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  • The practical cost of swapping effects

    - by sebf
    I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect was simply a case of copying the replacement shader program to the GPU along with appropriate parameters. I wondered if someone could explain exactly what is costly about this process? And put, if possible, 'relatively' into context? For example say I wanted to use a short shader to help with picking, I would: Change the effect on every object, calculting a unique color to identify it and providing it to the shader. Draw all the objects to a render target in memory. Get the color from the target and use it to look up the selected object. What portion of the total time taken to complete that process would be spent swapping the shaders? My instincts would say that rendering the scene again, no matter how simple the shader, would be an order of magnitude slower than any other part of the process so why all the concern over effects?

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  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

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  • Undefined symbol sunOglCurPrimTablePtr in Solaris-x86

    - by yowkee
    I was porting a C++ program from Solaris Sparc to Solaris x86. The program utilizes OpenGL library and the compilation is performed in a Sun Ultra27 workstation with the default GCC (3.4.3) and OpenGL library come with the machine. However, the following OpenGL call couldn't found while linking: Undefined symbol first referenced in file sunOglCurPrimTablePtr ../../lib/libgltt.so sunOglCurrentContext ../../lib/libgltt.so which, both sunOglCurPrimTablePtr and sunOglCurrentContext should be available in the default OpenGL library /usr/lib/libGL.so (links to /usr/X11/lib/NVIDIA/libGL.so.1). But I couldn't find anything from it: > nm /usr/lib/libGL.so /usr/lib/libGL.so: Searching on web, SUN or Nvidia didn't lead to any helpful resource. Any clue or helps? Thanks!

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  • Rails Installed But Not Working

    - by Luiz P
    Folks, Yesterday I installed Rails 3.2 on Ubuntu 12.10 and created a new project in order to check it. It was working OK. Today I tried to create a new project and got the message bellow (Portuguese version): O programa 'rails' pode ser encontrado nos seguintes pacotes: * rails * ruby-railties-3.2 Tente: sudo apt-get install <pacote selecionado> Something like: The program 'rails' could not be found in the follow packages: ... ... Try: sudo apt-get install <selected package> I run the command gem list and all the gems are listed, including Rails one. I tried to search on the web for a solution, but haven't found any. Thank you very much for your help. Luiz

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  • Textures of .x model deformed in XNA

    - by marc wellman
    I want to have a 3D model with textures built in SketchUp 8 be imported as a .x model in XNA. So far I have used several .x exporters like http://edecadoudal.googlepages.com/xExporter.rb 3D RAD zbylsxexporter With all of them I have the same problem: The model gets built correctly but the textures are deformed. The sizes of my texture files are multiples of four and inside Sketchup the model looks prefect. That's the texture file which is 256x256: And this is how it looks like in my XNA program: What can I do?

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  • Is there any advantage in using DX10/11 for a 2D game?

    - by David Gouveia
    I'm not entirely familiar with the feature set introduced by DX10/11 class hardware. I'm vaguely familiar with the new stages added to the programmable graphics pipeline, such as the geometry shader, the compute shader, and the new tesselation stages. I don't see how any of these make much of a difference for a 2D game though. Is there any compelling reason to make the switch to DX10/11 (or the OpenGL equivalents) for a 2D game, or would it be wiser to stick with DX9 considering that that a significant share of the market still runs on older technologies (e.g. the February 2012 Steam surveys lists around 17% of users as still using Windows XP)?

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  • FLV performance and garbage collection

    - by justinbach
    I'm building a large flash site (AS3) that uses huge FLVs as transition videos from section to section. The FLVs are 1280x800 and are being scaled to 1680x1050 (much of which is not displayed to users with smaller screens), and are around 5-8 seconds apiece. I'm encoding the videos using On2's hi-def codec, VP6-S, and playback is pretty good with native FLV players, Perian-equipped Quicktime, and simple proof-of-concept FLV playback apps built in AS3. The problem I'm having is that in the context of the actual site, playback isn't as smooth; the framerate isn't quite as good as it should be, and more problematically, there's occasional jerkiness and dropped frames (sometimes pausing the video for as long as a quarter of a second or so). My guess is that this is being caused by garbage collection in the Flash player, which happens nondeterministically and is therefore hard to test and control for. I'm using a single instance of FLVPlayback to play the videos; I originally was using NetStream objects and so forth directly but switched to FLVPlayback for this reason. Has anyone experienced this sort of jerkiness with FLVPlayback (or more generally, with hi-def Flash video)? Am I right about GC being the culprit here, and if so, is there any way to prevent it during playback of these system-intensive transitions?

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  • For 2D games, is there any reason NOT to use a 3D API like Direct3D or OpenGL?

    - by Eric Palakovich Carr
    I've been out of hobby Game Development for quite a while now. Back when I did it, most people used Direct Draw to create 2D games. By the time I stopped people were saying OpenGL or Direct3D with an orthogonal projection is just the way to go. I'm thinking about getting back into creating 2D games, in particular on mobile phone but maybe on the XNA platform as well. To make something using OpenGL I'd have a (hopefullly) small learning curve to acclimate myself to 3D development. Is there any reason to skip that and instead work with a 2D framework where I just have a Width x Height frame buffer I need to fill with pixels?

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  • unable to get into windows 7 or ubuntu after system file back on a dual boot system

    - by John Jiang
    I installed ubuntu on my dell xps 9000 which originally has a window 7 installed. So after I did system file back up as told by windows 7 and restarted my computer, I received the following message right after restarting in the black screen: roughly like this: ubuntu grub error, " " symbol cannot be found. I was wondering how I can get access into windows 7 and uninstall ubuntu all together. I actually had the same booting problem after system backup before and the solution was to install two extra ubuntus but I'd prefer not to do that. I'd highly appreciate any help!

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  • How to disable horizontal scrolling within virtualbox on Ubuntu guest, Windows 7 host?

    - by Steven Rosato
    This post is a duplicate from superuser.com, but since I had no answers, I started to doubt it was a user question and maybe more of a programming question (because of the configuration files), so here it is: I am using Windows 7 as Host, Ubuntu Karmic as guest OS with guest tools installed and I get an annoying glitch when switching from host to the guest machine: vertical scrolling switches to horizontal! (using the mouse wheel). Since I don't really care about horizontal scrolling, how can I disable this? I have checked the web and the only thing I found was to play in the xorg.conf file and adding in the section "InputDevice" Option "ZAxisMapping" "4 5" which would enable vertical scrolling only. The thing is, I don't have that section in my config file so I guessed that I would need to add Section "InputDevice" Identifier "VBoxMouse" Driver "vboxmouse" Option "ZAxisMapping" "4 5" EndSection But that does not seem to work after restarting xserver. Any workaround for this?

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  • MYSQL not running on Ubuntu OS - Error 2002.

    - by mgj
    Hi, I am a novice to mysql DB. I am trying to run the MYSQL Server on Ubuntu 10.04. Through Synaptic Package Manager I am have installed the mysql version: mysql-client-5.1 I wonder that how was the database password set for the mysql-client software that I installed through the above way.It would be nice if you could enlighten me on this. When I tried running this database, I encountered the error given below: mohnish@mohnish-laptop:/var/lib$ mysql ERROR 2002 (HY000): Can't connect to local MySQL server through socket '/var/run/mysqld/mysqld.sock' (2) mohnish@mohnish-laptop:/var/lib$ I referred to a similar question posted by another user. I didn't find a solution through the proposed answers. For instance when I tried the solutions posted for the similar question I got the following: mohnish@mohnish-laptop:/var/lib$ service start mysqld start: unrecognized service mohnish@mohnish-laptop:/var/lib$ ps -u mysql ERROR: User name does not exist. ********* simple selection ********* ********* selection by list ********* -A all processes -C by command name -N negate selection -G by real group ID (supports names) -a all w/ tty except session leaders -U by real user ID (supports names) -d all except session leaders -g by session OR by effective group name -e all processes -p by process ID T all processes on this terminal -s processes in the sessions given a all w/ tty, including other users -t by tty g OBSOLETE -- DO NOT USE -u by effective user ID (supports names) r only running processes U processes for specified users x processes w/o controlling ttys t by tty *********** output format ********** *********** long options *********** -o,o user-defined -f full --Group --User --pid --cols --ppid -j,j job control s signal --group --user --sid --rows --info -O,O preloaded -o v virtual memory --cumulative --format --deselect -l,l long u user-oriented --sort --tty --forest --version -F extra full X registers --heading --no-heading --context ********* misc options ********* -V,V show version L list format codes f ASCII art forest -m,m,-L,-T,H threads S children in sum -y change -l format -M,Z security data c true command name -c scheduling class -w,w wide output n numeric WCHAN,UID -H process hierarchy mohnish@mohnish-laptop:/var/lib$ which mysql /usr/bin/mysql mohnish@mohnish-laptop:/var/lib$ mysql ERROR 2002 (HY000): Can't connect to local MySQL server through socket '/var/run/mysqld/mysqld.sock' (2) I even tried referring to http://forums.mysql.com/read.php?11,27769,84713#msg-84713 but couldn't find anything useful. Please let me know how I could tackle this error. Thank you very much..

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  • Git push origin master

    - by user306472
    I posted this question early yesterday, but the thread seems to have died out. For reference, see http://stackoverflow.com/questions/2619117/git-push-origin-master . Here's the low-down: I'm new to git. I just set up an account with github and I followed all their instructions flawlessly until I got to the last command of git push origin master Upon entering this command, I get the error message "fatal: No path specified. See 'man git-pull' for valid url syntax." If I type in git origin show the output I see is origin. If I type in git remote -n show the output is * remote origin URL: [email protected]: HEAD branch: (not queried) Local ref configured for 'git push' (status not queried): (matching) pushes to (matching) Please help me get to the bottom of this.

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  • Check if key is pressed using python (a daemon in the background)

    - by Nazarius Kappertaal
    I've created a python script in which an event needs to be executed each time I press the Super (or WinKey) on my keyboard. How can one achieve this without the python process being "focused" - as it is running in the background waiting for the key to be pressed to execute the event? I've seen a lot of posts around the web showing me how to read input - but they have all required one to have the process "focused" and none have showed me how to capture the Super (or WinKey) using a python script. I'm running Ubuntu 9.10.

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  • How do I create a Launcher in Ubuntu 9.1 that runs a shell script?

    - by mkelley33
    Here's my situation: New to Ubuntu (just nstalled 9.10 Karmic Koala 64 bit) Purpose: to easily run PyCharm without too much typing (ie. cd... ./pycharm.sh) Want to create desktop Launcher instead of terminal & typing (without resorting to the "Run in Terminal" option) Tried to create Launcher to executes .sh script in Document directory Right-clicked Desktop Create Launcher a. Type == Application; Browse [insert absolute path to .sh script]; no luck b. Type == Application in Terminal; Browse ...ditto I'm open to any other alternatives that involve as little typing as possible. I would like to just start Ubuntu, click Launcher icons, and have terminals spring to life, running the intended scripts. Crazy? No. Lazy? Probably. Productive? Hopefully :)

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  • Save programmatically created Mesh to .X Files using SlimDX throw null exception

    - by zionpi
    Mesh has been created properly using SlimDX,but when I use the following line: Mesh.ToXFile(barMesh, "foo.x", XFileFormat.Text,CharSet.Unicode); It throws NullReferenceException,through monitor window I can see barMesh is not null, inside the mesh structrue, SkinInfo is null. If SkinInfo is the problem,then how can I initialize it properly?Internet doesn't seems have much information on this.

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  • Microsoft Robotics Studio in Ubuntu, with Wine ?

    - by Arkapravo
    I am using Ubuntu 9.10 and I am a bit of a robotics enthusiast. I have used KiKS (in MATLAB for simulating Khepera robots), MobotSim (in Windows, simulates a point like robot using a BASIC editor) and Player/Stage (with C/C++ on Ubuntu 9.04). My question, can MS Robotics Studio be installed in Ubuntu Linux using Wine (I am using 1.1.31) ? Has anyone done it ? Any other way to install MS Robotics Studio in Unix (Any flavour) ? Thanks for your reply !

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  • dig works but dig +trace <domain_name> not working

    - by anoopmathew
    In my local system i can't get the proper result of dig +trace , but dig works fine. I'm using Ubuntu 10.04 LTS version. I'll attach the result of dig and dig +trace along with this updates. dig +trace gmail.com ; << DiG 9.7.0-P1 << +trace gmail.com ;; global options: +cmd ;; Received 12 bytes from 4.2.2.4#53(4.2.2.4) in 291 ms dig gmail.com ; << DiG 9.7.0-P1 << gmail.com ;; global options: +cmd ;; Got answer: ;; -HEADER<<- opcode: QUERY, status: NOERROR, id: 59528 ;; flags: qr rd ra; QUERY: 1, ANSWER: 2, AUTHORITY: 0, ADDITIONAL: 0 ;; QUESTION SECTION: ;gmail.com. IN A ;; ANSWER SECTION: gmail.com. 49 IN A 74.125.236.118 gmail.com. 49 IN A 74.125.236.117 ;; Query time: 302 msec ;; SERVER: 4.2.2.4#53(4.2.2.4) ;; WHEN: Sat Oct 13 14:57:56 2012 ;; MSG SIZE rcvd: 59 Please anyone update a solution for this issue. I'm just worried about my issue.

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  • How to make room reflection using Cubemap

    - by MaT
    I am trying to use a cube map of the inside of a room to create some reflections on walls, ceiling and floor. But when I use the cube map, the reflected image is not correct. The point of view seems to be false. To be correct I use a different cube map for each walls, floor or ceiling. The cube map is calculated from the center of the plane looking at the room. Are there specialized techniques to achieve such effect ? Thanks a lot !

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  • How do I set up derby in eclipse on Ubuntu?

    - by Everett
    The question basically says it all. I'm trying setup up JavaDB on my virtualbox running Ubuntu 9.10. I have the package downloaded and installed through the package manager, which I believe is the right to go about it. I have also installed the Eclipse's Data Platform Tools. I've been following this tutorial here: http://www.vogella.de/articles/EclipseDataToolsPlatform/article.html. I'm stuck at the driver definition step. When I select the driver template from the Name/Type tab and the jar file in the Jar List tab, the OK button is never enabled. At the top of the New Driver Definition dialog it says 'Unable to locate Jar/zip in the file system as specified by the driver definition: derby.jar.' I assume this is the problem. Any help or links to a better tutorial would be much appreciated.

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  • OpenVPN - client-to-client traffic working in one direction but not the other

    - by user42055
    I have the following VPN configuration: +------------+ +------------+ +------------+ | outpost |----------------| kino |----------------| guchuko | +------------+ +------------+ +------------+ OS: FreeBSD 6.2 OS: Gentoo 2.6.32 OS: Gentoo 2.6.33.3 Keyname: client3 Keyname: server Keyname: client1 eth0: 10.0.1.254 eth0: 203.x.x.x eth0: 192.168.0.6 tun0: 192.168.150.18 tun0: 192.168.150.1 tun0: 192.168.150.10 P-t-P: 192.166.150.17 P-t-P: 192.168.150.2 P-t-P: 192.168.150.9 Kino is the server and has client-to-client enabled. All three machines have ip forwarding enabled, by this on the gentoo boxes: net.ipv4.conf.all.forwarding = 1 And this on the FreeBSD box: net.inet.ip.forwarding: 1 In the server's "ccd" directory is the following files: client1: iroute 192.168.0.0 255.255.255.0 client3: iroute 10.0.1.0 255.255.255.0 The server config has these routes configured: push "route 192.168.0.0 255.255.255.0" push "route 10.0.1.0 255.255.255.0" route 192.168.0.0 255.255.255.0 route 10.0.1.0 255.255.255.0 Kino's routing table looks like this: 192.168.150.0 192.168.150.2 255.255.255.0 UG 0 0 0 tun0 10.0.1.0 192.168.150.2 255.255.255.0 UG 0 0 0 tun0 192.168.0.0 192.168.150.2 255.255.255.0 UG 0 0 0 tun0 192.168.150.2 0.0.0.0 255.255.255.255 UH 0 0 0 tun0 Outpost's like this: 192.168.150 192.168.150.17 UGS 0 17 tun0 192.168.0 192.168.150.17 UGS 0 2 tun0 192.168.150.17 192.168.150.18 UH 3 0 tun0 And Guchuko's like this: 192.168.150.0 192.168.150.9 255.255.255.0 UG 0 0 0 tun0 10.0.1.0 192.168.150.9 255.255.255.0 UG 0 0 0 tun0 192.168.150.9 0.0.0.0 255.255.255.255 UH 0 0 0 tun0 Now, the tests. Pings from Guchuko to Outpost's LAN IP work OK, as does the reverse - pings from Outpost to Guchuko's LAN IP. However... Pings from Outpost, to a machine on Guchuko's LAN work fine: .(( root@outpost )). (( 06:39 PM )) :: ~ :: # ping 192.168.0.3 PING 192.168.0.3 (192.168.0.3): 56 data bytes 64 bytes from 192.168.0.3: icmp_seq=0 ttl=63 time=462.641 ms 64 bytes from 192.168.0.3: icmp_seq=1 ttl=63 time=557.909 ms But a ping from Guchuko, to a machine on Outpost's LAN does not: .(( root@guchuko )). (( 06:43 PM )) :: ~ :: # ping 10.0.1.253 PING 10.0.1.253 (10.0.1.253) 56(84) bytes of data. --- 10.0.1.253 ping statistics --- 3 packets transmitted, 0 received, 100% packet loss, time 2000ms Guchuko's tcpdump of tun0 shows: 18:46:27.716931 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 1, length 64 18:46:28.716715 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 2, length 64 18:46:29.716714 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 3, length 64 Outpost's tcpdump on tun0 shows: 18:44:00.333341 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 3, length 64 18:44:01.334073 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 4, length 64 18:44:02.331849 IP 192.168.150.10 > 10.0.1.253: ICMP echo request, id 63009, seq 5, length 64 So Outpost is receiving the ICMP request destined for the machine on it's subnet, but appears not be forwarding it. Outpost has gateway_enable="YES" in its rc.conf which correctly sets net.inet.ip.forwarding to 1 as mentioned earlier. As far as I know, that's all that's required to make a FreeBSD box forward packets between interfaces. Is there something else I could be forgetting ?

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • How is constant buffer allocation handled in DX11?

    - by Marek
    I'm starting with DX11 and I'm not sure if I'm doing the things right. I want to have both pixel and vertex shader program in one file. Both use some shared and some different constant buffers. So it looks like this: Shader.fx cbuffer ForVS : register(b0) { float4x4 wvp; }; cbuffer ForVSandPS : register(b1) { float4 stuff; float4 stuff2; }; cbuffer ForVS2 : register(b2) { float4 stuff; float4 stuff2; }; cbuffer ForPS : register(b3) { float4 stuff; float4 stuff2; }; .... And in code I use mContext->VSSetConstantBuffers( 0, 1, bufferVS); mContext->VSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->VSSetConstantBuffers( 2, 1, bufferVS2); mContext->PSSetConstantBuffers( 1, 1, bufferVS_PS); mContext->PSSetConstantBuffers( 3, 1, bufferPS); The numbering of buffers in PS is what bugs me, is it alright to bind random slots to shaders (in this example 1 and 3)? Does that mean it still uses just two buffers or does it initialize 0 and 2 buffer pointers to empty? Thank you.

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