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	<title>Sea Jackal's GameDev</title>
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		<title>Sea Jackal's GameDev</title>
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			<item>
		<title>Simplificando meshes</title>
		<link>http://seajackalgamedev.wordpress.com/2008/06/13/simplificando-meshes/</link>
		<comments>http://seajackalgamedev.wordpress.com/2008/06/13/simplificando-meshes/#comments</comments>
		<pubDate>Fri, 13 Jun 2008 12:11:18 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[meshes]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=30</guid>
		<description><![CDATA[Para algunas aplicaciones se necesitan meshes con el mayor numero de vertices y caras para mostrar detalle.  Para otras no se necesita tanto, por ejemplo aplicaciones en tiempo real, colisiones, etc.  &#8220;Qslim&#8221; es uno de los algoritmos más usados ya que reduce los meshes de triangulas rapidamente y sin perder detalles hasta que se simplifica [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&blog=334232&post=30&subd=seajackalgamedev&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Para algunas aplicaciones se necesitan meshes con el mayor numero de vertices y caras para mostrar detalle.  Para otras no se necesita tanto, por ejemplo aplicaciones en tiempo real, colisiones, etc.  &#8220;Qslim&#8221; es uno de los algoritmos más usados ya que reduce los meshes de triangulas rapidamente y sin perder detalles hasta que se simplifica demasiado.</p>
<p>Pude compilar la version de linea de comandos en MacOS X leopard, pero no la version de interface grafica.  http://graphics.cs.uiuc.edu/~garland/software/qslim.html</p>
<ul>
<li>Michael Garland and Paul S. Heckbert, Surface Simplification Using Quadric Error Metrics, in <em>Proceedings</em> <em>of</em> <em>SIGGARPH&#8217;97</em>, pp. 209-216, 1997.</li>
</ul>
<p>For more accurate results, NSA (<strong>Normal-Based Simplification Algorithm for Meshes</strong>) can be used as well</p>
<p><a href="http://www.di.ubi.pt/~fsilva/nsa/">http://www.di.ubi.pt/~fsilva/nsa/</a></p>
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			<media:title type="html">Sea Jackal</media:title>
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		<item>
		<title>Rigid Body Collision and how to make a Distance Field from Triangle mesh</title>
		<link>http://seajackalgamedev.wordpress.com/2008/02/14/rigid-body-collision-and-how-to-make-a-distance-field-from-triangle-mesh/</link>
		<comments>http://seajackalgamedev.wordpress.com/2008/02/14/rigid-body-collision-and-how-to-make-a-distance-field-from-triangle-mesh/#comments</comments>
		<pubDate>Thu, 14 Feb 2008 12:24:16 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Physics]]></category>
		<category><![CDATA[Volume]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=29</guid>
		<description><![CDATA[ &#8220;Non-convex rigid bodies with stacking&#8221; by Eran Guendelman, Robert Bridson and Ronald Fedkiw
http://www.rowlhouse.co.uk/jiggle/index.html
Generating Signed Distance Fields From Triangle , J. Andreas Bærentzen and Henrik Aanæs
http://www-cs-students.stanford.edu/~eparker/files/PhysicsEngine/
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&blog=334232&post=29&subd=seajackalgamedev&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p> &#8220;Non-convex rigid bodies with stacking&#8221; by Eran Guendelman, Robert Bridson and Ronald Fedkiw<br />
http://www.rowlhouse.co.uk/jiggle/index.html</p>
<p>Generating Signed Distance Fields From Triangle , J. Andreas Bærentzen and Henrik Aanæs</p>
<p>http://www-cs-students.stanford.edu/~eparker/files/PhysicsEngine/</p>
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			<media:title type="html">Sea Jackal</media:title>
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		<title>Voxelization of Geometric Objects</title>
		<link>http://seajackalgamedev.wordpress.com/2008/02/14/voxelization-of-geometric-objects/</link>
		<comments>http://seajackalgamedev.wordpress.com/2008/02/14/voxelization-of-geometric-objects/#comments</comments>
		<pubDate>Thu, 14 Feb 2008 05:29:09 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Volume]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=28</guid>
		<description><![CDATA[The vxf library for voxelization, described in &#8220;Alias-free Voxelization og Geometric Objects&#8221; by M. Sarmek and A. E. Kaufman, can be found under GPL at:
 http://www.cs.sunysb.edu/~vislab/vxtools/
Distance to triangle code, by Geometric Tools Inc. (alias Magic Software)
http://www.geometrictools.com/LibFoundation/Distance/Distance.html
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			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>The vxf library for voxelization, described in &#8220;Alias-free Voxelization og Geometric Objects&#8221; by M. Sarmek and A. E. Kaufman, can be found under GPL at:</p>
<p><a href="http://www.cs.sunysb.edu/~vislab/vxtools/"> http://www.cs.sunysb.edu/~vislab/vxtools/</a></p>
<p>Distance to triangle code, by Geometric Tools Inc. (alias Magic Software)</p>
<p>http://www.geometrictools.com/LibFoundation/Distance/Distance.html</p>
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			<media:title type="html">Sea Jackal</media:title>
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		<title>Ray-Triangle intersection</title>
		<link>http://seajackalgamedev.wordpress.com/2008/01/18/ray-triangle-intersection/</link>
		<comments>http://seajackalgamedev.wordpress.com/2008/01/18/ray-triangle-intersection/#comments</comments>
		<pubDate>Fri, 18 Jan 2008 01:27:38 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Graphics]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/2008/01/18/ray-triangle-intersection/</guid>
		<description><![CDATA[http://www.softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm
See also Moller Trumbore 1997
Codigo C++ 
Mas Codigos C++
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&blog=334232&post=27&subd=seajackalgamedev&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>http://www.softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm</p>
<p>See also <a href="http://www.google.com/url?sa=t&amp;ct=res&amp;cd=3&amp;url=http%3A%2F%2Fwww.cs.virginia.edu%2F%7Egfx%2FCourses%2F2003%2FImageSynthesis%2Fpapers%2FAcceleration%2FFast%2520MinimumStorage%2520RayTriangle%2520Intersection.pdf&amp;ei=HQCQR_FDnIrqA6ecoYwO&amp;usg=AFQjCNEOMlEpog0QrafEOU8mu4EcMlqohw&amp;sig2=AgXN-HVyQLtGBl40AsUECA">Moller Trumbore 1997</a></p>
<p><a href="http://www.cs.lth.se/home/Tomas_Akenine_Moller/raytri/">Codigo C++ </a></p>
<p><a href="http://www.ziggyware.com/readarticle.php?article_id=78">Mas Codigos C++</a></p>
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			<media:title type="html">Sea Jackal</media:title>
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		<title>Obj Loader</title>
		<link>http://seajackalgamedev.wordpress.com/2008/01/18/obj-loader/</link>
		<comments>http://seajackalgamedev.wordpress.com/2008/01/18/obj-loader/#comments</comments>
		<pubDate>Fri, 18 Jan 2008 01:23:54 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[maya]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/2008/01/18/obj-loader/</guid>
		<description><![CDATA[http://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S07/hw2_meshes.html
(Provided Files)
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&blog=334232&post=26&subd=seajackalgamedev&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>http://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S07/hw2_meshes.html</p>
<p>(Provided Files)</p>
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		<title>Linux Free Games</title>
		<link>http://seajackalgamedev.wordpress.com/2007/10/31/linux-free-games/</link>
		<comments>http://seajackalgamedev.wordpress.com/2007/10/31/linux-free-games/#comments</comments>
		<pubDate>Wed, 31 Oct 2007 06:52:16 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/2007/10/31/linux-free-games/</guid>
		<description><![CDATA[http://www.linuxjournal.com/node/1000435
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&blog=334232&post=25&subd=seajackalgamedev&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p><a href="http://www.linuxjournal.com/node/1000435">http://www.linuxjournal.com/node/1000435</a></p>
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		<title>Import OBJ Sequence MEL Script</title>
		<link>http://seajackalgamedev.wordpress.com/2007/09/09/import-obj-sequence-mel-script/</link>
		<comments>http://seajackalgamedev.wordpress.com/2007/09/09/import-obj-sequence-mel-script/#comments</comments>
		<pubDate>Sun, 09 Sep 2007 13:41:23 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[maya]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/2007/09/09/import-obj-sequence-mel-script/</guid>
		<description><![CDATA[global proc objSequence(string $path, string $fileName, string $objectName, int $frameStart, int $frameEnd, int $repeats){
int $i=1;
for($i=$frameStart;$i&#60;=$frameEnd;$i++){
//String concatenation uses +
string $name=($path+&#8221;/&#8221;+$fileName+&#8221;_&#8221;+$i+&#8221;.obj&#8221;);
file -import -type &#8220;OBJ&#8221; -namespace &#8220;mesh&#8221; -options &#8220;mo=1&#8243; -pr $name;
}
//Make Visible one per frame frame
//set time to 1 frame
float $myTime=1;//`currentTime -query`;
currentTime  $myTime -update no;
for($i=$frameStart;$i&#60;=$frameEnd;$i++){
//Set Key Frames
setAttr ($objectName+&#8221;_&#8221;+$i+&#8221;.visibility&#8221;) off;
setKeyframe  ($objectName+&#8221;_&#8221;+$i+&#8221;.visibility&#8221;);
$myTime++;
currentTime  $myTime -update no;
setAttr ($objectName+&#8221;_&#8221;+$i+&#8221;.visibility&#8221;) on;
setKeyframe  ($objectName+&#8221;_&#8221;+$i+&#8221;.visibility&#8221;);
//Make invisible previus [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&blog=334232&post=24&subd=seajackalgamedev&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>global proc objSequence(string $path, string $fileName, string $objectName, int $frameStart, int $frameEnd, int $repeats){</p>
<p>int $i=1;<br />
for($i=$frameStart;$i&lt;=$frameEnd;$i++){<br />
//String concatenation uses +<br />
string $name=($path+&#8221;/&#8221;+$fileName+&#8221;_&#8221;+$i+&#8221;.obj&#8221;);<br />
file -import -type &#8220;OBJ&#8221; -namespace &#8220;mesh&#8221; -options &#8220;mo=1&#8243; -pr $name;<br />
}</p>
<p>//Make Visible one per frame frame<br />
//set time to 1 frame<br />
float $myTime=1;//`currentTime -query`;<br />
currentTime  $myTime -update no;</p>
<p>for($i=$frameStart;$i&lt;=$frameEnd;$i++){<br />
//Set Key Frames<br />
setAttr ($objectName+&#8221;_&#8221;+$i+&#8221;.visibility&#8221;) off;<br />
setKeyframe  ($objectName+&#8221;_&#8221;+$i+&#8221;.visibility&#8221;);<br />
$myTime++;<br />
currentTime  $myTime -update no;<br />
setAttr ($objectName+&#8221;_&#8221;+$i+&#8221;.visibility&#8221;) on;<br />
setKeyframe  ($objectName+&#8221;_&#8221;+$i+&#8221;.visibility&#8221;);<br />
//Make invisible previus one<br />
if($i!=$frameStart){  //if not the first one<br />
setAttr ($objectName+&#8221;_&#8221;+($i-1)+&#8221;.visibility&#8221;) off;<br />
setKeyframe  ($objectName+&#8221;_&#8221;+($i-1)+&#8221;.visibility&#8221;);<br />
}<br />
}</p>
<p>}</p>
<p>//usar:  objSequence(&#8220;meshes/&#8221;,&#8221;mesh&#8221;,&#8221;mesh&#8221;,1,30,0);</p>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">Sea Jackal</media:title>
		</media:content>
	</item>
		<item>
		<title>writeOBJFile (Writes an OBJ file)</title>
		<link>http://seajackalgamedev.wordpress.com/2007/09/08/writeobj-foam/</link>
		<comments>http://seajackalgamedev.wordpress.com/2007/09/08/writeobj-foam/#comments</comments>
		<pubDate>Sat, 08 Sep 2007 21:52:52 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[maya]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/2007/09/08/writeobj-foam/</guid>
		<description><![CDATA[void Mesh::writeOBJ(ostream&#38; os)
{
os &#60;&#60; &#8220;# mesh?.obj&#8221; &#60;&#60; endl;
os &#60;&#60; &#8220;#&#8221; &#60;&#60; endl;
os &#60;&#60; endl;
os &#60;&#60; &#8220;g mesh&#8221; &#60;&#60; endl;
os &#60;&#60; endl;
int numVertices = (int)vertices.size();
for (int i = 0; i &#60; numVertices; ++i)
{
os &#60;&#60; &#8220;v &#8221; &#60;&#60; vertices[i][0] &#60;&#60; &#8216; &#8216; &#60;&#60; vertices[i][1] &#60;&#60; &#8216; &#8216; &#60;&#60; vertices[i][2] &#60;&#60; endl;
}
os &#60;&#60; endl;
for (int i = 0; [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&blog=334232&post=23&subd=seajackalgamedev&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>void Mesh::writeOBJ(ostream&amp; os)<br />
{<br />
os &lt;&lt; &#8220;# mesh?.obj&#8221; &lt;&lt; endl;<br />
os &lt;&lt; &#8220;#&#8221; &lt;&lt; endl;<br />
os &lt;&lt; endl;<br />
os &lt;&lt; &#8220;g mesh&#8221; &lt;&lt; endl;<br />
os &lt;&lt; endl;</p>
<p>int numVertices = (int)vertices.size();<br />
for (int i = 0; i &lt; numVertices; ++i)<br />
{<br />
os &lt;&lt; &#8220;v &#8221; &lt;&lt; vertices[i][0] &lt;&lt; &#8216; &#8216; &lt;&lt; vertices[i][1] &lt;&lt; &#8216; &#8216; &lt;&lt; vertices[i][2] &lt;&lt; endl;<br />
}<br />
os &lt;&lt; endl;</p>
<p>for (int i = 0; i &lt; numVertices; ++i)<br />
{<br />
os &lt;&lt; &#8220;vn &#8221; &lt;&lt; vNormals[i][0] &lt;&lt; &#8216; &#8216; &lt;&lt; vNormals[i][1] &lt;&lt; &#8216; &#8216; &lt;&lt; vNormals[i][2] &lt;&lt; endl;<br />
}<br />
os &lt;&lt; endl;</p>
<p>int numFaces = (int) faces.size();<br />
//out &lt;&lt; &#8220;\t\t&#8221; &lt;&lt; numFaces &lt;&lt; &#8220;,&#8221; &lt;&lt; endl;<br />
for (int i = 0; i &lt; numFaces; ++i)<br />
{<br />
int f1 = faces[i][0]+1;<br />
int f2 = faces[i][1]+1;<br />
int f3 = faces[i][2]+1;</p>
<p>os &lt;&lt; &#8220;f &#8221; &lt;&lt; f1 &lt;&lt; &#8220;//&#8221; &lt;&lt; f1 &lt;&lt; &#8216; &#8216; &lt;&lt; f2 &lt;&lt; &#8220;//&#8221; &lt;&lt; f2 &lt;&lt; &#8216; &#8216; &lt;&lt; f3 &lt;&lt; &#8220;//&#8221; &lt;&lt; f3 &lt;&lt; endl;<br />
}<br />
os &lt;&lt; endl;</p>
<p>}</p>
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			<media:title type="html">Sea Jackal</media:title>
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		<item>
		<title>Cube.OBJ</title>
		<link>http://seajackalgamedev.wordpress.com/2007/09/04/cubeobj/</link>
		<comments>http://seajackalgamedev.wordpress.com/2007/09/04/cubeobj/#comments</comments>
		<pubDate>Tue, 04 Sep 2007 02:01:06 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[maya]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/2007/09/04/cubeobj/</guid>
		<description><![CDATA[
# cube.obj
#

g cube

v  0.0  0.0  0.0
v  0.0  0.0  1.0
v  0.0  1.0  0.0
v  0.0  1.0  1.0
v  1.0  0.0  0.0
v  1.0  0.0  1.0
v  1.0  1.0  0.0
v  1.0  1.0  1.0

vn  0.0  0.0 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&blog=334232&post=22&subd=seajackalgamedev&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><pre class="brush: plain;">
# cube.obj
#

g cube

v  0.0  0.0  0.0
v  0.0  0.0  1.0
v  0.0  1.0  0.0
v  0.0  1.0  1.0
v  1.0  0.0  0.0
v  1.0  0.0  1.0
v  1.0  1.0  0.0
v  1.0  1.0  1.0

vn  0.0  0.0  1.0
vn  0.0  0.0 -1.0
vn  0.0  1.0  0.0
vn  0.0 -1.0  0.0
vn  1.0  0.0  0.0
vn -1.0  0.0  0.0

f  1//2  7//2  5//2
f  1//2  3//2  7//2
f  1//6  4//6  3//6
f  1//6  2//6  4//6
f  3//3  8//3  7//3
f  3//3  4//3  8//3
f  5//5  7//5  8//5
f  5//5  8//5  6//5
f  1//4  5//4  6//4
f  1//4  6//4  2//4
f  2//1  6//1  8//1
f  2//1  8//1  4//1
</pre>
<p>Has to be in windows format (even on Mac). Open with Maya (for example).</p>
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			<media:title type="html">Sea Jackal</media:title>
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		<item>
		<title>AVI to DPG video in ubuntu (to play videos on a Nintendo DS)</title>
		<link>http://seajackalgamedev.wordpress.com/2007/07/15/avi-to-dpg-video-in-ubuntu-to-play-videos-on-a-nintendo-ds/</link>
		<comments>http://seajackalgamedev.wordpress.com/2007/07/15/avi-to-dpg-video-in-ubuntu-to-play-videos-on-a-nintendo-ds/#comments</comments>
		<pubDate>Sun, 15 Jul 2007 20:22:35 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[DS HOMEBREW]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/2007/07/15/avi-to-dpg-video-in-ubuntu-to-play-videos-on-a-nintendo-ds/</guid>
		<description><![CDATA[Install mencoder, mplayer from Synaptic.
Download ucbmpeg
http://ftp.interlegis.gov.br/pub/ubuntu/archive/pool/multiverse/u/ucbmpeg/
Compile mpeg_stats (needs libc6-dev)
optional, copy mpeg_stats to /bin
download dpgconv python script
http://theli.ho.com.ua/dpgconv/index.html
make it executable:
chmod -x dpgconv.py
use it (python should be installed):
dpgconv.py  myavi.avi
       <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&blog=334232&post=20&subd=seajackalgamedev&ref=&feed=1" />]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>Install mencoder, mplayer from Synaptic.</p>
<p>Download ucbmpeg</p>
<p>http://ftp.interlegis.gov.br/pub/ubuntu/archive/pool/multiverse/u/ucbmpeg/</p>
<p>Compile mpeg_stats (needs libc6-dev)</p>
<p>optional, copy mpeg_stats to /bin</p>
<p>download dpgconv python script</p>
<p>http://theli.ho.com.ua/dpgconv/index.html</p>
<p>make it executable:</p>
<p>chmod -x dpgconv.py</p>
<p>use it (python should be installed):</p>
<p>dpgconv.py  myavi.avi</p>
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