Zacam
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755d7326b3
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From Valathil, glCleanup to reduce the amount of calls.
First post here: http://www.hard-light.net/forums/index.php?topic=82886.0
Mantis Here: http://scp.indiegames.us/mantis/view.php?id=2728
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2012-11-18 10:05:44 +00:00 |
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The_E
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9a54bd0cc4
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New game_settings.tbl setting: "$Enable External Shaders:", which allows the use of, you may have guessed it, external shaders. Default is off.
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2012-08-03 20:31:57 +00:00 |
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The_E
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cc2b907673
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Changes the glBegin()/glEnd() stuff we were using in some places to the more modern glDrawArrays() way of doing things. Thanks to Kromaatikse for the initial implementation.
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2012-07-02 15:48:56 +00:00 |
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Goober5000
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7ef1c9f99a
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MSVC6 compatibility
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2012-06-17 05:43:28 +00:00 |
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Echelon9
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e5ef4467da
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GCC warning: missing initialiser for member ‘opengl_shader_file_t::attributes’
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2012-06-13 14:26:30 +00:00 |
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Echelon9
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4d31532aad
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GCC warning: passing NULL to non-pointer argument, in gropenglpostprocessing.cpp
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2012-05-27 14:13:25 +00:00 |
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Echelon9
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28c20e0468
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GCC warning: converting to non-pointer type 'int' from NULL
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2012-05-27 13:53:04 +00:00 |
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Echelon9
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c4c33bea34
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Fix Mantis 2642: Cockpits are rendered incorrectly when post-processing is disabled, thanks m_m
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2012-04-22 13:34:37 +00:00 |
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The_E
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95f56d3af7
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New shader initialization code. This removes the big, ugly GL_Shader_file[] array, and changes shader compilation behaviour to only compile shaders on demand, not on program startup
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2012-04-02 10:20:31 +00:00 |
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Valathil
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42a0fd0626
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Fix cockpit simulated brightness for lightshafts: Recalculate even if falloff is 1.0 and use the actual sample number
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2012-01-17 17:13:01 +00:00 |
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The_E
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b9f9b49e4f
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Make sure the FXAA pass only draws to COLOR_ATTACHMENT0
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2012-01-11 17:41:52 +00:00 |
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The_E
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ecb11b095c
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We were disabling the framebuffer a bit too soon here.
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2012-01-06 01:03:37 +00:00 |
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The_E
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41d68f3aca
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From m|m: Fix for Mantis 2400 (RTT rendering broken in current builds). Also changes GL_rendering_to_framebuffer to the more aptly named GL_rendering_to_texture.
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2011-12-23 13:09:39 +00:00 |
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Echelon9
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e98f25198c
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Adjust alignment when shader debug logs are written.
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2011-12-23 00:15:46 +00:00 |
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The_E
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09b8d1e3d1
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Adds an intermediate render target for FXAA to work against, this removes a previous reliance on undocumented behaviour in OpenGL.
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2011-12-22 15:12:18 +00:00 |
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Valathil
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7ffe518adb
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Allow for FS1 shader effect to be customized in post_process.tbl
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2011-12-22 14:40:30 +00:00 |
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Valathil
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a0d1c8445a
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Added Lightshafts as a replacement for sun glare. Look at http://www.hard-light.net/forums/index.php?topic=78923.80 for post_processing.tbl format
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2011-12-08 20:57:11 +00:00 |
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Echelon9
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9f711bf53e
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Documentation: General code cleanup for 64bit
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2011-11-05 08:12:04 +00:00 |
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Echelon9
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6d4f266e52
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Use SCP_* types to access STL types wherever possible. This allows more complete memory monitoring
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2011-10-03 09:06:56 +00:00 |
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The_E
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b1fc8971de
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Little change to fix bug with external post shaders not loading
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2011-09-17 19:36:24 +00:00 |
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Echelon9
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9bd9ea619d
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PVS-Studio fix: V519 The 'list_size' variable is assigned values twice successively. Perhaps this is a mistake. Check lines: 597, 604 (gropenglpostprocessing.cpp)
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2011-08-28 09:31:21 +00:00 |
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The_E
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94bb513f0f
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Another FXAA change to stop it from murdering our pretty pretty starfields.
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2011-08-23 19:07:58 +00:00 |
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Swifty
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fe605149c4
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Soft sphere sprite rendering for particles, explosions, shockwaves, and thrusters.
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2011-08-20 22:14:52 +00:00 |
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The_E
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d5c065bf74
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When loading FXAA shaders, always use the built-in defaults.
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2011-08-14 15:08:28 +00:00 |
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The_E
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4c919f0a59
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Fixes issue with post_processing.tbl parsing
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2011-07-30 22:45:53 +00:00 |
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The_E
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2dc34f3e1f
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This is the correct version now.
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2011-07-30 22:39:49 +00:00 |
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The_E
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7f219cad2c
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Reverting due to bugs
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2011-07-30 22:32:09 +00:00 |
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The_E
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32c5491d83
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Adding support for the new cloaking effect.
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2011-07-30 21:13:02 +00:00 |
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The_E
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83d1fe8f5f
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Update to FXAA 3.11
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2011-07-23 10:14:36 +00:00 |
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The_E
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bbae282db5
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Update FXAA to 3.10. Also changes the fxaa preset selection method to recompile shaders when preset changes, should yield some speed improvements.
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2011-07-21 12:18:37 +00:00 |
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The_E
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4fdfd96b8f
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Major change to FXAA. Now doing a prepass to convert the main shaders' RGBA output into RGBL. Also enables minor speedup for OpenGL 4/4.1 capable chips. Default preset changed to 6.
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2011-07-06 10:48:56 +00:00 |
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The_E
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28bbbdab09
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Reverting, due to unforeseen consequences
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2011-07-04 14:55:07 +00:00 |
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The_E
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48610b1de5
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Small update to the FXAA shaders. Also adds a function for shader uniform access that was previously missing.
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2011-07-04 13:59:02 +00:00 |
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Zacam
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0801b6861f
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Back port from AP: removes a couple of Unreachable NULL returns
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2011-06-07 02:30:00 +00:00 |
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The_E
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784da1e0d0
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Adding the FSU main shaders, FSU post-processing.tbl, as well as the post-processing and FXAA shaders to def_files.
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2011-05-21 17:07:41 +00:00 |
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The_E
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3cbf515fe3
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Since bloom can now be changed in-game, we always need to compile the shaders.
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2011-05-20 15:56:30 +00:00 |
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The_E
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ad1297167d
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Adding a bit of configurability to the FXAA business. This alters the F3 Lab so that the number keys correspond to FXAA presets (with 0 being lowest and fastest, default being 3). Also adds the "-fxaa_preset" commandline argument, which accepts a single int parameter. New Shaders needed to take full advantage of this, see forum thread (http://www.hard-light.net/forums/index.php?topic=76145.0) for details.
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2011-05-18 11:37:27 +00:00 |
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The_E
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814f9777c5
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Adding an error message in case FXAA shader compilation fails.
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2011-05-17 16:29:43 +00:00 |
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The_E
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41bfa86911
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This will enable FXAA support in FSO (Read: Antialiasing as a post-process stage). In order to use it, the shaders found here: http://blueplanet.fsmods.net/E/stuff/FXAA-shaders.7z need to be in data/effects.
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2011-05-17 14:57:33 +00:00 |
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The_E
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8726f7e0fb
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Fix for Mantis 2344 (Post-processing sexps don't show correctly in FRED)
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2010-11-25 18:48:00 +00:00 |
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Zacam
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75043ff5b1
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go_faster from Antipodes 6. Everybody, say "Thank you, taylor!"
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2010-10-18 18:32:37 +00:00 |
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taylor
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d36f675f50
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no comment. (nothing nice to say)
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2010-03-10 10:05:42 +00:00 |
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Hery
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1f40c55c1a
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Fix for mantis 2078, two pass bilinear downscaling in order to reduce artifacts
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2010-01-05 12:56:33 +00:00 |
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Hery
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bce99b342e
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shader manager and post-procesing files need svn:eol-style set to LF
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2009-12-27 16:35:39 +00:00 |
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Hery
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6939a6c05b
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fix problems with lua scripts and post-processing
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2009-12-27 13:01:42 +00:00 |
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Echelon9
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94a1b2d275
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MIN() is defined as capitalised at pstypes.h:274
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2009-12-15 06:16:04 +00:00 |
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portej05
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016d01c345
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Woops - missed the two important files!
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2009-12-14 17:17:29 +00:00 |
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