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ea7beb6ebc
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ea7beb6ebc | |
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6ed70e4370 |
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@ -0,0 +1,10 @@
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[Desktop Entry]
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Name=ᐊᑯᓕᕕᒃ
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Comment=Circumpolar Puzzle Game
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MimeType=application/x-love-game;
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Exec=ᐊᑯᓕᕕᒃ %f
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Type=Application
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Categories=Development;Game;
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Terminal=false
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Icon=ᐊᑯᓕᕕᒃ.png
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NoDisplay=true
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out/
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linux/
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macos/
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win/
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[Desktop Entry]
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Name=AKULIVIK
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Comment=Circumpolar Puzzle Game
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MimeType=application/x-love-game;
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Exec=AKULIVIK %f
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Type=Application
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Categories=Game;
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Terminal=false
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Icon=AKULIVIK
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NoDisplay=true
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@ -0,0 +1,29 @@
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#!/bin/sh
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if [ -z "$APPDIR" ]; then
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APPDIR="$(dirname "$(readlink -f "$0")")"
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fi
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export LD_LIBRARY_PATH="$APPDIR/lib/:$LD_LIBRARY_PATH"
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if [ -z "$XDG_DATA_DIRS" ]; then #unset or empty
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XDG_DATA_DIRS="/usr/local/share/:/usr/share/"
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fi
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export XDG_DATA_DIRS="$APPDIR/share/:$XDG_DATA_DIRS"
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if [ -z "$LUA_PATH" ]; then
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LUA_PATH=";" # so ends with ;;
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fi
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# if user's LUA_PATH does not end with ;; then user doesn't want the default path ?
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export LUA_PATH="$APPDIR/share/luajit-2.1.0-beta3/?.lua;$APPDIR/share/lua/5.1/?.lua;$LUA_PATH"
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if [ -z "$LUA_CPATH" ]; then
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LUA_CPATH=";"
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fi
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export LUA_CPATH="$APPDIR/lib/lua/5.1/?.so;$LUA_CPATH"
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# uncomment and edit to add your own game
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#FUSE_PATH="$APPDIR/my_game.love"
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#FUSE_PATH="$APPDIR/my_game"
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exec "$APPDIR/bin/AKULIVIK" "$@"
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Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
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Assets:
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Johann Wilhelm Weis-Cuiller, photo par Ji-Elle sur Wikipedia: https://commons.wikimedia.org/wiki/File:Johann_Wilhelm_Weis-Cuiller.jpg licenced under CC-BY-SA 4.0: https://creativecommons.org/licenses/by-sa/4.0/
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Coffee spoon MET 17847.jpg, CC0 https://commons.wikimedia.org/wiki/File:Coffee_spoon_MET_17847.jpg
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@ -0,0 +1,33 @@
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rm -r build/win/
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rm -r build/out/
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rm -r build/linux/
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rm -r build/macos/
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mkdir -p build/
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mkdir -p build/out/
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cd src
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zip -9 -r "../build/out/AKULIVIK.love" .
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cd ../build/
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echo WINDOWS
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mkdir -p win/
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cp -r "/home/frc/Bureau/frc/dev/love/love-11.5-win64/" win/
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cat licence.txt win/license.txt > win/license.txt
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cat "win/love.exe" "out/AKULIVIK.love" > win/ᐊᑯᓕᕕᒃ.exe
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rm win/love.exe
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zip -9 -r "out/ᐊᑯᓕᕕᒃ-win.zip" win/
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echo LINUX
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mkdir -p linux/
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cp -r /home/frc/Bureau/frc/dev/love/linux/ .
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cat "linux/bin/love" "out/AKULIVIK.love" > "linux/bin/AKULIVIK"
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chmod +x linux/bin/AKULIVIK
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rm linux/bin/love
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rm linux/love.svg
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cp AKULIVIK.desktop linux/love.desktop
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cp favicon.png linux/AKULIVIK.png
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cat licence.txt linux/license.txt > linux/license.txt
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cp AppRun linux/AppRun
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/home/frc/Bureau/frc/dev/love/appimagetool-x86_64.AppImage linux/ out/AKULIVIK.AppImage
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echo MACOS
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@ -1,8 +1,7 @@
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local lg = assert( love.graphics )
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local mesh = lg.newMesh(
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{--attributes
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{"VertexPosition", "float", 3},
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{"VertexColor", "float", 3},
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{"VertexPosition", "float", 2},
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{"VertexTexCoord", "float", 2},
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},
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{--vertices
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@ -38,6 +38,7 @@ function t.draw( view, proj )
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love.graphics.setCanvas( canvas )
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love.graphics.clear()
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love.graphics.setDepthMode( "less", true )
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love.graphics.replaceTransform( tf )
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for name, shader in pairs( shaders ) do
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love.graphics.setShader( shader )
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@ -46,16 +47,17 @@ function t.draw( view, proj )
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for mesh in pairs( drawLists[ name ] ) do
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local modelMatrix = meshes[ mesh ]
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tf:setMatrix( "column", modelMatrix )
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shader:send( "mdl", "column", modelMatrix )
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love.graphics.draw( mesh )
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end
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end
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love.graphics.pop()
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love.graphics.setCanvas()
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love.graphics.setDepthMode( "always", false )
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love.graphics.setShader()
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love.graphics.origin()
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love.graphics.draw( canvas[1] )
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love.graphics.pop()
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if isDebugging then
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isDebugging = false
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@ -16,10 +16,6 @@ function t.play()
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player:setTurnRate( settings.mouseSensitivity.val )
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player:setFOV( settings.FOV.val )
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renderer.start()
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--[[ local terrain = require( "models/terrain" )
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terrain:setTexture( rockTexture )
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renderer.add( terrain )
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renderer.update( terrain, {{1, 0, 0, 0}, {0,1,0,0},{0,0,1,0},{0,0,-3,1}})]]
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local plane = require( "models/plane" )
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plane:setTexture( rockTexture )
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@ -89,6 +85,9 @@ function t.keypressed( key, code, isrepeat )
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if code == settings.keyUse.val then
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end
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if code == "q" then
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renderer.debug()
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end
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end
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function t.keyreleased( key, code )
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@ -24,7 +24,7 @@ local function restoreCachedSetting()
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if settings[currentSetting].set then
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settings[currentSetting]:set(cachedSettingVal)
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else
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settings[currentSetting].val = cachedSettingVal
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settings[currentSetting].val = cachedSettingVal
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end
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cachedSettingVal = nil
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end
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@ -114,17 +114,17 @@ function t.update( dt )
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end
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end
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do
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local tex = love.graphics.newImage( "tex/terrain.png" )
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tex:setFilter( "nearest", "nearest" )
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tex:setWrap( "repeat", "repeat" )
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terrain:setTexture( tex )
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end
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function t.draw()
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love.graphics.setScissor( 0, 0, 400, love.graphics.getHeight() )
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if not terrain:getTexture() then
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local tex = love.graphics.newImage( "tex/terrain.png" )
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tex:setFilter( "nearest", "nearest" )
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tex:setWrap( "repeat", "repeat" )
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terrain:setTexture( tex )
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end
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love.graphics.draw( terrain, 0, 0, 0, 400, love.graphics.getHeight() )
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love.graphics.setScissor( 400, 0, love.graphics.getWidth() - 400, love.graphics.getHeight() )
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@ -4,9 +4,10 @@ return love.graphics.newShader[[
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varying float depth;
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varying float height;
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#ifdef VERTEX
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uniform mat4 mdl;
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uniform mat4 view;
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uniform mat4 proj;
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vec4 position( mat4 mdl, vec4 pos ){
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vec4 position( mat4 _, vec4 pos ){
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vec4 world = mdl * pos;
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height = world.y;
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vec4 eye = view * world;
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After Width: | Height: | Size: 2.3 MiB |
After Width: | Height: | Size: 5.5 MiB |
After Width: | Height: | Size: 1.9 MiB |
After Width: | Height: | Size: 194 KiB |
After Width: | Height: | Size: 192 KiB |
After Width: | Height: | Size: 182 KiB |
After Width: | Height: | Size: 175 KiB |
After Width: | Height: | Size: 183 KiB |
After Width: | Height: | Size: 182 KiB |
After Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 371 KiB After Width: | Height: | Size: 371 KiB |
Before Width: | Height: | Size: 2.8 MiB After Width: | Height: | Size: 2.8 MiB |