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Genesis 1:1 In the beginning God created the heaven and the earth. | |
Genesis 1:2 And the earth was without form, and void; and darkness was upon the face of the deep. And the Spirit of God moved upon the face of the waters. | |
Genesis 1:3 And God said, Let there be light: and there was light. | |
Genesis 1:4 And God saw the light, that it was good: and God divided the light from the darkness. | |
Genesis 1:5 And God called the light Day, and the darkness he called Night. And the evening and the morning were the first day. | |
Genesis 1:6 And God said, Let there be a firmament in the midst of the waters, and let it divide the waters from the waters. | |
Genesis 1:7 And God made the firmament, and divided the waters which were under the firmament from the waters which were above the firmament: and it was so. | |
Genesis 1:8 And God called the firmament Heaven. And the evening and the morning were the second day. | |
Genesis 1:9 And God said, Let the waters under the heaven be gathered together unto one place, and let the dry land appear: a |
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Lorem | |
ipsum | |
dolor | |
sit | |
amet, | |
consectetur | |
adipiscing | |
elit. | |
Phasellus | |
tincidunt |
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npm install pocketsphinx | |
> [email protected] install /Users/idiot/Desktop/PhonemeTest/node_modules/pocketsphinx | |
> cmake-js compile | |
info TOOL Using Unix Makefiles generator. | |
info TOOL Using c++11 compiler standard. | |
info CMD CONFIGURE | |
WARN invalid config loglevel="notice" | |
info RUN cmake "/Users/idiot/Desktop/PhonemeTest/node_modules/pocketsphinx" --no-warn-unused-cli -G"Unix Makefiles" -DCMAKE_JS_VERSION="3.6.1" -DCMAKE_BUILD_TYPE="Release" -DCMAKE_LIBRARY_OUTPUT_DIRECTORY="/Users/idiot/Desktop/PhonemeTest/node_modules/pocketsphinx/build/Release" -DCMAKE_JS_INC="/Users/idiot/.cmake-js/node-x64/v6.11.4/include/node" -DNODE_RUNTIME="node" -DNODE_RUNTIMEVERSION="6.11.4" -DNODE_ARCH="x64" -DCMAKE_CXX_FLAGS="-std=c++11 -D_DARWIN_USE_64_BIT_INODE=1 -D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -DBUILDING_NODE_EXTENSION -w" -DCMAKE_SHARED_LINKER_FLAGS="-undefined dynamic_lookup" |
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--This code can be improved a lot. | |
--Feel free to improve, use or modify in any way although credit would be appreciated. | |
--Global table | |
if BSHADOWS == nil then | |
BSHADOWS = {} | |
--The original drawing layer | |
BSHADOWS.RenderTarget = GetRenderTarget("bshadows_original", ScrW(), ScrH()) |
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--This code can be improved a lot. | |
--Feel free to improve, use or modify in any way although credit would be appreciated. | |
if BMASKS == nil then | |
BMASKS = {} --Global table, access the functions here | |
BMASKS.Materials = {} --Cache materials so they dont need to be reloaded | |
BMASKS.Masks = {} --A table of all active mask objects, you should destroy a mask object when done with it | |
--The material used to draw the render targets |