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Matthew Lowe   United Kingdom (Great Britain)
 
 
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EchowEchow 26. zář. 2024 v 15.18 
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⣤⣶⣶⣦⣄⣀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢰⣿⣿⣿⣿⣿⣿⣿⣷⣦⡀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢠⣷⣤⠀⠈⠙⢿⣿⣿⣿⣿⣿⣦⡀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⣿⣿⣿⠆⠰⠶⠀⠘⢿⣿⣿⣿⣿⣿⣆
⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣼⣿⣿⣿⠏⠀⢀⣠⣤⣤⣀⠙⣿⣿⣿⣿⣿⣷⡀
⠀⠀⠀⠀⠀⠀⠀⠀⢠⠋⢈⣉⠉⣡⣤⢰⣿⣿⣿⣿⣿⣷⡈⢿⣿⣿⣿⣿⣷⡀
⠀⠀⠀⠀⠀⠀⠀⡴⢡⣾⣿⣿⣷⠋⠁⣿⣿⣿⣿⣿⣿⣿⠃⠀⡻⣿⣿⣿⣿⡇
⠀⠀⠀⠀⠀⢀⠜⠁⠸⣿⣿⣿⠟⠀⠀⠘⠿⣿⣿⣿⡿⠋⠰⠖⠱⣽⠟⠋⠉⡇
⠀⠀⠀⠀⡰⠉⠖⣀⠀⠀⢁⣀⠀⣴⣶⣦⠀⢴⡆⠀⠀⢀⣀⣀⣉⡽⠷⠶⠋
⠀⠀⠀⡰⢡⣾⣿⣿⣿⡄⠛⠋⠘⣿⣿⡿⠀⠀⣐⣲⣤⣯⠞⠉⠁
⠀⢀⠔⠁⣿⣿⣿⣿⣿⡟⠀⠀⠀⢀⣄⣀⡞⠉⠉⠉⠉⠁
⠀⡜⠀⠀⠻⣿⣿⠿⣻⣥⣀⡀⢠⡟⠉⠉
⢰⠁⠀⡤⠖⠺⢶⡾⠃⠀⠈⠙⠋
⠈⠓⠾⠇
EchowEchow 26. čvn. 2023 v 5.59 
No my leverage odds were 99% success rate I just got really unlucky
EchowEchow 19. kvě. 2023 v 5.38 
⠄⠄⢸⣇⠻⣿⣿⣿⣧⣀⢀⣠⡌⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠿⠿⣿⣿⣿
⠄⢀⢸⣿⣷⣤⣤⣤⣬⣙⣛⢿⣿⣿⣿⣿⣿⣿⡿⣿⣿⡍⠄⠄⢀⣤⣄⠉⠋
⠄⣼⣖⣿⣿⣿⣿⣿⣿⣿⣿⣿⢿⣿⣿⣿⣿⣿⢇⣿⣿⡷⠶⠶⢿⣿⣿⠇⢀
⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣽⣿⣿⣿⡇⣿⣿⣿⣿⣿⣿⣷⣶⣥⣴⣿
⢀⠈⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟
⢸⣿⣦⣌⣛⣻⣿⣿⣧⠙⠛⠛⡭⠅⠒⠦⠭⣭⡻⣿⣿⣿⣿⣿⣿⣿⣿⡿⠃
⠘⣿⣿⣿⣿⣿⣿⣿⣿⡆⠄⠄⠄⠄⠄⠄⠄⠄⠹⠈⢋⣽⣿⣿⣿⣿⣵⣾⠃
⠄⠘⣿⣿⣿⣿⣿⣿⣿⣿⠄⣴⣿⣶⣄⠄⣴⣶⠄⢀⣾⣿⣿⣿⣿⣿⣿⠃
⠄⠄⠈⠻⣿⣿⣿⣿⣿⣿⡄⢻⣿⣿⣿⠄⣿⣿⡀⣾⣿⣿⣿⣿⣛⠛⠁
⠄⠄⠄⠄⠈⠛⢿⣿⣿⣿⠁⠞⢿⣿⣿⡄⢿⣿⡇⣸⣿⣿⠿⠛⠁
⠄⠄⠄⠄⠄⠄⠄⠉⠻⣿⣿⣾⣦⡙⠻⣷⣾⣿⠃⠿⠋⠁
⣿⣿⣿⣶⣶⣮⣥⣒⠲⢮⣝⡿⣿⣿⡆⣿⡿⠃
EchowEchow 3. bře. 2021 v 0.36 
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▐█▐██▐░▄▓▓▓▓▓▀▄░▀▓▓▓▓▓▓▓▓▓▌█▌ doge is watching, dont do bad things...
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EchowEchow 21. kvě. 2018 v 10.48 
Multiplicative can be used for stained glass if it is placed in front of the scene and then it affects the colour/light/darkness behind. Alpha blending has an alpha value attached to it so you can make transparency, this will be used for smoke. Both of these examples can have issues with depth buffer if they don’t have an arranged order to be displayed as the stained glass might not affect it and the smoke might render the wrong pixels first, so sorting the depth buffer and then rendering from back to front will organise and render everything correctly. Another solution would be when blending don’t write to the depth buffer on blended polygons so all of the blend techniques appears.
Zikael 21. zář. 2017 v 16.02 
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