Fixed a serious bug caused by not-quite-correct comment/white space eating
which resulted in mismatched glBegin() glEnd() pairs, incorrect display lists, and ugly display artifacts.
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8fe7595b7c
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1 changed files with 56 additions and 12 deletions
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@ -119,6 +119,8 @@ int fgObjLoad( const string& path, fgTILE *t) {
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double (*nodes)[3];
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fgPoint3d *center;
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// printf("loading %s\n", path.c_str() );
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// Attempt to open "path.gz" or "path"
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fg_gzifstream in( path );
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if ( ! in )
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@ -144,13 +146,18 @@ int fgObjLoad( const string& path, fgTILE *t) {
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StopWatch stopwatch;
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stopwatch.start();
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// ignore initial comments and blank lines. (priming the pump)
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in.eat_comments();
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while ( ! in.eof() )
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{
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// ignore comments and blank lines.
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in.eat_comments();
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string token;
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in.stream() >> token;
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// printf("token = %s\n", token.c_str() );
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if ( token == "gbs" )
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{
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// reference point (center offset)
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@ -202,6 +209,7 @@ int fgObjLoad( const string& path, fgTILE *t) {
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// close out the previous structure and start the next
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xglEnd();
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xglEndList();
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// printf("xglEnd(); xglEndList();\n");
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// update fragment
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fragment.display_list = display_list;
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@ -212,8 +220,11 @@ int fgObjLoad( const string& path, fgTILE *t) {
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in_fragment = 1;
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}
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// printf("start of fragment (usemtl)\n");
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display_list = xglGenLists(1);
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xglNewList(display_list, GL_COMPILE);
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// printf("xglGenLists(); xglNewList();\n");
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in_faces = 0;
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// reset the existing face list
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@ -253,6 +264,7 @@ int fgObjLoad( const string& path, fgTILE *t) {
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
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xglBegin(GL_TRIANGLE_STRIP);
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// printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
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odd = 1;
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scale = 1.0;
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@ -279,7 +291,7 @@ int fgObjLoad( const string& path, fgTILE *t) {
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pp = calc_tex_coords(nodes[n3], center);
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xglTexCoord2f(pp.lon, pp.lat);
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// xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]);
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xglVertex3dv(nodes[n3]);
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xglVertex3dv(nodes[n3]);
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} else {
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// Shading model is "GL_FLAT" so calculate per face
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// normals on the fly.
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@ -308,11 +320,27 @@ int fgObjLoad( const string& path, fgTILE *t) {
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// xglVertex3d(t->nodes[n3][0],t->nodes[n3][1],t->nodes[n3][2]);
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xglVertex3dv(nodes[n3]);
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}
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// printf("some normals, texcoords, and vertices\n");
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odd = 1 - odd;
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last1 = n2;
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last2 = n3;
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// There can be three or four values
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char c;
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while ( in.get(c) )
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{
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if ( c == '\n' )
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break; // only the one
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if ( isdigit(c) )
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{
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in.putback(c);
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in.stream() >> n4;
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break;
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}
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}
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if ( n4 > 0 ) {
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fragment.add_face(n3, n2, n4);
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@ -334,12 +362,14 @@ int fgObjLoad( const string& path, fgTILE *t) {
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odd = 1 - odd;
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last1 = n3;
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last2 = n4;
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// printf("a normal, texcoord, and vertex (4th)\n");
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}
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} else if ( token[0] == 'f' ) {
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// unoptimized face
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if ( !in_faces ) {
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xglBegin(GL_TRIANGLES);
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// printf("xglBegin(triangles)\n");
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in_faces = 1;
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}
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@ -367,6 +397,7 @@ int fgObjLoad( const string& path, fgTILE *t) {
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xglTexCoord2f(pp.lon, pp.lat);
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// xglVertex3d(t->nodes[n3][0], t->nodes[n3][1], t->nodes[n3][2]);
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xglVertex3dv(nodes[n3]);
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// printf("some normals, texcoords, and vertices (tris)\n");
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} else if ( token[0] == 'q' ) {
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// continue a triangle strip
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n1 = n2 = 0;
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@ -400,7 +431,6 @@ int fgObjLoad( const string& path, fgTILE *t) {
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if ( shading ) {
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// Shading model is "GL_SMOOTH"
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MAT3_SCALE_VEC(normal, normals[n1], scale);
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xglNormal3dv(normal);
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} else {
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// Shading model is "GL_FLAT"
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if ( odd ) {
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@ -411,14 +441,15 @@ int fgObjLoad( const string& path, fgTILE *t) {
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approx_normal);
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}
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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xglNormal3dv(normal);
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}
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n1], center);
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xglTexCoord2f(pp.lon, pp.lat);
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// xglVertex3d(t->nodes[n1][0], t->nodes[n1][1], t->nodes[n1][2]);
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xglVertex3dv(nodes[n1]);
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// printf("a normal, texcoord, and vertex (4th)\n");
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odd = 1 - odd;
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last1 = last2;
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last2 = n1;
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@ -435,7 +466,6 @@ int fgObjLoad( const string& path, fgTILE *t) {
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if ( shading ) {
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// Shading model is "GL_SMOOTH"
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MAT3_SCALE_VEC(normal, normals[n2], scale);
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xglNormal3dv(normal);
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} else {
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// Shading model is "GL_FLAT"
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if ( odd ) {
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@ -446,13 +476,14 @@ int fgObjLoad( const string& path, fgTILE *t) {
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nodes[n2], approx_normal);
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}
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MAT3_SCALE_VEC(normal, approx_normal, scale);
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xglNormal3dv(normal);
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}
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n2], center);
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xglTexCoord2f(pp.lon, pp.lat);
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// xglVertex3d(t->nodes[n2][0],t->nodes[n2][1],t->nodes[n2][2]);
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xglVertex3dv(nodes[n2]);
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// printf("a normal, texcoord, and vertex (4th)\n");
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odd = 1 -odd;
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last1 = last2;
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@ -462,15 +493,17 @@ int fgObjLoad( const string& path, fgTILE *t) {
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fgPrintf( FG_TERRAIN, FG_WARN, "Unknown token in %s = %s\n",
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path.c_str(), token.c_str() );
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}
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// eat comments and blank lines before start of while loop so
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// if we are done with useful input it is noticed before hand.
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in.eat_comments();
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}
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stopwatch.stop();
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fgPrintf( FG_TERRAIN, FG_INFO, "Loaded %s in %f seconds\n",
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path.c_str(), stopwatch.elapsedSeconds() );
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if ( in_fragment ) {
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// close out the previous structure and start the next
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xglEnd();
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xglEndList();
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// printf("xglEnd(); xglEndList();\n");
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// update fragment
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fragment.display_list = display_list;
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@ -494,11 +527,22 @@ int fgObjLoad( const string& path, fgTILE *t) {
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xglEnd();
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*/
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stopwatch.stop();
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fgPrintf( FG_TERRAIN, FG_INFO, "Loaded %s in %f seconds\n",
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path.c_str(), stopwatch.elapsedSeconds() );
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// printf("end of tile\n");
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return(1);
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}
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// $Log$
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// Revision 1.3 1998/09/03 21:27:03 curt
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// Fixed a serious bug caused by not-quite-correct comment/white space eating
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// which resulted in mismatched glBegin() glEnd() pairs, incorrect display lists,
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// and ugly display artifacts.
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//
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// Revision 1.2 1998/09/01 19:03:09 curt
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// Changes contributed by Bernie Bright <bbright@c031.aone.net.au>
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// - The new classes in libmisc.tgz define a stream interface into zlib.
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