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<?xml version='1.0'?> |
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<project name='RuneBlade Rendering Project'> |
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<package name='Renderer'> |
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<package name='Geometry'> |
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NOTE: Don't forget support for selection and picking |
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<module name='Data'> |
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<object name='VertexArray'/> |
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<object name='NormalArray'/> |
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<object name='ColorArray'/> |
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<object name='TexCoordArray'/> |
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<object name='EdgeFlagArray'/> |
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<object name='WeightArray'/> |
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</module> |
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<module name='Traversal'> |
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<object name='Array Traversal'/> |
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Outstanding issues: |
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* NV_element_array and NV_vertex_array_range |
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* ATI_element_array and ATI_vertex_array_object |
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* EXT_multi_draw_array |
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* NV_primitive_restart |
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</module> |
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<object name='Immediate Mode'> |
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Provide something to derive from/implement so that |
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immediate mode tests are possible and simple. |
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Not really intended for production usage. |
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</object> |
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</package> |
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<package name='Image and Raster'> |
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<module name='Image Bitmaps'> |
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To be explored |
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</module> |
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<module name='Texture Objects'> |
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To be explored |
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</module> |
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To be explored |
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Look at: |
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Standard/simple |
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Multitexturing |
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Dot/Bump/Blend/Specular/Min/Max etc... |
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Spherical/Cubic environment mapping |
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</package> |
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<package name='Transformations'> |
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Model View (multiple) |
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Projection |
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Color |
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Texture (multiple?) |
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</package> |
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<package name='Appearance'> |
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<module name='Accumulation' /> |
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<module name='Lighting and Lights' /> |
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<module name='LogicOp'> |
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NOTE: Avoid using -- slow |
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</module> |
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<module name='Fog'> |
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Outstanding issues: |
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height fog |
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</module> |
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<module name='Blending'> |
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Blend seperation |
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</module> |
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<module name='Materials'> |
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Normal |
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Colored Materials |
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</module> |
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</package> |
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<package name='Environment'> |
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<module name='Selection'> |
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Don't Forget this! |
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</module> |
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<module name='Stenciling'> |
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Outstanding issues: |
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stencil wraping |
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EXT_stencil_two_side |
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</module> |
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<module name='Fragment Tests' > |
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Scissor |
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Alpha |
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Stencil |
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Depth |
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See fragment programs and Cg as well |
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</module> |
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<module name='Buffers' > |
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Color |
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Accumulation |
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Depth |
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Stencil |
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Aux[] |
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PBuffer? |
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</module> |
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</package> |
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<package name='Programable Operations'> |
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Placeholder for Vertex, Fragment, and Texture programs |
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Cg also might here? Not sure. |
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</package> |
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<package name='Managers'> |
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<module name='States'/> |
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<module name='ClientStates'/> |
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<module name='Attributes'/> |
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<module name='BufferClearing'/> |
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<module name='Display List Cache' /> |
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</package> |
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</package> |
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<package name='Tools'> |
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<module name='Vector Library'/> |
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<module name='Quaternion Library'/> |
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<module name='Transformation Library'/> |
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<package name='Geometric'> |
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<package name='Analysis'> |
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<module name='Index matching' priority='0'> |
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TODO: Describe this? But how? |
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</module> |
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<module name='Index locality remaping' priority='1'> |
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Rearranges indices so that ones referenced first are first in |
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the collection. |
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</module> |
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<module name='Line connectors' priority='1'> |
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Converts a set of independent lines into sets of connected lines. |
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</module> |
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<module name='Mesh stripification' priority='1'> |
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Converts a mesh of faces into a collection of triangle strips |
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fans and lists in an effort to decrease the quantity of data |
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submitted to the rendering engine. |
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</module> |
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</package> |
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<package name='Synthesis'> |
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<module priority='-1'> |
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Convert a collection of (position, scalar) values to a mesh. |
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Variations for: |
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* regular/irregular positions. |
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* dimensionality of data. (functional, parametric, etc...) |
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</module> |
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<module priority='0'> |
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Heightfield from image data |
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</module> |
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</package> |
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Also belonging in this area: |
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Level of detail algorithms |
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Deformations -- specifically terrain |
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</package> |
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<package name='Primitives'> |
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<module name='Axis'/> |
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<module name='Grid / Checkerboard / Plane'> |
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Using evaluators, or |
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Using immediate mode, or |
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Using texture mapped geometry, or |
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Using projected textures |
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</module> |
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</package> |
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<package name='Animation'> |
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Variations: Simple, Spline, Sperhical |
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<module name='Linear interpolation'/> |
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<module name='Cubic interpolation'/> |
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<module name='Mass-spring interpolation'/> |
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<module name='Other physics-based interpolation'/> |
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</package> |
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</package> |
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<package name='Formats'> |
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optimized internal, 3d Skins, SVG, LWO, OBJ, MDL, ... |
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<package name='(Wavefront, LWO, SVG) Object Format'> |
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These have been moved to seperate top level packages so that |
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they don't have to be perfect... as inclusion in the render seems |
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to imply to my brain. Out at this level, they "use" the Rendering |
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Tools and OpenGL renderer to accomplish rendering of their format. |
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Call me obsessed... It's probably true. ;) |
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<module name='Load' /> |
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<module name='Save' /> |
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<package name='Adaptors for OpenGL'> |
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<module name='As-is mesher' /> |
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<module name='Optimizing stripifying mesher' /> |
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<module name='As-is lineset' /> |
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<module name='Connected lineset' /> |
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<module name='Pointset' /> |
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</package> |
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</package> |
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</package> |
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<package name='Models'> |
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<package name='Windowing, Viewport'> |
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</package> |
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<package name='Event, interaction, and animation'> |
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</package> |
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<package name='Objects'> |
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Collision testing |
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</package> |
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<package name='Effect Libraries'> |
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Partical engine, shaders, fog, lens flares, fresnel effects |
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</package> |
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</package> |
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Assure support for: |
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http://nehe.gamedev.net/tutorials/lesson.asp?l=09 |
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http://nehe.gamedev.net/tutorials/lesson.asp?l=19 |
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http://nehe.gamedev.net/tutorials/lesson.asp?l=20 |
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http://nehe.gamedev.net/tutorials/lesson.asp?l=26 |
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http://nehe.gamedev.net/tutorials/lesson.asp?l=27 |
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http://nehe.gamedev.net/tutorials/lesson.asp?l=30 |
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http://nehe.gamedev.net/tutorials/lesson.asp?l=35 |
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http://nehe.gamedev.net/tutorials/lesson.asp?l=36 |
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</project> |
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