="comment"> - R2.x= sqrDist= (startPos - RefineCenter).sqrnorm(). Usefull for alpha computing.</font>
+00411 <font class="comment"></font>
+00412 <font class="comment">Pgr Len= 18.</font>
+00413 <font class="comment">NB: 9 ope for normal errorMetric, and 9 ope for smoothing with TileNear.</font>
+00414 <font class="comment"></font>
+00415 <font class="comment"> The C code for this Program is: (v[] means data is a vertex input, c[] means it is a constant)</font>
+00416 <font class="comment"> {</font>
+00417 <font class="comment"> // Compute Basic ErrorMetric.</font>
+00418 <font class="comment"> sqrDist= (v[StartPos] - c[RefineCenter]).sqrnorm()</font>
+00419 <font class="comment"> ErrorMetric= v[GeomFactor] / sqrDist</font>
+00420 <font class="comment"></font>
+00421 <font class="comment"> // Compute ErrorMetric modified by TileNear transition.</font>
+00422 <font class="comment"> f= (c[TileDistFarSqr] - sqrDist) * c[OOTileDistDeltaSqr]</font>
+00423 <font class="comment"> clamp(f, 0, 1);</font>
+00424 <font class="comment"> // ^4 gives better smooth result</font>
+00425 <font class="comment"> f= sqr(f); f= sqr(f);</font>
+00426 <font class="comment"> // interpolate the errorMetric</font>
+00427 <font class="comment"> ErrorMetricModified= v[MaxNearLimit]*f + ErrorMetric*(1-f);</font>
+00428 <font class="comment"></font>
+00429 <font class="comment"> // Take the max errorMetric.</font>
+00430 <font class="comment"> ErrorMetric= max(ErrorMetric, ErrorMetricModified);</font>
+00431 <font class="comment"></font>
+00432 <font class="comment"> // Interpolate StartPos to EndPos, between 1 and 2.</font>
+00433 <font class="comment"> f= ErrorMetric - 1;</font>
+00434 <font class="comment"> clamp(f, 0, 1);</font>
+00435 <font class="comment"> R1= f * v[EndPos-StartPos] + StartPos;</font>
+00436 <font class="comment"> }</font>
+00437 <font class="comment"></font>
+00438 <font class="comment">*/</font>
+00439 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>=
+00440 <font class="stringliteral">"!!VP1.0 \n\</font>
+00441 <font class="stringliteral"> # compute Basic geomorph into R0.x \n\</font>
+00442 <font class="stringliteral"> ADD R0, v[0], -c[5]; # R0 = startPos - RefineCenter \n\</font>
+00443 <font class="stringliteral"> DP3 R2.x, R0, R0; # R2.x= sqrDist= (startPos - RefineCenter).sqrnorm()\n\</font>
+00444 <font class="stringliteral"> RCP R0.x, R2.x; # R0.x= 1 / sqrDist \n\</font>
+00445 <font class="stringliteral"> MUL R0.x, v[10].x, R0.x; # R0.x= ErrorMetric= GeomFactor / sqrDist \n\</font>
+00446 <font class="stringliteral"> \n\</font>
+00447 <font class="stringliteral"> # compute Transition Factor To TileNear Geomorph, into R0.z \n\</font>
+00448 <font class="stringliteral"> ADD R0.z, c[6].x, -R2.x; # R0.z= TileDistFarSqr - sqrDist \n\</font>
+00449 <font class="stringliteral"> MUL R0.z, R0.z, c[6].y; # R0.z= f= (TileDistFarSqr - sqrDist ) * OOTileDistDeltaSqr \n\</font>
+00450 <font class="stringliteral"> MAX R0.z, R0.z, c[4].x; \n\</font>
+00451 <font class="stringliteral"> MIN R0.z, R0.z, c[4].y; # R0.z= f= clamp(f, 0, 1); \n\</font>
+00452 <font class="stringliteral"> MUL R0.z, R0.z, R0.z; \n\</font>
+00453 <font class="stringliteral"> MUL R0.z, R0.z, R0.z; # R0.z= finalFactor= f^4 \n\</font>
+00454 <font class="stringliteral"> \n\</font>
+00455 <font class="stringliteral"> # Apply the transition factor to the ErrorMetric =&gt; R0.w= ErrorMetricModified. \n\</font>
+00456 <font class="stringliteral"> ADD R0.w, v[10].y, -R0.x; # R0.w= maxNearLimit - ErrorMetric \n\</font>
+00457 <font class="stringliteral"> MAD R0.w, R0.z, R0.w, R0.x; # R0.w= finalFactor * (maxNearLimit - ErrorMetric) + ErrorMetric \n\</font>
+00458 <font class="stringliteral"> \n\</font>
+00459 <font class="stringliteral"> # R0.w may be &lt; R0.x; (when the point is very near). Must take the bigger errorMetric. \n\</font>
+00460 <font class="stringliteral"> MAX R0.x, R0.x, R0.w; # R0.x= ErrorMetric Max \n\</font>
+00461 <font class="stringliteral"> \n\</font>
+00462 <font class="stringliteral"> # apply geomorph into R1 \n\</font>
+00463 <font class="stringliteral"> ADD R0.x, R0.x, -c[4].y; # R0.x= ErrorMetric Max - 1 \n\</font>
+00464 <font class="stringliteral"> MAX R0.x, R0.x, c[4].x; \n\</font>
+00465 <font class="stringliteral"> MIN R0.x, R0.x, c[4].y; # R0.x= geomBlend= clamp(R0.x, 0, 1); \n\</font>
+00466 <font class="stringliteral"> \n\</font>
+00467 <font class="stringliteral"> # NB: Can't use MAD R1.xyz, v[11], R0.x, v[0], because can't acces 2 inputs in one op. \n\</font>
+00468 <font class="stringliteral"> # Hence, can use a MAD to Sub the Landscape Center _PZBModelPosition \n\</font>
+00469 <font class="stringliteral"> MAD R1.xyz, v[11], R0.x, -c[12]; \n\</font>
+00470 <font class="stringliteral"> # trick here: since R1.w= 0, and v[0].w= 1, final R1.w==1. \n\</font>
+00471 <font class="stringliteral"> ADD R1, R1, v[0]; # R1= geomBlend * (EndPos-StartPos) + StartPos \n\</font>
+00472 <font class="stringliteral">"</font>;
+00473
+00474
+00475 <font class="comment">// ***********************</font>
+00476 <font class="comment">// Test Speed.</font>
+00477 <font class="comment">/*"!!VP1.0 \n\</font>
+00478 <font class="comment"> # compute Basic geomorph into R0.x \n\</font>
+00479 <font class="comment"> ADD R0, v[0], -c[5]; # R0 = startPos - RefineCenter \n\</font>
+00480 <font class="comment"> DP3 R2.x, R0, R0; # R2.x= sqrDist= (startPos - RefineCenter).sqrnorm()\n\</font>
+00481 <font class="comment"> MOV R1, v[0]; # R1= geomBlend * (EndPos-StartPos) + StartPos \n\</font>
+00482 <font class="comment">";</font>
+00483 <font class="comment">*/</font>
+00484 <font class="keyword">const</font> string <a class="code" href="namespaceNL3D.html#a88">NL3D_LandscapeTestSpeedProgram</a>=
+00485 <font class="stringliteral">" MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n\</font>
+00486 <font class="stringliteral"> MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n\</font>
+00487 <font class="stringliteral">"</font>;
+00488
+00489
+00490 <font class="comment">// ***********************</font>
+00491 <font class="comment">/*</font>
+00492 <font class="comment"> Far0:</font>
+00493 <font class="comment"> just project, copy uv0 and uv1</font>
+00494 <font class="comment"> NB: leave o[COL0] undefined because the material don't care diffuse RGBA here</font>
+00495 <font class="comment">*/</font>
+00496 <font class="comment">// ***********************</font>
+00497 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a89">NL3D_LandscapeFar0EndProgram</a>=
+00498 <font class="stringliteral">" # compute in Projection space \n\</font>
+00499 <font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
+00500 <font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
+00501 <font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
+00502 <font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
+00503 <font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
+00504 <font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
+00505 <font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z \n\</font>
+00506 <font class="stringliteral"> END \n\</font>
+00507 <font class="stringliteral">"</font>;
+00508
+00509
+00510 <font class="comment">// ***********************</font>
+00511 <font class="comment">/*</font>
+00512 <font class="comment"> Far1:</font>
+00513 <font class="comment"> Compute Alpha transition.</font>
+00514 <font class="comment"> Project, copy uv0 and uv1, </font>
+00515 <font class="comment"> NB: leave o[COL0] RGB undefined because the material don't care diffuse RGB</font>
+00516 <font class="comment">*/</font>
+00517 <font class="comment">// ***********************</font>
+00518 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a90">NL3D_LandscapeFar1EndProgram</a>=
+00519 <font class="stringliteral">" # compute Alpha Transition \n\</font>
+00520 <font class="stringliteral"> ADD R0.x, R2.x, -v[12].x; # R0.x= sqrDist-TransitionSqrMin \n\</font>
+00521 <font class="stringliteral"> MUL R0.x, R0.x, v[12].y; # R0.x= (sqrDist-TransitionSqrMin) * OOTransitionSqrDelta \n\</font>
+00522 <font class="stringliteral"> MAX R0.x, R0.x, c[4].x; \n\</font>
+00523 <font class="stringliteral"> MIN o[COL0].w, R0.x, c[4].y; # col.A= clamp(R0.x, 0, 1); \n\</font>
+00524 <font class="stringliteral"> \n\</font>
+00525 <font class="stringliteral"> # compute in Projection space \n\</font>
+00526 <font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
+00527 <font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
+00528 <font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
+00529 <font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
+00530 <font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
+00531 <font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
+00532 <font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z \n\</font>
+00533 <font class="stringliteral"> END \n\</font>
+00534 <font class="stringliteral">"</font>;
+00535
+00536
+00537 <font class="comment">// ***********************</font>
+00538 <font class="comment">/*</font>
+00539 <font class="comment"> Tile:</font>
+00540 <font class="comment"> just project, copy uv0, uv1.</font>
+00541 <font class="comment"> NB: leave o[COL0] undefined because the material don't care diffuse RGBA here</font>
+00542 <font class="comment">*/</font>
+00543 <font class="comment">// ***********************</font>
+00544 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a91">NL3D_LandscapeTileEndProgram</a>=
+00545 <font class="stringliteral">" # compute in Projection space \n\</font>
+00546 <font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
+00547 <font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
+00548 <font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
+00549 <font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
+00550 <font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
+00551 <font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
+00552 <font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z \n\</font>
+00553 <font class="stringliteral"> END \n\</font>
+00554 <font class="stringliteral">"</font>;
+00555
+00557 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a92">NL3D_LandscapeTileLightMapEndProgram</a>=
+00558 <font class="stringliteral">" # compute in Projection space \n\</font>
+00559 <font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
+00560 <font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
+00561 <font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
+00562 <font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
+00563 <font class="stringliteral"> MOV o[TEX0].xy, v[13]; \n\</font>
+00564 <font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
+00565 <font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z \n\</font>
+00566 <font class="stringliteral"> END \n\</font>
+00567 <font class="stringliteral">"</font>;
+00568
+00569
+00570 <font class="comment">// ***************************************************************************</font>
+<a name="l00571"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_1">00571</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::deleteVertexProgram()
+00572 {
+00573 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i&lt;<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_0u0">MaxVertexProgram</a>;i++)
+00574 {
+00575 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i])
+00576 {
+00577 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i];
+00578 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i]= NULL;
+00579 }
+00580 }
+00581 }
+00582
+00583
+00584 <font class="comment">// ***************************************************************************</font>
+<a name="l00585"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_2">00585</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::setupVBFormatAndVertexProgram(<font class="keywordtype">bool</font> withVertexProgram)
+00586 {
+00587 <font class="comment">// If not vertexProgram mode</font>
+00588 <font class="keywordflow">if</font>(!withVertexProgram)
+00589 {
+00590 <font class="comment">// setup normal VB format.</font>
+00591 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s0">Far0</a>)
+00592 <font class="comment">// v3f/t2f0/t2f1</font>
+00593 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag);
+00594 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s1">Far1</a>)
+00595 <font class="comment">// v3f/t2f/t2f1/c4ub</font>
+00596 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag | CVertexBuffer::PrimaryColorFlag );
+00597 <font class="keywordflow">else</font>
+00598 <font class="comment">// v3f/t2f0/t2f1/t2f2</font>
+00599 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag | CVertexBuffer::TexCoord2Flag);
+00600 }
+00601 <font class="keywordflow">else</font>
+00602 {
+00603 <font class="comment">// Else Setup our Vertex Program, and good VBuffers, according to _Type.</font>
+00604
+00605 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s0">Far0</a>)
+00606 {
+00607 <font class="comment">// Build the Vertex Format.</font>
+00608 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.clearValueEx();
+00609 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a0">NL3D_LANDSCAPE_VPPOS_STARTPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[0]= StartPos.</font>
+00610 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a1">NL3D_LANDSCAPE_VPPOS_TEX0</a>, CVertexBuffer::Float2); <font class="comment">// v[8]= Tex0.</font>
+00611 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a2">NL3D_LANDSCAPE_VPPOS_TEX1</a>, CVertexBuffer::Float2); <font class="comment">// v[9]= Tex1.</font>
+00612 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a4">NL3D_LANDSCAPE_VPPOS_GEOMINFO</a>, CVertexBuffer::Float2); <font class="comment">// v[10]= GeomInfos.</font>
+00613 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a5">NL3D_LANDSCAPE_VPPOS_DELTAPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[11]= EndPos-StartPos.</font>
+00614 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.initEx();
+00615
+00616 <font class="comment">// Init the Vertex Program.</font>
+00617 string vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) +
+00618 string(<a class="code" href="namespaceNL3D.html#a89">NL3D_LandscapeFar0EndProgram</a>);
+00619 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
+00620 }
+00621 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s1">Far1</a>)
+00622 {
+00623 <font class="comment">// Build the Vertex Format.</font>
+00624 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.clearValueEx();
+00625 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a0">NL3D_LANDSCAPE_VPPOS_STARTPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[0]= StartPos.</font>
+00626 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a1">NL3D_LANDSCAPE_VPPOS_TEX0</a>, CVertexBuffer::Float2); <font class="comment">// v[8]= Tex0.</font>
+00627 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a2">NL3D_LANDSCAPE_VPPOS_TEX1</a>, CVertexBuffer::Float2); <font class="comment">// v[9]= Tex1.</font>
+00628 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a4">NL3D_LANDSCAPE_VPPOS_GEOMINFO</a>, CVertexBuffer::Float2); <font class="comment">// v[10]= GeomInfos.</font>
+00629 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a5">NL3D_LANDSCAPE_VPPOS_DELTAPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[11]= EndPos-StartPos.</font>
+00630 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a6">NL3D_LANDSCAPE_VPPOS_ALPHAINFO</a>, CVertexBuffer::Float2); <font class="comment">// v[12]= AlphaInfos.</font>
+00631 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.initEx();
+00632
+00633 <font class="comment">// Init the Vertex Program.</font>
+00634 string vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) +
+00635 string(<a class="code" href="namespaceNL3D.html#a90">NL3D_LandscapeFar1EndProgram</a>);
+00636 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
+00637 }
+00638 <font class="keywordflow">else</font>
+00639 {
+00640 <font class="comment">// Build the Vertex Format.</font>
+00641 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.clearValueEx();
+00642 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a0">NL3D_LANDSCAPE_VPPOS_STARTPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[0]= StartPos.</font>
+00643 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a1">NL3D_LANDSCAPE_VPPOS_TEX0</a>, CVertexBuffer::Float2); <font class="comment">// v[8]= Tex0.</font>
+00644 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a2">NL3D_LANDSCAPE_VPPOS_TEX1</a>, CVertexBuffer::Float2); <font class="comment">// v[9]= Tex1.</font>
+00645 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a3">NL3D_LANDSCAPE_VPPOS_TEX2</a>, CVertexBuffer::Float2); <font class="comment">// v[13]= Tex2.</font>
+00646 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a4">NL3D_LANDSCAPE_VPPOS_GEOMINFO</a>, CVertexBuffer::Float2); <font class="comment">// v[10]= GeomInfos.</font>
+00647 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a5">NL3D_LANDSCAPE_VPPOS_DELTAPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[11]= EndPos-StartPos.</font>
+00648 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.initEx();
+00649
+00650 <font class="comment">// Init the Vertex Program.</font>
+00651 string vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) +
+00652 string(<a class="code" href="namespaceNL3D.html#a91">NL3D_LandscapeTileEndProgram</a>);
+00653 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
+00654
+00655 <font class="comment">// Init the Vertex Program for lightmap pass</font>
+00656 vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) +
+00657 string(<a class="code" href="namespaceNL3D.html#a92">NL3D_LandscapeTileLightMapEndProgram</a>);
+00658 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[1]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
+00659 }
+00660 }
+00661
+00662 }
+00663
+00664
+00665
+00666
+00667 } <font class="comment">// NL3D</font>
+</pre></div>
+
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