MotionBuilder 7 OpenGL API-based character animation software adds rigging enhancements
Categories: Applications |
Aug 29, 2005
MotionBuilder for Win32 and Mac OS X uses the OpenGL API to offer real-time 3D character performance and animation. The new v7 adds new rigging enhancements including character extensions and control rig visual feedback, enhanced communication with Maya, and the ability repurpose and reuse animation clips with any character.
Cairo v1.0 2D graphics library with support for OpenGL API acceleration
Categories: Developers |
Aug 29, 2005
Cairo is a 2D graphics library with support for the X Window System, Win32, and image buffers and provides operations similar to the drawing operators of PostScript and PDF. It takes advantage of OpenGL API-based display hardware acceleration through the Glitz OpenGL API-based image compositing library.
3Dlabs OpenGL Shading Language with OpenSceneGraph presentation from Siggraph 2005
Categories: Developers |
Aug 25, 2005
This presentation from Siggraph 2005 described using the OpenGL Shading Language with OpenSceneGraph as part of the seminar entitled Advanced Rendering Techniques using OpenSceneGraph.
Irrlicht Engine adds support for OpenGL Shading Language
Categories: Developers |
Aug 25, 2005
The Irrlicht Engine is an open source high performance real-time 3D engine for C++ and .NET languages. The new v0.12 adds support for the OpenGL Shading Language, 64-bit OSs, OpenGL RTT, enhanced timers and detailed maps.
GLSLvalidate v1.7 OpenGL Shading Language validation tool
Categories: Developers |
Aug 24, 2005
GLSLvalidate is a GUI driven application that allows you to quickly verify that your GLSL shader is written according to the OpenGL Shading Language specification. There are GLSL implementations that allow a variety of language constructs that are NOT defined by the GLSL specification. These shaders are not portable and will not work on implementations that do conform to the specification. This application will load and parse a vertex shader or fragment shader using the open source GLSL compiler front-end from 3Dlabs. Any errors are reported in the application’s output window. (Because the GLSL parser is built into this tool, GLSLvalidate can be used on systems even if they do not support OpenGL or the OpenGL Shading Language.) Available as Win binaries or as BSD-style open source.
3Dlabs hardware profiling technology added to the gDEBugger OpenGL API debugging tool
Categories: Developers |
Aug 24, 2005
3Dlab’s Hardware Profiling Technology is now available as part of the gDEBugger debugging and profiling tool for OpenGL API-based applications. With this technology, an application developer can display graphics hardware performance metrics such as vertex and fragment processor utilization when running on 3Dlabs Wildcat Realizm hardware. These metrics can be used to spot bottlenecks and optimize performance. gDEBugger supports OpenGL v2.0 and many additional extensions. It also supports applications that render using multiple threads and multiple contexts.
OglExt OpenGL API extension library adds support for OpenGL 2.0
Categories: General |
Aug 24, 2005
OglExt is a free OpenGL extension library, enabling the easy access of all functionality up to OpenGL 2.0 as well as API functions of more than 270 OpenGL extensions. The new v1.2 adds full support for OpenGL 2.0, as well as recent ATI, Nvidia and ARB extensions. Available for Win32, Linux and Mac OS X.
OpenVG (accelerated vector graphics) reference implementation binaries using GLUT
Categories: Developers |
Aug 23, 2005
OpenVG is a royalty-free, cross-platform API that provides a low-level hardware acceleration interface for vector graphics libraries such as Flash and SVG. It is modeled closely on the OpenGL API, and can work as a companion to OpenGL ES. Hybrid Graphics has released Win32 binaries of an OpenVG 1.0 Reference Implementation (RI). The implementation uses GLUT and includes the OpenVG DLL, header files and a sample project binaries and source. The RI is not speed optimized and not suitable for development use, but it can be used for validation tests.
H3D v1.2 OpenGL-based scene graph API for touch-enabled applications adds X3D extensions for stereos
Categories: Developers |
Aug 23, 2005
H3D API is a C++ implementation of the X3D standard as an open source API for the development of haptic (touch-enabled) applications. H3D API uses
the OpenGL API for graphical rendering and supports OpenGL stereo rendering modes. The new v1.2 adds additional X3D compliant nodes (e.g.
Background, NavigationInfo, BackgroundTexture and BooleanFilter) as well as several extensions to X3D to support stereo graphics rendering and simulated haptics devices.
ActiveSolid OpenGL API-based solid modeler adds one-click house/roof/wall creation tools
Categories: Applications |
Aug 23, 2005
ActiveSolid is an OpenGL API-based 3D solid modeling, prototyping, and view mark-up application. It can run as an IE plug-in or as a standalone end-user application. It features associative 3D dimensions, Boolean operations on 3D meshes and 2D polygons, 3D slicing, local vertex editing, optimal solid reconstruction from parallel contours, 2D mark-up tools, and 3D object creation. The new v1.6 adds polygon offset and one-click house/roof/wall creation.
Framebuffer Object (FBO) C++ class available with example application
Categories: Developers |
Aug 22, 2005
This C++ class provides a minimal abstraction of the OpenGL framebuffer object (FBO) specification. FBOs enables flexible, efficient render-to-texture in OpenGL and obviates the use of pbuffers. The class provides both a gentle introduction to FBOs and a full-featured, lightweight wrapper around this recent OpenGL API feature. Included with the Sourceforge distribution is a tutorial example application that uses the FBO class.
Sudoku Insight GPL program for solving Sudoku Puzzles visually using the OpenGL API
Categories: Applications |
Aug 22, 2005
Sudoku Insight helps solve Sudoku Puzzles visually, coloring the numbers to show their relations. The program uses the OpenGL API for drawing the number grid. It has different help levels, so the user can solve the puzzle in one step, or more or less manually. Includes Win32 Binaries and source code and Makefiles for MinGW, Dev-C++ and Visual C++ 6.0.
TesselSphere OpenGL-API based spherical subdivision utility
Categories: Applications |
Aug 22, 2005
TesselSphere is a freeware OpenGL spherical subdivision utility that models Delaunay and Voronoi hulls and generates geodesic spheres. Live morphers can act on the hulls. It was inspired by attempts to model holoplanktonic protozoa, pollen and virus forms. The goals was to generate vertices for specific species and then manipulate output in modeling programs. Available with source for Linux and Win32.
As of August 2008 this product seems to have disappeared.
Quake 3: Arena source now available as GPL
Categories: Developers |
Aug 22, 2005
The full source code to Quake 3: Arena (and associated tools including compilers and Q3Radiant map editor) has been released under GPL by id Software.
Logical Stones Level Pack #1 OpenGL API rendered logic game
Categories: Applications |
Aug 22, 2005
Lical Stones Level Pack #1 is an OpenGL API-based puzzle logic game. The aim is to push all the stones to the level’s exit points as fast as possible.
ATI offers case studies on using the OpenGL API FireGL to allow for realtime visualization
Categories: Processors |
Aug 19, 2005
ATI has published a series of case studies on how designers are using the FireGL OpenGL API accelerator to enable real-time visualization. The latest case study has some impressive examples of 3D architectural models for residential developers, and real-time “walk throughs”. The Linux-based SGI Prism line uses multiple FireGL for interactively visualizing terabyte data sets.
1for3 code framework for developing standalone OpenGL API-based screensavers
Categories: Developers |
Aug 19, 2005
The 1for3 demo package provides a generic basecode for creating standalone, lightweight OpenGL API-based applications under Windows and UNIX (IRIX / Linux). The latest release includes a sample code framework for developing OpenGL API-based screensavers.
Unity v1.1 OpenGL API-based Mac game development tool publishes to both Mac and Win32
Categories: Developers |
Aug 19, 2005
Unity is an OpenGL API-based Mac OS X game development tool featuring extensible graphics, shader support, particle effects, scripting, the Ageia physX Engine, skinned character animation and ragdolls. The new v1.1 adds Windows standalone game deployent, render-to-texture, a C/C++ plug-in SDK, and asynchronos internet access.
ATI introuduces dual platform Radion 9600 Pro PC and Mac Edition OpenGL API accelerator
Categories: Processors |
Aug 19, 2005
The new dual platform ATI Radeon 9600 Pro PC and Mac Edition is AGP 2.0 compliant and offers dual-link capabilities to support ultra high-resolution flat panel monitors such as the Apple 30-inch Cinema Display. The card can be booted in either Mac OS or Win32 and OpenGL API software drivers are included for both.
ATI OpenGL API driver v8.16.20 for Linux enhances performance
Categories: Processors |
Aug 18, 2005
The v8.16.20 release of the ATI Proprietary Linux driver provides a noticeable performance increase for all supported ATI Workstation products, improved automatic detecion of displays, and Linux 2.6.12 and GCC 4.0 support
ATI GPU Shading and Rendering paper from Siggraph 2005 (873 KB pdf)
Categories: Developers |
Aug 17, 2005
This paper from Siggraph 2005 on GPU Shading and Rendering describes the Ashli shader compiler an advanced shading language interface tool from ATI that streamlines and maps arbitrary complex shaders (Renderman, OpenGL Shading Language, HLSL) onto graphics shading hardware. The shading compiler improves interfaces to the rendering sub system, tones down shading language differences (e.g. compiling HLSL bound Effect to OpenGL ARB Fragment Program), can partition shaderd across GPUs, and the remaps GPU processors. There is also a companion slide show.
Spineless v0.2.0 Python OpenGL API-accelerated 3D game engine adds support for Linux and Mac OS X
Categories: Developers |
Aug 17, 2005
Spineless is a generic cross-platform 3D game engine implemented in Python with Pyrex optimizations. Focus is on flexibility, clean design and ease of use, not pure speed. It uses the OpenGL API for 2D and 3D graphics acceleration, GLEW for extension handling, and FMOD for 3D hardware accelerated audio. The v0.2.0 release adds support for Linux and Mac OS X, a new scen graph, and an OpenGL call logger.
Realistic natural scenes OpenGL API sample code
Categories: Developers |
Aug 16, 2005
This OpenGL code sample combines several techinques to produce a realistic looking natural scene. Notice the wind blowing through the grass and rippling across the lake as the clouds pass by overhead. The gently swaying grass is rendered using Transparency Antialiasing to ensure it looks great even in the distance, and the horizon is tinted using an exponential fall off effect. Several textures and a pixel shader are used to create the diverse terrain. A whitepaper is included that explains all of these techniques in detail.
GlGuiA (pre-alpha) packages for Ada 2006 use the OpenGL API to create GUIs
Categories: Developers |
Aug 15, 2005
GlGuiA (pre-alpha) is a set of packages for Ada 2006 for creating graphical user interfaces. It provides a complete and extensible set of widgets, such as buttons, scales, trees, message boxes, and dialog boxes. It uses the OpenGL API for drawing primitives, and is consequently platform-independent. Basic event and window management are handled using GLUT.
Scorched3D OpenGL API-based artillery game adds 3D positional audio
Categories: Applications |
Aug 15, 2005
Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth using the OpenGL API. It can be played against the computer, other players and remotely across the internet or LAN. The new v39 adds 3D positional sound using OpenAL, new models and animations, new weapons, distance fogging and more.
glScope audio oscilloscope using the OpenGL API and GLUT
Categories: Applications |
Aug 15, 2005
glScope is an audio oscilloscope program that uses OpenGL, GLUT, and ALSA. The UI is an experiment in more fluid, intuitive interfaces, and therefore is a departure from the traditional fixed / grid / knobs / and / switches interface on most real oscilloscopes.
Collada FX to allow interchange between DCC apps of advanced shaders using the OpenGL Shading Langua
Categories: Developers |
Aug 11, 2005
Collada is a 3D interchange format for content creation and 3D processing tools to create a production pipeline. The Siggraph 2005 presentation covers the basics of Collada and gives a preview of Collada v1.4 which will include Collda FX (support of shaders, including OpenGL Shading Language), Collada Physics, Conformance tests, and the Collada API. Demonstrations at Siggraph showed NVidia FXComposer 2.0 exchanging models and shader effects with SOFTIMAGE|XSI v.5.0 via a single Collada document. The goal of Collada FX is to become the standard OpenGL Shader Effects metafile format.
Nvidia Siggraph 2005 talks and courses on GPU programming
Categories: Developers |
Aug 11, 2005
Nvidia gave several tech talks and courses at Siggraph. The PDFs of these presentations are available for download. These include: GPU performance analysis methodology and tools; Cutting-edge collection of techniques and visual effects; How to create real-world implementations of GPU effects for gaming, CAD, and image processing; Introduction to general purpose computation on graphics hardware, and more
NVPerfKit 1.0 RC1 gives access to low-level performance counters in OpenGL applications
Categories: Developers |
Aug 11, 2005
NVPerfKit gives you access to low-level performance counters inside the driver, and hardware counters inside the GPU itself. The counters can be used to determine exactly how your OpenGL API application is using the GPU, identify performance issues, and confirm that performance problems have been resolved.
Emma 2D/3D authoring and presentation tool supports OpenGL API accelerated rendering
Categories: Developers |
Aug 11, 2005
Emma (Extensible Multi Media Architecture) is an open-source, modular, extensible, dynamic framework for declarative authoring and display of 2D and 3D interactive multimedia for the internet and embedded platforms. Based on the Orge engine it can present high-performance interactive graphics using the OpenGL API including shaders. It currently runs as a Mozilla plugin, as an ActiveX control, and as standalone applications.
“Visual Computing: Geometry, Graphics, and Vision” book with companion website of OpenGL API program
Categories: Developers |
Aug 10, 2005
Visual Computing: Geometry, Graphics, and Vision is a concise introduction to common notions, methodologies, data structures and algorithmic techniques arising in the mature fields of computer graphics, computer vision, and computational geometry. The companion website offers over 50 C++/OpenGL programs including: 2D convex hull of points; any intersection detection for sets of line segments; polygon/polyhedron transformations; segment intersection test using projective geometry; rotations by quaternions; isometric projections; viewports; radial distortions; color cube; sphere subdivision; spherical linear interpolation (SLERP); k-means clustering; and Orient2D predicate for designing robust segment intersection test
OpenGL Shading Language Quick Reference Guide
Categories: Developers |
Aug 10, 2005
The OpenGL Shading Language Quick Reference Guide distills the OpenGL Shading Language v1.10 specification into one convenient double-sided page in PDF format. Its concise layout includes summaries of the GLSL datatypes, qualifiers, preprocessor commands, and built-in functions, variables, and constants. All information is cross-referenced by section and page number back to the GLSL specification.
GL Studio plug-in generates OpenGL code to integrate instrumentation into Vega Prime simulations
Categories: Developers |
Aug 09, 2005
GL Studio for Vega Prime is a rapid prototyping, design and deployment environment for the creation of 2D/3D photo-realistic instrumentation displays such as guages, heads-up displays and equipment models for realtime 3D simulation and training applications. It generates optimized OpenGL code that can integrate instrumentation displays into the Vega Prime scene graph for visual simulation applications.
Next version of Java (JDK 6.0) to improve the OpenGL-based Java 2D pipeline
Categories: Developers |
Aug 08, 2005
Desktop Java will add many new features and functionality in the next release of the Java Platform, Standard Edition. This includes an enhanced Swing look and feel, enhanced text anti-aliasing, internationalization, and for Java 2D, a rearchitecture of the multithreaded rendering code for the OpenGL rendering pipeline, to make Java 2D graphics faster and more stable, (Sun made the Java2D library a single threaded OpenGL client to achieve a significant improvement in performance in many areas).
Jahshaka 2.0 RC1 OpenGL and OpenML API real-time editing & FX software adds GPU support
Categories: Developers |
Aug 08, 2005
Jahshaka is an audio, video editing and effects system that uses the OpenGL and OpenML APIs to provide real-time functionality. V2.0 is a complete rewrite of the core and adds animation with real time 2D/3D GPU effects, 3D model support, a non-linear editor, node-based compositing, GPU accelerated keyer, and more. Linux, OS X, and Windows are currently supported.
Flash Player 8 to support OpenGL API acceleration on Mac OS X
Categories: Applications |
Aug 08, 2005
Th new Flash Player 8 from Macromedia will support OpenGL API-accelerated graphics rendering that is build into Mac OS X. This significantly increases performance.
Call to Action: Current plan for Windows Vista Aero will degrade OpenGL performance. Act Now to kee
Categories: Developers |
Aug 04, 2005
Microsoft’s current plan for OpenGL on Windows Vista is to layer OpenGL over Direct3D in order to use OpenGL with a composited desktop to obtain the Aero experience. If an OpenGL ICD is run - the desktop compositor will switch off - significantly degrading the user experience.
In practice this means for OpenGL under Aeroglass:
- OpenGL performance will be significantly reduced - perhaps as much as 50%
- OpenGL on Windows will be fixed at a vanilla version of OpenGL 1.4
- No extensions will be possible to expose future hardware innovations
It would be technically straightforward to provide an OpenGL ICD within the full Aero experience without compromising the stability or the security of the operating system. Layering OpenGL over Direct3D is a policy decision more than a technical decision.
The OpenGL community should encourage hardware & software developers, as well as Microsoft to maintain OpenGL as a first class API under Windows Vista.
What can you do?:
- Write to your preferred ISV, hardware developer, video card manufacturer or OEM and tell them to bring this up with Microsoft (e.g. 3Dlabs, ATI, Intel, Matrox, NVIDIA, HP, Dell). This will be the most effective action you can take.
- Bring this issue up on other developer and tech-related web sites. If you have a personal blog or podcast, talk about the issue there. Windows Vista might end up being a great product, but not if OpenGL is crippled
- Post your comments to our public message board. The more conversation and solution ideas, the better.
OpenHaptics toolkit v2.0 integrates with OpenGL API code to provide real-time touch-enabled applica
Categories: Developers |
Aug 04, 2005
OpenHaptics toolkit lets developers can add haptics (touch-enabled) and true 3D navigation to their applications. The new v2.0 provides up to 5x speed increases. The toolkit is patterned after the OpenGL API, making it familiar to graphics programmers and facilitating integration with OpenGL applications. Using the OpenHaptics toolkit, developers can leverage existing OpenGL code for specifying geometry and supplement it with OpenHaptics commands to simulate haptic material properties such as friction and stiffness. The extensible architecture enables developers to add functionality to support new types of shapes. The toolkit is also designed to integrate third-party libraries such as physics/dynamics and collision detection engines.
GPU-accelerated creative media processing with MAX/MSP/JITTER v1.5 using the OpenGL API
Categories: Developers |
Aug 03, 2005
Max/MSP is a cross-platform graphical environment for music, audio, and multimedia. JITTER extends Max/MSP to support realtime manipulation of video, 2D/3D graphics and other data sets. The new v1.5 MAX/MSP/Jitter provide a visual programming environment for new media with support for the OpenGL Shading Language, a streamlined render to texture feedback mechanism for cascading multiple shader effects, as well as low-level interpreted OpenGL API command scripting and javascript based GUI drawing methods via the OpenGL API. Applications include GPU based stream processing, real-time video processing, volume visualization, or generic n-dimensional data analysis and signal processing. Recent projects range from evolutionary systems for generating video filters to a computer controlled paint gun printer,to music driven by the movement of ballet dancers, to a robotic labyrinth that changes form as the participant walks through it.
gDEBugger OpenGL API debugger and profiler adds performance graph view
Categories: Developers |
Aug 03, 2005
gDEBugger is an OpenGL debugger and profiler that traces application activity on top of the OpenGL API, letting programmers see what is happening within the graphic system implementation (see screenshots for a quick overview. The new v2.0 (beta)adds a Performance Graph View that shows CPU/GPU idle, graphic memory consumption, vertex and fragment processors utilizations, number of function calls per frame, frame per second, etc.
MetropoLight global illumination render uses OpenGL framebuffer for progressive display
Categories: Applications |
Aug 03, 2005
MetropoLight v0.5.0 is a freeware global illumination renderer that uses the Metropolis Light Transport algorithm (a Monte Carlo method for solving the light transport problem). An OpenGL framebuffer is used to display progressive refinement of the solution during rendering. The package includes an export plug-ins for Maya 5.0, 6.0 and 6.5, as well as a 3DS scene converter.
Cheetah3D OpenGL API-based modeler for Mac OS X adds fast new polygon triangulator
Categories: Applications |
Aug 03, 2005
Cheetah3D is a fast and elegant OpenGL API-based 3D modelling/rendering and animation tool for Mac OS X. The new v2.3 adds a new window layout manager allows you to customize the main window, beveling for extrusions, and a higher quality polygon “triangulator” which is up to 100 times faster and more robust than in v2.2.
Amanith v0.1 2D/3D vector graphics framework using the OpenGL API enhances tesselator
Categories: Developers |
Aug 03, 2005
Amanith Framework is a cross-platform (Linux, Win32, Mac OX X, FreeBSD, Linux and IRIX) open source C++ framework for 2D and 3D vector graphics that includes 2D curves, a 2D font engine, bitmap vectorizer, tessellator, and an OpenGL extensions manager. It is highly customizable and lets you load/unload modules at runtime. This v.1 adds support of Qt4, Visual Studio .Net 2003 build solution, an enhanced tesselator and palettes.
ARB announces widespread adoption of OpenGL 2.0
Categories: General |
Aug 02, 2005
Silicon Graphics and the OpenGL Architecture Review Board (ARB) talked about the rapid and widespread adoption of the OpenGL 2.0 API and the OpenGL Shading Language from the top manufacturers of real-time 3D graphics cards (Nvidia, API, 3Dlabs) and sofware developers. UGS, one of the largest CAD engineering software developers, has included the OpenGL Shading Language in its products: “Many of our customers work in mixed Windows and UNIX environments and require smooth operation in and between both. No other graphics API approaches the flexibility, ubiquity and performance of OpenGL 2.0.”
Cinema 4D V9.5 & BodyPaint 3D V2.5 enhance tools for OpenGL-API accelerated modeling and paintin
Categories: Applications |
Aug 02, 2005
The new Cinema 4D v9.5 enhances workflow, lighting and rendering enhancements including ambient occulsion and atmospherics. BodyPaint 3D v2.5 adds several new tools to assist users in creating high quality textures by painting directly on 3D models. Both products require an OpenGL API accelerator.
OpenGL API-based SOFTIMAGE|XSI V5.0 adds new map generation and property transfer tools
Categories: Applications |
Aug 02, 2005
SOFTIMAGE|XSI 3D animation software v5.0 includes a map generation tool that generates normal, ambient occlusion, difference, parallax, light, and albedo maps from arbitrarily complex models using mental ray rendering, a unique property transfer system that will transfer any surface properties between models, regardless of complexity or topology, cloth and hair simulation, rigid-body dynamics, and native 64-bit support. Available for Win XP Pro and Linux and requires an OpenGL API hardware accelerator
OpenGL ES 2.0 and OpenGL ES Shading Language offer programmable 3D graphics for mobile devices
Categories: Developers |
Aug 01, 2005
OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification and emphasizes a programmable 3D graphics pipeline with the ability to create shader and program objects and the ability to write vertex and fragment shaders in the OpenGL ES Shading Language. It is a streamlined API based on OpenGL ES 1.1 that has removed any fixed functionality that can be easily replaced by shader programs, to minimize the cost and power of advanced programmable graphics subsystems on mobile and embedded devices. The specification is available now. Graphics cores from Bitboys and PowerVR already support the standard.
Scenic PDF Viewer with OpenGL API acceleration
Categories: Applications |
Aug 01, 2005
Scenic PDF Viewer is a PDF viewer based on Xpdf. It uses the Scenic graphics library for drawing and features antialiased text and graphics. The OpenGL API is used for rendering, which results in fast rendering if hardware acceleration is available.
OpenVG 1.0 hardware accelerated 2D graphics modeling the OpenGL API syntax
Categories: Developers |
Aug 01, 2005
OpenVG 1.0 enables hardware acceleration of libraries such as such as Flash and SVG, enabling high-quality, anti-aliased, scalable 2D vector graphics on embedded and handheld devices with highly interactive performance and low levels of power consumption. It targets mapping and GPS displays, compelling 2D games and ultra-readable text on small displays. OpenGL-style syntax is used where possible, in order to make learning OpenVG as easy as possible for OpenGL developers. And OpenVG works in concert with OpenGL ES.
OpenGL ES-SC offers embedded OpenGL API for Safety Critical applications
Categories: Developers |
Aug 01, 2005
The open standard OpenGL ES Safety Critical Profile is defined to meet the unique needs of the safety-critical market for avionics, industrial, military, medical and automotive applications including D0178-B certification. It simplifies safety-critical certification, guarantees repeatability, allows compliance with real-time requirements, and facilitates porting of legacy safety-critical applications. Since desktop OpenGL was not designed with Safety-Critical certification in mind, many avionic companies created a subset of OpenGL themselves. OpenGL ES-SC creates a common standard that will be used by avionics, transportation, industrial and real-time fault-intolerant applications.
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