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10 | <h1>OgreTerrainVertexProgram.h</h1><a href="OgreTerrainVertexProgram_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 <span class="comment">/*</span> |
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11 | 00002 <span class="comment">-----------------------------------------------------------------------------</span> |
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12 | 00003 <span class="comment">This source file is part of OGRE</span> |
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13 | 00004 <span class="comment">(Object-oriented Graphics Rendering Engine)</span> |
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14 | 00005 <span class="comment">For the latest info, see http://www.ogre3d.org/</span> |
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15 | 00006 <span class="comment"></span> |
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16 | 00007 <span class="comment">Copyright (c) 2000-2005 The OGRE Team</span> |
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17 | 00008 <span class="comment">Also see acknowledgements in Readme.html</span> |
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18 | 00009 <span class="comment"></span> |
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19 | 00010 <span class="comment">This program is free software; you can redistribute it and/or modify it under</span> |
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20 | 00011 <span class="comment">the terms of the GNU Lesser General Public License as published by the Free Software</span> |
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21 | 00012 <span class="comment">Foundation; either version 2 of the License, or (at your option) any later</span> |
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22 | 00013 <span class="comment">version.</span> |
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23 | 00014 <span class="comment"></span> |
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24 | 00015 <span class="comment">This program is distributed in the hope that it will be useful, but WITHOUT</span> |
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25 | 00016 <span class="comment">ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS</span> |
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26 | 00017 <span class="comment">FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.</span> |
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27 | 00018 <span class="comment"></span> |
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28 | 00019 <span class="comment">You should have received a copy of the GNU Lesser General Public License along with</span> |
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29 | 00020 <span class="comment">this program; if not, write to the Free Software Foundation, Inc., 59 Temple</span> |
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30 | 00021 <span class="comment">Place - Suite 330, Boston, MA 02111-1307, USA, or go to</span> |
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31 | 00022 <span class="comment">http://www.gnu.org/copyleft/lesser.txt.</span> |
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32 | 00023 <span class="comment">-----------------------------------------------------------------------------</span> |
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33 | 00024 <span class="comment">*/</span> |
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34 | 00025 |
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35 | 00026 <span class="preprocessor">#ifndef __TERRAINVERTEXPROGRAM_H__</span> |
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36 | 00027 <span class="preprocessor"></span><span class="preprocessor">#define __TERRAINVERTEXPROGRAM_H__</span> |
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37 | 00028 <span class="preprocessor"></span> |
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38 | 00029 <span class="preprocessor">#include "<a class="code" href="OgrePrerequisites_8h.html">OgrePrerequisites.h</a>"</span> |
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39 | 00030 <span class="preprocessor">#include "<a class="code" href="OgreCommon_8h.html">OgreCommon.h</a>"</span> |
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40 | 00031 <span class="preprocessor">#include "<a class="code" href="OgreString_8h.html">OgreString.h</a>"</span> |
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41 | 00032 |
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42 | 00033 <span class="keyword">namespace </span>Ogre { |
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43 | 00034 |
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44 | 00035 <span class="comment">/*</span> |
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45 | 00036 <span class="comment"> Static class containing the source to vertex programs used to </span> |
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46 | 00037 <span class="comment"> morph the terrain LOD levels. The programs are generated from </span> |
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47 | 00038 <span class="comment"> the following Cg:</span> |
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48 | 00039 <span class="comment"> @code </span> |
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49 | 00040 <span class="comment"> // No fog morphing terrain</span> |
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50 | 00041 <span class="comment"> void terrain_vp(</span> |
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51 | 00042 <span class="comment"> float4 position : POSITION,</span> |
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52 | 00043 <span class="comment"> float2 uv1 : TEXCOORD0,</span> |
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53 | 00044 <span class="comment"> float2 uv2 : TEXCOORD1,</span> |
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54 | 00045 <span class="comment"> float delta : BLENDWEIGHT,</span> |
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55 | 00046 <span class="comment"></span> |
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56 | 00047 <span class="comment"> out float4 oPosition : POSITION,</span> |
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57 | 00048 <span class="comment"> out float2 oUv1 : TEXCOORD0,</span> |
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58 | 00049 <span class="comment"> out float2 oUv2 : TEXCOORD1,</span> |
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59 | 00050 <span class="comment"> out float4 colour : COLOR,</span> |
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60 | 00051 <span class="comment"> uniform float4x4 worldViewProj,</span> |
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61 | 00052 <span class="comment"> uniform float morphFactor</span> |
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62 | 00053 <span class="comment"> )</span> |
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63 | 00054 <span class="comment"> {</span> |
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64 | 00055 <span class="comment"> // Apply morph</span> |
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65 | 00056 <span class="comment"> position.y = position.y + (delta.x * morphFactor);</span> |
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66 | 00057 <span class="comment"> // world / view / projection</span> |
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67 | 00058 <span class="comment"> oPosition = mul(worldViewProj, position);</span> |
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68 | 00059 <span class="comment"> // Main texture coords</span> |
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69 | 00060 <span class="comment"> oUv1 = uv1;</span> |
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70 | 00061 <span class="comment"> // Detail texture coords</span> |
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71 | 00062 <span class="comment"> oUv2 = uv2;</span> |
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72 | 00063 <span class="comment"> // Full bright (no lighting)</span> |
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73 | 00064 <span class="comment"> colour = float4(1,1,1,1);</span> |
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74 | 00065 <span class="comment"> }</span> |
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75 | 00066 <span class="comment"></span> |
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76 | 00067 <span class="comment"></span> |
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77 | 00068 <span class="comment"> // Linear fogged morphing terrain</span> |
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78 | 00069 <span class="comment"> void terrain_vp_linear(</span> |
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79 | 00070 <span class="comment"> float4 position : POSITION,</span> |
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80 | 00071 <span class="comment"> float2 uv1 : TEXCOORD0,</span> |
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81 | 00072 <span class="comment"> float2 uv2 : TEXCOORD1,</span> |
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82 | 00073 <span class="comment"> float delta : BLENDWEIGHT,</span> |
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83 | 00074 <span class="comment"></span> |
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84 | 00075 <span class="comment"> out float4 oPosition : POSITION,</span> |
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85 | 00076 <span class="comment"> out float2 oUv1 : TEXCOORD0,</span> |
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86 | 00077 <span class="comment"> out float2 oUv2 : TEXCOORD1,</span> |
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87 | 00078 <span class="comment"> out float4 colour : COLOR,</span> |
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88 | 00079 <span class="comment"> out float fog : FOG,</span> |
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89 | 00080 <span class="comment"> uniform float4x4 worldViewProj,</span> |
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90 | 00081 <span class="comment"> uniform float morphFactor</span> |
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91 | 00082 <span class="comment"> )</span> |
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92 | 00083 <span class="comment"> {</span> |
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93 | 00084 <span class="comment"> // Apply morph</span> |
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94 | 00085 <span class="comment"> position.y = position.y + (delta.x * morphFactor);</span> |
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95 | 00086 <span class="comment"> // world / view / projection</span> |
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96 | 00087 <span class="comment"> oPosition = mul(worldViewProj, position);</span> |
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97 | 00088 <span class="comment"> // Main texture coords</span> |
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98 | 00089 <span class="comment"> oUv1 = uv1;</span> |
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99 | 00090 <span class="comment"> // Detail texture coords</span> |
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100 | 00091 <span class="comment"> oUv2 = uv2;</span> |
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101 | 00092 <span class="comment"> // Full bright (no lighting)</span> |
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102 | 00093 <span class="comment"> colour = float4(1,1,1,1);</span> |
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103 | 00094 <span class="comment"> // Fog </span> |
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104 | 00095 <span class="comment"> // f = end - camz / end - start</span> |
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105 | 00096 <span class="comment"> // when start / end has been set, fog value is distance</span> |
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106 | 00097 <span class="comment"> fog = oPosition.z;</span> |
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107 | 00098 <span class="comment"> }</span> |
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108 | 00099 <span class="comment"></span> |
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109 | 00100 <span class="comment"></span> |
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110 | 00101 <span class="comment"> // Exp fogged morphing terrain</span> |
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111 | 00102 <span class="comment"> void terrain_vp_exp(</span> |
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112 | 00103 <span class="comment"> float4 position : POSITION,</span> |
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113 | 00104 <span class="comment"> float2 uv1 : TEXCOORD0,</span> |
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114 | 00105 <span class="comment"> float2 uv2 : TEXCOORD1,</span> |
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115 | 00106 <span class="comment"> float delta : BLENDWEIGHT,</span> |
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116 | 00107 <span class="comment"></span> |
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117 | 00108 <span class="comment"> out float4 oPosition : POSITION,</span> |
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118 | 00109 <span class="comment"> out float2 oUv1 : TEXCOORD0,</span> |
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119 | 00110 <span class="comment"> out float2 oUv2 : TEXCOORD1,</span> |
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120 | 00111 <span class="comment"> out float4 colour : COLOR,</span> |
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121 | 00112 <span class="comment"> out float fog : FOG,</span> |
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122 | 00113 <span class="comment"> uniform float4x4 worldViewProj,</span> |
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123 | 00114 <span class="comment"> uniform float morphFactor,</span> |
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124 | 00115 <span class="comment"> uniform float fogDensity)</span> |
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125 | 00116 <span class="comment"> {</span> |
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126 | 00117 <span class="comment"> // Apply morph</span> |
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127 | 00118 <span class="comment"> position.y = position.y + (delta.x * morphFactor);</span> |
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128 | 00119 <span class="comment"> // world / view / projection</span> |
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129 | 00120 <span class="comment"> oPosition = mul(worldViewProj, position);</span> |
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130 | 00121 <span class="comment"> // Main texture coords</span> |
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131 | 00122 <span class="comment"> oUv1 = uv1;</span> |
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132 | 00123 <span class="comment"> // Detail texture coords</span> |
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133 | 00124 <span class="comment"> oUv2 = uv2;</span> |
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134 | 00125 <span class="comment"> // Full bright (no lighting)</span> |
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135 | 00126 <span class="comment"> colour = float4(1,1,1,1);</span> |
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136 | 00127 <span class="comment"> // Fog </span> |
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137 | 00128 <span class="comment"> // f = 1 / e ^ (camz x density)</span> |
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138 | 00129 <span class="comment"> // note pow = exp(src1 * log(src0)).</span> |
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139 | 00130 <span class="comment"> fog = 1 / (exp((oPosition.z * fogDensity) * log(2.718281828)));</span> |
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140 | 00131 <span class="comment"> }</span> |
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141 | 00132 <span class="comment"></span> |
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142 | 00133 <span class="comment"></span> |
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143 | 00134 <span class="comment"> // Exp2 fogged morphing terrain</span> |
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144 | 00135 <span class="comment"> void terrain_vp_exp2(</span> |
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145 | 00136 <span class="comment"> float4 position : POSITION,</span> |
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146 | 00137 <span class="comment"> float2 uv1 : TEXCOORD0,</span> |
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147 | 00138 <span class="comment"> float2 uv2 : TEXCOORD1,</span> |
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148 | 00139 <span class="comment"> float delta : BLENDWEIGHT,</span> |
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149 | 00140 <span class="comment"></span> |
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150 | 00141 <span class="comment"> out float4 oPosition : POSITION,</span> |
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151 | 00142 <span class="comment"> out float2 oUv1 : TEXCOORD0,</span> |
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152 | 00143 <span class="comment"> out float2 oUv2 : TEXCOORD1,</span> |
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153 | 00144 <span class="comment"> out float4 colour : COLOR,</span> |
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154 | 00145 <span class="comment"> out float fog : FOG,</span> |
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155 | 00146 <span class="comment"> uniform float4x4 worldViewProj,</span> |
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156 | 00147 <span class="comment"> uniform float morphFactor,</span> |
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157 | 00148 <span class="comment"> uniform float fogDensity)</span> |
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158 | 00149 <span class="comment"> {</span> |
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159 | 00150 <span class="comment"> // Apply morph</span> |
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160 | 00151 <span class="comment"> position.y = position.y + (delta.x * morphFactor);</span> |
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161 | 00152 <span class="comment"> // world / view / projection</span> |
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162 | 00153 <span class="comment"> oPosition = mul(worldViewProj, position);</span> |
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163 | 00154 <span class="comment"> // Main texture coords</span> |
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164 | 00155 <span class="comment"> oUv1 = uv1;</span> |
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165 | 00156 <span class="comment"> // Detail texture coords</span> |
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166 | 00157 <span class="comment"> oUv2 = uv2;</span> |
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167 | 00158 <span class="comment"> // Full bright (no lighting)</span> |
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168 | 00159 <span class="comment"> colour = float4(1,1,1,1);</span> |
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169 | 00160 <span class="comment"> // Fog </span> |
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170 | 00161 <span class="comment"> // f = 1 / e ^ (camz x density)^2</span> |
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171 | 00162 <span class="comment"> // note pow = exp(src1 * log(src0)).</span> |
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172 | 00163 <span class="comment"> float src1 = oPosition.z * 0.002;</span> |
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173 | 00164 <span class="comment"> fog = 1 / (exp((src1*src1) * log(2.718281828f)));</span> |
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174 | 00165 <span class="comment"> }</span> |
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175 | 00166 <span class="comment"></span> |
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176 | 00167 <span class="comment"> // Shadow receiver vertex program</span> |
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177 | 00168 <span class="comment"> void terrain_shadow_receiver_vp(</span> |
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178 | 00169 <span class="comment"> float4 position : POSITION,</span> |
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179 | 00170 <span class="comment"> float2 uv1 : TEXCOORD0,</span> |
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180 | 00171 <span class="comment"> float2 uv2 : TEXCOORD1,</span> |
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181 | 00172 <span class="comment"> float delta : BLENDWEIGHT,</span> |
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182 | 00173 <span class="comment"></span> |
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183 | 00174 <span class="comment"> out float4 oPosition : POSITION,</span> |
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184 | 00175 <span class="comment"> out float2 oUv1 : TEXCOORD0,</span> |
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185 | 00176 <span class="comment"> out float4 colour : COLOR,</span> |
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186 | 00177 <span class="comment"> uniform float4x4 worldViewProj,</span> |
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187 | 00178 <span class="comment"> uniform float4x4 world,</span> |
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188 | 00179 <span class="comment"> uniform float4x4 textureViewProj,</span> |
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189 | 00180 <span class="comment"> uniform float morphFactor</span> |
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190 | 00181 <span class="comment"> )</span> |
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191 | 00182 <span class="comment"> {</span> |
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192 | 00183 <span class="comment"> // Apply morph</span> |
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193 | 00184 <span class="comment"> position.y = position.y + (delta.x * morphFactor);</span> |
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194 | 00185 <span class="comment"> // world / view / projection</span> |
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195 | 00186 <span class="comment"> oPosition = mul(worldViewProj, position);</span> |
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196 | 00187 <span class="comment"> </span> |
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197 | 00188 <span class="comment"> // Main texture coords</span> |
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198 | 00189 <span class="comment"> float4 worldpos = mul(world, position);</span> |
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199 | 00190 <span class="comment"> float4 projuv = mul(textureViewProj, worldpos);</span> |
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200 | 00191 <span class="comment"> oUv1.xy = projuv.xy / projuv.w;</span> |
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201 | 00192 <span class="comment"> // Full bright (no lighting)</span> |
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202 | 00193 <span class="comment"> colour = float4(1,1,1,1);</span> |
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203 | 00194 <span class="comment"> }</span> |
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204 | 00195 <span class="comment"></span> |
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205 | 00196 <span class="comment"> @endcode</span> |
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206 | 00197 <span class="comment"> */</span> |
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207 | <a name="l00198"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html">00198</a> <span class="keyword">class </span><a class="code" href="classOgre_1_1TerrainVertexProgram.html">TerrainVertexProgram</a> |
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208 | 00199 { |
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209 | 00200 <span class="keyword">private</span>: |
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210 | <a name="l00201"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv0">00201</a> <span class="keyword">static</span> <a class="code" href="namespaceOgre.html#a471">String</a> <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv0">mNoFogArbvp1</a>; |
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211 | <a name="l00202"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv1">00202</a> <span class="keyword">static</span> <a class="code" href="namespaceOgre.html#a471">String</a> <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv1">mLinearFogArbvp1</a>; |
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212 | <a name="l00203"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv2">00203</a> <span class="keyword">static</span> <a class="code" href="namespaceOgre.html#a471">String</a> <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv2">mExpFogArbvp1</a>; |
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213 | <a name="l00204"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv3">00204</a> <span class="keyword">static</span> <a class="code" href="namespaceOgre.html#a471">String</a> <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv3">mExp2FogArbvp1</a>; |
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214 | <a name="l00205"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv4">00205</a> <span class="keyword">static</span> <a class="code" href="namespaceOgre.html#a471">String</a> <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv4">mShadowReceiverArbvp1</a>; |
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215 | 00206 |
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216 | <a name="l00207"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv5">00207</a> <span class="keyword">static</span> <a class="code" href="namespaceOgre.html#a471">String</a> <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv5">mNoFogVs_1_1</a>; |
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217 | <a name="l00208"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv6">00208</a> <span class="keyword">static</span> <a class="code" href="namespaceOgre.html#a471">String</a> <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv6">mLinearFogVs_1_1</a>; |
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218 | <a name="l00209"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv7">00209</a> <span class="keyword">static</span> <a class="code" href="namespaceOgre.html#a471">String</a> <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv7">mExpFogVs_1_1</a>; |
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219 | <a name="l00210"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv8">00210</a> <span class="keyword">static</span> <a class="code" href="namespaceOgre.html#a471">String</a> <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv8">mExp2FogVs_1_1</a>; |
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220 | <a name="l00211"></a><a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv9">00211</a> <span class="keyword">static</span> <a class="code" href="namespaceOgre.html#a471">String</a> <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexProgramv9">mShadowReceiverVs_1_1</a>; |
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221 | 00212 |
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222 | 00213 <span class="keyword">public</span>: |
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223 | 00215 <span class="keyword">static</span> <span class="keyword">const</span> <a class="code" href="namespaceOgre.html#a471">String</a>& <a class="code" href="classOgre_1_1TerrainVertexProgram.html#Ogre_1_1TerrainVertexPrograme0">getProgramSource</a>(FogMode fogMode, |
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224 | 00216 <span class="keyword">const</span> <a class="code" href="namespaceOgre.html#a471">String</a> syntax, <span class="keywordtype">bool</span> shadowReceiver = <span class="keyword">false</span>); |
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225 | 00217 |
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226 | 00218 |
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227 | 00219 }; |
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228 | 00220 } |
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229 | 00221 |
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230 | 00222 <span class="preprocessor">#endif</span> |
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231 | </pre></div><hr> |
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232 | <p> |
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233 | Copyright © 2000-2005 by The OGRE Team<br /> |
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234 | <!--Creative Commons License--><a rel="license" href="http://creativecommons.org/licenses/by-sa/2.5/"><img alt="Creative Commons License" border="0" src="http://creativecommons.org/images/public/somerights20.png"/></a><br/> |
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242 | |
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243 | Last modified Sun Mar 12 14:37:51 2006 |
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244 | </p> |
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245 | </body> |
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246 | </html> |
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