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Key macros are used to ensure that subsequent bytes match the key without ever being stored in the output. This allows the compressor to store fewer bits, so that subsequent bytes can be compressed more quickly and compactly. For example, consider two bytes of binary sequence:
000 1111 1110 1001 1101 1110
0 0 0 0 0 0 0 0 0
0 1 1 1 1 0 1 1 0
Key macro for byte 4:
The key macro for byte 4 is 11000001000000010000001000100110, which is 1101000110110010010100011101100. Since the first byte of 11000110110010010100011101100 matches, the second byte must match as well (1101100 is 0011111001 in binary). Now consider the next byte:
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0
Key macro for byte 7:
The key macro for byte 7 is 000001010000010000010000001000100110, which is 001101000110010010100011101100. Since the first byte of 001101000110010010100011101100 matches, the second byte must match as well (00011101100 is 1100011001 in binary). Now consider the next byte:
0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0
Key macro for byte 8:
The key macro for byte 8 is 110100010001010010000010000000000001010, which is 1100010110110010010100011101100. Since the first byte of 1100010110110010010100011101100 matches, the second byte must match as well (1101100 is 110001011001 in binary).
Compressor:

Licensing:
The JCalG license is BSD 3-clause, which can be found at the following link:

Included source code is copyright (C) 2003, 2004, 2006, 2007, 2008, 2009, 2010, 2011, 2012 JCalG developers.
Compiler options:
The compiler options are adjusted for each build type for optimal performance.
Basic compile:
-O2
-O1
-Os
Compile for PCM64:
-Og
-Os
Compile for x 384a16bd22

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shaders — write shaders
world nodes — create or move nodes
collections — manage collections
devices — create devices
— activate devices, hide all active nodes of the same device type
properties — edit properties of the selected node

World Objects

In this tutorial we are going to learn how to use the shaders by using lumina 3D. We will first create a world object, and then a textured object and then we will create a box.

1.) In Lumina 3D create an empty world object. For example:
Create the following world object:

using shaders
shaders/my_shaders.frag
shaders/my_shaders.vert

Then create a world node.
For example:

world node

2.) Add a texture to the object. In this tutorial we are going to add a texture to the object. We do this by selecting the tex unit then clicking on the texture folder. Then by pressing the add button in the texture menu we can add any texture file. Once we have added our texture select the texture and click on the texture to use it.
In the following figure we are adding a texture called wood.

3.) In this tutorial we are going to create a box. In this example we have already created a world object. So we are going to make this object a box by clicking on the Transform tool.

World Object

4.) Right click on the Transform tool and set the options:

World Object

5.) In the property settings make sure that the box is selected, make sure that Use Uniforms checkbox is checked and change the values of the attribute x and y

World Object

6.) Select the World Node tool and drag it over the box.

World Node

7.) Select the Node Tool button.

World Node

8.) If the object is not a box change the properties of the box so that it is a box. We do this by clicking on the Attribute tool, and then clicking the Length tool. Click on the X button in the toolbar and then set the value for the Box Length.

World Node

9.) Now we are ready to start using the shaders. Select the Textured Node tool.

World Node

10.) Select

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