26/04 GMT-3 >/copalib/ Estudiantes L.P. (Arg) 2 x 0 RB Bragantino (Bra) (LIVE) Independiente Petrolero (Bol) 1 x 2 Dep. Tachira (Ven) (LIVE) Libertad Asuncion (Par) 1 x 0 Athletico-PR (Bra) (LIVE) Velez Sarsfield (Arg) 1 x 1 Nacional (Uru) (LIVE)
Corinthians (Bra) x Boca Juniors (Arg) (21:30) Ind. del Valle (Ecu) x Atlético-MG (Bra) (21:30) Talleres Cordoba (Arg) x Sporting Cristal (Per) (21:30)
>/sovaquinho/ General Caballero JLM (Par) 0 x 1 Ceará (Bra) (LIVE) La Guaira (Ven) 0 x 0 Independiente (Arg) (LIVE)
Everton (Chi) x Ayacucho (Per) (21:30) Fluminense (Bra) x Union de Santa Fe (Arg) (21:30) Ind. Medellin (Col) x Internacional (Bra) (21:30)
>velez 1 - 2 nacioANAL i jinxed them with my ara ara edits
David Morris
Stop watching in halftime...2-0 wtf!!! Is boselli any good?
Chase Carter
The PNG specification contains a metadata attribute that allows you to specify the gamma to render the image with. This attribute is intended to be used to ensure that images look identical on all computers. This is a very normal image processing process called Gamma Correction
The PNG specification defines the gAMA chunk (the chunk that stores the gamma value) to change the image output like so:
light_out = image_sample^(1 / gamma)
This scales the image values exponentially based on the reciprocal of the gamma value. If the gamma value is around 1 like it normally is this function has little noticeable effect. During this process, the lowest brightness value for a pixel is 0 and the highest is 1.
If we set the PNG gamma attribute to a very low value, making the exponent value very high (since it is the reciprocal), all darker pixels will be made black and all lighter pixels will be mapped to the normal spectrum. We can reverse this mapping for a very low value of the gamma attribute (I use 0.023) to get a PNG image where all the pixels of the image are mapped to very light colors. If we then set the gamma value of the PNG to 0.023 the image will look somewhat normal, except for the rounding errors introduced by crunching the image into high values.
The thing is, not all renderers support the gamma attribute. If we try and view this image in a renderer that does not support the gamma attribute it will show too bright to make out.
We can abuse this to create a magic thumbnail by taking two images of the same size and creating a new image twice their dimensions. One image is run through the previously mentioned reverse gamma filter that makes all pixels very bright and the other is darkened so that it has no very bright pixels. The images are then spaced out in grids around each other (see image). The resulting image is saved as a PNG file with a gAMA of 0.023.
Charles Wright
Told you Velezbros last thread. You dominate Estuadiantes, Nacional and Bragantino onee-san by whipping out the Big Velezboy Cock and fucking them to submission but you ignored me. Now you are going to lost against Nacional.
Ok fine, I admit I'm a bit of a coomer but I wasn't doing what you said when posting that message. I was watching El glorioso Deportivo Tachira winning in Bolivia.