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 Post subject: New Filter for MM ? post here
PostPosted: Sat Jun 23, 2012 9:59 am  (#1) 
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I see a renenewd interested for MM (that thank god is also usable with the 64 bit version of last gimp ) and if create new filter (.mm) from scrap it is not trivial, use the Composer to assemble new filters (.mmc) and save them seems quite easy

So i open this topic to collect here any new filters created or tweaked or assembled

Useful link to get started

well this few minutes video should be more then sufficient to start

http://www.complang.tuwien.ac.at/schani ... volve.html

more video

video.google.com Video from : video.google.com


video.google.de Video from : video.google.de


and more in general

video.google.com Video from : video.google.com


and more at http://www.complang.tuwien.ac.at/schani/mathmap/

..

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sat Jun 23, 2012 10:52 am  (#2) 
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Those videos are awesome. I didn't realize Mathmap did all that stuff.

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sat Jun 23, 2012 1:47 pm  (#3) 
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Thanks, PC. I cleaned up this thread and embedded the Google videos.

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sat Jun 23, 2012 6:08 pm  (#4) 
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GnuTux :tyspin

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 1:30 pm  (#5) 
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Ok to get started

Rounded Rhombus

save as .mmc, NOT as .mm

# by PhotoComix
filter map_sphere (image in,
                   float alpha: 0-6.2831853 (3.4), float beta: 0-6.2831853 (4.2),
                   float gamma: 0-6.2831853 (5.2), color background)
    rd=0.9*min(X,Y);
    if r>rd then
        background
    else
        sa=sin(alpha);
        sb=sin(beta);
        ca=cos(alpha);
        cb=cos(beta);
        theta=a;
        phi=acos(r/rd);
        x0=cos(theta)*cos(phi);
        y0=sin(theta)*cos(phi);
        z0=sin(phi);
        x1=ca*x0+sa*y0;
        z1=-sa*-sb*x0+ca*-sb*y0+cb*z0;
        if z1 >= 0 || 1 then
            y1=cb*-sa*x0+cb*ca*y0+sb*z0
        else
            z1=z1-2*cb*z0;
            y1=cb*-sa*x0+cb*ca*y0-sb*z0
        end;
        theta1=atan(-x1/y1)+(if y1>0 then pi/2 else 3*pi/2 end);
        phi1=asin(z1);
        in(xy:[((theta1*2+gamma)%(2*pi)-pi)/pi*X,-phi1/(pi/2)*Y])
    end
end


filter rel2ellv3(image in)

xprime=x/sqrt(1-4*(y/H)*(y/H));

yprime=y/sqrt(1-4*(x/W)*(x/W));

in(xy:[xprime,yprime])

end



filter __composer_filter__ (image map_sphere_in, float map_sphere_alpha : 0.000000 - 6.283185 (3.400000), float map_sphere_beta : 0.000000 - 6.283185 (4.200000), float map_sphere_gamma : 0.000000 - 6.283185 (5.200000), color map_sphere_background)
    map_sphere_out = map_sphere(map_sphere_in, map_sphere_alpha, map_sphere_beta, map_sphere_gamma, map_sphere_background);
    rel2ellv3_out = rel2ellv3(map_sphere_out);
    rel2ellv3_out(xy)
end


Before/after...in only 1 image the Before is the BG (on the periphery ) the After is the object in the center

Image

trying now a animated variation...

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 2:27 pm  (#6) 
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Also the Animated version seems working fine

Please note that Animated Sphere (used here ) use a very different type of mapping of Map Sphere (and of Distort Sphere ).. i prefer that from the animated version (That may used for still just setting the frames to 1. )

ooopss something unexpected the filter work fine but something wrong happened when i saved (the code not the image)

I try again now ...OK now seems fine

TIP use on images that could be tiled horizontally (as example equirectangular images ..or simply mirror first on the x axis )

here the code

#Sphere Filter





#Originally by Herbert Poetzl





#Adapted for animation by Nathan deGargoyle





#Further Adaptation by Josh Sommers (Pisco Bandito)





# Badly edited by PhotoComiX to add a couple of effects











#RotateX_Start is the starting rotation on the X axis





#RotateY_Start is the starting rotation on the Y axis





#RotateZ_Start is the starting rotation on the Z axis











#Add_RotateX this value is added to RotateX_Start





#Add_RotateY this value is added i to #RotateY_Start





#Add_RotateZ this value is added to Start_RotationZ





#Negative values for "Add_Rotate" allow to invert direction as from 340° to 10° ,"flip" could do it much better


# then if by adding negative values the value of alfa, gamma or zeta become negative results willl be weird














#Multiply_X is the number of times to multply the rotation specified by RotateX_End.





#Multyply_Y is the number of times to multiply the rotation specified by RotateX_End.





#Multiply_Z is the number of times to multiply the rotation specified by RotateX_End.











#Mulltiply example:





#If you set Add_RotateX to 360 and Multiply_X to 10 the sphere will rotate 360 degrees on the X axis ten times.





#If you set Add_RotateX_ to 180 and Multiply_X to 10, then sphere will rotate 360 degrees on the X axis 5 times.











#Zoom_Start is the starting zoom





#Add_Zoom_ This value is added to the Zoom_Start value











#Background is the color to use for the background





#BackgroundOpacity is the opacity of the background, 0 for transparent, 100 for opaque. Your image must have an alpha channel for this to work.











############################################################





filter Sphere (image in,





int RotateX_Start: -360-360 (90),





int RotateY_Start: -360-360 (90),





#Starting from RotateY_Start =120 you will start with sphere fully invisible then it will start to appear


#When equal or more then 0 sphere will become fully visible





int RotateZ_Start: -360-360 (0),





int Add_RotateX: -360-360(0),





int Add_RotateY: -360-360(0),





int Add_RotateZ: -360-360(0),





int Multiply_X: 1-100(1),





int Multiply_Y: 1-100(1),





int Multiply_Z: 1-100(1),





int Zoom_Start: 1-300 (100),





int Add_Zoom: 1-300 (100),





bool Flip_X,





bool Flip_Y,





int BackgroundOpacity: 0-100 (0),





color background)











rd=min(X,Y)*((Zoom_Start/100)+(t*(Add_Zoom-Zoom_Start)/100));











if r>rd then





rgba:[background[0],background[1],background[2],BackgroundOpacity/100];





else











beta = (pi/180) * RotateX_Start + (pi/180)*(Add_RotateX*Multiply_X*t);





gamma = (pi/180) * RotateY_Start + (pi/180)*(Add_RotateY*Multiply_Y*t);





alpha = (pi/180) * RotateZ_Start + (pi/180)*(Add_RotateZ*Multiply_Z*t);











sa=sin(alpha);





sb=sin(beta);





ca=cos(alpha);





cb=cos(beta);











theta=a;





phi=acos(r/rd);











x0=cos(theta)*cos(phi);





y0=sin(theta)*cos(phi);





z0=sin(phi);





x1=ca*x0+sa*y0;





z1=(-sa*-sb*x0)+(ca*-sb*y0+cb*z0);

















if z1 >= 0 || 1 then





y1=cb*-sa*x0+cb*ca*y0+sb*z0;





else





z1=z1-2*cb*z0;





y1=cb*-sa*x0+cb*ca*y0-sb*z0;





end;











theta1=atan(-x1/y1)+(if y1>0 then pi/2 else 3*pi/2 end);





phi1=asin(z1);











ix = ((theta1*1+gamma)%(2*pi)-pi)/pi*X;





iy = -phi1/(pi/2)*Y;











if Flip_X then





ix = -ix





end;











if Flip_Y then





iy= -iy





end;











in(xy:[ix,iy])





end











end

filter rel2ellv3(image in)

xprime=x/sqrt(1-4*(y/H)*(y/H));

yprime=y/sqrt(1-4*(x/W)*(x/W));

in(xy:[xprime,yprime])

end



filter __composer_filter__ (image Sphere_in, int Sphere_RotateX_Start : -360 - 360 (90), int Sphere_RotateY_Start : -360 - 360 (90), int Sphere_RotateZ_Start : -360 - 360 (0), int Sphere_Add_RotateX : -360 - 360 (0), int Sphere_Add_RotateY : -360 - 360 (0), int Sphere_Add_RotateZ : -360 - 360 (0), int Sphere_Multiply_X : 1 - 100 (1), int Sphere_Multiply_Y : 1 - 100 (1), int Sphere_Multiply_Z : 1 - 100 (1), int Sphere_Zoom_Start : 1 - 300 (100), int Sphere_Add_Zoom : 1 - 300 (100), bool Sphere_Flip_X (0), bool Sphere_Flip_Y (0), int Sphere_BackgroundOpacity : 0 - 100 (0), color Sphere_background)
Sphere_out = Sphere(Sphere_in, Sphere_RotateX_Start, Sphere_RotateY_Start, Sphere_RotateZ_Start, Sphere_Add_RotateX, Sphere_Add_RotateY, Sphere_Add_RotateZ, Sphere_Multiply_X, Sphere_Multiply_Y, Sphere_Multiply_Z, Sphere_Zoom_Start, Sphere_Add_Zoom, Sphere_Flip_X, Sphere_Flip_Y, Sphere_BackgroundOpacity, Sphere_background);
rel2ellv3_out = rel2ellv3(Sphere_out);
rel2ellv3_out(xy)
end

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My 3D Gallery on Deviantart http://photocomix2.deviantart.com/
Main gallery http://www.flickriver.com/photos/photocomix-mandala/
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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 2:30 pm  (#7) 
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Posts: 5870
DAMN !! no idea why are all that blanc lines in between i hope they do not create parsing errors

Anyway use the composer is really easy what may be tricky is save the code of the new assembled filters

EDIT somebody know how to automatically delete all that empty lines from the code ?
just to clean up, i would hate have to do manually :gaah

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My 3D Gallery on Deviantart http://photocomix2.deviantart.com/
Main gallery http://www.flickriver.com/photos/photocomix-mandala/
Mandala and simmetry http://www.flickriver.com/photos/photocomix_mandala/

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Mrs Wilbress


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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 3:42 pm  (#8) 
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PC, is this also an .mmc Is it called Sphere.mmc or Rhombus.mmc?

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 3:51 pm  (#9) 
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you may use for the file the name you like the first code is a rounded corner rhombus, the second is a animated rounded rhombus

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 3:58 pm  (#10) 
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Posts: 106
Re. the blank lines - I'm doing a lot of scripting at the mo and they're really starting to bug me.

I'm looking into either finding a way of working with scripts so this doesn't happen (unlikely) or writing a autohotkeys (AHK) script to kill the blank lines for me (and maybe do a little syntax checking to, getting bored of the parser crashing too). Do you use Autohotkeys?

Another option, is to open the script in a word processor and search/replace double carriage-return for single carriage return several times.
So for example search/replace ^p^p for ^p in MS-Word.


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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 4:22 pm  (#11) 
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Posts: 80
in most unix/linux systems with awk or gawk, @ the command line;

awk 'NF>0' filename>noblanc

where 'filename' is your input file with blank lines & 'noblanc' is the new output file (created without blanks).


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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 5:32 pm  (#12) 
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Use a programming editor like Bluefish. Cut expressions code from MathMap paste to Bluefish, no extra line problem anymore. Cross-platform.
http://bluefish.openoffice.nl/

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 7:00 pm  (#13) 
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Maybe also notepad++ may do it ?...humm i am giving a look now

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 7:27 pm  (#14) 
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Is this any better PC? If not, I will remove it.


#Sphere Filter
#Originally by Herbert Poetzl
#Adapted for animation by Nathan deGargoyle
#Further Adaptation by Josh Sommers (Pisco Bandito)
# Badly edited by PhotoComiX to add a couple of effects
#RotateX_Start is the starting rotation on the X axis
#RotateY_Start is the starting rotation on the Y axis
#RotateZ_Start is the starting rotation on the Z axis
#Add_RotateX this value is added to RotateX_Start
#Add_RotateY this value is added i to #RotateY_Start
#Add_RotateZ this value is added to Start_RotationZ
#Negative values for "Add_Rotate" allow to invert direction as from 340° to 10° ,"flip" could do it much better
#then if by adding negative values the value of alfa, gamma or zeta become negative results willl be weird
#Multiply_X is the number of times to multply the rotation specified by RotateX_End.
#Multyply_Y is the number of times to multiply the rotation specified by RotateX_End.
#Multiply_Z is the number of times to multiply the rotation specified by RotateX_End.
#Mulltiply example:
#If you set Add_RotateX to 360 and Multiply_X to 10 the sphere will rotate 360 degrees on the X axis ten times.
#If you set Add_RotateX_ to 180 and Multiply_X to 10, then sphere will rotate 360 degrees on the X axis 5 times.
#Zoom_Start is the starting zoom
#Add_Zoom_ This value is added to the Zoom_Start value
#Background is the color to use for the background
#BackgroundOpacity is the opacity of the background, 0 for transparent, 100 for opaque. Your image must have an alpha channel for this to work.

############################################################

filter Sphere (image in,
int RotateX_Start: -360-360 (90),
int RotateY_Start: -360-360 (90),
#Starting from RotateY_Start =120 you will start with sphere fully invisible then it will start to appear
#When equal or more then 0 sphere will become fully visible
int RotateZ_Start: -360-360 (0),
int Add_RotateX: -360-360(0),
int Add_RotateY: -360-360(0),
int Add_RotateZ: -360-360(0),
int Multiply_X: 1-100(1),
int Multiply_Y: 1-100(1),
int Multiply_Z: 1-100(1),
int Zoom_Start: 1-300 (100),
int Add_Zoom: 1-300 (100),
bool Flip_X,
bool Flip_Y,
int BackgroundOpacity: 0-100 (0),
color background)
rd=min(X,Y)*((Zoom_Start/100)+(t*(Add_Zoom-Zoom_Start)/100));
if r>rd then
rgba:[background[0],background[1],background[2],BackgroundOpacity/100];
else
beta = (pi/180) * RotateX_Start + (pi/180)*(Add_RotateX*Multiply_X*t);
gamma = (pi/180) * RotateY_Start + (pi/180)*(Add_RotateY*Multiply_Y*t);
alpha = (pi/180) * RotateZ_Start + (pi/180)*(Add_RotateZ*Multiply_Z*t);
sa=sin(alpha);
sb=sin(beta);
ca=cos(alpha);
cb=cos(beta);
theta=a;
phi=acos(r/rd);
x0=cos(theta)*cos(phi);
y0=sin(theta)*cos(phi);
z0=sin(phi);
x1=ca*x0+sa*y0;
z1=(-sa*-sb*x0)+(ca*-sb*y0+cb*z0);
if z1 >= 0 || 1 then
y1=cb*-sa*x0+cb*ca*y0+sb*z0;
else
z1=z1-2*cb*z0;
y1=cb*-sa*x0+cb*ca*y0-sb*z0;
end;

theta1=atan(-x1/y1)+(if y1>0 then pi/2 else 3*pi/2 end);
phi1=asin(z1);
ix = ((theta1*1+gamma)%(2*pi)-pi)/pi*X;
iy = -phi1/(pi/2)*Y;
if Flip_X then
ix = -ix
end;

if Flip_Y then
iy= -iy
end;

in(xy:[ix,iy])
end

end

filter rel2ellv3(image in)
xprime=x/sqrt(1-4*(y/H)*(y/H));
yprime=y/sqrt(1-4*(x/W)*(x/W));
in(xy:[xprime,yprime])
end

filter __composer_filter__ (image Sphere_in, int Sphere_RotateX_Start : -360 - 360 (90), int Sphere_RotateY_Start : -360 - 360 (90), int Sphere_RotateZ_Start : -360 - 360 (0), int Sphere_Add_RotateX : -360 - 360 (0), int Sphere_Add_RotateY : -360 - 360 (0), int Sphere_Add_RotateZ : -360 - 360 (0), int Sphere_Multiply_X : 1 - 100 (1), int Sphere_Multiply_Y : 1 - 100 (1), int Sphere_Multiply_Z : 1 - 100 (1), int Sphere_Zoom_Start : 1 - 300 (100), int Sphere_Add_Zoom : 1 - 300 (100), bool Sphere_Flip_X (0), bool Sphere_Flip_Y (0), int Sphere_BackgroundOpacity : 0 - 100 (0), color Sphere_background)
Sphere_out = Sphere(Sphere_in, Sphere_RotateX_Start, Sphere_RotateY_Start, Sphere_RotateZ_Start, Sphere_Add_RotateX, Sphere_Add_RotateY, Sphere_Add_RotateZ, Sphere_Multiply_X, Sphere_Multiply_Y, Sphere_Multiply_Z, Sphere_Zoom_Start, Sphere_Add_Zoom, Sphere_Flip_X, Sphere_Flip_Y, Sphere_BackgroundOpacity, Sphere_background);
rel2ellv3_out = rel2ellv3(Sphere_out);
rel2ellv3_out(xy)
end

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 8:48 pm  (#15) 
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Posts: 5870
sure that is better..there are still blank spaces but much less disturbing

I did 2 cool animation but i got problem to found a host...first i try to save as flash, the file open well in firefox but is not accepted by all the swf host i could find (error message : not a swf file) a pity because quality was good and was only 110 MB

then i try to save as avi but as avi is far too big for Vimeo...uff

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 11:28 pm  (#16) 
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Posts: 4827
Location: Bendigo Vic. Australia
Photocomix This filter is a lot of fun to play with thanks for your efforts to keep mathmap alive and kicking ass with it's composer

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Sun Jun 24, 2012 11:35 pm  (#17) 
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Glad you like...Vimeo seems to have almost finished to process the file so i should be able to show the animated version in action

[BBvideo]https://vimeo.com/44632858[/BBvideo]

i hope the video link works if not http://player.vimeo.com/video/44632858

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My 3D Gallery on Deviantart http://photocomix2.deviantart.com/
Main gallery http://www.flickriver.com/photos/photocomix-mandala/
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Mrs Wilbress


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 Post subject: Re: New Filter for MM ? post here
PostPosted: Mon Jun 25, 2012 1:13 am  (#18) 
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Posts: 106
Bluefish looks really good - I'll have to start using it (and see if I create a Mathmap language definition for it - if someone hasn't done it all ready!).

Are you using Bluefish Odinbc?


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 Post subject: Re: New Filter for MM ? post here
PostPosted: Mon Jun 25, 2012 1:41 am  (#19) 
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Joined: Feb 18, 2011
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Location: Bendigo Vic. Australia
Photocomix great video thankyou for showing

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 Post subject: Re: New Filter for MM ? post here
PostPosted: Mon Jun 25, 2012 1:47 am  (#20) 
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Posts: 5128
Location: Metro Vancouver, BC
I'm fairly new to Bluefish. I've been using NotePad++ for ages. I like the Notepad++ minimalist version.

The reason I'm liking Bluefish is it not only has great coding language support it's an excellent HTML editor. I like an HTML editor that doesn't mess with my code plus this one has some nice HTML5 features and a nifty CSS editor. Reminds me a bit of Homesite.

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