tag:forum.jogamp.org,2006:forum-4037779Nabble - JogAmp's Ardor3D Continuation2024-03-28T16:09:45Zgeneral-purpose, professionally oriented, open source, scenegraph based 3D Java engine for desktop and embedded environmentstag:forum.jogamp.org,2006:post-4043327Re: A new binary build available soon2024-02-19T07:34:43Z2024-02-19T07:34:43Zgouessej
Hello
<br/><br/>I confirm that webview_java works under Debian Linux, it requires <a href="https://webkitgtk.org" target="_top" rel="nofollow" link="external">WebKitGTK</a>. I still have to investigate to determine how to use it in JogAmp's Ardor3D Continuation.
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tag:forum.jogamp.org,2006:post-4043308Re: A new binary build available soon2024-02-09T04:59:08Z2024-02-09T04:59:08Zgouessej
I had some time to use the tiny cross-platform web view library:
<br/><a href="https://github.com/webview/webview_java" target="_top" rel="nofollow" link="external">https://github.com/webview/webview_java</a><br/><br/>I need to test under several major operating systems, bidirectional communication between Java and Javascript works.
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tag:forum.jogamp.org,2006:post-4043196Re: A new binary build available soon2023-12-03T12:52:13Z2023-12-03T12:52:13Zgouessej
I've uploaded another binary build based on JOGL 2.5.0 instead of an older release candidate.
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tag:forum.jogamp.org,2006:post-4043195Re: A new binary build available soon2023-12-03T11:07:53Z2023-12-03T11:07:53Zgouessej
Hello
<br/><br/>I've just uploaded a new binary build made with Java 21 and Gradle 8.5.
<br/><br/>I'll have to fix lots of javadoc warnings and compilation warnings too. Obviously, I'll use JOGL 2.5.0 as soon as possible.
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tag:forum.jogamp.org,2006:post-4043194Re: A new binary build available soon2023-12-02T09:19:53Z2023-12-02T09:19:53Zgouessej
Gradle 8.5 is available. I'll switch to Java 21 completely soon. I'll ensure that things work as expected before publishing another build.
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tag:forum.jogamp.org,2006:post-4043116Re: A new binary build available soon2023-10-30T02:08:00Z2023-10-30T02:08:00Zgouessej
Hello
<br/><br/>Eclipse Temurin 21 (OpenJDK) is available, Gradle 8.5 will fully support Java 21, NetBeans 20 should be released in the middle of November, all ingredients will be ready to prepare a version compatible with Java 21 before the end of the year but using java.lang.foreign might be tricky.
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tag:forum.jogamp.org,2006:post-4043019Re: A new binary build available soon2023-10-04T14:20:33Z2023-10-04T14:20:33Zgouessej
<blockquote class="quote dark-border-color"><div class="quote light-border-color">
<div class="quote-author" style="font-weight: bold;">Sven Gothel wrote</div>
<div class="quote-message"><blockquote class="quote dark-border-color"><div class="quote light-border-color">
<div class="quote-author" style="font-weight: bold;">hharrison wrote</div>
<div class="quote-message">virtual threads
</div>
</div></blockquote>
Reminds me of the old green threads :)
</div>
</div></blockquote>
These are "revived" green threads ;)
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tag:forum.jogamp.org,2006:post-4043017Re: A new binary build available soon2023-10-04T03:25:16Z2023-10-04T03:25:16ZSven Gothel
<blockquote class="quote dark-border-color"><div class="quote light-border-color">
<div class="quote-author" style="font-weight: bold;">hharrison wrote</div>
<div class="quote-message">virtual threads
</div>
</div></blockquote>
I like (C++20) coroutines for what they are, i.e. at least sequentially
<br/>processing tasks where realtime doesn't matter but
<br/>streaming things block free is desired indeed.
<br/><br/>I assume this is something alike, but with an odd name?
<br/><br/>Reminds me of the old green threads :)
tag:forum.jogamp.org,2006:post-4043016Re: A new binary build available soon2023-10-04T02:26:31Z2023-10-04T02:26:31Zgouessej
<blockquote class="quote dark-border-color"><div class="quote light-border-color">
<div class="quote-author" style="font-weight: bold;">hharrison wrote</div>
<div class="quote-message">I've been playing around with the early access builds of 21 from Temurin and the eclipse plugin, working quite well so far while waiting for the final release, virtual threads are going to make a large difference for jaamsim.
<br/><br/>Harvey
</div>
</div></blockquote>
It's a good piece of news. Why do you need to create threads in jaamsim?
<br/><br/>I have to wait a bit because Gradle support for Java 21 isn't complete right now :s
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tag:forum.jogamp.org,2006:post-4043015Re: A new binary build available soon2023-10-03T14:30:48Z2023-10-03T14:30:48Zhharrison
I've been playing around with the early access builds of 21 from Temurin and the eclipse plugin, working quite well so far while waiting for the final release, virtual threads are going to make a large difference for jaamsim.
<br/><br/>Harvey
tag:forum.jogamp.org,2006:post-4043014Re: A new binary build available soon2023-10-03T01:07:23Z2023-10-03T01:07:23Zgouessej
Hello
<br/><br/>I'm waiting for the official release of Eclipse Temurin 21 (OpenJDK) to test Java 21.
<br/><br/>I'd like to try a tiny cross-platform web view library, it has a Java binding based on JNA, I'd prefer using Gluegen or java.lang.foreign of course:
<br/><a href="https://github.com/webview/webview_java" target="_top" rel="nofollow" link="external">https://github.com/webview/webview_java</a>
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tag:forum.jogamp.org,2006:post-4042466Re: A new binary build available soon2023-04-17T12:41:45Z2023-04-17T12:41:45Zgouessej
Hello
<br/><br/>I've just dropped the Maven build scripts. It doesn't prevent from using Maven to build a project based on the engine, it only prevents from building the engine itself with Maven.
<br/><br/>I've overridden the build-in javadoc Gradle task, it works like a charm. The tasks "publishToJogAmpMavenArdor3d" and "publishJavadocToJogAmpArdor3d" are run when I release a new snapshot in order to update the Java API documentations and to update the JARs.
<br/><br/>N.B: I have removed the JARs from deployment/ardor3d in order to avoid duplicating the JARs of the project, I have removed the 7z archive for the same reason.
<br/><br/>I have updated the tutorial.
<br/><br/>The next step consists in getting rid of the deprecation warnings with Java 20.
<br/><br/>Best regards.
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tag:forum.jogamp.org,2006:post-4042460Re: A new binary build available soon2023-04-15T03:06:26Z2023-04-15T03:06:26Zgouessej
I've just uploaded a new binary build. Gradle 8.1 is required to build the engine and Java 20 is the minimal required version of Java now. I still have to replace the calls of URL deprecated constructors.
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tag:forum.jogamp.org,2006:post-4042459Re: A new binary build available soon2023-04-15T02:24:36Z2023-04-15T02:24:36Zgouessej
Hello
<br/><br/>As Gradle 8.1 supports Java 20, it's now possible to switch to Java 20. I'll do it as soon as possible.
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tag:forum.jogamp.org,2006:post-4042432Re: A new binary build available soon2023-04-11T11:44:04Z2023-04-11T11:44:04Zgouessej
Hello
<br/><br/>I'll try this solution to aggregate Java API documentation with Gradle:
<br/><a href="https://discuss.gradle.org/t/how-can-i-create-aggregated-javadocs/3165/2" target="_top" rel="nofollow" link="external">https://discuss.gradle.org/t/how-can-i-create-aggregated-javadocs/3165/2</a><br/><br/>N.B: I won't implement a renderer based on WebGPU because it doesn't seem to be mature enough, it's too early, the native implementations are still moving and incompatible, some choices need to be done. Vulkan is a worse choice when considering the web but the tooling to target web browsers with Java is still poor in the client side; Vulkan is a better choice when the target is not the web, that's why I'll consider using it in the future.
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tag:forum.jogamp.org,2006:post-4042426Re: A new binary build available soon2023-04-09T15:31:04Z2023-04-09T15:31:04Zgouessej
I've done the same for Maven:
<br/><a href="https://gouessej.wordpress.com/2014/11/22/ardor3d-est-mort-vive-jogamps-ardor3d-continuation-ardor3d-is-dead-long-life-to-jogamps-ardor3d-continuation/#maven" target="_top" rel="nofollow" link="external">https://gouessej.wordpress.com/2014/11/22/ardor3d-est-mort-vive-jogamps-ardor3d-continuation-ardor3d-is-dead-long-life-to-jogamps-ardor3d-continuation/#maven</a>
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tag:forum.jogamp.org,2006:post-4042424Re: A new binary build available soon2023-04-09T13:35:36Z2023-04-09T13:35:36Zgouessej
I've just updated the tutorial, it's a lot easier to start a new project:
<br/><a href="https://gouessej.wordpress.com/2014/11/22/ardor3d-est-mort-vive-jogamps-ardor3d-continuation-ardor3d-is-dead-long-life-to-jogamps-ardor3d-continuation/#gradle" target="_top" rel="nofollow" link="external">https://gouessej.wordpress.com/2014/11/22/ardor3d-est-mort-vive-jogamps-ardor3d-continuation-ardor3d-is-dead-long-life-to-jogamps-ardor3d-continuation/#gradle</a>
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tag:forum.jogamp.org,2006:post-4042423Re: A new binary build available soon2023-04-09T12:53:19Z2023-04-09T12:53:19Zgouessej
This is the typical change you have to do to use the libraries from our Maven repository:
<br/><a href="https://sourceforge.net/p/tuer/git/ci/5d3c8901af62973672dc9309e35d747b453538e2/tree/pre_beta/build.gradle?diff=2d6b7285fb94ad6b85a31651b927cc80147ccd67" target="_top" rel="nofollow" link="external">https://sourceforge.net/p/tuer/git/ci/5d3c8901af62973672dc9309e35d747b453538e2/tree/pre_beta/build.gradle?diff=2d6b7285fb94ad6b85a31651b927cc80147ccd67</a><br/><br/>It will be a lot better for newcomers.
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tag:forum.jogamp.org,2006:post-4042422Re: A new binary build available soon2023-04-09T12:13:41Z2023-04-09T12:13:41Zgouessej
The JARs are in the JogAmp Maven development repository:
<br/><a href="https://jogamp.org/deployment/maven-ardor3d/" target="_top" rel="nofollow" link="external">https://jogamp.org/deployment/maven-ardor3d/</a>
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tag:forum.jogamp.org,2006:post-4042421Re: A new binary build available soon2023-04-09T10:11:34Z2023-04-09T10:11:34Zgouessej
The new binary build (including its Java documentation) has just been uploaded. Gradle was used to generate everything except the Java documentation because I don't know how to aggregate the documentation of several sub-projects into one documentation. Maven was used to generate the Java documentation. When this problem is solved, Maven will be dropped once for all.
<br/><br/>What's new in this build?
<br/>- Java 19 as minimal required version
<br/>- OFF importer
<br/>- Audio system
<br/>- JOGL 2.4.0
<br/>- misleading interleaved VBO support removed
<br/>- a new method to retrieve the normals of a primitive, in indexed and not indexed mesh data
<br/>- better management of the both representations of zero
<br/><br/>The tutorial still needs an important update (work in progress).
<br/><br/>Coming soon:
<br/>- JARs in the JogAmp Maven development repository
<br/><br/>What's next?
<br/>- Java 20 or 21 as minimal required version
<br/>- abandon of Maven as a build tool
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tag:forum.jogamp.org,2006:post-4042420Re: A new binary build available soon2023-04-09T06:40:11Z2023-04-09T06:40:11Zgouessej
Hello
<br/><br/>I have to step back, Gradle doesn't support Java 20 yet. I prepared some changes to ease the support of Java 20 but it doesn't fully work, the source code is commented:
<br/><a href="https://jogamp.org/cgit/ardor3d.git/commit/?id=f9690cba75a6bbf352ef9eadf66931a89bc2baa2" target="_top" rel="nofollow" link="external">https://jogamp.org/cgit/ardor3d.git/commit/?id=f9690cba75a6bbf352ef9eadf66931a89bc2baa2</a><br/><br/>I have to fix ardor3d-audio Java documentation. When it's done, I'll modify the scripts that expect a Maven layout to make them work with Gradle and I'll drop Maven.
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tag:forum.jogamp.org,2006:post-4042416Re: A new binary build available soon2023-04-08T08:50:47Z2023-04-08T08:50:47Zgouessej
The next build will require at least Java 20. I'm currently fixing the warnings on deprecated URL constructors but I'm unsure what to do. I'll make this next build with Gradle. Maven build scripts are going to be removed very soon as planned.
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tag:forum.jogamp.org,2006:post-4042413Re: T.U.E.R: Truly Unusual Experience of Revolution, first person shooter2023-04-08T03:08:53Z2023-04-08T03:08:53Zgouessej
I understand your situation, it often happens to me. Sometimes, the papers I read aren't detailed enough to obtain a working implementation and I have to start from scratch. I thought that it wasn't critical as I was working on calculations that wouldn't have to be performed when responsiveness is crucial but when the datasets are big, either the memory consumption becomes insane (more than 60 GB in my optimizer without using a sparse array) or it takes so long (more than a day?) that it can't be easily tested.
<br/><br/>I've just repaired the computation of largest rectangles. By the way, very well documented source code is easier to maintain on the long term. I just look for the largest full areas in descending order and it works. It's very naive but it's fast enough for now. As I separate the considerations and as I have some strong unit tests, I could replace this implementation by a better one later without having to modify large parts of the source code.
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tag:forum.jogamp.org,2006:post-4042411Re: T.U.E.R: Truly Unusual Experience of Revolution, first person shooter2023-04-07T11:40:56Z2023-04-07T11:40:56ZSven Gothel
CDTriangulator2D as in Delauny is using its in/out tri surrounding trick (AFAIK) to determine the order of the vertices/edges -> triangles from mesh.
<br/><br/>Now that is all fine, but for example the 'M' two y-max points are wrongly interpreted with one font,
<br/>I isolated a this glyph (like others I fixed) .. `Glyph03FreeMonoRegular_M` in the demos sub-module.
<br/><br/>I started digging deeper in Delauny, so some use constraints, i.e. testing some criteria to weight options.
<br/>Our does this for sure for the curve-points, as they must be preserved (quadratic bezier).
<br/>The straight lines though seem to not have an additional check.
<br/><br/>Back then Rami suggested to test with a different Tessellation .. maybe.
<br/>Problem, the classic well working algo is also rotten slow :))
<br/>
tag:forum.jogamp.org,2006:post-4042409Re: T.U.E.R: Truly Unusual Experience of Revolution, first person shooter2023-04-07T09:52:27Z2023-04-07T09:52:27Zgouessej
Does CDTriangulator2DExpAddOn.processLineAAImpl() try to check whether 2 triangles compose a rectangle? If it's the case and if the bug is in this part, it won't be hard to fix. The triangles must be in the same plane (use the plane equation composed of a normalized normal and a constant), they must have distinct right angles (use a dot product) and share the same hypotenuse (compare the vertices not on the right angles). As you talk about Delaunay, the limitation or bug is rather in CDTriangulator2D, isn't it?
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tag:forum.jogamp.org,2006:post-4042406Re: T.U.E.R: Truly Unusual Experience of Revolution, first person shooter2023-04-07T05:38:20Z2023-04-07T05:38:20ZSven Gothel
I showed images where it fails and it seems that Delauny is not suitable w/o constraints like 'don't leave the shape', when finding the edges.
tag:forum.jogamp.org,2006:post-4042403Re: T.U.E.R: Truly Unusual Experience of Revolution, first person shooter2023-04-07T04:22:00Z2023-04-07T04:22:00Zgouessej
I'm currently improving the TestNG unit tests to determine which cases produce the expected results and which don't. Some StackOverflow users downvoted my few answers about my implementation, there are probably more efficient solutions but they aren't documented enough. I'll have to document all this a lot better. I think that I'm not very far from a reliable solution. If you ever need to do something similar, you'll need something that scales better but a working implementation is better than nothing.
<br/><br/>I studied Delaunay's triangulation during my Master degree. Maybe there's a working implementation in ardor3d-terrain, I don't remember exactly how Renanse and MrCoder implemented the terrain generation. There are at least two kinds of algorithms to perform Delaunay's triangulation, Destruction-Construction (higher complexity) and Flip Algorithm. I noticed a very few characters not correctly displayed in your videos. Are you sure that your implementation is correct or is Delaunay's triangulation not suitable to solve your problem?
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tag:forum.jogamp.org,2006:post-4042401Re: T.U.E.R: Truly Unusual Experience of Revolution, first person shooter2023-04-07T00:09:38Z2023-04-07T00:09:38ZSven Gothel
Interesting, especially the mesh (rectangle/triangle) reduction. Guess I will have a look at it.
<br/><br/>I also need to fix Graph's tessellation, as the current Delauny method
<br/>doesn't work for all corner cases (I have once listed 'odd glyphs' of certain fonts).
<br/><br/>Oh well .. so many things ;-)
<br/><br/>Cheers and again, happy Easter!
<br/>
tag:forum.jogamp.org,2006:post-4042400Re: T.U.E.R: Truly Unusual Experience of Revolution, first person shooter2023-04-06T23:57:35Z2023-04-06T23:57:35ZSven Gothel
Noice, thanks .. will soothe my morning after a hacking round.
<br/><br/>Yeah, I noticed that the good people of France are somewhat active as of late.
<br/>I would wish more people would peacefully express their stance for peace these days
<br/>and not for the MIC agenda and so forth, causing all the suffering as it was the plan all along :-(
<br/><br/>Sorry, couldn't help it.
<br/>Happy Easter.
tag:forum.jogamp.org,2006:post-4042397Re: T.U.E.R: Truly Unusual Experience of Revolution, first person shooter2023-04-06T13:18:55Z2023-04-06T13:18:55Zgouessej
Hello
<br/><br/>I've just written an article about the progress in my game:
<br/><a href="https://gouessej.wordpress.com/2023/04/06/truly-unusual-experience-of-revolution-17-ans-deja-truly-unusual-experience-of-revolution-already-17-years/" target="_top" rel="nofollow" link="external">https://gouessej.wordpress.com/2023/04/06/truly-unusual-experience-of-revolution-17-ans-deja-truly-unusual-experience-of-revolution-already-17-years/</a><br/><br/>I had written no article about my game during about 7 years, I had many things to explain. Enjoy.
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tag:forum.jogamp.org,2006:post-4042396Re: A new binary build available soon2023-04-06T13:16:01Z2023-04-06T13:16:01Zgouessej
Hello
<br/><br/>I'll upload a last binary build made with Maven before dropping Maven once for all before the end of the week. I'll have to update the documentation as it lacks numerous precious pieces of information unlike the tutorial I wrote for OpenJFX and Java3D.
<br/><br/>I'll try to upload the JARs into the JogAmp Maven development repository. I think that a small example using Gradle in the documentation would be warmly welcome.
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tag:forum.jogamp.org,2006:post-4042355Re: T.U.E.R: Truly Unusual Experience of Revolution, first person shooter2023-03-30T14:34:23Z2023-03-30T14:34:23Zgouessej
Hello
<br/><br/>I fully fixed the optimizer Tuesday and I sent my contribution to Graphstore API main maintainer tonight so that I can use this API to build graphs without depending on Joda-Time.
<br/><br/>The next step consists in modifying my algorithms to support much larger meshes.
<br/><br/>Making my stuff work after ten years is a huge relief :)
<br/><br/>Best regards.
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tag:forum.jogamp.org,2006:post-4042327T.U.E.R: Truly Unusual Experience of Revolution, first person shooter2023-03-21T05:25:23Z2023-03-21T05:25:23Zgouessej
Hello
<br/><br/>There was <a href="https://jvm-gaming.org/t/tuer-truly-unusual-experience-of-revolution-fps-using-jogl/" target="_top" rel="nofollow" link="external">a thread on javagaming.org about my game since February 2007</a>, my first person shooter was created in October 2006 and opensourced in November 2006, but as JavaGaming switched to read-only mode in January 2023, I'll post some updates on this forum. <a href="https://tuer.sourceforge.io" target="_top" rel="nofollow" link="external">T.U.E.R website</a> contains some documentation and a playable version of the game.
<br/><br/>I've been working on several algorithms of mesh decimation, one of them since about ten years. I'm almost ready to release a fully working version of coplanar adjacent triangles merge, I reduced the memory footprint required to simply a ceiling composed of about 123000 triangles, it required at least 60 GB, it should require something a lot more reasonable, i.e around 1 MB. I implemented a very naive 2D sparse array to solve this problem.
<br/>I used a smaller ceiling (222 triangles) in the meantime. A very few invalid triangles are produced, I'll have to fix this bug as soon as possible. I obtained 14 triangles but I expect to obtain between 15 and 20 triangles when the bug is fixed.
<br/>On the long term, I'll have to use more efficient abstract data types, probably a forest of graphs.
<br/><br/>JFPSM, the editor of the game, uses Swing. I still hesitate to re-evaluate the use of NetBeans Platform in order to improve the tiny image editor and benefit of much more build-in features, undo/redo management, project management, etc. There are several projects using JOGL that use NetBeans Platform too, for example <a href="https://www.praxislive.org/" target="_top" rel="nofollow" link="external">Praxis Live</a> and Gephi, they could be excellent sources of inspiration for me.
<br/><br/>Best regards.
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tag:forum.jogamp.org,2006:post-4042309Re: A new binary build available soon2023-03-08T16:42:34Z2023-03-08T16:42:34Zgouessej
Hello
<br/><br/>The OFF importer is almost ready, I'll have to handle homogeneous coordinates. It supports only triangles and quads for now whereas some files can contain concave polygons. There's some room for improvement.
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tag:forum.jogamp.org,2006:post-4042301Re: A new binary build available soon2023-03-07T02:58:44Z2023-03-07T02:58:44Zgouessej
Yes, exactly. However, there are many possible layouts, it's not completely trivial:
<br/><a href="http://www.geomview.org/docs/html/OFF.html" target="_top" rel="nofollow" link="external">http://www.geomview.org/docs/html/OFF.html</a><br/><br/>Many webpages mention only the most common layout which is very rudimentary with only 3D vertices and faces with colors without normals and without texture coordinates. Some programs generate files that violate a little bit the specification by writing the off keyword on the same line that the number of vertices. I have found no example of color map, which is stored in a separate file named cmap.fmap. The data can be arranged in several orders depending on the off keyword.
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Julien Gouesse | <a href="https://gouessej.wordpress.com" target="_top" rel="nofollow" link="external">Personal blog</a> | <a href="https://tuer.sourceforge.io" target="_top" rel="nofollow" link="external">Website</a>
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