Skip to content

Instantly share code, notes, and snippets.

@MysteryPancake
MysteryPancake / bible.txt
Created March 8, 2018 05:14
The King James Bible for copy pasting
This file has been truncated, but you can view the full file.
Genesis 1:1 In the beginning God created the heaven and the earth.
Genesis 1:2 And the earth was without form, and void; and darkness was upon the face of the deep. And the Spirit of God moved upon the face of the waters.
Genesis 1:3 And God said, Let there be light: and there was light.
Genesis 1:4 And God saw the light, that it was good: and God divided the light from the darkness.
Genesis 1:5 And God called the light Day, and the darkness he called Night. And the evening and the morning were the first day.
Genesis 1:6 And God said, Let there be a firmament in the midst of the waters, and let it divide the waters from the waters.
Genesis 1:7 And God made the firmament, and divided the waters which were under the firmament from the waters which were above the firmament: and it was so.
Genesis 1:8 And God called the firmament Heaven. And the evening and the morning were the second day.
Genesis 1:9 And God said, Let the waters under the heaven be gathered together unto one place, and let the dry land appear: a
Lorem
ipsum
dolor
sit
amet,
consectetur
adipiscing
elit.
Phasellus
tincidunt
npm install pocketsphinx
> pocketsphinx@5.0.7 install /Users/idiot/Desktop/PhonemeTest/node_modules/pocketsphinx
> cmake-js compile
info TOOL Using Unix Makefiles generator.
info TOOL Using c++11 compiler standard.
info CMD CONFIGURE
WARN invalid config loglevel="notice"
info RUN cmake "/Users/idiot/Desktop/PhonemeTest/node_modules/pocketsphinx" --no-warn-unused-cli -G"Unix Makefiles" -DCMAKE_JS_VERSION="3.6.1" -DCMAKE_BUILD_TYPE="Release" -DCMAKE_LIBRARY_OUTPUT_DIRECTORY="/Users/idiot/Desktop/PhonemeTest/node_modules/pocketsphinx/build/Release" -DCMAKE_JS_INC="/Users/idiot/.cmake-js/node-x64/v6.11.4/include/node" -DNODE_RUNTIME="node" -DNODE_RUNTIMEVERSION="6.11.4" -DNODE_ARCH="x64" -DCMAKE_CXX_FLAGS="-std=c++11 -D_DARWIN_USE_64_BIT_INODE=1 -D_LARGEFILE_SOURCE -D_FILE_OFFSET_BITS=64 -DBUILDING_NODE_EXTENSION -w" -DCMAKE_SHARED_LINKER_FLAGS="-undefined dynamic_lookup"
--This code can be improved a lot.
--Feel free to improve, use or modify in any way although credit would be appreciated.
--Global table
if BSHADOWS == nil then
BSHADOWS = {}
--The original drawing layer
BSHADOWS.RenderTarget = GetRenderTarget("bshadows_original", ScrW(), ScrH())
--This code can be improved a lot.
--Feel free to improve, use or modify in any way although credit would be appreciated.
if BMASKS == nil then
BMASKS = {} --Global table, access the functions here
BMASKS.Materials = {} --Cache materials so they dont need to be reloaded
BMASKS.Masks = {} --A table of all active mask objects, you should destroy a mask object when done with it
--The material used to draw the render targets