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Unread 05-01-11, 06:41 PM   #1
kurngar
A Murloc Raider
Join Date: Dec 2009
Posts: 6
Graphical issues

Since 4.1 I have had an interesting graphical issue in Uldum, the water in the lake looks it is filling every time I fly over it and several of my mounts have weird clipping issues ie. wings not there. I ticketed blizz and they had me dump all the folders we normally dump and this fixed the issue. I reloaded all the addons that i run and the issue was back. I then just disabled nUI and no graphic issues. I then loaded just nUI and the graphic issue is back. I will post as soon as I can so you all can see what I mean. Thank you for your help
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Unread 05-01-11, 06:52 PM   #2
kurngar
A Murloc Raider
Join Date: Dec 2009
Posts: 6
screenshots of graphic problems 2 with nUI on and 2 with default ui on
Attached Thumbnails
Click image for larger version

Name:	WoWScrnShot_050111_204335.jpg
Views:	517
Size:	361.2 KB
ID:	6107  Click image for larger version

Name:	WoWScrnShot_050111_204402.jpg
Views:	502
Size:	359.8 KB
ID:	6108  Click image for larger version

Name:	WoWScrnShot_050111_204727.jpg
Views:	504
Size:	363.4 KB
ID:	6109  Click image for larger version

Name:	WoWScrnShot_050111_204735.jpg
Views:	495
Size:	326.6 KB
ID:	6110  

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Unread 05-01-11, 07:08 PM   #3
spiel2001
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I've had one other person bring this up and for the moment I'm clueless as to why nUI would cause it. That said, if you change your video option for water rendering to "low" it will fix the problem until I can figure out what's going on.
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Unread 05-01-11, 07:10 PM   #4
kurngar
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will do, thanks for the prompt response, although watching the lake fill like a bathtub is fun...lol
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Unread 05-02-11, 03:57 PM   #5
spiel2001
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Okay, I've fed this issue up the food chain and the folks in Blizz's engine development team have a few questions to anyone and everyone who is having this problem...

We need more information regarding this.
  • Does it happen with multisampling enabled or disabled?
  • Is it in DX9 or DX11?
  • What graphics card is used?
  • A gx.log would be nice.
So... if everyone who is having this problem could answer those questions for me, I would very much appreciate it. I will collect it all and pass it back up the food chain.

You can find your gx.log file in your [ World of Warcraft > Logs ] folder. Just use the paperclip icon in your message editor when you reply to upload your log file with your message or scroll down the message editor page to the "Manage Attachments" button.

Thannks
__________________

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My brush has two colors, 1 and 0, and my canvas is made of silicon.



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Unread 05-07-11, 02:24 PM   #6
phatbasterd
A Deviate Faerie Dragon
Join Date: Jan 2007
Posts: 17
multistamp is 1x
dx9
nvidia 9800gt

it says my gx file is invaild to load so ill just paste it

5/7 16:22:31.846 CGxDevice:3d9AdapterID(): RET: 1, VID: 10de, DID: 614, DVER: 80011.c1b95
5/7 16:22:31.862 CGxDevice:3d11AdapterInfer(): D3D11 - RET: 1, DID: 3
5/7 16:22:31.862 ConsoleDetectDetectHardware():
5/7 16:22:31.862 cpuIdx: 1
5/7 16:22:31.862 videoID: 693
5/7 16:22:31.862 soundIdx: 0
5/7 16:22:31.862 memIdx: 0
5/7 16:22:31.987 ConsoleDeviceInitialize(): hwDetect = 0, hwChanged = 0
5/7 16:22:32.002 CGxDeviceD3d:eviceSetFormat():
5/7 16:22:32.002 Format 1920 x 1080 @ 60 Fullscreen, ArgbX888, Ds24X, multisample 1
5/7 16:22:32.018 Detected NvAPI and checking if it's valid...
5/7 16:22:32.018 Detected 1 Nvidia Physical GPU(s)
5/7 16:22:32.018 Using D3D adapter 0
5/7 16:22:32.018 Adapter Identifier DeviceName: \\.\DISPLAY1
5/7 16:22:32.018 Nvidia associated display handle GPUs detected
5/7 16:22:32.018 Display driven by 1 Nvidia GPU(s)
5/7 16:22:32.330 Shader Model: 3_0
5/7 16:22:32.330 Vertex: vs_3_0
5/7 16:22:32.330 Pixel: ps_3_0
5/7 16:22:32.330 Caps:
5/7 16:22:32.330 numTmus: 8
5/7 16:22:32.330 texFilterAnisotropic: 1, 16
5/7 16:22:32.330 rttFormat: 1, 1
5/7 16:22:32.330 vertexShaderConstants: 256
5/7 16:22:32.330 numStreams: 16
5/7 16:22:32.330 stereoAvailable: 0
5/7 16:22:32.330 Format Support:
5/7 16:22:32.330 Argb8888: pixel rtt
5/7 16:22:32.330 Argb4444: pixel
5/7 16:22:32.330 Argb1555: pixel
5/7 16:22:32.330 Rgb565: pixel rtt
5/7 16:22:32.330 Uv88: pixel
5/7 16:22:32.330 Dxt1: pixel
5/7 16:22:32.330 Dxt3: pixel
5/7 16:22:32.330 Dxt5: pixel
5/7 16:22:32.330 R16_UNORM: pixel rtt
5/7 16:22:32.330 Gr1616F: vertex pixel rtt
5/7 16:22:32.330 Abgr16161616F: vertex pixel rtt
5/7 16:22:32.330 R32F: vertex pixel rtt
5/7 16:22:32.330 Abgr32323232F: vertex pixel rtt
5/7 16:22:32.330 NULL: pixel rtt
5/7 16:22:32.330 D24X8: pixel rtt pcf
5/7 16:22:32.330 D16: pixel rtt
5/7 16:22:32.330 INTZ: pixel rtt
5/7 16:22:32.330 Shader Profile Support:
5/7 16:22:32.330 vs_ff
5/7 16:22:32.330 ps_ff
5/7 16:22:32.330 vs_1_1
5/7 16:22:32.330 vs_2_0
5/7 16:22:32.330 vs_3_0
5/7 16:22:32.330 ps_1_1
5/7 16:22:32.330 ps_1_4
5/7 16:22:32.330 ps_2_0
5/7 16:22:32.330 ps_3_0
5/7 16:22:32.330 Texture Target Support:
5/7 16:22:32.330 GxTex_2d - true
5/7 16:22:32.330 GxTex_CubeMap - true
5/7 16:22:32.330 GxTex_Rectangle - false
5/7 16:22:32.330 GxTex_NonPow2 - true
5/7 16:22:32.330 GxTex_Volume - true
5/7 16:22:32.330 NPTNoDependentReads - false
5/7 16:22:32.330 NVAPI: 1
5/7 16:22:32.330 ISceneBegin: Retrieving NvAPI depth surface handle (086E7140, status == 0)!

5/7 16:22:32.330 CGxDevice:3d9AdapterID(): RET: 1, VID: 10de, DID: 614, DVER: 80011.c1b95
5/7 16:22:37.790 Preparing to create sample-able depth buffer texture:
5/7 16:22:37.790 DepthCache is supported!
5/7 16:22:37.790 Format: INTZ
5/7 16:22:37.790 FormatResolve: Unknown
5/7 16:22:37.800 CGxDevice:3d9AdapterID(): RET: 1, VID: 10de, DID: 614, DVER: 80011.c1b95
5/7 16:22:40.286 GxAdapterFormats():
5/7 16:22:40.286 0: cf = 0, df = 4, ms = 1
5/7 16:22:40.286 1: cf = 0, df = 4, ms = 2
5/7 16:22:40.286 2: cf = 0, df = 4, ms = 4
5/7 16:22:40.286 3: cf = 0, df = 4, ms = 8
5/7 16:22:40.286 4: cf = 0, df = 5, ms = 1
5/7 16:22:40.286 5: cf = 0, df = 5, ms = 2
5/7 16:22:40.286 6: cf = 0, df = 5, ms = 4
5/7 16:22:40.286 7: cf = 0, df = 5, ms = 8
5/7 16:22:40.286 8: cf = 0, df = 6, ms = 1
5/7 16:22:40.286 9: cf = 0, df = 6, ms = 2
5/7 16:22:40.286 10: cf = 0, df = 6, ms = 4
5/7 16:22:40.286 11: cf = 0, df = 6, ms = 8
5/7 16:22:40.286 12: cf = 1, df = 4, ms = 1
5/7 16:22:40.286 13: cf = 1, df = 4, ms = 2
5/7 16:22:40.286 14: cf = 1, df = 4, ms = 4
5/7 16:22:40.286 15: cf = 1, df = 4, ms = 8
5/7 16:22:40.286 16: cf = 1, df = 5, ms = 1
5/7 16:22:40.286 17: cf = 1, df = 5, ms = 2
5/7 16:22:40.286 18: cf = 1, df = 5, ms = 4
5/7 16:22:40.286 19: cf = 1, df = 5, ms = 8
5/7 16:22:40.286 20: cf = 1, df = 6, ms = 1
5/7 16:22:40.286 21: cf = 1, df = 6, ms = 2
5/7 16:22:40.286 22: cf = 1, df = 6, ms = 4
5/7 16:22:40.286 23: cf = 1, df = 6, ms = 8
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Unread 05-07-11, 05:30 PM   #7
kurngar
A Murloc Raider
Join Date: Dec 2009
Posts: 6
multistamp is 1x
dx9
Nvidia 9400 GT

Same as the other user unable to attach, so i just copied it

5/7 10:33:05.184 CGxDevice:3d9AdapterID(): RET: 1, VID: 10de, DID: 641, DVER: 80011.c1b95
5/7 10:33:05.184 CGxDevice:3d11AdapterInfer(): D3D11 - RET: 1, DID: 3
5/7 10:33:05.184 ConsoleDetectDetectHardware():
5/7 10:33:05.184 cpuIdx: 1
5/7 10:33:05.184 videoID: 693
5/7 10:33:05.184 soundIdx: 0
5/7 10:33:05.184 memIdx: 0
5/7 10:33:05.272 ConsoleDeviceInitialize(): hwDetect = 0, hwChanged = 0
5/7 10:33:05.280 CGxDeviceD3d:eviceSetFormat():
5/7 10:33:05.280 Format 1680 x 1050 @ 60 Fullscreen, ArgbX888, Ds24X, multisample 1
5/7 10:33:05.289 Detected NvAPI and checking if it's valid...
5/7 10:33:05.289 Detected 1 Nvidia Physical GPU(s)
5/7 10:33:05.289 Using D3D adapter 0
5/7 10:33:05.289 Adapter Identifier DeviceName: \\.\DISPLAY1
5/7 10:33:05.289 Nvidia associated display handle GPUs detected
5/7 10:33:05.289 Display driven by 1 Nvidia GPU(s)
5/7 10:33:05.524 Shader Model: 3_0
5/7 10:33:05.524 Vertex: vs_3_0
5/7 10:33:05.524 Pixel: ps_3_0
5/7 10:33:05.524 Caps:
5/7 10:33:05.524 numTmus: 8
5/7 10:33:05.524 texFilterAnisotropic: 1, 16
5/7 10:33:05.524 rttFormat: 1, 1
5/7 10:33:05.524 vertexShaderConstants: 256
5/7 10:33:05.524 numStreams: 16
5/7 10:33:05.524 stereoAvailable: 0
5/7 10:33:05.524 Format Support:
5/7 10:33:05.524 Argb8888: pixel rtt
5/7 10:33:05.524 Argb4444: pixel
5/7 10:33:05.524 Argb1555: pixel
5/7 10:33:05.524 Rgb565: pixel rtt
5/7 10:33:05.524 Uv88: pixel
5/7 10:33:05.524 Dxt1: pixel
5/7 10:33:05.524 Dxt3: pixel
5/7 10:33:05.524 Dxt5: pixel
5/7 10:33:05.524 R16_UNORM: pixel rtt
5/7 10:33:05.524 Gr1616F: vertex pixel rtt
5/7 10:33:05.524 Abgr16161616F: vertex pixel rtt
5/7 10:33:05.524 R32F: vertex pixel rtt
5/7 10:33:05.524 Abgr32323232F: vertex pixel rtt
5/7 10:33:05.524 NULL: pixel rtt
5/7 10:33:05.524 D24X8: pixel rtt pcf
5/7 10:33:05.524 D16: pixel rtt
5/7 10:33:05.524 INTZ: pixel rtt
5/7 10:33:05.524 Shader Profile Support:
5/7 10:33:05.524 vs_ff
5/7 10:33:05.524 ps_ff
5/7 10:33:05.524 vs_1_1
5/7 10:33:05.524 vs_2_0
5/7 10:33:05.524 vs_3_0
5/7 10:33:05.524 ps_1_1
5/7 10:33:05.524 ps_1_4
5/7 10:33:05.524 ps_2_0
5/7 10:33:05.524 ps_3_0
5/7 10:33:05.524 Texture Target Support:
5/7 10:33:05.524 GxTex_2d - true
5/7 10:33:05.524 GxTex_CubeMap - true
5/7 10:33:05.524 GxTex_Rectangle - false
5/7 10:33:05.524 GxTex_NonPow2 - true
5/7 10:33:05.524 GxTex_Volume - true
5/7 10:33:05.524 NPTNoDependentReads - false
5/7 10:33:05.524 NVAPI: 1
5/7 10:33:05.524 ISceneBegin: Retrieving NvAPI depth surface handle (0741AB80, status == 0)!

5/7 10:33:05.524 CGxDevice:3d9AdapterID(): RET: 1, VID: 10de, DID: 641, DVER: 80011.c1b95
5/7 10:33:16.730 Preparing to create sample-able depth buffer texture:
5/7 10:33:16.730 DepthCache is supported!
5/7 10:33:16.730 Format: INTZ
5/7 10:33:16.730 FormatResolve: Unknown
5/7 10:33:16.742 CGxDevice:3d9AdapterID(): RET: 1, VID: 10de, DID: 641, DVER: 80011.c1b95
5/7 10:33:52.226 GxAdapterFormats():
5/7 10:33:52.226 0: cf = 0, df = 4, ms = 1
5/7 10:33:52.226 1: cf = 0, df = 4, ms = 2
5/7 10:33:52.226 2: cf = 0, df = 4, ms = 4
5/7 10:33:52.226 3: cf = 0, df = 4, ms = 8
5/7 10:33:52.226 4: cf = 0, df = 5, ms = 1
5/7 10:33:52.226 5: cf = 0, df = 5, ms = 2
5/7 10:33:52.226 6: cf = 0, df = 5, ms = 4
5/7 10:33:52.226 7: cf = 0, df = 5, ms = 8
5/7 10:33:52.226 8: cf = 0, df = 6, ms = 1
5/7 10:33:52.226 9: cf = 0, df = 6, ms = 2
5/7 10:33:52.226 10: cf = 0, df = 6, ms = 4
5/7 10:33:52.226 11: cf = 0, df = 6, ms = 8
5/7 10:33:52.226 12: cf = 1, df = 4, ms = 1
5/7 10:33:52.226 13: cf = 1, df = 4, ms = 2
5/7 10:33:52.226 14: cf = 1, df = 4, ms = 4
5/7 10:33:52.226 15: cf = 1, df = 4, ms = 8
5/7 10:33:52.226 16: cf = 1, df = 5, ms = 1
5/7 10:33:52.226 17: cf = 1, df = 5, ms = 2
5/7 10:33:52.226 18: cf = 1, df = 5, ms = 4
5/7 10:33:52.226 19: cf = 1, df = 5, ms = 8
5/7 10:33:52.226 20: cf = 1, df = 6, ms = 1
5/7 10:33:52.226 21: cf = 1, df = 6, ms = 2
5/7 10:33:52.226 22: cf = 1, df = 6, ms = 4
5/7 10:33:52.226 23: cf = 1, df = 6, ms = 8
5/7 11:30:36.430 ISceneBegin: Retrieving NvAPI depth surface handle (32F01840, status == 0)!

5/7 11:30:36.601 Preparing to create sample-able depth buffer texture:
5/7 11:30:36.601 DepthCache is supported!
5/7 11:30:36.601 Format: INTZ
5/7 11:30:36.601 FormatResolve: Unknown
5/7 12:53:30.744 ISceneBegin: Retrieving NvAPI depth surface handle (43B43A40, status == 0)!

5/7 12:53:31.063 Preparing to create sample-able depth buffer texture:
5/7 12:53:31.063 DepthCache is supported!
5/7 12:53:31.063 Format: INTZ
5/7 12:53:31.063 FormatResolve: Unknown
5/7 12:54:33.594 ISceneBegin: Retrieving NvAPI depth surface handle (43B41E00, status == 0)!

5/7 12:54:33.841 Preparing to create sample-able depth buffer texture:
5/7 12:54:33.841 DepthCache is supported!
5/7 12:54:33.841 Format: INTZ
5/7 12:54:33.841 FormatResolve: Unknown
5/7 13:04:09.645 ISceneBegin: Retrieving NvAPI depth surface handle (43B4A800, status == 0)!

5/7 13:04:09.807 Preparing to create sample-able depth buffer texture:
5/7 13:04:09.807 DepthCache is supported!
5/7 13:04:09.807 Format: INTZ
5/7 13:04:09.807 FormatResolve: Unknown
5/7 13:19:51.574 ISceneBegin: Retrieving NvAPI depth surface handle (43B49080, status == 0)!

5/7 13:19:51.841 Preparing to create sample-able depth buffer texture:
5/7 13:19:51.841 DepthCache is supported!
5/7 13:19:51.841 Format: INTZ
5/7 13:19:51.841 FormatResolve: Unknown
5/7 13:23:40.408 ISceneBegin: Retrieving NvAPI depth surface handle (43B0D740, status == 0)!

5/7 13:23:40.512 Preparing to create sample-able depth buffer texture:
5/7 13:23:40.512 DepthCache is supported!
5/7 13:23:40.512 Format: INTZ
5/7 13:23:40.512 FormatResolve: Unknown
5/7 13:25:31.653 ISceneBegin: Retrieving NvAPI depth surface handle (43B2E780, status == 0)!

5/7 13:25:31.782 Preparing to create sample-able depth buffer texture:
5/7 13:25:31.782 DepthCache is supported!
5/7 13:25:31.782 Format: INTZ
5/7 13:25:31.782 FormatResolve: Unknown
5/7 14:29:46.265 ISceneBegin: Retrieving NvAPI depth surface handle (3360EE80, status == 0)!

5/7 14:30:10.631 Preparing to create sample-able depth buffer texture:
5/7 14:30:10.631 DepthCache is supported!
5/7 14:30:10.631 Format: INTZ
5/7 14:30:10.631 FormatResolve: Unknown
5/7 14:36:43.336 ISceneBegin: Retrieving NvAPI depth surface handle (3663B900, status == 0)!

5/7 14:36:43.525 Preparing to create sample-able depth buffer texture:
5/7 14:36:43.525 DepthCache is supported!
5/7 14:36:43.525 Format: INTZ
5/7 14:36:43.525 FormatResolve: Unknown
5/7 14:52:07.785 ISceneBegin: Retrieving NvAPI depth surface handle (3384D980, status == 0)!

5/7 14:52:07.974 Preparing to create sample-able depth buffer texture:
5/7 14:52:07.974 DepthCache is supported!
5/7 14:52:07.974 Format: INTZ
5/7 14:52:07.974 FormatResolve: Unknown
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Unread 05-07-11, 05:33 PM   #8
kurngar
A Murloc Raider
Join Date: Dec 2009
Posts: 6
not sure if it helps but i do remember WoW saying something a couple months back about a driver update causing issues. I do not remember the exact issue though just remember reading not to update my video driver due to it.
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Unread 05-07-11, 07:59 PM   #9
spiel2001
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I've passed your info on to the Blizz engine development team... hopefully they can get this problem fixed soon.
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My brush has two colors, 1 and 0, and my canvas is made of silicon.



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Unread 05-29-11, 06:44 AM   #10
Kazaran
A Kobold Labourer
Join Date: Jul 2010
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I've encountered the same issue, but setting liquid details to low didn't help. I've noticed that some objects seem to shift position a few feet down when any water is within the field of view - the screenshots show what I mean.Click image for larger version

Name:	WoWScrnShot_052911_143325.jpg
Views:	37
Size:	636.2 KB
ID:	6207Click image for larger version

Name:	WoWScrnShot_052911_143328.jpg
Views:	37
Size:	640.5 KB
ID:	6208
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Unread 05-29-11, 07:02 AM   #11
spiel2001
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Yeah... this is a Blizz bug. They're working it. Hopefully we'll see a fix in 4.2 if not sooner.
__________________

What people don't get is that I am, ultimately, an artist at heart.
My brush has two colors, 1 and 0, and my canvas is made of silicon.



Official nUI Web Site: http://www.nUIaddon.com
Official nUI Support Forum: http://forums.nUIaddon.com
My day job: http://www.presidio.com/
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Unread 06-02-11, 02:56 AM   #12
leedell
A Deviate Faerie Dragon
Join Date: Oct 2010
Posts: 12
This is a definite fun one. My MSI Windows Laptop (ATI Mobility Radeon HD 4330) and iMac (ATI Radeon HD 2600 Pro) both have this issue, but a friend with a Windows tower and an nVidia graphics card says that she has this issue as well. Seeing her rogue running through the terrain in Uldum with only the hair showing is funny. . .(only because it's a friendly rogue).

In addition to the water and height issue, the Fire From the Sky quest is affected, as the red circle showing where the flaming death will land. . .is significantly displaced from the target location. (The intended target is hit, but it looks like the projectile hits elsewhere.)

Originally Posted by spiel2001 View Post
Okay, I've fed this issue up the food chain and the folks in Blizz's engine development team have a few questions to anyone and everyone who is having this problem...



So... if everyone who is having this problem could answer those questions for me, I would very much appreciate it. I will collect it all and pass it back up the food chain.

You can find your gx.log file in your [ World of Warcraft > Logs ] folder. Just use the paperclip icon in your message editor when you reply to upload your log file with your message or scroll down the message editor page to the "Manage Attachments" button.

Thannks

Last edited by leedell : 06-02-11 at 02:57 AM. Reason: spelling
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Unread 06-06-11, 11:58 PM   #13
unknowndead
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this is a deadly bug when in thrown of the tides i get killed by green stuff on the ground
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Unread 06-07-11, 05:07 AM   #14
spiel2001
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There's a fix for it posted here: http://www.wowinterface.com/forums/s...24&postcount=3
__________________

What people don't get is that I am, ultimately, an artist at heart.
My brush has two colors, 1 and 0, and my canvas is made of silicon.



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