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		<title>Cycling &#039;74 Forums &#187; Topic: corner pin adjustement of plane/quad with videotexture?</title>
		<link>http://cycling74.com/forums/topic.php?id=18017</link>
		<description>Cycling &#039;74 Forums &#187; Topic: corner pin adjustement of plane/quad with videotexture?</description>
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		<pubDate>Tue, 07 Sep 2010 02:39:34 +0000</pubDate>
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			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-133849</link>
			<pubDate>Wed, 02 Jun 2010 02:32:41 +0000</pubDate>
			<dc:creator>e-ars</dc:creator>
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			<description>&#60;p&#62;I am new with max/msp, and not where paste the key patcher, tell me please
&#60;/p&#62;</description>
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			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95515</link>
			<pubDate>Tue, 20 Jan 2009 23:14:50 +0000</pubDate>
			<dc:creator>pelado</dc:creator>
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			<description>&#60;p&#62;This makes the texture part a bit more efficient.  You can send messages to&#60;br /&#62;
the slabs to change the dimensions of their texture units if you need to.&#60;/p&#62;
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			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95514</link>
			<pubDate>Tue, 20 Jan 2009 15:36:49 +0000</pubDate>
			<dc:creator>hc gilje</dc:creator>
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			<description>&#60;p&#62;I haven&#38;#180;t really needed the cropping alternative for my work, but I made an attempt at modifying the quadwarp patch.&#60;br /&#62;
I wouldn&#38;#180;t say it was a big success, but it sort of works.&#60;br /&#62;
I captured the gl.mesh to a texture and used that with a co.multiply slab with the movie.&#60;br /&#62;
It is not very high res and is very inefficient.&#60;/p&#62;
&#60;p&#62;again referring, to the quartz composer example, he also has a mask version, so I have the feeling it is a very simple operation which I have overcomplicated.&#60;/p&#62;
&#60;p&#62;anyway, here is my attempt:&#60;/p&#62;
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		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95513</link>
			<pubDate>Tue, 20 Jan 2009 12:57:03 +0000</pubDate>
			<dc:creator>fp</dc:creator>
			<guid isPermaLink="false">95513@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;hi,&#60;/p&#62;
&#60;p&#62;just by curiosity.&#60;br /&#62;
how to just crop with your solution ?&#60;br /&#62;
and keep the possibility to choose between &#34;crop&#34; and &#34;adapt&#34;.&#60;/p&#62;
&#60;p&#62;thx.&#60;br /&#62;
f./&#60;/p&#62;
&#60;p&#62;i had it by this way :&#60;/p&#62;
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-----------end_max5_patcher-----------&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95512</link>
			<pubDate>Tue, 20 Jan 2009 12:33:57 +0000</pubDate>
			<dc:creator>hc gilje</dc:creator>
			<guid isPermaLink="false">95512@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;Here is a modified version of the patch, now easy to use as a fullscreen keystone tool.&#60;br /&#62;
By clicking directly on the output screen, you can easily place/displace the image by corner pinning.&#60;/p&#62;
&#60;p&#62;hc&#60;/p&#62;
&#60;p&#62;----------begin_max5_patcher----------&#60;br /&#62;
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-----------end_max5_patcher-----------
&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95511</link>
			<pubDate>Mon, 19 Jan 2009 23:56:08 +0000</pubDate>
			<dc:creator>Scott Fitzgerald</dc:creator>
			<guid isPermaLink="false">95511@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;I am one of those few others, was going to be asking a similar&#60;br /&#62;
question in a few days if I couldn't get it right.&#60;/p&#62;
&#60;p&#62;Thanks to you both!&#60;/p&#62;
&#60;p&#62;~s&#60;/p&#62;
&#60;p&#62;On Mon, Jan 19, 2009 at 6:50 PM, hc gilje &#38;lt;hc@nervousvision.com&#38;gt; wrote:&#60;br /&#62;
&#38;gt;&#60;br /&#62;
&#38;gt; excellent, thanks for sharing!&#60;br /&#62;
&#38;gt; I have had quite a few false starts trying to get this working, so glad you took the time to help me out. This should be useful for a few others than me as well.&#60;br /&#62;
&#38;gt;&#60;br /&#62;
&#38;gt; hc
&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95510</link>
			<pubDate>Mon, 19 Jan 2009 23:50:38 +0000</pubDate>
			<dc:creator>hc gilje</dc:creator>
			<guid isPermaLink="false">95510@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;excellent, thanks for sharing!&#60;br /&#62;
I have had quite a few false starts trying to get this working, so glad you took the time to help me out. This should be useful for a few others than me as well.&#60;/p&#62;
&#60;p&#62;hc
&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95509</link>
			<pubDate>Mon, 19 Jan 2009 23:36:14 +0000</pubDate>
			<dc:creator>Joshua Kit Clayton</dc:creator>
			<guid isPermaLink="false">95509@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;
On Jan 19, 2009, at 3:16 PM, hc gilje wrote:&#60;/p&#62;
&#60;p&#62;&#38;gt; \I am just wondering if this approach would work if I wanted to  &#60;br /&#62;
&#38;gt; apply different warpings to different videoplanes. Since the matrix  &#60;br /&#62;
&#38;gt; transform goes directly to the renderer in this example, I would  &#60;br /&#62;
&#38;gt; need some way to connect individual matrix transforms to each  &#60;br /&#62;
&#38;gt; separate plane.&#60;br /&#62;
&#38;gt; This is where I thought it would be handy to have a shader version,  &#60;br /&#62;
&#38;gt; but would it work with your method if things are banged in the right  &#60;br /&#62;
&#38;gt; order?&#60;/p&#62;
&#60;p&#62;Sure. You can also use jit.gl.mesh if it makes your patch organization  &#60;br /&#62;
simpler... So many different ways to do the same thing.&#60;/p&#62;
&#60;p&#62;-Joshua&#60;/p&#62;
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		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95508</link>
			<pubDate>Mon, 19 Jan 2009 23:30:44 +0000</pubDate>
			<dc:creator>hc gilje</dc:creator>
			<guid isPermaLink="false">95508@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;your patch came while I was writing my post, so that is why my message about texture distortion appears after your example, sorry for the confusion.&#60;br /&#62;
it works beautifully with 20x20 here.&#60;br /&#62;
thanks again!&#60;/p&#62;
&#60;p&#62;hc
&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95507</link>
			<pubDate>Mon, 19 Jan 2009 23:16:44 +0000</pubDate>
			<dc:creator>Joshua Kit Clayton</dc:creator>
			<guid isPermaLink="false">95507@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;
On Jan 19, 2009, at 2:52 PM, hc gilje wrote:&#60;/p&#62;
&#60;p&#62;&#38;gt; I just look at the output and see no unwanted distortion in the  &#60;br /&#62;
&#38;gt; video texture in the qc example, and lots of distortion with my  &#60;br /&#62;
&#38;gt; jitter test.&#60;/p&#62;
&#60;p&#62;Texture size? Use jit.qt.movie @adapt 1-&#38;gt; jit.gl.texture to make sure  &#60;br /&#62;
that's not the issue.&#60;/p&#62;
&#60;p&#62;Dimensions of the plane's vertex mesh? Try 40x40 rather than 20x20.&#60;/p&#62;
&#60;p&#62;I'm pretty sure it's only one of those two possibilities. In your  &#60;br /&#62;
first example you were using a 320x240 -&#38;gt; 256x256 down sampling  &#60;br /&#62;
without any antialiasing, which of course would have significant  &#60;br /&#62;
artifacts.&#60;/p&#62;
&#60;p&#62;-Joshua
&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95506</link>
			<pubDate>Mon, 19 Jan 2009 23:16:34 +0000</pubDate>
			<dc:creator>hc gilje</dc:creator>
			<guid isPermaLink="false">95506@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;thanks,&#60;br /&#62;
yes it looks quite good here. I didn&#38;#180;t mean to make you fix the antialiasing, that is one of the things I still know how to do :-)&#60;/p&#62;
&#60;p&#62;I am just wondering if this approach would work if I wanted to apply different warpings to different videoplanes. Since the matrix transform goes directly to the renderer in this example, I would need some way to connect individual matrix transforms to each separate plane.&#60;br /&#62;
This is where I thought it would be handy to have a shader version, but would it work with your method if things are banged in the right order?&#60;/p&#62;
&#60;p&#62;I will try this out tomorrow.&#60;/p&#62;
&#60;p&#62;hc
&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95505</link>
			<pubDate>Mon, 19 Jan 2009 23:08:21 +0000</pubDate>
			<dc:creator>Joshua Kit Clayton</dc:creator>
			<guid isPermaLink="false">95505@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;
On Jan 19, 2009, at 2:55 PM, hc gilje wrote:&#60;/p&#62;
&#60;p&#62;&#38;gt; So if get rid of the aliasing I will be happy&#60;/p&#62;
&#60;p&#62;Here you go with a natively sized jit.gl.texture object and @fsaa 1.  &#60;br /&#62;
That's as good as you'll get without some alternate form of texture  &#60;br /&#62;
filtering. Bilinear filtering (which is most likely the same as is  &#60;br /&#62;
used in QC/vvvv), will have visible aliasing artifacts when  &#60;br /&#62;
downsampling by large amounts. Performing gaussian/bicubic/mitchell/ &#60;br /&#62;
etc filtering is more of an endeavor.&#60;/p&#62;
&#60;p&#62;-Joshua&#60;/p&#62;
&#60;p&#62;
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		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95504</link>
			<pubDate>Mon, 19 Jan 2009 22:55:51 +0000</pubDate>
			<dc:creator>hc gilje</dc:creator>
			<guid isPermaLink="false">95504@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;that was quick, thanks!&#60;br /&#62;
I would have spent a bit more than 10 minutes on that :-)&#60;/p&#62;
&#60;p&#62;So if get rid of the aliasing I will be happy, and maybe I will force myself to make a shader out of it. Maybe that&#38;#180;s a good idea if I want to include a whole bunch of these.&#60;/p&#62;
&#60;p&#62;hc
&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95503</link>
			<pubDate>Mon, 19 Jan 2009 22:52:05 +0000</pubDate>
			<dc:creator>hc gilje</dc:creator>
			<guid isPermaLink="false">95503@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;ok, I am not obsessed with shaders myself, &#60;br /&#62;
I just look at the output and see no unwanted distortion in the video texture in the qc example, and lots of distortion with my jitter test.&#60;br /&#62;
So obviously I am missing something?&#60;/p&#62;
&#60;p&#62;hc
&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95502</link>
			<pubDate>Mon, 19 Jan 2009 22:50:35 +0000</pubDate>
			<dc:creator>Joshua Kit Clayton</dc:creator>
			<guid isPermaLink="false">95502@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;
Here's what I'm suggesting. Took about 10 minutes to make from your  &#60;br /&#62;
existing patch.&#60;/p&#62;
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-----------end_max5_patcher-----------&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95501</link>
			<pubDate>Mon, 19 Jan 2009 22:34:50 +0000</pubDate>
			<dc:creator>Joshua Kit Clayton</dc:creator>
			<guid isPermaLink="false">95501@http://cycling74.com/forums/</guid>
			<description>&#60;br /&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95500</link>
			<pubDate>Mon, 19 Jan 2009 22:18:23 +0000</pubDate>
			<dc:creator>hc gilje</dc:creator>
			<guid isPermaLink="false">95500@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;I was sort of guessing that was the problem, but that still makes me wonder why such a simple shader as the one I linked to for quartz composer doesn&#38;#180;t have this issue with the texture.&#60;br /&#62;
Is a quad and a quad different things in quartz composer, jitter and vvvv? (the first ones are based on opengl, the last one on directx)&#60;/p&#62;
&#60;p&#62;hc
&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95499</link>
			<pubDate>Mon, 19 Jan 2009 21:57:26 +0000</pubDate>
			<dc:creator>Joshua Kit Clayton</dc:creator>
			<guid isPermaLink="false">95499@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;
On Jan 19, 2009, at 1:18 PM, hc gilje wrote:&#60;/p&#62;
&#60;p&#62;&#38;gt;&#60;br /&#62;
&#38;gt; here is a simple patch with a quad using a video texture, but the  &#60;br /&#62;
&#38;gt; texture gets a pretty nasty distortion even with moderate tweaks of  &#60;br /&#62;
&#38;gt; the quad, so I need to do something with the texture coordinates as  &#60;br /&#62;
&#38;gt; well I assume?&#60;/p&#62;
&#60;p&#62;Sorry about that. Yeah, you'll be better off using either a more dense  &#60;br /&#62;
vertex mesh, since a simple quad breaks down into two triangles and  &#60;br /&#62;
interpolates only within each triangle.&#60;/p&#62;
&#60;p&#62;The basic idea would be to make a 4 cell matrix containing each of  &#60;br /&#62;
your corner xyz values, and the standard texture coordinates, and then  &#60;br /&#62;
send it to a 20x20 or whatever jit.matrix @interp 1. This will make a  &#60;br /&#62;
mesh which can be sent on to jit.gl.mesh, jit.gl.sketch drawmatrix, or  &#60;br /&#62;
jit.gl.render or whatever your preferred means of drawing vertex data  &#60;br /&#62;
as a trigrid/quadgrid. The more vertices in your mesh the better it  &#60;br /&#62;
should look.&#60;/p&#62;
&#60;p&#62;-Joshua&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95498</link>
			<pubDate>Mon, 19 Jan 2009 21:18:17 +0000</pubDate>
			<dc:creator>hc gilje</dc:creator>
			<guid isPermaLink="false">95498@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;here is a simple patch with a quad using a video texture, but the texture gets a pretty nasty distortion even with moderate tweaks of the quad, so I need to do something with the texture coordinates as well I assume?&#60;/p&#62;
&#60;p&#62;hc&#60;/p&#62;
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		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95497</link>
			<pubDate>Mon, 19 Jan 2009 17:04:29 +0000</pubDate>
			<dc:creator>Joshua Kit Clayton</dc:creator>
			<guid isPermaLink="false">95497@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;
On Jan 19, 2009, at 8:36 AM, hc gilje wrote:&#60;/p&#62;
&#60;p&#62;&#38;gt; I am trying to achieve something which seems simple in environments  &#60;br /&#62;
&#38;gt; like quartz composer/vdmx and vvvv: corner pin positioning of a quad/ &#60;br /&#62;
&#38;gt; plane.&#60;/p&#62;
&#60;p&#62;
Something like the following email coding should be all you need. You  &#60;br /&#62;
might need to flip the texture coordinates to get the proper texture  &#60;br /&#62;
orientation. Check out the redbook if the following doesn't make sense.&#60;/p&#62;
&#60;p&#62;glbindtexture texname,&#60;br /&#62;
glbegin quads,&#60;br /&#62;
gltexcoord 0 0,&#60;br /&#62;
glvertex left top 0,&#60;br /&#62;
gltexcoord 1 0,&#60;br /&#62;
glvertex right top 0,&#60;br /&#62;
gltexcoord 1 1,&#60;br /&#62;
glvertex right bottom 0,&#60;br /&#62;
gltexcoord 0 1,&#60;br /&#62;
glvertex left bottom 0,&#60;br /&#62;
glend&#60;/p&#62;
&#60;p&#62;-Joshua
&#60;/p&#62;</description>
		</item>
		<item>
			<title>corner pin adjustement of plane/quad with videotexture?</title>
			<link>http://cycling74.com/forums/topic.php?id=18017#post-95496</link>
			<pubDate>Mon, 19 Jan 2009 16:36:36 +0000</pubDate>
			<dc:creator>hc gilje</dc:creator>
			<guid isPermaLink="false">95496@http://cycling74.com/forums/</guid>
			<description>&#60;p&#62;Before I twist my brain yet another turn:&#60;/p&#62;
&#60;p&#62;I am trying to achieve something which seems simple in environments like quartz composer/vdmx and vvvv: corner pin positioning of a quad/plane.&#60;/p&#62;
&#60;p&#62;If you take a look at this link there is an example video and also the shader used to create the warp for qc/vdmx: &#60;a href=&#34;http://www.memo.tv/projection_mapping_quad_warping_with_quartz_composer_vdmx&#34; rel=&#34;nofollow&#34;&#62;http://www.memo.tv/projection_mapping_quad_warping_with_quartz_composer_vdmx&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;In vvvv there is the homography module which does the same thing.&#60;/p&#62;
&#60;p&#62;I have looked at different keystone examples on the list (particularly jasch and robtherich), but they seem quite complex to achieve a simple corner pinning (and also I would want many instances in my setup).&#60;/p&#62;
&#60;p&#62;I have figured out how to capture parts of or the whole gl scene to a texture, and then ideally I would want a shader based on the code from the link above:&#60;/p&#62;
&#60;p&#62;uniform vec2 BL, BR, TL, TR;&#60;br /&#62;
uniform vec2 renderSize;&#60;/p&#62;
&#60;p&#62;void main() {&#60;br /&#62;
	// transform from QC object coords to 0...1&#60;br /&#62;
	vec2 p = (vec2(gl_Vertex.x, gl_Vertex.y) + 1.) * 0.5;&#60;/p&#62;
&#60;p&#62;	// interpolate bottom edge x coordinate&#60;br /&#62;
	vec2 x1 = mix(BL, BR, p.x);&#60;/p&#62;
&#60;p&#62;	// interpolate top edge x coordinate&#60;br /&#62;
	vec2 x2 = mix(TL, TR, p.x);&#60;/p&#62;
&#60;p&#62;	// interpolate y position&#60;br /&#62;
	p = mix(x1, x2, p.y);&#60;/p&#62;
&#60;p&#62;	// transform from 0...1 to QC screen coords&#60;br /&#62;
	p = (p  - 0.5) * renderSize;&#60;/p&#62;
&#60;p&#62;
	gl_Position 	= gl_ModelViewProjectionMatrix * vec4(p, 0, 1);&#60;br /&#62;
	gl_FrontColor	= gl_Color;&#60;br /&#62;
	gl_TexCoord[0]	= gl_TextureMatrix[0] * gl_MultiTexCoord0;&#60;br /&#62;
}&#60;/p&#62;
&#60;p&#62;I have so far not been able to get this shader code to work in jitter, I haven&#38;#180;t worked with vertex shaders before, and haven&#38;#180;t found any similar types of shaders to point me in the right direction.&#60;br /&#62;
So if someone wants to help me out, or point to some good examples, or explain why this wouldn&#38;#180;t work at all, that would be great!&#60;/p&#62;
&#60;p&#62;Another related question from a earlier post by fp which has been left unanswered:&#60;br /&#62;
he had made a simple patch where a video texture was sent to a jit.gl.sketch object. When used with the plane command it worked fine, but when trying to use a quad (which would do what I am looking for) the texture disappears.&#60;br /&#62;
So why doesn&#38;#180;t quad like the texture?&#60;br /&#62;
Here is the link to that thread (patch is the last post in the thread:&#60;br /&#62;
&#60;a href=&#34;http://www.cycling74.com/forums/index.php?t=msg&#38;amp;rid=0&#38;amp;S=d3700dd9c5aa4636cd29fced1d3230b8&#38;amp;th=34641&#38;amp;goto=147027#msg_147027&#34; rel=&#34;nofollow&#34;&#62;http://www.cycling74.com/forums/index.php?t=msg&#38;amp;rid=0&#38;amp;S=d3700dd9c5aa4636cd29fced1d3230b8&#38;amp;th=34641&#38;amp;goto=147027#msg_147027&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;thanks,&#60;br /&#62;
hc&#60;/p&#62;</description>
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