Changing to Single Dispatch Per Pass (Part 1)
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0:00Recap and set the stage for the day
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0:00Recap and set the stage for the day
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0:00Recap and set the stage for the day
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1:05Reacquaint ourselves with the separated renderer
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1:05Reacquaint ourselves with the separated renderer
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1:05Reacquaint ourselves with the separated renderer
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2:07Review win32_renderer_test.cpp
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2:07Review win32_renderer_test.cpp
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2:07Review win32_renderer_test.cpp
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4:28Determine to update the API of our primitive pushing functions, and accelerate texture processing using texture arrays
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4:28Determine to update the API of our primitive pushing functions, and accelerate texture processing using texture arrays
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4:28Determine to update the API of our primitive pushing functions, and accelerate texture processing using texture arrays
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8:50Set up to support camera-matched quads
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8:50Set up to support camera-matched quads
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8:50Set up to support camera-matched quads
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10:26Camera-matched quads
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10:26Camera-matched quads
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10:26Camera-matched quads
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11:20Temporarily change PushSimpleScene() to push trees as non-upright sprites, and run the Renderer Test to see the trees Z-fighting with the ground
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11:20Temporarily change PushSimpleScene() to push trees as non-upright sprites, and run the Renderer Test to see the trees Z-fighting with the ground
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🖮
11:20Temporarily change PushSimpleScene() to push trees as non-upright sprites, and run the Renderer Test to see the trees Z-fighting with the ground
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🖮
12:20Respecify and simplify PushSprite() as a non-upright sprite pushing function
12:20Respecify and simplify PushSprite() as a non-upright sprite pushing function
12:20Respecify and simplify PushSprite() as a non-upright sprite pushing function
17:49Run the Renderer Test to see all our non-upright sprites
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17:49Run the Renderer Test to see all our non-upright sprites
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17:49Run the Renderer Test to see all our non-upright sprites
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17:52Introduce PushUpright() as a dedicated function that handles upright sprites
17:52Introduce PushUpright() as a dedicated function that handles upright sprites
17:52Introduce PushUpright() as a dedicated function that handles upright sprites
19:03Run it to see the grass as upright sprites
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19:03Run it to see the grass as upright sprites
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19:03Run it to see the grass as upright sprites
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19:16Give PushUpright() default values for MinUV and MaxUV
19:16Give PushUpright() default values for MinUV and MaxUV
19:16Give PushUpright() default values for MinUV and MaxUV
21:12Camera-matched quads, placing 2D sprites in a 3D world
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21:12Camera-matched quads, placing 2D sprites in a 3D world
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21:12Camera-matched quads, placing 2D sprites in a 3D world
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26:39Make PushUpright() interpolate the sprite axes between the world axes and camera-relative axes, running it to see the grass sprites rotating to follow the camera
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26:39Make PushUpright() interpolate the sprite axes between the world axes and camera-relative axes, running it to see the grass sprites rotating to follow the camera
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26:39Make PushUpright() interpolate the sprite axes between the world axes and camera-relative axes, running it to see the grass sprites rotating to follow the camera
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28:18Attenuating the sprite's Y-axis for lay-down, while preserving the camera's X-axis
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28:18Attenuating the sprite's Y-axis for lay-down, while preserving the camera's X-axis
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28:18Attenuating the sprite's Y-axis for lay-down, while preserving the camera's X-axis
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30:34Make PushUpright() use the camera's X-axis
30:34Make PushUpright() use the camera's X-axis
30:34Make PushUpright() use the camera's X-axis
31:16Run it to see the grass following the camera
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31:16Run it to see the grass following the camera
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31:16Run it to see the grass following the camera
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31:26Change PushSimpleScene() to call PushUpright() for the tree sprites
31:26Change PushSimpleScene() to call PushUpright() for the tree sprites
31:26Change PushSimpleScene() to call PushUpright() for the tree sprites
31:49Run it to see the trees following the camera, until we crash when panning
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31:49Run it to see the trees following the camera, until we crash when panning
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31:49Run it to see the trees following the camera, until we crash when panning
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33:02Add Shift to the camera struct so that the panning code can cold-set the Offset
33:02Add Shift to the camera struct so that the panning code can cold-set the Offset
33:02Add Shift to the camera struct so that the panning code can cold-set the Offset
35:01Run it to try and see if the panning is working correctly
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35:01Run it to try and see if the panning is working correctly
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35:01Run it to try and see if the panning is working correctly
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35:40Change PushSimpleScene() to use the (rectangular) wall sprite instead of the tree, to help debug the sprite lay-down attenuation
35:40Change PushSimpleScene() to use the (rectangular) wall sprite instead of the tree, to help debug the sprite lay-down attenuation
35:40Change PushSimpleScene() to use the (rectangular) wall sprite instead of the tree, to help debug the sprite lay-down attenuation
36:08Run it to see that the wall sprites are not slanted
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36:08Run it to see that the wall sprites are not slanted
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36:08Run it to see that the wall sprites are not slanted
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36:14Make PushUpright() use 0.25 × the world axes for the sprite's Y-axis
36:14Make PushUpright() use 0.25 × the world axes for the sprite's Y-axis
36:14Make PushUpright() use 0.25 × the world axes for the sprite's Y-axis
36:28Run it to see our correctly tilting sprites, but their insufficient camera-facing rotation
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36:28Run it to see our correctly tilting sprites, but their insufficient camera-facing rotation
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36:28Run it to see our correctly tilting sprites, but their insufficient camera-facing rotation
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37:05Temporarily make PushSimpleScene() skew the wall sprites
37:05Temporarily make PushSimpleScene() skew the wall sprites
37:05Temporarily make PushSimpleScene() skew the wall sprites
38:40Run it to see our skewed walls sprites erroneously collapsing under rotation
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38:40Run it to see our skewed walls sprites erroneously collapsing under rotation
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38:40Run it to see our skewed walls sprites erroneously collapsing under rotation
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40:00Enable PushUpright() to correctly attenuate the Y-axis of skewed sprites
40:00Enable PushUpright() to correctly attenuate the Y-axis of skewed sprites
40:00Enable PushUpright() to correctly attenuate the Y-axis of skewed sprites
47:22Subtracting the camera Z-axis to push the Y-axis into the screen
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47:22Subtracting the camera Z-axis to push the Y-axis into the screen
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47:22Subtracting the camera Z-axis to push the Y-axis into the screen
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48:14Make PushUpright() normalise our hybrid Y-axis
48:14Make PushUpright() normalise our hybrid Y-axis
48:14Make PushUpright() normalise our hybrid Y-axis
48:33Run it to see the skewed sprites rotating to face the camera without collapsing
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48:33Run it to see the skewed sprites rotating to face the camera without collapsing
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48:33Run it to see the skewed sprites rotating to face the camera without collapsing
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49:03Let PushSimpleScene() push the upright wall sprites using the default axes
49:03Let PushSimpleScene() push the upright wall sprites using the default axes
49:03Let PushSimpleScene() push the upright wall sprites using the default axes
49:23Run it to see the lay-down of the wall sprites not looking quite right
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49:23Run it to see the lay-down of the wall sprites not looking quite right
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49:23Run it to see the lay-down of the wall sprites not looking quite right
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51:19Change PushUpright() to attenuate the sprite Y-axis towards the world's Z-axis
51:19Change PushUpright() to attenuate the sprite Y-axis towards the world's Z-axis
51:19Change PushUpright() to attenuate the sprite Y-axis towards the world's Z-axis
52:10Run it to see the lay-down looking better, and consider making the attenuation tunable by the artist
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52:10Run it to see the lay-down looking better, and consider making the attenuation tunable by the artist
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52:10Run it to see the lay-down looking better, and consider making the attenuation tunable by the artist
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54:05Make PushSimpleScene() skew the wall sprites
54:05Make PushSimpleScene() skew the wall sprites
54:05Make PushSimpleScene() skew the wall sprites
54:24Run it to see that the wall sprites rotate without collapsing
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54:24Run it to see that the wall sprites rotate without collapsing
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54:24Run it to see that the wall sprites rotate without collapsing
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55:03Make PushSimpleScene() use our tree sprites again
55:03Make PushSimpleScene() use our tree sprites again
55:03Make PushSimpleScene() use our tree sprites again
55:17Run it to see our rotating tree sprites
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55:17Run it to see our rotating tree sprites
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55:17Run it to see our rotating tree sprites
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55:30Make PushUpright() attenuate the sprite's Y-axis 50/50 between the world and camera Y-axis
55:30Make PushUpright() attenuate the sprite's Y-axis 50/50 between the world and camera Y-axis
55:30Make PushUpright() attenuate the sprite's Y-axis 50/50 between the world and camera Y-axis
55:52Run it to see our 50/50 tree sprites
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55:52Run it to see our 50/50 tree sprites
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55:52Run it to see our 50/50 tree sprites
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56:27Make PushUpright() attenuate the sprite's ZBias with the lay-down
56:27Make PushUpright() attenuate the sprite's ZBias with the lay-down
56:27Make PushUpright() attenuate the sprite's ZBias with the lay-down
1:00:58Run it to see our upright sprites without any Z-fighting
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1:00:58Run it to see our upright sprites without any Z-fighting
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1:00:58Run it to see our upright sprites without any Z-fighting
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1:02:18Make PushUpright() take a tCameraUp and add a WorldUp to the render_group struct
1:02:18Make PushUpright() take a tCameraUp and add a WorldUp to the render_group struct
1:02:18Make PushUpright() take a tCameraUp and add a WorldUp to the render_group struct
1:05:12Run it to see it all working nicely
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1:05:12Run it to see it all working nicely
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1:05:12Run it to see it all working nicely
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1:05:39Introduce cube_uv_layout struct to permit custom layouts to be passed to PushCube()
1:05:39Introduce cube_uv_layout struct to permit custom layouts to be passed to PushCube()
1:05:39Introduce cube_uv_layout struct to permit custom layouts to be passed to PushCube()
1:16:32Run it to see it all working fine
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1:16:32Run it to see it all working fine
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1:16:32Run it to see it all working fine
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1:17:12Test custom cube texture layouts
1:17:12Test custom cube texture layouts
1:17:12Test custom cube texture layouts
1:21:57Run it to see our custom cube textures for the start and end of walls
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1:21:57Run it to see our custom cube textures for the start and end of walls
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1:21:57Run it to see our custom cube textures for the start and end of walls
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1:22:43Change WallUV to use the mid-wall texture
1:22:43Change WallUV to use the mid-wall texture
1:22:43Change WallUV to use the mid-wall texture
1:23:23Run it to see our textured walls
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1:23:23Run it to see our textured walls
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1:23:23Run it to see our textured walls
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1:23:40Prevent PushSimpleScene() from randomising the Z of wall elements
1:23:40Prevent PushSimpleScene() from randomising the Z of wall elements
1:23:40Prevent PushSimpleScene() from randomising the Z of wall elements
1:24:47Run it to see our textured and aligned walls
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1:24:47Run it to see our textured and aligned walls
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1:24:47Run it to see our textured and aligned walls
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1:24:57Prevent PushSimpleScene() from varying the wall colour
1:24:57Prevent PushSimpleScene() from varying the wall colour
1:24:57Prevent PushSimpleScene() from varying the wall colour
1:25:32Run it to see our aligned, segmented wall
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1:25:32Run it to see our aligned, segmented wall
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1:25:32Run it to see our aligned, segmented wall
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1:29:15Stress test the texture changing
1:29:15Stress test the texture changing
1:29:15Stress test the texture changing
1:29:45Run it to see our slowdown with the determination to figure out who is at fault
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1:29:45Run it to see our slowdown with the determination to figure out who is at fault
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1:29:45Run it to see our slowdown with the determination to figure out who is at fault
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1:30:29Set up an Nsight project
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1:30:29Set up an Nsight project
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1:30:29Set up an Nsight project
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1:32:42Run our Renderer Test in Nsight and trigger it to capture a frame
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1:32:42Run our Renderer Test in Nsight and trigger it to capture a frame
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1:32:42Run our Renderer Test in Nsight and trigger it to capture a frame
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1:37:06Set up to fake sprite dispatch aggregation1
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1:37:06Set up to fake sprite dispatch aggregation1
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1:37:06Set up to fake sprite dispatch aggregation1
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1:41:52Switch OpenGLEndFrame() from using glDrawArrays()2 to sending down tri-strips using glDrawElements3
1:41:52Switch OpenGLEndFrame() from using glDrawArrays()2 to sending down tri-strips using glDrawElements3
1:41:52Switch OpenGLEndFrame() from using glDrawArrays()2 to sending down tri-strips using glDrawElements3
1:44:42Tri-strip
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1:44:42Tri-strip
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1:44:42Tri-strip
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1:45:15Finish switching OpenGLEndFrame() over to use tri-strips, guided by the OpenGL spec4
1:45:15Finish switching OpenGLEndFrame() over to use tri-strips, guided by the OpenGL spec4
1:45:15Finish switching OpenGLEndFrame() over to use tri-strips, guided by the OpenGL spec4
1:52:49Run it to see our triangles wound backwards
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1:52:49Run it to see our triangles wound backwards
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1:52:49Run it to see our triangles wound backwards
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1:53:10Fix our triangle winding in OpenGLEndFrame()
1:53:10Fix our triangle winding in OpenGLEndFrame()
1:53:10Fix our triangle winding in OpenGLEndFrame()
1:53:35Run it to see our correctly drawn scene
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1:53:35Run it to see our correctly drawn scene
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1:53:35Run it to see our correctly drawn scene
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1:54:04Q&A
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1:54:04Q&A
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1:54:04Q&A
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1:54:25mmozeiko Q: Primitive restart index is in GL Core since version 3.1: glPrimitiveRestartIndex() function
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1:54:25mmozeiko Q: Primitive restart index is in GL Core since version 3.1: glPrimitiveRestartIndex() function
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1:54:25mmozeiko Q: Primitive restart index is in GL Core since version 3.1: glPrimitiveRestartIndex() function
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1:54:37lkalinovcic Q: I thought you had to bind a GL_ELEMENT_ARRAY_BUFFER to do indexing, is this not true if no buffer is bound?
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1:54:37lkalinovcic Q: I thought you had to bind a GL_ELEMENT_ARRAY_BUFFER to do indexing, is this not true if no buffer is bound?
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1:54:37lkalinovcic Q: I thought you had to bind a GL_ELEMENT_ARRAY_BUFFER to do indexing, is this not true if no buffer is bound?
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1:55:38rale_2 Q: Using indices seems to take a lot more memory if the vertex data contains texture coordinates, normals, etc. How do you know when it's a good idea to render by indices?
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1:55:38rale_2 Q: Using indices seems to take a lot more memory if the vertex data contains texture coordinates, normals, etc. How do you know when it's a good idea to render by indices?
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1:55:38rale_2 Q: Using indices seems to take a lot more memory if the vertex data contains texture coordinates, normals, etc. How do you know when it's a good idea to render by indices?
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1:57:16ivereadthesequel Q: I have one regarding vaualbus' pre-stream question if that's alright: Why were the next steps of investigations into the MessageBox call not working to try doing it with the indirect call, then next to do it on another thread? What was the line of thinking?
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1:57:16ivereadthesequel Q: I have one regarding vaualbus' pre-stream question if that's alright: Why were the next steps of investigations into the MessageBox call not working to try doing it with the indirect call, then next to do it on another thread? What was the line of thinking?
🗪
1:57:16ivereadthesequel Q: I have one regarding vaualbus' pre-stream question if that's alright: Why were the next steps of investigations into the MessageBox call not working to try doing it with the indirect call, then next to do it on another thread? What was the line of thinking?
🗪
1:58:10lkalinovcic Q: What is your opinion on texture arrays vs texture atlases? Why did you choose to do texture arrays?
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1:58:10lkalinovcic Q: What is your opinion on texture arrays vs texture atlases? Why did you choose to do texture arrays?
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1:58:10lkalinovcic Q: What is your opinion on texture arrays vs texture atlases? Why did you choose to do texture arrays?
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2:00:22centhusiast Q: Does the window size have anything to do with the tuning of the t value in the renderer, e.g. if we use the full screen window?
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2:00:22centhusiast Q: Does the window size have anything to do with the tuning of the t value in the renderer, e.g. if we use the full screen window?
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2:00:22centhusiast Q: Does the window size have anything to do with the tuning of the t value in the renderer, e.g. if we use the full screen window?
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2:00:58lkalinovcic Q: Texture arrays require all textures to be the same size and have the same number of mipmaps, though. Isn't that a significant limitation? Atlases require manual handling in the shader, but I feel like they're more general
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2:00:58lkalinovcic Q: Texture arrays require all textures to be the same size and have the same number of mipmaps, though. Isn't that a significant limitation? Atlases require manual handling in the shader, but I feel like they're more general
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2:00:58lkalinovcic Q: Texture arrays require all textures to be the same size and have the same number of mipmaps, though. Isn't that a significant limitation? Atlases require manual handling in the shader, but I feel like they're more general
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2:01:51rooctag Q: What are we going to mipmap in Handmade Hero?
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2:01:51rooctag Q: What are we going to mipmap in Handmade Hero?
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2:01:51rooctag Q: What are we going to mipmap in Handmade Hero?
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2:02:00frostyninja Q: Off-topic: How long is fall break going to be?
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2:02:00frostyninja Q: Off-topic: How long is fall break going to be?
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2:02:00frostyninja Q: Off-topic: How long is fall break going to be?
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2:02:11areriff Q: There's a rewrite of Dependencies Walker for Windows 10.5 The old depends.exe is not up to date for Windows 10 dlls. You might find it useful for Handmade Hero
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2:02:11areriff Q: There's a rewrite of Dependencies Walker for Windows 10.5 The old depends.exe is not up to date for Windows 10 dlls. You might find it useful for Handmade Hero
🗪
2:02:11areriff Q: There's a rewrite of Dependencies Walker for Windows 10.5 The old depends.exe is not up to date for Windows 10 dlls. You might find it useful for Handmade Hero
🗪
2:04:35lkalinovcic Q: Do you know if texture sampling is implemented in hardware? If it's not, then I don't think manually handling atlases would be slower
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2:04:35lkalinovcic Q: Do you know if texture sampling is implemented in hardware? If it's not, then I don't think manually handling atlases would be slower
🗪
2:04:35lkalinovcic Q: Do you know if texture sampling is implemented in hardware? If it's not, then I don't think manually handling atlases would be slower
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2:06:57ivereadthesequel Q: This is just about paradigms: What sets apart the functions you have made to construct structs certain ways (like GetStandardCamera) from the methodology around constructors in C++ that I presume you dislike? Or are they actually similar?
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2:06:57ivereadthesequel Q: This is just about paradigms: What sets apart the functions you have made to construct structs certain ways (like GetStandardCamera) from the methodology around constructors in C++ that I presume you dislike? Or are they actually similar?
🗪
2:06:57ivereadthesequel Q: This is just about paradigms: What sets apart the functions you have made to construct structs certain ways (like GetStandardCamera) from the methodology around constructors in C++ that I presume you dislike? Or are they actually similar?
🗪
2:07:46Demo C++ constructors, with an example of a better constructor
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2:07:46Demo C++ constructors, with an example of a better constructor
💢
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2:07:46Demo C++ constructors, with an example of a better constructor
💢
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2:19:16API Granularity
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2:19:16API Granularity
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2:19:16API Granularity
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2:21:43mmozeiko Q: You were selecting .NET executables in dependency walker, for which it won't show anything
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2:21:43mmozeiko Q: You were selecting .NET executables in dependency walker, for which it won't show anything
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2:21:43mmozeiko Q: You were selecting .NET executables in dependency walker, for which it won't show anything
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2:21:52vaualbus Q: Back to the message box pre-stream answer, removing the filtering of message 0x738 make the window appear
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2:21:52vaualbus Q: Back to the message box pre-stream answer, removing the filtering of message 0x738 make the window appear
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2:21:52vaualbus Q: Back to the message box pre-stream answer, removing the filtering of message 0x738 make the window appear
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2:22:13centhusiast Q: Are you testing the renderer with the PNG asset? Do you think the renderer would have a better performance with bitmap because the decoding of that is easier than the PNG one?
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2:22:13centhusiast Q: Are you testing the renderer with the PNG asset? Do you think the renderer would have a better performance with bitmap because the decoding of that is easier than the PNG one?
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2:22:13centhusiast Q: Are you testing the renderer with the PNG asset? Do you think the renderer would have a better performance with bitmap because the decoding of that is easier than the PNG one?
🗪
2:22:42lkalinovcic Q: I'm not sure, but doesn't camera Camera = {} in C++ call the constructor? (I know it zeroes if it's a normal structure, but I think if it's a thing with a constructor it calls it)
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2:22:42lkalinovcic Q: I'm not sure, but doesn't camera Camera = {} in C++ call the constructor? (I know it zeroes if it's a normal structure, but I think if it's a thing with a constructor it calls it)
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2:22:42lkalinovcic Q: I'm not sure, but doesn't camera Camera = {} in C++ call the constructor? (I know it zeroes if it's a normal structure, but I think if it's a thing with a constructor it calls it)
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2:23:18cubercaleb Q: Also, placement new returns a new "object" (in terms of C / C++ object lifetimes), so you technically need to access it through the pointer returned, so it is disgusting
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2:23:18cubercaleb Q: Also, placement new returns a new "object" (in terms of C / C++ object lifetimes), so you technically need to access it through the pointer returned, so it is disgusting
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2:23:18cubercaleb Q: Also, placement new returns a new "object" (in terms of C / C++ object lifetimes), so you technically need to access it through the pointer returned, so it is disgusting
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2:23:35darkepopt Q: Do you think you could submit a constructor like that to the C++ committee?
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2:23:35darkepopt Q: Do you think you could submit a constructor like that to the C++ committee?
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2:23:35darkepopt Q: Do you think you could submit a constructor like that to the C++ committee?
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2:24:19“Working with the C++ committee would probably be more like rearranging the ice in the lemonade of someone who's holding a glass of lemonade on a deckchair on the Titanic. Like, you're not even gonna move the chairs. You're gonna be able to get, like, an ice cube moved around”α
🗩
2:24:19“Working with the C++ committee would probably be more like rearranging the ice in the lemonade of someone who's holding a glass of lemonade on a deckchair on the Titanic. Like, you're not even gonna move the chairs. You're gonna be able to get, like, an ice cube moved around”α
🗩
2:24:19“Working with the C++ committee would probably be more like rearranging the ice in the lemonade of someone who's holding a glass of lemonade on a deckchair on the Titanic. Like, you're not even gonna move the chairs. You're gonna be able to get, like, an ice cube moved around”α
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2:24:58Thoughts on proprietary software companies offloading QA to their users
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🗩
2:24:58Thoughts on proprietary software companies offloading QA to their users
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2:24:58Thoughts on proprietary software companies offloading QA to their users
💢
🗩
2:28:39Time for lunch
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2:28:39Time for lunch
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2:28:39Time for lunch
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