OpenGL ES 2.0 - memory management in drawing lines (graphing) - ios

I finally got some functioning code to draw lines (in Xamarin/monotouch)
//init calls
Context = new EAGLContext (EAGLRenderingAPI.OpenGLES2);
DrawableDepthFormat = GLKViewDrawableDepthFormat.Format24;
EAGLContext.SetCurrentContext (Context);
effect = new GLKBaseEffect ();
effect.UseConstantColor = true;
effect.ConstantColor = new Vector4 (1f, 1f, 1f, 1f); //white
GL.ClearColor (0f, 0f, 0f, 1f);//black
public void DrawLine(float[] pts) {
//generate, bind, init
GL.GenBuffers (1, out vertexBuffer);
GL.BindBuffer (BufferTarget.ArrayBuffer, vertexBuffer);
GL.BufferData (BufferTarget.ArrayBuffer, (IntPtr) (pts.Length * sizeof (float)), pts, BufferUsage.DynamicDraw);
// RENDER //
effect.PrepareToDraw ();
//describe what's going to happen
GL.EnableVertexAttribArray ((int) GLKVertexAttrib.Position);
GL.VertexAttribPointer ((int) GLKVertexAttrib.Position, 2, VertexAttribPointerType.Float, false, sizeof(float) * 2, 0);
GL.DrawArrays (BeginMode.LineStrip, 0, pts.Length/2);
}
I have a couple questions.
Is this approach for drawing lines optimal? Are there any suggested improvements (i.e. antialiasing, etc..)
GL.Clear (ClearBufferMask.ColorBufferBit);
effect.ConstantColor = new Vector4 (1f, 1f, 1f, 1f);
DrawLine (line);
effect.ConstantColor = new Vector4 (1f, 0f, 1f, 1f);
DrawLine (line2);
Does all the memory associated with the line disappear when I call GL.Clear()? i.e. do I have to do any memory cleanup, or can I just keep calling GL.Clear() followed by DrawLine() and not worry about memory management?
I'm planning on using these functions for graphing. If the underlying data changes (but I have the same number of lines, is there a subset of functions that I can call to more efficiently update the lines?

GL.GenBuffers (1, out vertexBuffer) creates a buffer on the GPU and has to be deleted after the usage. In most cases you create buffer to push data to GPU which will not be updated frequently and are used to draw those data many times. There is probably a flag to stream the data (instead of DynamicDraw) for constant updating though. You could use that to reuse the same buffer but it would probably be best to just push the data pointer directly from the CPU: Lose all 3 lines concerning the buffer and insert pts into VertexAttribPointer instead of 0 for the last argument.
You say you will be using this for graph drawing. If the graph data will not be modified every frame and you can compute all the points you still might want to benefit from buffers. Instead of trying to push every line to its own buffer try pushing all the lines to a single buffer (even axis can be there). Use GL.DrawArrays (BeginMode.LineStrip, 0, pts.Length/2) to draw specific lines as last 2 arguments control the range in current buffer to draw (to draw 5th line only you would write GL.DrawArrays(BeginMode.LineStrip, 5*2, 2)). So when the graph data should update; delete the current buffer, create a new buffer, push the data to buffer, bind the buffer, set the vertex pointer and then just keep calling the draw method.
GLClear has nothing to do with memory cleanup at all. It will only clear (set values) the buffers attached to your frame buffer, in your case it will set all the pixels in your render buffer to the color you set in ClearColor. Nothing more. Other common cases are to also clear depth buffer, stencil buffer...
As for all the optimization and anti-aliasing it all depends on what you are doing, there is no general answer. Though if your scene gets too edgy try to search around for multisampling.

Related

how can I update dynamic vertex buffer fastly?

I'm trying to make a simple 3D modeling tool.
there is some work to move a vertex( or vertices ) for transform the model.
I used dynamic vertex buffer because thought it needs much update.
but performance is too low in high polygon model even though I change just one vertex.
is there other methods? or did I wrong way?
here is my D3D11_BUFFER_DESC
Usage = D3D11_USAGE_DYNAMIC;
CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
BindFlags = D3D11_BIND_VERTEX_BUFFER;
ByteWidth = sizeof(ST_Vertex) * _nVertexCount
D3D11_SUBRESOURCE_DATA d3dBufferData;
d3dBufferData.pSysMem = pVerticesInfo;
hr = pd3dDevice->CreateBuffer(&descBuffer, &d3dBufferData, &_pVertexBuffer);
and my update funtion
D3D11_MAPPED_SUBRESOURCE d3dMappedResource;
pImmediateContext->Map(_pVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &d3dMappedResource);
ST_Vertex* pBuffer = (ST_Vertex*)d3dMappedResource.pData;
for (int i = 0; i < vIndice.size(); ++i)
{
pBuffer[vIndice[i]].xfPosition.x = pVerticesInfo[vIndice[i]].xfPosition.x;
pBuffer[vIndice[i]].xfPosition.y = pVerticesInfo[vIndice[i]].xfPosition.y;
pBuffer[vIndice[i]].xfPosition.z = pVerticesInfo[vIndice[i]].xfPosition.z;
}
pImmediateContext->Unmap(_pVertexBuffer, 0);
As mentioned in the previous answer, you are updating your whole buffer every time, which will be slow depending on model size.
The solution is indeed to implement partial updates, there are two possibilities for it, you want to update a single vertex, or you want to update
arbitrary indices (for example, you want to move N vertices in one go, in different locations, like vertex 1,20,23 for example.
The first solution is rather simple, first create your buffer with the following description :
Usage = D3D11_USAGE_DEFAULT;
CPUAccessFlags = 0;
BindFlags = D3D11_BIND_VERTEX_BUFFER;
ByteWidth = sizeof(ST_Vertex) * _nVertexCount
D3D11_SUBRESOURCE_DATA d3dBufferData;
d3dBufferData.pSysMem = pVerticesInfo;
hr = pd3dDevice->CreateBuffer(&descBuffer, &d3dBufferData, &_pVertexBuffer);
This makes sure your vertex buffer is gpu visible only.
Next create a second dynamic buffer which has the size of a single vertex (you do not need any bind flags in that case, as it will be used only for copies)
_pCopyVertexBuffer
Usage = D3D11_USAGE_DYNAMIC; //Staging works as well
CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
BindFlags = 0;
ByteWidth = sizeof(ST_Vertex);
D3D11_SUBRESOURCE_DATA d3dBufferData;
d3dBufferData.pSysMem = NULL;
hr = pd3dDevice->CreateBuffer(&descBuffer, &d3dBufferData, &_pCopyVertexBuffer);
when you move a vertex, copy the changed vertex in the copy buffer :
ST_Vertex changedVertex;
D3D11_MAPPED_SUBRESOURCE d3dMappedResource;
pImmediateContext->Map(_pVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &d3dMappedResource);
ST_Vertex* pBuffer = (ST_Vertex*)d3dMappedResource.pData;
pBuffer->xfPosition.x = changedVertex.xfPosition.x;
pBuffer->.xfPosition.y = changedVertex.xfPosition.y;
pBuffer->.xfPosition.z = changedVertex.xfPosition.z;
pImmediateContext->Unmap(_pVertexBuffer, 0);
Since you use D3D11_MAP_WRITE_DISCARD, make sure to write all attributes there (not only position).
Now once you done, you can use ID3D11DeviceContext::CopySubresourceRegion to only copy the modified vertex in the current location :
I assume that vertexID is the index of the modified vertex :
pd3DeviceContext->CopySubresourceRegion(_pVertexBuffer,
0, //must be 0
vertexID * sizeof(ST_Vertex), //location of the vertex in you gpu vertex buffer
0, //must be 0
0, //must be 0
_pCopyVertexBuffer,
0, //must be 0
NULL //in this case we copy the full content of _pCopyVertexBuffer, so we can set to null
);
Now if you want to update a list of vertices, things get more complicated and you have several options :
-First you apply this single vertex technique in a loop, this will work quite well if your changeset is small.
-If your changeset is very big (close to almost full vertex size, you can probably rewrite the whole buffer instead).
-An intermediate technique is to use compute shader to perform the updates (thats the one I normally use as its the most flexible version).
Posting all c++ binding code would be way too long, but here is the concept :
your vertex buffer must have BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_UNORDERED_ACCESS; //this allows to write wioth compute
you need to create an ID3D11UnorderedAccessView for this buffer (so shader can write to it)
you need the following misc flags : D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS //this allows to write as RWByteAddressBuffer
you then create two dynamic structured buffers (I prefer those over byteaddress, but vertex buffer and structured is not allowed in dx11, so for the write one you need raw instead)
first structured buffer has a stride of ST_Vertex (this is your changeset)
second structured buffer has a stride of 4 (uint, these are the indices)
both structured buffers get an arbitrary element count (normally i use 1024 or 2048), so that will be the maximum amount of vertices you can update in a single pass.
both structured buffers you need an ID3D11ShaderResourceView (shader visible, read only)
Then update process is the following :
write modified vertices and locations in structured buffers (using map discard, if you have to copy less its ok)
attach both structured buffers for read
attach ID3D11UnorderedAccessView for write
set your compute shader
call dispatch
detach ID3D11UnorderedAccessView for write (this is VERY important)
This is a sample compute shader code (I assume you vertex is position only, for simplicity)
cbuffer cbUpdateCount : register(b0)
{
uint updateCount;
};
RWByteAddressBuffer RWVertexPositionBuffer : register(u0);
StructuredBuffer<float3> ModifiedVertexBuffer : register(t0);
StructuredBuffer<uint> ModifiedVertexIndicesBuffer : register(t0);
//this is the stride of your vertex buffer, since here we use float3 it is 12 bytes
#define WRITE_STRIDE 12
[numthreads(64, 1, 1)]
void CS( uint3 tid : SV_DispatchThreadID )
{
//make sure you do not go part element count, as here we runs 64 threads at a time
if (tid.x >= updateCount) { return; }
uint readIndex = tid.x;
uint writeIndex = ModifiedVertexIndicesBuffer[readIndex];
float3 vertex = ModifiedVertexBuffer[readIndex];
//byte address buffers do not understand float, asuint is a binary cast.
RWVertexPositionBuffer.Store3(writeIndex * WRITE_STRIDE, asuint(vertex));
}
For the purposes of this question I'm going to assume you already have a mechanism for selecting a vertex from a list of vertices based upon ray casting or some other picking method and a mechanism for creating a displacement vector detailing how the vertex was moved in model space.
The method you have for updating the buffer is sufficient for anything less than a few hundred vertices, but on large scale models it becomes extremely slow. This is because you're updating everything, rather than the individual vertices you modified.
To fix this, you should only update the vertices you have changed, and to do that you need to create a change set.
In concept, a change set is nothing more than a set of changes made to the data - a list of the vertices that need to be updated. Since we already know which vertices were modified (otherwise we couldn't have manipulated them), we can map in the GPU buffer, go to that vertex specifically, and copy just those vertices into the GPU buffer.
In your vertex modification method, record the index of the vertex that was modified by the user:
//Modify the vertex coordinates based on mouse displacement
pVerticesInfo[SelectedVertexIndex].xfPosition.x += DisplacementVector.x;
pVerticesInfo[SelectedVertexIndex].xfPosition.y += DisplacementVector.y;
pVerticesInfo[SelectedVertexIndex].xfPosition.z += DisplacementVector.z;
//Add the changed vertex to the list of changes.
changedVertices.add(SelectedVertexIndex);
//And update the GPU buffer
UpdateD3DBuffer();
In UpdateD3DBuffer(), do the following:
D3D11_MAPPED_SUBRESOURCE d3dMappedResource;
pImmediateContext->Map(_pVertexBuffer, 0, D3D11_MAP_WRITE, 0, &d3dMappedResource);
ST_Vertex* pBuffer = (ST_Vertex*)d3dMappedResource.pData;
for (int i = 0; i < changedVertices.size(); ++i)
{
pBuffer[changedVertices[i]].xfPosition.x = pVerticesInfo[changedVertices[i]].xfPosition.x;
pBuffer[changedVertices[i]].xfPosition.y = pVerticesInfo[changedVertices[i]].xfPosition.y;
pBuffer[changedVertices[i]].xfPosition.z = pVerticesInfo[changedVertices[i]].xfPosition.z;
}
pImmediateContext->Unmap(_pVertexBuffer, 0);
changedVertices.clear();
This has the effect of only updating the vertices that have changed, rather than all vertices in the model.
This also allows for some more complex manipulations. You can select multiple vertices and move them all as a group, select a whole face and move all the connected vertices, or move entire regions of the model relatively easily, assuming your picking method is capable of handling this.
In addition, if you record the change sets with enough information (the affected vertices and the displacement index), you can fairly easily implement an undo function by simply reversing the displacement vector and reapplying the selected change set.

Pass cuda texture variable as an argument

I have setup the cudaArray, and have bound it to a texture:
texture<float, 2, cudaReadModeElementType> tex;
cudaChannelFormatDesc channelDesc =
cudaCreateChannelDesc(32, 0, 0, 0, cudaChannelFormatKindFloat);
cudaArray *cuArray;
checkCudaErrors(cudaMallocArray(&cuArray,
&channelDesc,
width,
height));
checkCudaErrors(cudaMemcpyToArray(cuArray,
0,
0,
hData,
size,
cudaMemcpyHostToDevice));
Now I am wondering, if the content within the cuArray and tex remains the same all the time during the calculation, can I pass tex and/or cuArray to another function so that I don't have to do the binding every time?
Something like this:
DoJobUsingTex(float* output, float* input, int size, texture tex)
{
\\ do something here
}
CUDA introduced texture objects when CUDA 5 and Kepler hardware were released. These are so called "bindless" textures which can be passed by value to kernels, so there isn't a need to rebind memory every time you want to run a kernel on different texture data.
You can read more about their use here.

Read position data from Vertex Buffer in openGL

Say we have an object and we want to create multiple objects and move them independently based some algorithm.
Here is what is the process I am using:
Create a structure with the geometry of the object
Create an array of vertice buffers using the geometry of the object
Now in the rendering routine, I need to go through each one of those objects and alter their position based on a specific algorithm.
To accomplish this I need to get the current location of the object to compute the new position.
How can I get the current location of a vertice buffer? Clearly, I do not want to store outside the program all locations of the object since they are inside the vertice buffer.
EDIT: This is the code I am using to store and retrieve data from the model matrix of each object
// Set up Code
- (void)setupGL
{
[EAGLContext setCurrentContext:self.context];
[self loadShaders];
glEnable(GL_DEPTH_TEST);
for( int i; i<num_objects; i++) {
glGenVertexArraysOES(1, &_objectArray[i]);
glBindVertexArrayOES(_objectArray[i]);
glGenBuffers(1, &_objectBuffer[i]);
glBindBuffer(GL_ARRAY_BUFFER, _objectBuffer[i]);
glBufferData(GL_ARRAY_BUFFER, sizeof(objectData), objectData, GL_STATIC_DRAW);
glEnableVertexAttribArray(....);
glVertexAttribPointer(......, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
}
glBindVertexArrayOES(0);
}
//********************************************************
// Rendering Code
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glUseProgram(_program);
for(int i=0; i<num_objects; i++) {
glBindVertexArrayOES(_objectArray[i]);
// Get Previous data
GLint uMatrix = glGetUniformLocation(_program, "modelMatrix");
glGetUniformfv(_program, uMatrix, dataOfCurrentObject);
// Get Previous data
... transform dataOfCurrentObject based on an algorithm and create newDataOfCurrentObject
// Update object with new data and draw
glUniformMatrix4fv(uMatrix, 1, 0, newDataOfCurrentObject);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
}
The problem I have now is that the dataOfCurrentObject for object 'i' is identical to the newDataOfCurrentObject for object 'i-1'. In other words it appears that the code keeps track of only one model matrix for all objects, or it does not read correctly the model matrix of a specific object. Any ideas?
The simplest method that gets used is to set the object's position in the Model Matrix, and upload that object's appropriate Model Matrix as a Uniform each time you draw a new object. The [pseudo-]code would look like this:
for(game_object object : game_object_list) {
glUniformMatrix4f(modelMatrixUniformLocation, 1, false, object->model_matrix);
object->draw();
}
And when you need to update the object's position:
for(game_object object : game_object_list) {
object->model_matrix = Matrix.identity();
/*Any transformations that need to take place here*/
object->model_matrix = object->model_matrix.transpose(/*x*/, /*y*/);
/*Any other transformations that need to take place*/
}
Exactly what you put in there will vary depending on your needs. If you're programming a 2D game, you probably don't need a 4x4 model matrix. But the basic logic should be identical to what you eventually use.
You don't have to read anything back from your vertex buffers. You just need to keep in your application the tranform you need and pass it as uniform for every object.
For example if you need to translate the object, keep the modelViewMatrix in and every frame apply trasformation to the previous matrix :
GLKMatrix4 modelViewMatrix;
...
modelViewMatrix = GLKMatrix4Identity;
...
-(void) render {
modelViewMatrix = GLKMatrix4Translate(modelViewMatrix, deltaX, deltaY, deltaZ);
glUniformMatrix4fv(_modelViewUniform, 1,0, modelViewMatrix.m);
}
So you just need to keep reference to your objects modelView matrices and apply your transformations accordingly.
If you want to read data back from your vertex buffers (gpu) to your application you have to use Transform Feedback which is a bit more advanced technique and it is used when you modify your vertexes in the vertex shader and you need the results back. (It is not needed for your case).

OpenGL ES2 Vertex Array Objects help

I am having trouble understanding how to use VAO's in OpenGL ES2 (on iOS) and getting them to work.
My current rendering setup looks like this (in pseudocode):
Initialization:
foreach VBO:
glGenBuffers();
Rendering a frame:
// Render VBO 1
glClear(color | depth);
glBindBuffer(GL_ARRAY_BUFFER, arrayVBO1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVBO1);
foreach vertex attribute:
glVertexAttribPointer();
glEnableVertexAttribArray();
glBufferData(GL_ARRAY_BUFFER, ...);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ...);
glDrawElements(GL_TRIANGLE_STRIP, ...);
// Render VBO 2
glClear(color | depth);
glBindBuffer(GL_ARRAY_BUFFER, arrayVBO2);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVBO2);
foreach vertex attribute:
glVertexAttribPointer();
glEnableVertexAttribArray();
glBufferData(GL_ARRAY_BUFFER, ...);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, ...);
glDrawElements(GL_TRIANGLE_STRIP, ...);
This works fine, however, both VBO's have exactly the same interleaved vertex attribute struct, and as you can see I'm setting up and enabling each attribute every frame for every VBO. Instruments complains about redundant calls to glVertexAttribPointer() and glEnableVertexAttribArray(), but when I move one of them or both to the initialization phase I either get a EXC_BAD_ACCESS when calling glDrawElements or nothing is drawn.
My question is whether I need to do this every frame, why it doesn't work if I don't, and how I would use VAO's to solve this.
Sorry for the dredge, but I'm procrastinating and you keep topping my google search. I'm sure you've solved it by now...
The correct way is to only update the buffers when the data changes, not every frame. Ideally, you would only update the part of the buffer that changed. Also, Attribute Pointers are offsets into the buffer if a buffer is bound.
Initialisation:
glGenBuffers()
foreach VBO:
glBufferData()
Updates / Animation, etc:
glMapBuffer() //or something like this
buffer->vertex = vec3(1,2,3) // etc
glUnmapBuffer()
And Render:
glBindFBO()
glClear(color | depth);
glBindBuffer(GL_ARRAY_BUFFER, arrayVBO1)
glVertexAttribPointer(GL_VERTEX,..., 0) // Buffer Offset = 0
glVertexAttribPointer(GL_TEXCOORD,..., sizeof(vertex)) // Buffer Offset = size of vertex
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexVBO1);
glEnableVertexAttribArray(..., 0) // Buffer Offset = 0
glBindBuffer(0); // Unbind buffers, you don't need them here
glDrawElements(GL_TRIANGLE_STRIP, ...);
Hope that helps.

DirectX: How to apply an Effect to a texture drawn with ID3DXSprite.Draw(..)

I want to write a very simple Effect for a DirectX program which uses the ID3DXSprite interface to draw a 2D-Hud. In XNA I simply called
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.None);
effect.Begin();
effect.CurrentTechnique.Passes[0].Begin();
spriteBatch.Draw(texture, new Rectangle(0, 0, 300, 300), Color.White);
effect.CurrentTechnique.Passes[0].End();
effect.End();
spriteBatch.End();
But in C++, nearly the same code doesnt work
pSprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_DONOTSAVESTATE | D3DXSPRITE_SORT_TEXTURE);
anEffect->SetTechnique(technique);
anEffect->Begin(&passes, 0);
anEffect->BeginPass(0);
pSprite->Draw(pTexture, NULL, NULL, &position, 0xFFFFFFFF);
anEffect->EndPass();
anEffect->End();
pSprite->End();
NOTE: The effect is loaded correctly!
Well, first of all the XNA code you have is for XNA 3.1, and it's wrong. This blog post explains how to do it for both XNA 3.1 and 4.0 (the API changes in between).
In XNA 3.1, when using SpriteSortMode.Immediate, SpriteBatch will set up its shaders and other device state in the Begin call, instead of in the End call. This gives you the opportunity to replace parts of the device state before drawing actually takes place (in Draw or End, depending on when it flushes). And then you are supposed to End your effect after you End the sprite batch (so everything gets drawn first).
Now, in DirectX, I would suggest that the same incorrect ordering of your End calls is to blame. Specifically refer to this part of the documentation for the second parameter to ID3DXEffect::Begin
determines if state modified by an effect is saved and restored. The default value 0 specifies that ID3DXEffect::Begin and ID3DXEffect::End will save and restore all state modified by the effect
The upshot is that, when you End the effect, it is resetting the device back to normal sprite drawing, before you call End on the ID3DXSprite, which is what is actually sending your sprite batch to be drawn.
I would guess that the reason your incorrectly-ordered code works on XNA is that XNA is probably doing the equivalent of passing D3DXFX_DONOTSAVESTATE, when beginning the effect, under the hood.
Usage of Sprite with HLSL Effect: (for C++ Game Developers)
Below is the sample code which explains how sprite draw can work with HLSL effect files
Pseudo Code:
ID3DXEffect* g_pEffect = NULL; // D3DX effect interface
void loadTextureEffect() {
D3DXCreateTextureFromFile(gD3dDevice,L"image.png",&gTextureBackdrop);
DWORD dwShaderFlags = D3DXFX_NOT_CLONEABLE;
D3DXCreateEffectFromFile( gD3dDevice, "shader.fx", NULL, NULL, dwShaderFlags,
NULL, &g_pEffect, NULL );
}
void Render()
{
unsigned int passes;
gD3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
gD3dDevice->BeginScene();
gSprite->Begin(0);
g_pEffect->SetTechnique("PostProcess");
g_pEffect->SetTexture( "Tex0", gTextureBackdrop );
float blurFactor = 25;
g_pEffect->SetValue("TextureBlur",&blurFactor ,sizeof(float));
g_pEffect->Begin(&passes, 0);
for(unsigned int pass = 0; pass < passes; ++pass)
{
g_pEffect->BeginPass(pass);
D3DXVECTOR3 spritePos(0.0f, 0.0f, 0.0f);
gD3dDevice->SetTexture(0,gTextureBackdrop);
gSprite->Draw(gTextureBackdrop, 0, 0, &spritePos, 0xffffffff);
gSprite->End();
g_pEffect->CommitChanges();
g_pEffect->EndPass();
}
g_pEffect->End();
gD3dDevice->EndScene();
gD3dDevice->Present(NULL,NULL,NULL,NULL);
}

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