text:
/*************************************************************************/
/*  rasterizer_dummy.h                                                   */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#ifndef RASTERIZER_DUMMY_H
#define RASTERIZER_DUMMY_H

#include "core/math/camera_matrix.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "scene/resources/mesh.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering_server.h"

class RasterizerSceneDummy : public RendererSceneRender {
public:
	GeometryInstance *geometry_instance_create(RID p_base) override { return nullptr; }
	void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override {}
	void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override {}
	void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) override {}
	void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override {}
	void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override {}
	void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override {}
	void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override {}
	void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override {}
	void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override {}
	void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override {}
	void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override {}
	void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override {}
	void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override {}

	uint32_t geometry_instance_get_pair_mask() override { return 0; }
	void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override {}
	void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {}
	void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
	void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) override {}

	void geometry_instance_free(GeometryInstance *p_geometry_instance) override {}

	/* SHADOW ATLAS API */

	RID shadow_atlas_create() override { return RID(); }
	void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override {}
	void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override {}
	bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override { return false; }

	void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override {}
	int get_directional_light_shadow_size(RID p_light_intance) override { return 0; }
	void set_directional_shadow_count(int p_count) override {}

	/* SDFGI UPDATE */

	void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
	int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; }
	AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); }
	uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; }

	/* SKY API */

	RID sky_allocate() override { return RID(); }
	void sky_initialize(RID p_rid) override {}
	void sky_set_radiance_size(RID p_sky, int p_radiance_size) override {}
	void sky_set_mode(RID p_sky, RS::SkyMode p_samples) override {}
	void sky_set_material(RID p_sky, RID p_material) override {}
	Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override { return Ref<Image>(); }

	/* ENVIRONMENT API */

	RID environment_allocate() override { return RID(); }
	void environment_initialize(RID p_rid) override {}
	void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override {}
	void environment_set_sky(RID p_env, RID p_sky) override {}
	void environment_set_sky_custom_fov(RID p_env, float p_scale) override {}
	void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override {}
	void environment_set_bg_color(RID p_env, const Color &p_color) override {}
	void environment_set_bg_energy(RID p_env, float p_energy) override {}
	void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override {}
	void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) override {}

	void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) override {}
	void environment_glow_set_use_bicubic_upscale(bool p_enable) override {}
	void environment_glow_set_use_high_quality(bool p_enable) override {}

	void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override {}
	void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {}
	void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override {}
	void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {}

	void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {}

	void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override {}
	void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override {}
	void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override {}

	void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override {}

	void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override {}

	void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override {}
	void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override {}
	void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override {}
	void environment_set_volumetric_fog_filter_active(bool p_enable) override {}

	Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override { return Ref<Image>(); }

	bool is_environment(RID p_env) const override { return false; }
	RS::EnvironmentBG environment_get_background(RID p_env) const override { return RS::ENV_BG_KEEP; }
	int environment_get_canvas_max_layer(RID p_env) const override { return 0; }

	RID camera_effects_allocate() override { return RID(); }
	void camera_effects_initialize(RID p_rid) override {}
	void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override {}
	void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override {}

	void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override {}
	void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override {}

	void shadows_quality_set(RS::ShadowQuality p_quality) override {}
	void directional_shadow_quality_set(RS::ShadowQuality p_quality) override {}

	RID light_instance_create(RID p_light) override { return RID(); }
	void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) override {}
	void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override {}
	void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override {}
	void light_instance_mark_visible(RID p_light_instance) override {}

	RID reflection_atlas_create() override { return RID(); }
	int reflection_atlas_get_size(RID p_ref_atlas) const override { return 0; }
	void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override {}

	RID reflection_probe_instance_create(RID p_probe) override { return RID(); }
	void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) override {}
	void reflection_probe_release_atlas_index(RID p_instance) override {}
	bool reflection_probe_instance_needs_redraw(RID p_instance) override { return false; }
	bool reflection_probe_instance_has_reflection(RID p_instance) override { return false; }
	bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override { return false; }
	bool reflection_probe_instance_postprocess_step(RID p_instance) override { return true; }

	RID decal_instance_create(RID p_decal) override { return RID(); }
	void decal_instance_set_transform(RID p_decal, const Transform &p_transform) override {}

	RID lightmap_instance_create(RID p_lightmap) override { return RID(); }
	void lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform) override {}

	RID gi_probe_instance_create(RID p_gi_probe) override { return RID(); }
	void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) override {}
	bool gi_probe_needs_update(RID p_probe) const override { return false; }
	void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override {}

	void gi_probe_set_quality(RS::GIProbeQuality) override {}

	void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr) override {}
	void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {}
	void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances) override {}

	void set_scene_pass(uint64_t p_pass) override {}
	void set_time(double p_time, double p_step) override {}
	void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override {}

	RID render_buffers_create() override { return RID(); }
	void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) override {}
	void gi_set_use_half_resolution(bool p_enable) override {}

	void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override {}
	bool screen_space_roughness_limiter_is_active() const override { return false; }

	void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override {}
	void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override {}

	TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override { return TypedArray<Image>(); }

	bool free(RID p_rid) override { return true; }
	void update() override {}
	void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override {}

	bool is_low_end() const override { return true; }

	RasterizerSceneDummy() {}
	~RasterizerSceneDummy() {}
};

class RasterizerStorageDummy : public RendererStorage {
public:
	bool can_create_resources_async() const override { return false; }

	/* TEXTURE API */
	struct DummyTexture {
		Ref<Image> image;
	};
	mutable RID_PtrOwner<DummyTexture> texture_owner;

	RID texture_allocate() override {
		DummyTexture *texture = memnew(DummyTexture);
		ERR_FAIL_COND_V(!texture, RID());
		return texture_owner.make_rid(texture);
	}
	void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override {
		DummyTexture *t = texture_owner.getornull(p_texture);
		ERR_FAIL_COND(!t);
		t->image = p_image->duplicate();
	}

	void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override {}
	void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override {}
	void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override {}
	void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override {}
	void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {}
	void texture_proxy_initialize(RID p_texture, RID p_base) override {}
	void texture_proxy_update(RID p_proxy, RID p_base) override {}

	void texture_2d_placeholder_initialize(RID p_texture) override {}
	void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override {}
	void texture_3d_placeholder_initialize(RID p_texture) override {}

	Ref<Image> texture_2d_get(RID p_texture) const override {
		DummyTexture *t = texture_owner.getornull(p_texture);
		ERR_FAIL_COND_V(!t, Ref<Image>());
		return t->image;
	}

	Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); }
	Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); }

	void texture_replace(RID p_texture, RID p_by_texture) override {}
	void texture_set_size_override(RID p_texture, int p_width, int p_height) override {}

	void texture_set_path(RID p_texture, const String &p_path) override {}
	String texture_get_path(RID p_texture) const override { return String(); }

	void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override {}
	void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override {}
	void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {}

	void texture_debug_usage(List<RS::TextureInfo> *r_info) override {}
	void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override {}
	Size2 texture_size_with_proxy(RID p_proxy) override { return Size2(); }

	void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
	void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}

	/* CANVAS TEXTURE API */

	RID canvas_texture_allocate() override { return RID(); }
	void canvas_texture_initialize(RID p_rid) override {}
	void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override {}
	void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override {}

	void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override {}
	void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override {}

	/* SHADER API */

	RID shader_allocate() override { return RID(); }
	void shader_initialize(RID p_rid) override {}
	void shader_set_code(RID p_shader, const String &p_code) override {}
	String shader_get_code(RID p_shader) const override { return ""; }
	void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override {}

	void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) override {}
	RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const override { return RID(); }
	Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }

	RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };

	/* COMMON MATERIAL API */

	RID material_allocate() override { return RID(); }
	void material_initialize(RID p_rid) override {}
	void material_set_render_priority(RID p_material, int priority) override {}
	void material_set_shader(RID p_shader_material, RID p_shader) override {}

	void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override {}
	Variant material_get_param(RID p_material, const StringName &p_param) const override { return Variant(); }

	void material_set_next_pass(RID p_material, RID p_next_material) override {}

	bool material_is_animated(RID p_material) override { return false; }
	bool material_casts_shadows(RID p_material) override { return false; }
	void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
	void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}

	/* MESH API */

	RID mesh_allocate() override { return RID(); }
	void mesh_initialize(RID p_rid) override {}
	void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override {}
	bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override { return false; }
	RID mesh_instance_create(RID p_base) override { return RID(); }
	void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override {}
	void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override {}
	void mesh_instance_check_for_update(RID p_mesh_instance) override {}
	void update_mesh_instances() override {}
	void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) override {}
	float reflection_probe_get_lod_threshold(RID p_probe) const override { return 0.0; }

	void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override {}

	int mesh_get_blend_shape_count(RID p_mesh) const override { return 0; }

	void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override {}
	RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override { return RS::BLEND_SHAPE_MODE_NORMALIZED; }

	void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}

	void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override {}
	RID mesh_surface_get_material(RID p_mesh, int p_surface) const override { return RID(); }

	RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override { return RS::SurfaceData(); }
	int mesh_get_surface_count(RID p_mesh) const override { return 0; }

	void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override {}
	AABB mesh_get_custom_aabb(RID p_mesh) const override { return AABB(); }

	AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override { return AABB(); }
	void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override {}
	void mesh_clear(RID p_mesh) override {}

	/* MULTIMESH API */

	RID multimesh_allocate() override { return RID(); }
	void multimesh_initialize(RID p_rid) override {}
	void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override {}
	int multimesh_get_instance_count(RID p_multimesh) const override { return 0; }

	void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override {}
	void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) override {}
	void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override {}
	void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override {}
	void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override {}

	RID multimesh_get_mesh(RID p_multimesh) const override { return RID(); }
	AABB multimesh_get_aabb(RID p_multimesh) const override { return AABB(); }

	Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const override { return Transform(); }
	Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override { return Transform2D(); }
	Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override { return Color(); }
	Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override { return Color(); }
	void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override {}
	Vector<float> multimesh_get_buffer(RID p_multimesh) const override { return Vector<float>(); }

	void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override {}
	int multimesh_get_visible_instances(RID p_multimesh) const override { return 0; }

	/* IMMEDIATE API */

	RID immediate_allocate() override { return RID(); }
	void immediate_initialize(RID p_rid) override {}
	void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) override {}
	void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) override {}
	void immediate_normal(RID p_immediate, const Vector3 &p_normal) override {}
	void immediate_tangent(RID p_immediate, const Plane &p_tangent) override {}
	void immediate_color(RID p_immediate, const Color &p_color) override {}
	void immediate_uv(RID p_immediate, const Vector2 &tex_uv) override {}
	void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) override {}
	void immediate_end(RID p_immediate) override {}
	void immediate_clear(RID p_immediate) override {}
	void immediate_set_material(RID p_immediate, RID p_material) override {}
	RID immediate_get_material(RID p_immediate) const override { return RID(); }
	AABB immediate_get_aabb(RID p_immediate) const override { return AABB(); }

	/* SKELETON API */

	RID skeleton_allocate() override { return RID(); }
	void skeleton_initialize(RID p_rid) override {}
	void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override {}
	void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override {}
	int skeleton_get_bone_count(RID p_skeleton) const override { return 0; }
	void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) override {}
	Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override { return Transform(); }
	void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override {}
	Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override { return Transform2D(); }

	/* Light API */

	RID directional_light_allocate() override { return RID(); }
	void directional_light_initialize(RID p_rid) override {}
	RID omni_light_allocate() override { return RID(); }
	void omni_light_initialize(RID p_rid) override {}
	RID spot_light_allocate() override { return RID(); }
	void spot_light_initialize(RID p_rid) override {}
	RID reflection_probe_allocate() override { return RID(); }
	void reflection_probe_initialize(RID p_rid) override {}

	void light_set_color(RID p_light, const Color &p_color) override {}
	void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override {}
	void light_set_shadow(RID p_light, bool p_enabled) override {}
	void light_set_shadow_color(RID p_light, const Color &p_color) override {}
	void light_set_projector(RID p_light, RID p_texture) override {}
	void light_set_negative(RID p_light, bool p_enable) override {}
	void light_set_cull_mask(RID p_light, uint32_t p_mask) override {}
	void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override {}
	void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override {}
	void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override {}

	void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override {}

	void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override {}
	void light_directional_set_blend_splits(RID p_light, bool p_enable) override {}
	bool light_directional_get_blend_splits(RID p_light) const override { return false; }
	void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) override {}
	void light_directional_set_sky_only(RID p_light, bool p_sky_only) override {}
	bool light_directional_is_sky_only(RID p_light) const override { return false; }
	RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const override { return RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; }

	RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
	RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override { return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }

	bool light_has_shadow(RID p_light) const override { return false; }

	RS::LightType light_get_type(RID p_light) const override { return RS::LIGHT_OMNI; }
	AABB light_get_aabb(RID p_light) const override { return AABB(); }
	float light_get_param(RID p_light, RS::LightParam p_param) override { return 0.0; }
	Color light_get_color(RID p_light) override { return Color(); }
	RS::LightBakeMode light_get_bake_mode(RID p_light) override { return RS::LIGHT_BAKE_DISABLED; }
	uint32_t light_get_max_sdfgi_cascade(RID p_light) override { return 0; }
	uint64_t light_get_version(RID p_light) const override { return 0; }

	/* PROBE API */

	void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override {}
	void reflection_probe_set_intensity(RID p_probe, float p_intensity) override {}
	void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override {}
	void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override {}
	void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override {}
	void reflection_probe_set_max_distance(RID p_probe, float p_distance) override {}
	void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override {}
	void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override {}
	void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override {}
	void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override {}
	void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override {}
	void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override {}
	void reflection_probe_set_resolution(RID p_probe, int p_resolution) override {}

	AABB reflection_probe_get_aabb(RID p_probe) const override { return AABB(); }
	RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override { return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE; }
	uint32_t reflection_probe_get_cull_mask(RID p_probe) const override { return 0; }
	Vector3 reflection_probe_get_extents(RID p_probe) const override { return Vector3(); }
	Vector3 reflection_probe_get_origin_offset(RID p_probe) const override { return Vector3(); }
	float reflection_probe_get_origin_max_distance(RID p_probe) const override { return 0.0; }
	bool reflection_probe_renders_shadows(RID p_probe) const override { return false; }

	void base_update_dependency(RID p_base, DependencyTracker *p_instance) override {}
	void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override {}

	/* DECAL API */

	RID decal_allocate() override { return RID(); }
	void decal_initialize(RID p_rid) override {}
	void decal_set_extents(RID p_decal, const Vector3 &p_extents) override {}
	void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override {}
	void decal_set_emission_energy(RID p_decal, float p_energy) override {}
	void decal_set_albedo_mix(RID p_decal, float p_mix) override {}
	void decal_set_modulate(RID p_decal, const Color &p_modulate) override {}
	void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override {}
	void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override {}
	void decal_set_fade(RID p_decal, float p_above, float p_below) override {}
	void decal_set_normal_fade(RID p_decal, float p_fade) override {}

	AABB decal_get_aabb(RID p_decal) const override { return AABB(); }

	/* GI PROBE API */

	RID gi_probe_allocate() override { return RID(); }
	void gi_probe_initialize(RID p_rid) override {}
	void gi_probe_allocate_data(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override {}

	AABB gi_probe_get_bounds(RID p_gi_probe) const override { return AABB(); }
	Vector3i gi_probe_get_octree_size(RID p_gi_probe) const override { return Vector3i(); }
	Vector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const override { return Vector<uint8_t>(); }
	Vector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const override { return Vector<uint8_t>(); }
	Vector<uint8_t> gi_probe_get_distance_field(RID p_gi_probe) const override { return Vector<uint8_t>(); }

	Vector<int> gi_probe_get_level_counts(RID p_gi_probe) const override { return Vector<int>(); }
	Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const override { return Transform(); }

	void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range) override {}
	float gi_probe_get_dynamic_range(RID p_gi_probe) const override { return 0; }

	void gi_probe_set_propagation(RID p_gi_probe, float p_range) override {}
	float gi_probe_get_propagation(RID p_gi_probe) const override { return 0; }

	void gi_probe_set_energy(RID p_gi_probe, float p_range) override {}
	float gi_probe_get_energy(RID p_gi_probe) const override { return 0.0; }

	void gi_probe_set_ao(RID p_gi_probe, float p_ao) override {}
	float gi_probe_get_ao(RID p_gi_probe) const override { return 0; }

	void gi_probe_set_ao_size(RID p_gi_probe, float p_strength) override {}
	float gi_probe_get_ao_size(RID p_gi_probe) const override { return 0; }

	void gi_probe_set_bias(RID p_gi_probe, float p_range) override {}
	float gi_probe_get_bias(RID p_gi_probe) const override { return 0.0; }

	void gi_probe_set_normal_bias(RID p_gi_probe, float p_range) override {}
	float gi_probe_get_normal_bias(RID p_gi_probe) const override { return 0.0; }

	void gi_probe_set_interior(RID p_gi_probe, bool p_enable) override {}
	bool gi_probe_is_interior(RID p_gi_probe) const override { return false; }

	void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable) override {}
	bool gi_probe_is_using_two_bounces(RID p_gi_probe) const override { return false; }

	void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength) override {}
	float gi_probe_get_anisotropy_strength(RID p_gi_probe) const override { return 0; }

	uint32_t gi_probe_get_version(RID p_gi_probe) override { return 0; }

	/* LIGHTMAP CAPTURE */
	RID lightmap_allocate() override { return RID(); }
	void lightmap_initialize(RID p_rid) override {}
	void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override {}
	void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override {}
	void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override {}
	void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override {}
	PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override { return PackedVector3Array(); }
	PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override { return PackedColorArray(); }
	PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override { return PackedInt32Array(); }
	PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override { return PackedInt32Array(); }
	AABB lightmap_get_aabb(RID p_lightmap) const override { return AABB(); }
	void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override {}
	bool lightmap_is_interior(RID p_lightmap) const override { return false; }
	void lightmap_set_probe_capture_update_speed(float p_speed) override {}
	float lightmap_get_probe_capture_update_speed() const override { return 0; }

	/* PARTICLES */

	RID particles_allocate() override { return RID(); }
	void particles_initialize(RID p_rid) override {}
	void particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override {}
	void particles_set_emitting(RID p_particles, bool p_emitting) override {}
	void particles_set_amount(RID p_particles, int p_amount) override {}
	void particles_set_lifetime(RID p_particles, float p_lifetime) override {}
	void particles_set_one_shot(RID p_particles, bool p_one_shot) override {}
	void particles_set_pre_process_time(RID p_particles, float p_time) override {}
	void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) override {}
	void particles_set_randomness_ratio(RID p_particles, float p_ratio) override {}
	void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override {}
	void particles_set_speed_scale(RID p_particles, float p_scale) override {}
	void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override {}
	void particles_set_process_material(RID p_particles, RID p_material) override {}
	void particles_set_fixed_fps(RID p_particles, int p_fps) override {}
	void particles_set_fractional_delta(RID p_particles, bool p_enable) override {}
	void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override {}
	void particles_set_view_axis(RID p_particles, const Vector3 &p_axis) override {}
	void particles_set_collision_base_size(RID p_particles, float p_size) override {}
	void particles_restart(RID p_particles) override {}

	void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override {}

	void particles_set_draw_passes(RID p_particles, int p_count) override {}
	void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override {}

	void particles_request_process(RID p_particles) override {}
	AABB particles_get_current_aabb(RID p_particles) override { return AABB(); }
	AABB particles_get_aabb(RID p_particles) const override { return AABB(); }

	void particles_set_emission_transform(RID p_particles, const Transform &p_transform) override {}

	bool particles_get_emitting(RID p_particles) override { return false; }
	int particles_get_draw_passes(RID p_particles) const override { return 0; }
	RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override { return RID(); }

	void particles_add_collision(RID p_particles, RID p_instance) override {}
	void particles_remove_collision(RID p_particles, RID p_instance) override {}

	void update_particles() override {}

	/* PARTICLES COLLISION */

	RID particles_collision_allocate() override { return RID(); }
	void particles_collision_initialize(RID p_rid) override {}
	void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override {}
	void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override {}
	void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius) override {}
	void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override {}
	void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) override {}
	void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality) override {}
	void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve) override {}
	void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override {}
	void particles_collision_height_field_update(RID p_particles_collision) override {}
	void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override {}
	AABB particles_collision_get_aabb(RID p_particles_collision) const override { return AABB(); }
	bool particles_collision_is_heightfield(RID p_particles_collision) const override { return false; }
	RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override { return RID(); }

	RID particles_collision_instance_create(RID p_collision) override { return RID(); };
	void particles_collision_instance_set_transform(RID p_collision_instance, const Transform &p_transform) override{};
	void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override{};

	/* GLOBAL VARIABLES */

	void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override {}
	void global_variable_remove(const StringName &p_name) override {}
	Vector<StringName> global_variable_get_list() const override { return Vector<StringName>(); }

	void global_variable_set(const StringName &p_name, const Variant &p_value) override {}
	void global_variable_set_override(const StringName &p_name, const Variant &p_value) override {}
	Variant global_variable_get(const StringName &p_name) const override { return Variant(); }
	RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override { return RS::GLOBAL_VAR_TYPE_MAX; }

	void global_variables_load_settings(bool p_load_textures = true) override {}
	void global_variables_clear() override {}

	int32_t global_variables_instance_allocate(RID p_instance) override { return 0; }
	void global_variables_instance_free(RID p_instance) override {}
	void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override {}

	bool particles_is_inactive(RID p_particles) const override { return false; }

	/* RENDER TARGET */

	RID render_target_create() override { return RID(); }
	void render_target_set_position(RID p_render_target, int p_x, int p_y) override {}
	void render_target_set_size(RID p_render_target, int p_width, int p_height) override {}
	RID render_target_get_texture(RID p_render_target) override { return RID(); }
	void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override {}
	void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override {}
	bool render_target_was_used(RID p_render_target) override { return false; }
	void render_target_set_as_unused(RID p_render_target) override {}

	void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override {}
	bool render_target_is_clear_requested(RID p_render_target) override { return false; }
	Color render_target_get_clear_request_color(RID p_render_target) override { return Color(); }
	void render_target_disable_clear_request(RID p_render_target) override {}
	void render_target_do_clear_request(RID p_render_target) override {}

	void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override {}
	Rect2i render_target_get_sdf_rect(RID p_render_target) const override { return Rect2i(); }

	RS::InstanceType get_base_type(RID p_rid) const override { return RS::INSTANCE_NONE; }
	bool free(RID p_rid) override {
		if (texture_owner.owns(p_rid)) {
			// delete the texture
			DummyTexture *texture = texture_owner.getornull(p_rid);
			texture_owner.free(p_rid);
			memdelete(texture);
		}
		return true;
	}

	bool has_os_feature(const String &p_feature) const override { return false; }

	void update_dirty_resources() override {}

	void set_debug_generate_wireframes(bool p_generate) override {}

	void render_info_begin_capture() override {}
	void render_info_end_capture() override {}
	int get_captured_render_info(RS::RenderInfo p_info) override { return 0; }

	uint64_t get_render_info(RS::RenderInfo p_info) override { return 0; }
	String get_video_adapter_name() const override { return String(); }
	String get_video_adapter_vendor() const override { return String(); }

	static RendererStorage *base_singleton;

	void capture_timestamps_begin() override {}
	void capture_timestamp(const String &p_name) override {}
	uint32_t get_captured_timestamps_count() const override { return 0; }
	uint64_t get_captured_timestamps_frame() const override { return 0; }
	uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override { return 0; }
	uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override { return 0; }
	String get_captured_timestamp_name(uint32_t p_index) const override { return String(); }

	RasterizerStorageDummy() {}
	~RasterizerStorageDummy() {}
};

class RasterizerCanvasDummy : public RendererCanvasRender {
public:
	PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override { return 0; }
	void free_polygon(PolygonID p_polygon) override {}

	void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override {}
	void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override {}

	RID light_create() override { return RID(); }
	void light_set_texture(RID p_rid, RID p_texture) override {}
	void light_set_use_shadow(RID p_rid, bool p_enable) override {}
	void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override {}
	void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override {}

	void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override {}
	RID occluder_polygon_create() override { return RID(); }
	void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override {}
	void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override {}
	void set_shadow_texture_size(int p_size) override {}

	void draw_window_margins(int *p_margins, RID *p_margin_textures) override {}

	bool free(RID p_rid) override { return true; }
	void update() override {}

	RasterizerCanvasDummy() {}
	~RasterizerCanvasDummy() {}
};

class RasterizerDummy : public RendererCompositor {
private:
	uint64_t frame = 1;
	float delta = 0;

protected:
	RasterizerCanvasDummy canvas;
	RasterizerStorageDummy storage;
	RasterizerSceneDummy scene;

public:
	RendererStorage *get_storage() override { return &storage; }
	RendererCanvasRender *get_canvas() override { return &canvas; }
	RendererSceneRender *get_scene() override { return &scene; }

	void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) override {}

	void initialize() override {}
	void begin_frame(double frame_step) override {
		frame++;
		delta = frame_step;
	}

	void prepare_for_blitting_render_targets() override {}
	void blit_render_targets_to_screen(int p_screen, const BlitToScreen *p_render_targets, int p_amount) override {}

	void end_frame(bool p_swap_buffers) override {
		if (p_swap_buffers) {
			DisplayServer::get_singleton()->swap_buffers();
		}
	}

	void finalize() override {}

	static RendererCompositor *_create_current() {
		return memnew(RasterizerDummy);
	}

	static void make_current() {
		_create_func = _create_current;
	}

	bool is_low_end() const override { return true; }
	uint64_t get_frame_number() const override { return frame; }
	float get_frame_delta_time() const override { return delta; }

	RasterizerDummy() {}
	~RasterizerDummy() {}
};

#endif // RASTERIZER_DUMMY_H

redpajama_set_name: RedPajamaGithub


Imagine if every time you saw someone called Derek you got a strong taste of earwax in your mouth. It happens to James Wannerton, who runs a pub. Derek is one of his regulars. Another regular's name gives him the taste of wet nappies. For some puzzling reason, James's sense of sound and taste are intermingled.
Dorothy Latham sees words as colours. Whenever she reads a black and white text, she sees each letter tinged in the shade of her own multi-coloured alphabet – even though she knows the reality of the text is black and white. Spoken words have an even stranger effect. She sees them, spelled out letter by letter, on a colourful tickertape in front of her head.
Log in | 59 queries. 0.369 seconds.


So what it does it take to achieve a high ranking on Google? SEO work brings long-term value. Depending on your selected hosting options, you can be severely limited in what you can do with your site, or you can have absolute freedom. You can have spammy links from the past. Maybe you bought some, or maybe your SEO didn't care too much about the quality of the links he built for you.
Let me explain. I prefer to avoid repeated unnecessary content on my site, and when I do have 100% automatically generated or syndicated content on a site, I tell Google NOT to index it with a noindex in meta tags or XRobots or Robots.txt it out completely. Marketing objectives lead to the development of communications objectives that are matched to the product, target market, and product positioning. Get specific by taking a structured approach. It's not enough to focus on the right keyword-you need to make sure that you're communicating the 'right' information to Google in a structured way.
Building a brand's image begins with developing brand awareness. Link building boosts your site link popularity, and for ensuring effective link building, you should submit your site in popular search engines manually, as automated submission does not offer any SEO benefit. Oftentimes, low-quality scraper sites can steal content from eCommerce websites in order to generate traffic and drive sales through ads. The old times when all types of backlinks were considered good for SEO are long gone. For years, many webmasters relied on sloppy techniques and used automated tools to build hundreds of backlinks every day. Things have changed a lot since then.


text:
ScheduleAMC TalkAMC SHOPTWDUGET AMC+
AMC Talk
Get Your First Look at The Walking Dead: Dead City
By AMC Editors | December 26, 2022
As 2022 comes to a close, it's the time of year when many look back and reflect on the months that have passed. But it's also a time to look ahead to what's coming next — and when it comes to The Walking Dead Universe, there's a whole lot on the horizon.
In addition to the eighth and final season of Fear the Walking Dead premiering May14 , the TWD Universe is set to unveil a number of new spin-offs featuring your favorite characters from The Walking Dead. First up is The Walking Dead: Dead City, a six-episode series slated to premiere in June 2023 and starring Lauren Cohan and Jeffrey Dean Morgan reprising their roles as Maggie Rhee and Negan.
Years have passed since we last saw Maggie and Negan and they must now form a tenuous alliance in order to accomplish a dangerous mission. Maggie and Negan journey to the island of Manhattan, which, having been isolated since the beginning of the walker apocalypse, has developed its own unique threats.
While in the city, Maggie and Negan encounter native New Yorkers, evade a marshal with a troubled past, and hunt down a notorious killer. But as the pair moves deeper into the gritty depths of the walker-infested city, it becomes apparent that the traumas of their tumultuous past may prove just as great a threat as the dangers of the present.
To further whet your appetite, check out a number of first-look images from the series below.
The Walking Dead: Dead City will premiere on AMC and AMC+ in June 2023. Plus, stay tuned for more information to come on two other spin-offs: The Walking Dead: Daryl Dixon, starring Norman Reedus, and The Walking Dead: Rick & Michonne, starring Andrew Lincoln and Dania Gurira.
Lucky Hank Teaser Trailer
English Professor Hank Devereaux becomes increasingly unhinged navigating the dysfunctional chaos of personal and academic life in this dark comedy starring Bob Odenkirk. Series premieres March 19 on AMC and AMC+
Lucky Hank Teaser: New Series Premieres March 19
Starring Emmy-nominated Bob Odenkirk (Better Call Saul), Lucky Hank is a mid-life crisis tale about the unlikely chairman of the English department in a badly underfunded college in the Pennsylvania rust belt. The new series premieres March 19 on AMC and AMC+.
Fear the Walking Dead: First Look at the Final Season
Who took Madison Clark (Kim Dickens) captive? Find out what happens next, when Fear The Walking Dead returns for its final season on May 14th on AMC and AMC+.
Mayfair Witches: The Real Story of the Mayfairs
Mayfair Witches is about so much more than just Rowan. New episodes premiere Sundays on AMC and AMC+.
Mayfair Witches: The Power of Women
Power can come from all kinds of places. Alexandra Daddario (Dr. Rowan Fielding) and the cast and crew delve into the power of women in this look behind the magic of Mayfair Witches, premiering January 8 on AMC and AMC+.
Mayfair Witches: Inside the World of Magic
If you were given unlimited power, what would you do with it? Alexandra Daddario and the cast take a look behind the magic of Mayfair Witches, premiering January 8 on AMC and AMC+.
Anne Rice's Mayfair Witches Trailer: Power
Mayfair Witches focuses on an intuitive young neurosurgeon (Alexandra Daddario) who discovers that she is the unlikely heir to a family of witches. Coming to AMC & AMC+ on January 8th.
Obsessed with The Vampire
Feast on the best of "Interview With The Vampire" in this after-show hosted by Cameron Esposito.
Ann Rice's Mayfair Witches Premieres January 8
Ann Rice's Mayfair Witches premieres January 8 on AMC and AMC Plus.
Mayfair Witches Q&A — Annabeth Gish on The Tragedy of Deidre's Life
Aubrey Plaza's Big Year: From Spin Me Round to SNL and Everything in Between
Mayfair Witches Q&A — Showrunner Esta Spalding On Rowan's Wild Side
AMC Networks Announces Spring Premiere Dates for Happy Valley, New Series Lucky Hank and More
Bob Odenkirk Returns to AMC in Lucky Hank - Get A First Look!
AMC Networks Developing New Series Based on the Bannerman Spy Books
AMC Announces Premiere Date for Fear the Walking Dead's Eighth and Final Season
Everything You Need To Know About Anne Rice's Mayfair Witches
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redpajama_set_name: RedPajamaCommonCrawl


text:
Pentagastrin (trade name Peptavlon) is a synthetic polypeptide that has effects like gastrin when given parenterally. It stimulates the secretion of gastric acid, pepsin, and intrinsic factor, and has been used as a diagnostic aid as the pentagastrin-stimulated calcitonin test.

Pentagastrin binds to the cholecystokinin-B receptor, which is expressed widely in the brain.  Activation of these receptors activates the phospholipase C second messenger system.  When given intravenously it may cause panic attacks.

Pentagastrin's IUPAC chemical name is "N-((1,1-dimethylethoxy)carbonyl)-beta-alanyl-L-tryptophyl-L-methionyl-L-alpha-aspartyl-L-phenylalaninamide".

Pentagastrin stimulation test
Pentagastrin is also used as a stimulation test to elevate of several hormones, such as serotonin.  It provokes flushing and is useful in evaluating patients who describe flushing, but have normal or only marginally elevated biochemical markers for carcinoid syndrome.

It has been used to stimulate ectopic gastric mucosa for the detection of Meckels diverticulum by nuclear medicine.

Calcitonin test
The pentagastrin-stimulated calcitonin test is a diagnostic test for medullary carcinoma of the thyroid (MTC). MTC is a malignancy of the calcitonin-secreting cells of the thyroid gland, and thus MTC is commonly associated with an elevated calcitonin level, but an elevated level may not always be obvious. The pentagastrin-stimulated calcitonin test is useful in cases of suspected MTC that are not associated with elevated calcitonin. In these patients, injecting pentagastrin will cause calcitonin levels to rise significantly above the normal or basal range. After a total thyroidectomy for medullary thyroid carcinoma, the pentagastrin-stimulated calcitonin release can be used to detect residual parafollicular C-cells.

See also
 CCK-4

References

Peptides
Blood tests
Cholecystokinin agonists

redpajama_set_name: RedPajamaWikipedia


text:
The System (1964) DVD reviewed
by Modculture 23 July, 2008
Mentioned this a while back, but The System (directed by Michael Winner and starring Oliver Reed and David Hemmings) is now available to buy – and we have a review online.
This lost 60s gem focuses on the exploits of a seaside gang who practice 'The System' to meet as many women as possible during the holiday season. But when Reed's character Tinker Taylor gets hooked himself, things start to go wrong.
If you fancy it, you can pick it up for around a fiver from Amazon. But check out our review first in the slightly revamped film section.
Modculture film and TV section


Belt sanders are important tools to have because they make the beginning of any woodworking job that requires sanding a lot easier. This is because they're able to remove a lot of wood from whatever surface you're working on quickly. As such, they're not well suited to finishing wood jobs, as the way they operate is much too aggressive.
So, what types of features are necessary when looking to buy a belt sander on a budget?
Belt sander power is measured in amps. There's an old analogy for this that compares amperage to a garden hose. Think of amps like the volume of water that flows through a hose. If the hose is wider, more water can pass through. Amps are measured in this way. The higher the rating, the greater the electric current that passes through the tool.
With that being said, for the average guy or girl that's looking for a belt sander to use on occasion, an amp range of between five and eight is best. Anything over that, and you'll be paying way too much.
Belt sanders come in two different forms, stationary and portable. The portable version is probably what you've seen if you've ever seen a belt sander before. Since portable sanders are more convenient, and because stationary sanders are a lot more expensive, a portable belt sander is a must for those on a budget.
Since belt sanders remove so much wood in a quick and aggressive manner, they produce a lot of sawdust. Due to this, whatever sander you choose must be equipped with something that collects the dust. This makes as minimal a mess as possible, and ensures you're not accidentally breathing it in.
Whatever sander you decide to purchase needs a front facing handle as well. This allows you to use your sander in as comfortable a manner as possible. Plus, the rotating motion of the belt on the sander will pull it along while you're using it, so a front facing handle will allow you to guide the sander as easy as possible.
The sander you purchase needs to come with an included sander belt. Who wants to buy additional stuff? You should be able to use it right out of the box.
Now that we've talked about necessary features, what are some qualities that may be useful, but ultimately not essential?
A variable speed sander will allow you to change the speed of the belt to suit whatever surface you're working on better. It's useful, sure, but I have a variable speed sander and I've only ever changed the speed once, maybe twice. It's not super important to have this, and you certainly don't want to pay more for it.
Some sanders offer a front handle that can be moved, or even removed completely, so that the user can place it in the best position for them. Again, this is handy, but it probably won't make much of a difference if the handle is in a slightly lower or higher position than usual.
An auto belt tracking feature keeps the belt centered automatically, meaning you don't have to adjust it by hand. It's useful to have, because if the belt goes off center it can tear it up, but centering a belt by hand isn't a super big deal.
In terms of good quality sanders at a decent price, Black and Decker, Porter-Cable, and Skil are best. Brands like Makita, DeWalt, Hitachi, and Bosch offer top of the line sanders, but they're much too expensive to be practical on a budget.
Buying a reasonably priced belt sander isn't hard. Keep the key features in mind, don't be swayed by bells and whistles, and you'll get a great deal.


text:
Q: Удаление пользователя Имею php код, который выводит на страницу всех пользователей из БД
<?php include("db_connect.php");
    $sql= "SELECT * FROM `users`";
    $result = mysql_query($sql) or die(mysql_error() ."
". $sql);
    $table = "
";
    $table .= "".'№'."	";
    $table .= "".'Имя пользователя'."	";
    $table .= "".'ФИО'."	";
    $count = 1;

    while ($row = mysql_fetch_assoc($result)) {
        $table .= "
\n";

        $table .= "".$count."	";
        $table .= "".$row['name']."	";
        $table .= "".$row['fio']."	";
        $table .= "	";

        $table .= "
\n";
        $count = $count + 1;
    }

    $table .= "
\n";

    // Выводим заполненую таблицу на экран
    echo $table;
?>

Выводится картинка (удаления). Каким образом можно осуществить выполнение php (удаления) кода по нажатию на нее. Или каким другим способом это организовать?

A: <?php
// предположим, что твой скрипт называется user.php

// до вывода таблицы пользователей
if (isset($_GET['action']) && 'delete' == $_GET['action'] && !empty($_GET['name'])) {
    // тут через SQL удалить из таблицы users пользователя с именем $_GET['name']
    // например, DELETE FROM `users` WHERE `name` = 'вася'
}

// далее вывести таблицу пользователей

// ...
// в коде, который выводит строки таблицы, заменить строку
$table .= '	';
// ...

redpajama_set_name: RedPajamaStackExchange


text:
New Citywide Construction Fraud Task Force Promises Tough Enforcement
By: Thomas F. Kokalas
On August 5th, the Manhattan District Attorney (the "DA's Office") announced the formation of a multi-agency Citywide Construction Fraud Task Force that will be spearheaded by prosecutors from the office.1 Its mission is simple: identify and root out corruption and fraud in the construction industry. To implement these goals, the Citywide Task Force will rely on the cooperation of multiple agencies, including the Department of Investigation, Port Authority, the Metropolitan Transportation Authority, and the Business Integrity Commission for the City of New York. Unprecedented in scope, integrating each of these agencies to combat fraud will likely change the face of enforcement in New York as we know it today.
In other words, there's a new sheriff in town and the industry will have to take notice and adapt. By implementing new compliance protocols, with assistance from counsel, in response to this new enforcement regime, construction firm owners can save energy, time and money that can be better used to develop more business.
Not If, But When
The statistics speak for themselves. Construction in New York is a multi-billion dollar industry and, in 2014 alone, revenues totaled over $42 billion.2 According to the Department of Labor, New York employs nearly 400,000 people3 and countless third parties from around the globe, like equipment suppliers, manufacturers and property developers who are dependent on the industry. Let's not forget that banks, private equity firms and financial institutions all play a critical role in financing these large scale projects.
Construction in New York is a stand-alone economy that touches the lives of millions of people, and the DA's Office is acutely aware of it. Ironically, the industry has been left relatively unregulated given the general enforcement climate faced by other industries in the last 15 years.
The creation of the Citywide Task Force likely signals an end to this era. While the DA's Office has a long history of prosecuting construction fraud cases in conjunction with other investigative agencies, the Citywide Task Force will likely become a formidable "regulator" of the industry for both public and privately funded work.
Put simply, the DA's Office is sending a message that nearly all facets and phases of construction will come under close scrutiny. From investigating bid rigging to safety violations, the breadth of promised collaboration between the agencies – all staffed with former law enforcement personnel – nearly guarantees this result. Consequently, referrals to prosecute criminal cases will likely increase in situations where enforcement was previously left to agencies to handle either through a period of debarment or civil penalties. That said, the number of criminal investigations will certainly rise, along with forfeiture and monetary penalties related to any misconduct.
Navigating The Road Ahead
Construction in New York City is fast paced and hectic. Complicated by myriad aboveground transportation issues, underground subway lines and a decaying infrastructure, building anything in New York is – at best – a difficult task. Add the tangled rules related to public works projects, such as VENDEX, Davis-Bacon and Minority / Women's Owned Business requirements ("MBE/WBE"), and companies and their owners that have not necessarily had to prioritize compliance issues, now find themselves in the cross-hairs. Today, more than ever, owners are routinely facing individual liability for their company's conduct.
Responding and adapting to this new environment, however, does not have to be an uphill battle. While the stakes are high, taking preventive steps before a subpoena reaches the doorstep will save time, expense and headaches down the road. Construction firm owners, Boards and management can implement a few basic compliance protocols to help protect the company – and themselves – from a protracted investigation.
Not only will these guidelines help the company manage issues, the Citywide Task Force likely expects organizations to take on these tasks. Additionally, more construction clients like banks and financial institutions have incorporated demanding compliance clauses in their construction agreements that have severe consequences if breached. Financing agreements contain similar requirements and penalties. In reality, adopting these compliance steps is a prudent and rational approach to business that other regulated entities have employed for a number of years. Some of these steps are outlined below:
1. Assess Vulnerabilities
The first step in helping to protect the company from an investigation is to take a close look at the company's existing legal risks and vulnerabilities – both civil and criminal. An objective survey of the pitfalls a construction firm faces in today's marketplace will serve two fundamental goals: (1) identify potential weak spots; and (2) assess whether existing controls are sufficient to prevent misconduct. Many times when conducting this type of internal review, owners and Boards are comforted to learn that their systems of checks and balances are working. However, there will undoubtedly be a handful of items – unique to the type of work the company performs – that keep ownership up at night.
2. Get a Handle on Operations
Once specific risk items have been identified, the organization should gather as much information as possible around specific processes. Getting boots on the ground to speak with employees, reviewing relevant policies and digging through project paperwork will provide the organization with a baseline on existing operations. For example, selecting a sample set of projects to analyze either the bidding process, procurement practices, accounts payable or MBE/WBE compliance ensures a proper reality check. Once completed, the organization will be informed and ready to implement any necessary changes.
3. Implementing New Controls
Typically, successful construction companies have been building projects and handling business operations the same way for many years. The adage, "if it ain't broke, don't fix it," certainly works in the field, but sometimes that approach could present problems back in the office. Prosecutors and regulators will now be even more critical of a company's affairs and business agreements with respect to its customers, third parties and competitors. If an assessment uncovers a compliance concern, organizations should take corrective steps by either implementing new controls, issuing new policies or conduct issue-specific training. Ignoring the matter will only make it worse down the road.
Don't Be Surprised - Be Ready
As the Citywide Task Force begins its work, construction companies should take time now to get ready for inquiries or subpoenas. While construction is on the rise, criminal inquiries are distracting and often difficult to manage. But by implementing the guidelines laid out above, organizations will find themselves ahead of the curve and be able to quickly assess and respond to issues before they happen. An ounce of prevention can go a long way, and by utilizing counsel to help implement these protocols, construction firms can ensure a confidential and thorough approach.
1 http://manhattanda.org/press-release/citywide-construction-fraud-task-force-convened-investigate-misconduct-midst-historic-
2 Bureau of Economic Analysis, 2014 data.
3 https://www.labor.ny.gov/stats/cesemp.asp


New song "Sugar on the Side" now available on iTunes (US/Canada only)!
Blondie's got a new song! "Sugar on the Side" is now available on iTunes (US/Canada only)! Click here to get it now: Blondie – "Sugar on the Side" on iTunes!


Based on our popular Approach Jacket, this M3 softshell vest is soft, stretchy, and perfect for cool weather outings when core coverage is what's called for. Zippered pockets store your essentials and warm your hands while you're at rest, and reflective logos stand out at night. Create your team or business apparel by adding a custom embroidered logo, free logo setup available for logos 6K and under.


Danielle Auxer, PharmD is Associate Director of Pharmacy, Medication Use Policy at the Hospital of the University of Pennsylvania (HUP) and the President-Elect of the Delaware Valley Society of Health System Pharmacists. Dr. Auxer attended Northeastern University School of Pharmacy and completed a PGY1 Pharmacy Residency at Hahnemann University Hospital. Following residency she joined the Department of Pharmacy at HUP as a Clinical Pharmacist and has worked there for the past 12 years. She has served as the Pharmacy Residency coordinator, overseeing the pharmacy residency programs at HUP, for the last 9 years. This past year she also assumed the role of Residency Program Director for the PGY1 Pharmacy Residency program. Danielle finds working with and mentoring Pharmacy Residents truly rewarding and she has enjoyed partnering with other Pharmacist preceptors to ensure that the HUP residents are afforded the best training experience the Department can offer.
Dr. Auxer has worked as a Drug Information Specialist in the Center for Medication Use Policy since 2011 and has been leading the Center for the last 2 years. She enjoys her role in the Center because it gives her the opportunity to learn something new each day and work with her colleagues to plan and problem solve for complex issues, such as Drug Shortages.
Dr. Auxer was elected to serve the Delaware Valley Society of Health System Pharmacists Board of Directors in 2015. She served as Programming Chair for her two year term on the Board. During her tenure as Programing Chair she was able to secure funding for meetings in Philadelphia and its surrounding suburbs that saw very large attendance; upwards of 90 people. She has been honored to work with so many talented Board members, a very active student workgroup, and the general membership. She is grateful for the new professional relationships and friendships she has formed by actively participating in the organization. She is very excited to serve as DVSHP President next year and looks forward to continuing to support its mission to promote advancement of health-system pharmacists in their practice through education, promotion of research, and distribution of information.


text:
Eduardo Francisco Contreras Mella (Chillán, 7 de febrero de 1940) es un abogado, periodista, profesor y político chileno. Militante del Partido Comunista de Chile, fue alcalde de la ciudad de Chillán y diputado. En 2014 fue designado por la presidenta Michelle Bachelet como embajador político de Chile en Uruguay.

Biografía
Hijo de Eduardo Contreras Riquelme, dirigente sindical y fundador de la Logia masónica Acacia 107, y de Isabel Mella. Sus primeros acercamientos con la política se concretaron cuando estudiaba en la enseñanza secundaria y superior. Se tituló como abogado en la Universidad de Chile. En 1963 se inscribió en el Partido Comunista.

El año 1967 es elegido regidor de Chillán, y en 1971 se transformó en alcalde de la ciudad. Ocupó el cargo de regidor hasta mayo de 1973, cuando resultó elegido diputado por la Decimosexta Agrupación Departamental de Chillán, Bulnes y Yungay. El Golpe de Estado del 11 de septiembre provocó el cierre del Congreso Nacional y el término anticipado de su período parlamentario.

Fue perseguido por la dictadura de Augusto Pinochet Ugarte y sale al exilio. Se asila en la Embajada de Panamá junto con su primera esposa María Villablanca Bustamante, y su hijo Eduardo Contreras Villablanca. Permaneció 15 años exiliado en Panamá, Cuba y México. El año 1974 participa como coautor en la publicación de libro de denuncia "Chile: una larga y angosta cárcel". En ese tiempo se dedicó al periodismo y a tareas  de organización de los exiliados en solidaridad con las víctimas de la dictadura. Obtuvo un postgrado en Teoría del Estado, en la Universidad de La Habana, y posteriormente dirigió la Casa de Chile en México.

Desde el retorno de la democracia en 1990 se ha dedicado a la defensa de numerosas víctimas de violaciones de los derechos humanos. En 1998, junto con Gladys Marín, se querelló contra Pinochet (que en ese entonces era senador vitalicio), consiguiendo su desafuero y detención. Este proceso, está detallado en el libro de Eduardo Contreras "El desaforado", publicado en el año 2003.

En 2005 se presentó como candidato del pacto Juntos Podemos, a diputado por el Distrito 28 de Lo Espejo, Pedro Aguirre Cerda y San Miguel, donde no resultó elegido.

Presta asesoría legal a sindicatos y ejerció como profesor en la Universidad Arcis hasta el año 2013. Es miembro del Comité Central del Partido Comunista.

Fue nombrado en 2014 embajador de Chile en Uruguay, y debido a declaraciones efectuadas en Motevideo fue llamado a informar a Santiago el 17 de octubre de 2014, posteriormente, en el año 2015, el gobierno lo cesa en cargo de embajador.

En el año 2018 fue nombrado Encargado de Relaciones Internacionales del Partido Comunista de Chile. Ese mismo año participa en diversas actividades de conmemoración de los 20 años de la querella contra Augusto Pinochet, en una de ellas realizada en su alma mater, la Facultad de Derecho de la Universidad de Chile, interviene junto al juez Juan Guzmán Tapia que investigó la querella de 1998 y logró el desafuero de Pinochet el año 2000.

El 2022 publica el libro "Habitante de dos siglos: memorias de un hombre feliz". El prólogo del libro, es del periodista e historiador español Mario Amorós.

Historial electoral

Elecciones Parlamentarias de 1973
 Elecciones parlamentarias de 1973 para la Provincia de Ñuble.

Elecciones Parlamentarias de 2005
Elecciones Parlamentarias de 2005 por el Distrito 28 (Lo Espejo, Pedro Aguirre Cerda y San Miguel) , Región Metropolitana de Santiago

Referencias

Enlaces externos

Abogados de Chile
Víctimas de violación de los derechos humanos en Chile
Chilenos exiliados de la dictadura militar
Derechos humanos en la dictadura militar de Chile
Comunistas de Chile
Embajadores de Chile en Uruguay
Diputados del XLVII Período Legislativo del Congreso Nacional de Chile
Alcaldes de Chillán
Nacidos en Chillán
Regidores de Chile


The building is being developed by Joseph Beninati of the Bauhouse Group, with Chan of SCDA Architects set to design. The Bauhouse Group purchased the land in 2013 for a reported $24.4 million. The purchase of additional air rights this year brings the site's potential to 43,000 square feet.
If the actual building turns out anything like the renderings, this will be a distinguished addition to the already spectacular collection of High Line buildings. The new structure is set to be completed in the fall of 2015.


text:
SA-UK Collaboration to strengthen research capacity in KwaZulu-Natal
A cross continent collaborative project between the United Kingdom (UK) and South Africa (SA) has been awarded a R5-million grant from the British Council's Newton Fund. The project will see the development of a world-class Masters and Doctoral training programme through a joint partnership between the University of KwaZulu-Natal (UKZN), Mangosuthu University of Technology (MUT) and the Africa Health Research Institute (AHRI) in South Africa together with University College London (UCL) in the UK.
The UKZN/MUT/AHRI/UCL – Staff Development Programme (SteP) aims to equip academic staff to become leaders in their fields, capable of doing excellent research, competing at an international level and providing quality supervision to their future students. In this way, the project will not only build capacity for the current academics but also for the future scientific leaders in South Africa and on the African continent.
The grant will initially support 10 MUT and UKZN staff members who work in the fields of Infection and Immunity, Public Health, Chemistry, Drug Discovery or Pharmacology to enroll for PhD and Masters degrees. They will be registered at UKZN, who – together with AHRI – will provide critical local infrastructure for the projects. UCL will provide support in supervision and mentorship and will host students in London for periods of training that will be tailored for each individual student, depending on the nature of the project. The university will also provide infrastructure support for projects, including access to critical technology such as next generation sequencing, single cell transcriptomics, high resolution imaging, high throughput and high content screening. A key goal will be the strengthening of research and supervisory capacity through visits to UCL for supervisors from UKZN and MUT.
"We are thrilled to have received this grant," said project lead Professor Michelle Gordon (UKZN). "The ultimate goal is to produce researchers capable of solving the major health-care challenges in our country and internationally."
Applications will open in early March 2020, and all qualifying UKZN and MUT academics who are eager to pursue either a Master's degree or PhD, or are already registered for one, are encouraged to apply.


text:
BRIGID McLEER
Isoli [cont] exhibition publication, Lanchester Gallery Projects
Emma Cocker
Published by Lanchester Gallery Projects and Coventry School of Art & Design.
Emma Cocker's Not Yet There Isola:Incontro
Publication to accompany the solo exhibition Isoli [cont] with essay by Emma Cocker 'Somehow Between the Water and the Wind'.
There are certain things in the world that only really come into being in the moments that they are activated or brought into action by other things. A boat, for example, is much like any other vessel until it is brought into contact with water, and it is this relationship to the water that in part makes a boat a boat and not any other mode of transport or travel. So too, the specificity or singularity of the boat is furthermore made evident during the act of sailing, for sailing characterises the mode of being which is a boat. However, the act of sailing is only made possible through the interplay of multiple forces, including but not only including that of the boat itself. Sailing is the interaction of the boat and the skipper and the water and the wind. It is an event that takes place in the moment of these different forces coming together in one place. Remove any one to reveal their inextricable interconnectedness. The negotiation or interrelation between these elements creates the dynamic of movement and in turn it is this movement over water that defines the boat as a boat; that gives it its reason for being. The boat's reason for being is thus dependent upon the presence of other forces; its existence or potential, at least, is always conditional, affected and determined by the existence of other things. Learning to sail involves the negotiation between and with these different elements; it is a process of facilitation or mediation that attempts to make good the turbulence created by the pull of the water and the push of the wind. Sailing then, involves a mode of attendance or attention to these different and often competing forces; moreover, an intuition for knowing when to yield and for recognising when to assert control.
Our own experience of being in the world might equally be thought of in terms of these interrelations and co-dependencies. Subject formation is a highly contingent process, which takes place somehow between and through the event of affecting and of being affected by other things. It is perhaps no coincidence that the word subject also means to be depending or conditional upon somebody or something else, something other. The experience of the subject emerges then at the interstice between the self and the world, as a consequence of a social encounter or interaction with. For philosopher Jean-Luc Nancy, the experience of 'being' is always one of 'being with', where the concept of 'I' is not prior to that of 'we'. For him, the nature of existence itself is one of co-existence, where "being cannot be anything but being-with-one-another, circulating in the with and as the with of this singularly plural existence". 1 Within Brigid McLeer's practice, the process of art production operates in a way that is analogous to the contingent experience of a subject formation based on this notion of being with. Her practice becomes an active space of engagement that acknowledges and makes visible the interrelationships and interactions that contribute to our experience of being in the world. McLeer's work often begins as a dialogue with, or response to, an existing place, a particular history or a specific text, where each different stimulus sets up new conditions or parameters within which to operate, necessitating the continual reconfiguration of the rules of engagement.
In The Face of Another, McLeer adopts Kobo Abe's 2 novel and its title as the starting point for the production of a two-part work, in which she attempts to erode or destabilise the domineering presence of the individuated and privileged 'I', which is fore-grounded by the author's use of first person narration. Over an extended period, the artist carefully deleted the text within the novel, word by word, leaving nothing but the pronoun, 'I'. What remains is page after page of erased narrative, a white palimpsest punctuated only by the pronoun's repeated and diminutive black strike. Counter-intuitively, the act of isolating the pronoun does not emphasise the individuality or singularity of the narrator, for this position was only held in place by the logic of the narrative structure, now absent. Without this anchor, the pronoun no longer belongs to any one; it is liberated of its relationship to the individual. The singular becomes plural and anonymous. A visual multiplicity of 'I's scatter across the surface of the page, as the pattern of a community is brought into being. In the second part of this work, the pattern from two pages of the treated novel are scaled up and each 'I' is indelibly etched onto copper panels. Once assigned its designated place on the copper grid the pronoun appears to relate to the individual once more, where it becomes seemingly separated from the others; a small island distanced by the space between. McLeer attempts to draw these disconnected entities closer together by delicately tracing a spiralling line around each, expanding ever outwards. Her circling inscriptions increase the space of each individual 'I', enabling them to slowly begin to creep or spread across the copper plate towards the others until, and only until, they begin to touch.
However, the process of striving towards the other is double-edged for the drawn lines serve to further inscribe the marks of separation, reinforcing the boundary enveloping each individual 'I'; making them seem increasingly distanced, more isolated. Alternatively, the emanating lines appear territorial or viral, seeping across and encroaching upon the space of the others, trying to breach or infiltrate their boundary. The two parts of The Face of Another then perform a double-gesture, highlighting the plural experience of existence whilst simultaneously revealing this plurality or condition of being with to be discontinuous, where the individual ultimately remains separated and alone. So too, the act of production is marked by a dichotomy, for the more McLeer attends to the surface of the material the less control she has of the marks that are being made. Evidence of activity or labour registers not only in the carefully inscribed lines but also in the smudged clusters of bodily imprints that dull the metal around the sites of production, appearing like welts or bruises left from the act of being touched. Here, attention or even the artist's proximity to the work does not guarantee any certainty or assuredness of process; rather it renders the work a little more unpredictable, a little less easy to control.
The condition of being with then is always in the end a form of separation also, where the process of contact or proximity between one and another simultaneously closes and reinforces a divide that can never be crossed, the line that marks the edges or limits of one person's being and the beginnings of another. According to Nancy, "from one singular to another, there is contiguity but not continuity. There is proximity but only to the extent that extreme closeness emphasizes the distancing it opens up". 3 Contiguity is only ever a form of being in contact with – a tangential operation, a mode of touching (upon). To be contiguous is to share only in a boundary, which in turn divides. Touching surfaces inevitably create a line; and it is this line perhaps that distinguishes the known from that which cannot be known, from that which remains unknowable. In this sense, it becomes impossible to ever truly know the other for even the close encounter or most intimate of proximity always leaves an unbridgeable gap or zone of indeterminacy between. Here then, is the dilemma at the heart of our being in the world, for whilst we are perpetually bound into relations with other things, they forever remain beyond the limits of our knowledge or understanding. Art practice makes this relationship palpable, for within the process of production there is a threshold crossed at the moment where the work develops a momentum or 'life' of its own, and in doing so begins to enter the realm of the unknowable, becoming somehow other.
For McLeer, practice becomes a space in which to explore the paradoxical experience of existence, as one of being simultaneously interconnected with and yet disconnected from other things in the world. The act of making work is performed through a relationship between the artist and a given context or particular stimulus; the chosen materials and a rule or instruction that is often brought into play as the catalyst to make something happen, to create the momentum for production. Practice is a continual process of negotiation between these different elements, the nature of which only becomes revealed in the course of the making itself, as the work begins to assert its own terms. In the video, Isola:Incontro McLeer endeavours to trace the pattern of a shadow over the course a day, as it carves an arc through the ferocious heat of the midday sun into the faint and dissipating evening. The shadow itself is cast from an ornately decorated gate that formerly marked the entrance to the psychiatric hospital of San Servolo in Venice; a place of incarceration and isolation previously inhabited (involuntarily) by hundreds of men deemed somehow unfit or unable to participate in society at large. McLeer's tending to the shadow is then as much a mode of mindfulness or memorial; a state of immersion that calls to attention the lives of these unknown individuals whose right to life had been stripped away by the institution and by societal notions of normality. McLeer appears crouched awkwardly, engaged in the act of marking the passage of time with lines tentatively drawn and scored onto canvas laid on the ground; the drawing itself complicating the conditions of its own production by ever reducing the space and terms within which the artist is able to operate. The continual unfolding of the shadow's arc demands continual attention and the sustained investment of time, concentration and of care. A rule is drawn, an action is required, and a commitment is made.
Whilst certain rule or system-based processes are often used as a way to absolve individual responsibility and a sense of subjectivity from production, McLeer works within certain parameters as a declaration of having made a vow to see something through. Hers is an ethical gesture like the honoring of a promise or a pledge or of a contractual oath. However, within the work the rule or requirement is rarely fixed or constricting but rather becomes a site of negotiation and working through. At times, different pressures, commitments or even durations compete for attention as one force gives way to allow the emergence of another; as the rule created in order for the work to begin is superceded by another that allows it to continue to develop. An outcome can only ever be predicted and can easily turn. The impetus or force that initiates a process has the capacity to destroy it also; production can become entropic in the absence of the decision that determines when to stop or change tack. The artist's role then is to navigate a course of action between the different and competing forces of production, by intuiting when to yield to the rule or the momentum of the work and when to reassert control.
McLeer's work offers a reminder that the terms in which we live our lives are in fact flexible and negotiable. It suggests how certain rules and frameworks can be affirming and productive, whilst others only serve to limit or constrain. McLeer exposes the rule as a construct whose logic has been put in place, or brought into effect over time, and which in turn might as easily be dislocated or challenged. She questions the logic and authority of rules or languages – of dominant systems of knowledge and power – that attempt to define or determine our experience of the world; that are insidious, invisible or somehow undeclared. Less the site of naming and of stabilising meaning, the dictionary for example, is exploited for its arbitrary logic. Unexpected poetry emerges in the collision of unlikely words found adjacent within its pages, incongruous linguistic relations strangely born of a desire to order and control. Or the entries for each individual letter of the alphabet are written over one another, each separate word merging with the others to become formless as they gather on the page in a mercurial pool.
Within McLeer's practice the logic of the rule or restriction gets folded back in on itself in order to be creatively productive, or else becomes used as a point of critical pressure or leverage against which to work. Rules become reviewed or dismantled once they begin to stifle action or no longer offer provocation; they are entered into voluntarily and without obligation or have the capacity to be modified and rewritten as events unfold. This optionality however is not to be confused with opting out of a commitment, nor the blunt refusal to perform according to the rule's terms. To commit to a rule or contract voluntarily or optionally is in the end a critical and ethical decision; it is to make a commitment to something out of choice, by one's own volition. Rather than being surrendered to with passive and acquiescent acceptance or obedience, for McLeer, the rule is to be approached consciously and as a construct that should be used affirmatively or else somehow changed. McLeer's practice then functions as a site through which to reflect on subject formation and the experience of being as an ongoing activity that needs to be continually attended to, that is always in flux. It is to be actively undertaken rather than passively endured. This sense of being through the act of doing is in part a refusal to see the world and our place within it as fixed and determined, as unchanging and unchangeable. It is to challenge the presupposition that the terms by which we live our lives and understand ourselves are somehow antecedent to us being here, and thus irrevocable. The experience of being is positioned as an event that is always taking place, whose terms need to be perpetually re-negotiated, re-worked or re-defined. Being is thus a continual process but not one of merely continuing to be as before, but rather a practice of exploration and investigation that is always happening in the present.
1. Nancy, Jean-Luc, Being Singular Plural, Translated by Robert Richardson and Anne O'Byrne, Stanford University Press, 2000. p.3
2. Abe, Kobo, The Face of Another, Translated from the Japanese by Alfred A Knopf 1966, First published 1964. (Penguin Classics, 2006)
3. Nancy, Jean-Luc, Being Singular Plural
© 2023 BRIGID McLEER. ALL RIGHTS RESERVED


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