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Only one detail deserves some more explanation: how we get our hands at how entities are rendered in Ptolemy. This is done through a mechanism similar to what we already used in the first stage: we simply instantiate the entities using our Ptolemy library, ask Ptolemy to render them, and convert the rendering information into something KLighD supports. This can either be SVG code (if the rendering was originally specified as an SVG image) or a bitmap image. If an actor cannot be instantiated, we have no rendering information and display the actor as a simple rectangle with a black border and white background.