WIP: premiers dimères facilement dessinés (is OK)
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@ -623,17 +623,17 @@ static bool grids_intersections (long x, long y, long z,
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static bool arrows_anchors (long x, long y, long z,
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GLfloat *vertex_origin, GLfloat *colors_origin)
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{
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// beaucoup de ^c ^v ici (peu d'info) (mais un peu)
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float i, j, k, vx, vy, vz,
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max = fmax(x, y),
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ad = 1 / max,
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eps = 0.3f * ad, // eps(ilon) donne la dimension de l'étoile centrale
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mic = 0.1 * ad, // mic servira à décaler légèrement les pointes des flèches
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a_third = 0.3f * ad, // a_third donne la dimension de l'étoile centrale
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eps = 0.1 * ad; // eps(ilon) servira à décaler légèrement les pointes des flèches
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// pour qu'elles n'aillent pas jusqu'aux faces des cubes
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// TODO ! (les centres des six faces)
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max = fmax(x, y);
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max = fmax(max, z);
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printf("arrows_anchors 1 / max = %5.2f max / 2 = %5.2f\n", ad, max / 2);
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if (0) printf("arrows_anchors 1 / max = %5.2f max / 2 = %5.2f\n", ad, max / 2);
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for (i = 0; i < x; i++)
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for (j = 0; j < y; j++)
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@ -645,13 +645,13 @@ static bool arrows_anchors (long x, long y, long z,
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// X - X axis Central Star
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*(vertex_origin + vertex_index + 0) = vx + eps;
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*(vertex_origin + vertex_index + 0) = vx + a_third;
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*(vertex_origin + vertex_index + 1) = vy;
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*(vertex_origin + vertex_index + 2) = vz;
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vertex_index += 3;
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*(vertex_origin + vertex_index + 0) = vx - eps;
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*(vertex_origin + vertex_index + 0) = vx - a_third;
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*(vertex_origin + vertex_index + 1) = vy;
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*(vertex_origin + vertex_index + 2) = vz;
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@ -673,13 +673,13 @@ static bool arrows_anchors (long x, long y, long z,
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// Y - Y axis Central Star
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*(vertex_origin + vertex_index + 0) = vx;
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*(vertex_origin + vertex_index + 1) = vy + eps;
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*(vertex_origin + vertex_index + 1) = vy + a_third;
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*(vertex_origin + vertex_index + 2) = vz;
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vertex_index += 3;
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*(vertex_origin + vertex_index + 0) = vx;
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*(vertex_origin + vertex_index + 1) = vy - eps;
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*(vertex_origin + vertex_index + 1) = vy - a_third;
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*(vertex_origin + vertex_index + 2) = vz;
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vertex_index += 3;
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@ -701,13 +701,13 @@ static bool arrows_anchors (long x, long y, long z,
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*(vertex_origin + vertex_index + 0) = vx;
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*(vertex_origin + vertex_index + 1) = vy;
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*(vertex_origin + vertex_index + 2) = vz + eps;
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*(vertex_origin + vertex_index + 2) = vz + a_third;
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vertex_index += 3;
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*(vertex_origin + vertex_index + 0) = vx;
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*(vertex_origin + vertex_index + 1) = vy;
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*(vertex_origin + vertex_index + 2) = vz - eps;
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*(vertex_origin + vertex_index + 2) = vz - a_third;
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vertex_index += 3;
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@ -723,6 +723,89 @@ static bool arrows_anchors (long x, long y, long z,
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colors_index += 3;
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//--------------------------------------------------------------
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// X - X axis arrows tips near the faces centers EAST - WEST
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*(vertex_origin + vertex_index + 0) = vx + ad - eps;
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*(vertex_origin + vertex_index + 1) = vy;
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*(vertex_origin + vertex_index + 2) = vz;
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vertex_index += 3;
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*(vertex_origin + vertex_index + 0) = vx - ad + eps;
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*(vertex_origin + vertex_index + 1) = vy;
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*(vertex_origin + vertex_index + 2) = vz;
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vertex_index += 3;
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*(colors_origin + colors_index + 0) = 0;
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*(colors_origin + colors_index + 1) = 0;
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*(colors_origin + colors_index + 2) = 0;
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colors_index += 3;
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*(colors_origin + colors_index + 0) = 0;
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*(colors_origin + colors_index + 1) = 0;
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*(colors_origin + colors_index + 2) = 0;
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colors_index += 3;
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// Y - Y axis arrows tips near the faces centers ZENITH - NADIR
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*(vertex_origin + vertex_index + 0) = vx;
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*(vertex_origin + vertex_index + 1) = vy + ad - eps;
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*(vertex_origin + vertex_index + 2) = vz;
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vertex_index += 3;
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*(vertex_origin + vertex_index + 0) = vx;
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*(vertex_origin + vertex_index + 1) = vy - ad + eps;
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*(vertex_origin + vertex_index + 2) = vz;
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vertex_index += 3;
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*(colors_origin + colors_index + 0) = 0;
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*(colors_origin + colors_index + 1) = 0;
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*(colors_origin + colors_index + 2) = 0;
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colors_index += 3;
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*(colors_origin + colors_index + 0) = 0;
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*(colors_origin + colors_index + 1) = 0;
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*(colors_origin + colors_index + 2) = 0;
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colors_index += 3;
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// Z - Z axis arrows tips near the faces centers NORTH - SOUTH
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*(vertex_origin + vertex_index + 0) = vx;
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*(vertex_origin + vertex_index + 1) = vy;
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*(vertex_origin + vertex_index + 2) = vz + ad - eps;
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vertex_index += 3;
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*(vertex_origin + vertex_index + 0) = vx;
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*(vertex_origin + vertex_index + 1) = vy;
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*(vertex_origin + vertex_index + 2) = vz - ad + eps;
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vertex_index += 3;
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*(colors_origin + colors_index + 0) = 0;
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*(colors_origin + colors_index + 1) = 0;
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*(colors_origin + colors_index + 2) = 0;
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colors_index += 3;
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*(colors_origin + colors_index + 0) = 0;
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*(colors_origin + colors_index + 1) = 0;
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*(colors_origin + colors_index + 2) = 0;
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colors_index += 3;
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};
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@ -830,11 +913,33 @@ bool compute_space_and_arrows(long model_size_x, long model_size_y, long model_s
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long s = step_z * model_size_z + step_y * model_size_y + step_x * model_size_x;
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// draw_line (lines_origin, s + 5, s + 7);
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// draw_line (lines_origin, s + 5, s + 1);
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draw_line (lines_origin, s + 1, s + 2);
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draw_line (lines_origin, s + 3, s + 4);
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draw_line (lines_origin, s + 5, s + 6);
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draw_line (lines_origin, s + 3, s + 7);
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draw_line (lines_origin, s + 4, s + 7);
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draw_line (lines_origin, s + 5, s + 7);
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draw_line (lines_origin, s + 6, s + 7);
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draw_line (lines_origin, s + 12 + 1, s + 12 + 2);
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draw_line (lines_origin, s + 12 + 3, s + 12 + 4);
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draw_line (lines_origin, s + 12 + 5, s + 12 + 6);
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draw_line (lines_origin, s + 12 + 3, s + 12 + 8);
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draw_line (lines_origin, s + 12 + 4, s + 12 + 8);
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draw_line (lines_origin, s + 12 + 5, s + 12 + 8);
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draw_line (lines_origin, s + 12 + 6, s + 12 + 8);
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if (0) draw_line (lines_origin, s + 1, s + 9);
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if (0) draw_line (lines_origin, s + 2, s + 9);
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if (0) draw_line (lines_origin, s + 5, s + 9);
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if (0) draw_line (lines_origin, s + 6, s + 9);
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printf("lines_index = %ld lines_origin = %ld\n", lines_index, lines_origin);
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return 0;
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@ -51,6 +51,7 @@ int model_space_size_x = 0;
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int model_space_size_y = 0;
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int model_space_size_z = 0;
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int model_arrows_nb = 0;
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int nombre_de_cases_contenant_des_fleches = 0;
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GLfloat *buffer_vertex_origin = NULL;
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GLfloat *buffer_colors_origin = NULL;
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@ -570,9 +571,10 @@ static void get_model_data_and_user_preferences(){
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model_space_size_z = 1; // 0 < model_space_size_z
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// XXX ONLY space drawed, no arrows
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model_arrows_nb = 0; // assert : l'emplacement des flèches est contraint
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model_arrows_nb = 2; // assert : l'emplacement des flèches est contraint
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// par model_space_size_x, y, z et le nombre de sites
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// OLD ARROWS (DEPRECATED)
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nombre_de_cases_contenant_des_fleches = 2;
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// pref_1D_shown_as_3D_xor_2D_space = 0; // 0 = 3D 1 = 2D
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// pref_1D_shown_as_3D_xor_2D_arrows = 0; // 0 = 3D 1 = 2D
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@ -608,9 +610,8 @@ static void compute_buffers_sizes(int model_space_size_x,
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long arrows_anchors = (model_space_size_x)
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* (model_space_size_y)
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* (model_space_size_z)
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* (8); // this is to draw the small central star
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// Just now, I remove the six faces centers TODO : * (8 + 6)
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* (8 + 6); // 8 is to draw the small central star
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// 6 is for the six faces centers
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long cubes_nb = model_space_size_x * model_space_size_y * model_space_size_z;
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@ -634,7 +635,9 @@ static void compute_buffers_sizes(int model_space_size_x,
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if (pref_test_diagonal) buffer_lines_size += 2; // la diagonale test [0 - max]
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buffer_lines_size += 6; // test flèche
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buffer_lines_size += 6 * nombre_de_cases_contenant_des_fleches; // test central stars
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buffer_lines_size += 8 * model_arrows_nb; // flèches
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//
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if (1) printf("allocated buffers sizes :%4d/3 = %3d vertices, %4d/3 = %3d colors,\
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%4d/2 = %3d lines, %4d/3 = %3d plans.\n",
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