Work on texturing and animation.
This commit is contained in:
@@ -39,7 +39,7 @@ is
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Now : in texture_Set.fade_Level)
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is
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begin
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Self.Face.Fades (which) := Now;
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Self.Face.texture_Details.Fades (which) := Now;
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end Fade_is;
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@@ -48,7 +48,7 @@ is
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function Fade (Self : in Item; Which : in texture_Set.texture_Id) return texture_Set.fade_Level
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is
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begin
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return Self.Face.Fades (which);
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return Self.Face.texture_Details.Fades (which);
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end Fade;
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@@ -57,7 +57,7 @@ is
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Now : in openGL.asset_Name)
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is
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begin
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Self.Face.Textures (Positive (which)) := Now;
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Self.Face.texture_Details.Textures (Positive (which)) := Now;
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end Texture_is;
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@@ -67,7 +67,7 @@ is
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function texture_Count (Self : in Item) return Natural
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is
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begin
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return Self.Face.texture_Count;
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return Self.Face.texture_Details.texture_Count;
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end texture_Count;
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@@ -76,7 +76,7 @@ is
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function texture_Applied (Self : in Item; Which : in texture_Set.texture_Id) return Boolean
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is
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begin
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return Self.Face.texture_Applies (Which);
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return Self.Face.texture_Details.texture_Applies (Which);
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end texture_Applied;
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@@ -86,7 +86,7 @@ is
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Now : in Boolean)
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is
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begin
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Self.Face.texture_Applies (Which) := Now;
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Self.Face.texture_Details.texture_Applies (Which) := Now;
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end texture_Applied_is;
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@@ -96,13 +96,13 @@ is
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is
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use type texture_Set.Animation_view;
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begin
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if Self.Face.Animation = null
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if Self.Face.texture_Details.Animation = null
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then
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return;
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end if;
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texture_Set.animate (Self.Face.Animation.all,
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Self.Face.texture_Applies);
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texture_Set.animate (Self.Face.texture_Details.Animation.all,
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Self.Face.texture_Details.texture_Applies);
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end animate;
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@@ -142,7 +142,7 @@ is
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Self.Sides);
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function new_Face (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view
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function new_Geometry (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view
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is
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use Primitive,
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texture_Set;
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@@ -158,15 +158,15 @@ is
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the_Geometry.Vertices_are (Vertices);
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the_Geometry.add (Primitive.view (the_Primitive));
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for i in 1 .. Self.Face.texture_Count
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for i in 1 .. Self.Face.texture_Details.texture_Count
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loop
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Id := texture_Id (i);
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the_Geometry.Fade_is (which => Id,
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now => Self.Face.Fades (Id));
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now => Self.Face.texture_Details.Fades (Id));
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the_Geometry.Texture_is (which => Id,
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now => Textures.fetch (Self.Face.Textures (i)));
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now => Textures.fetch (Self.Face.texture_Details.Textures (i)));
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the_Geometry.is_Transparent (now => the_Geometry.Texture.is_Transparent);
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end loop;
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@@ -174,13 +174,13 @@ is
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the_Geometry.Model_is (Self.all'unchecked_Access);
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return the_Geometry;
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end new_Face;
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end new_Geometry;
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upper_Face : Geometry.lit_textured.view;
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face_Geometry : Geometry.lit_textured.view;
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begin
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-- Upper Face
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-- Geometry.
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--
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declare
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use Texture.Coordinates;
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@@ -194,7 +194,7 @@ is
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Normal => Normal,
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Coords => (0.50, 0.50),
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Shine => default_Shine);
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-- Circumference
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-- Circumference.
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--
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for i in 2 .. the_Vertices'Last
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loop
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@@ -204,10 +204,10 @@ is
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Shine => default_Shine);
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end loop;
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upper_Face := new_Face (Vertices => the_Vertices);
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face_Geometry := new_Geometry (Vertices => the_Vertices);
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end;
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return [1 => upper_Face.all'Access];
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return [1 => face_Geometry.all'Access];
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end to_GL_Geometries;
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@@ -14,11 +14,12 @@ is
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type Face is
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record
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Fades : texture_Set.fade_Levels (texture_Set.texture_Id) := [others => 0.0];
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Textures : openGL.asset_Names (1 .. Positive (texture_Set.texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the hex.
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texture_Count : Natural := 0;
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texture_Applies : texture_Set.texture_Apply_array := [others => True];
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Animation : texture_Set.Animation_view;
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texture_Details : texture_Set.Details;
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-- Fades : texture_Set.fade_Levels (texture_Set.texture_Id) := [others => 0.0];
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-- Textures : openGL.asset_Names (1 .. Positive (texture_Set.texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the hex.
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-- texture_Count : Natural := 0;
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-- texture_Applies : texture_Set.texture_Apply_array := [others => True];
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-- Animation : texture_Set.Animation_view;
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end record;
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@@ -1,9 +1,7 @@
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with
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openGL.Geometry.lit_textured,
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openGL.Primitive.indexed,
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openGL.Texture.Coordinates,
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ada.Calendar;
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openGL.Texture.Coordinates;
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package body openGL.Model.polygon.lit_textured
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@@ -42,7 +40,7 @@ is
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Now : in texture_Set.fade_Level)
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is
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begin
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Self.Face.Fades (which) := Now;
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Self.Face.texture_Details.Fades (which) := Now;
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end Fade_is;
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@@ -51,7 +49,7 @@ is
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function Fade (Self : in Item; Which : in texture_Set.texture_Id) return texture_Set.fade_Level
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is
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begin
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return Self.Face.Fades (which);
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return Self.Face.texture_Details.Fades (which);
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end Fade;
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@@ -60,7 +58,7 @@ is
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Now : in openGL.asset_Name)
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is
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begin
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Self.Face.Textures (Positive (which)) := Now;
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Self.Face.texture_Details.Textures (Positive (which)) := Now;
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end Texture_is;
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@@ -70,7 +68,7 @@ is
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function texture_Count (Self : in Item) return Natural
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is
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begin
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return Self.Face.texture_Count;
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return Self.Face.texture_Details.texture_Count;
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end texture_Count;
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@@ -79,7 +77,7 @@ is
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function texture_Applied (Self : in Item; Which : in texture_Set.texture_Id) return Boolean
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is
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begin
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return Self.Face.texture_Applies (Which);
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return Self.Face.texture_Details.texture_Applies (Which);
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end texture_Applied;
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@@ -89,7 +87,7 @@ is
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Now : in Boolean)
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is
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begin
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Self.Face.texture_Applies (Which) := Now;
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Self.Face.texture_Details.texture_Applies (Which) := Now;
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end texture_Applied_is;
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@@ -100,13 +98,13 @@ is
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is
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use type texture_Set.Animation_view;
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begin
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if Self.Face.Animation = null
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if Self.Face.texture_Details.Animation = null
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then
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return;
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end if;
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texture_Set.animate (Self.Face.Animation.all,
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Self.Face.texture_Applies);
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texture_Set.animate (Self.Face.texture_Details.Animation.all,
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Self.Face.texture_Details.texture_Applies);
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end animate;
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@@ -128,7 +126,7 @@ is
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the_Sites : Vector_2_array renames Self.vertex_Sites (1 .. Self.vertex_Count);
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function new_Face (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view
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function new_Geometry (Vertices : in geometry.lit_textured.Vertex_array) return Geometry.lit_textured.view
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is
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use Primitive,
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texture_Set;
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@@ -154,19 +152,20 @@ is
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:= Primitive.indexed.new_Primitive (triangle_Fan, the_Indices);
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Id : texture_Set.texture_Id;
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begin
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the_Geometry.Vertices_are (Vertices);
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the_Geometry.add (Primitive.view (the_Primitive));
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for i in 1 .. Self.Face.texture_Count
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for i in 1 .. Self.Face.texture_Details.texture_Count
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loop
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Id := texture_Id (i);
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the_Geometry.Fade_is (which => Id,
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now => Self.Face.Fades (Id));
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now => Self.Face.texture_Details.Fades (Id));
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the_Geometry.Texture_is (which => Id,
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now => Textures.fetch (Self.Face.Textures (i)));
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now => Textures.fetch (Self.Face.texture_Details.Textures (i)));
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the_Geometry.is_Transparent (now => the_Geometry.Texture.is_Transparent);
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end loop;
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@@ -174,13 +173,13 @@ is
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the_Geometry.Model_is (Self.all'unchecked_Access);
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return the_Geometry;
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end new_Face;
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end new_Geometry;
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the_Face : Geometry.lit_textured.view;
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face_Geometry : Geometry.lit_textured.view;
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begin
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-- Face
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-- Geometry
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--
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declare
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use openGL.Texture.Coordinates;
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@@ -192,21 +191,21 @@ is
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loop
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the_Vertices (Index_t (i)) := (Site => Vector_3 (the_Sites (i) & 0.0),
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Normal => Normal,
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Coords => (Coords_and_Centroid.Coords (Index_t (i)).S * Self.Face.texture_Tiling,
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Coords_and_Centroid.Coords (Index_t (i)).T * Self.Face.texture_Tiling),
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Coords => (Coords_and_Centroid.Coords (Index_t (i)).S * Self.Face.texture_Details.texture_Tiling,
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Coords_and_Centroid.Coords (Index_t (i)).T * Self.Face.texture_Details.texture_Tiling),
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Shine => default_Shine);
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end loop;
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the_Vertices (the_Vertices'Last) := (Site => Vector_3 (Coords_and_Centroid.Centroid & 0.0),
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Normal => Normal,
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Coords => (S => 0.5 * Self.Face.texture_Tiling,
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T => 0.5 * Self.Face.texture_Tiling),
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Coords => (S => 0.5 * Self.Face.texture_Details.texture_Tiling,
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T => 0.5 * Self.Face.texture_Details.texture_Tiling),
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Shine => default_Shine);
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the_Face := new_Face (Vertices => the_Vertices);
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face_Geometry := new_Geometry (Vertices => the_Vertices);
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end;
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return [1 => the_Face.all'Access];
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return [1 => face_Geometry.all'Access];
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end to_GL_Geometries;
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@@ -19,15 +19,28 @@ is
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type Face is
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record
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Fades : texture_Set.fade_Levels (texture_Set.texture_Id) := [others => 0.0];
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Textures : openGL.asset_Names (1 .. Positive (texture_Set.texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the hex.
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texture_Count : Natural := 0;
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texture_Tiling : openGL.Real := 1.0; -- The number of times the texture should be wrapped.
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texture_Applies : texture_Set.texture_Apply_array := [others => True];
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Animation : texture_Set.Animation_view;
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texture_Details : texture_Set.Details;
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-- Fades : texture_Set.fade_Levels (texture_Set.texture_Id) := [others => 0.0];
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-- Textures : openGL.asset_Names (1 .. Positive (texture_Set.texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the hex.
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-- texture_Count : Natural := 0;
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-- texture_Tiling : openGL.Real := 1.0; -- The number of times the texture should be wrapped.
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-- texture_Applies : texture_Set.texture_Apply_array := [others => True];
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-- Animation : texture_Set.Animation_view;
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end record;
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-- type Face is
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-- record
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-- Fades : texture_Set.fade_Levels (texture_Set.texture_Id) := [others => 0.0];
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-- Textures : openGL.asset_Names (1 .. Positive (texture_Set.texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the hex.
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-- texture_Count : Natural := 0;
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-- texture_Applies : texture_Set.texture_Apply_array := [others => True];
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-- Animation : texture_Set.Animation_view;
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-- end record;
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---------
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--- Forge
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--
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@@ -81,7 +94,7 @@ private
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vertex_Sites : Vector_2_array (1 .. 8);
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vertex_Count : Positive;
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Face : lit_textured.Face;
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Face : lit_textured.Face;
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end record;
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@@ -59,6 +59,42 @@ is
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-----------
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--- Details
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--
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--
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-- type Details is
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-- record
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-- Fades : fade_Levels (texture_Id) := [others => 0.0];
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-- Textures : asset_Names (1 .. Positive (texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the hex.
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-- texture_Count : Natural := 0;
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-- texture_Tiling : Real := 1.0; -- The number of times the texture should be wrapped.
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-- texture_Applies : texture_Apply_array := [others => True];
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-- Animation : Animation_view;
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-- end record;
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--
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function to_Details (texture_Assets : in asset_Names;
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Animation : in Animation_view := null) return Details
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is
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Result : Details;
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begin
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Result.texture_Count := texture_Assets'Length;
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for i in 1 .. texture_Assets'Length
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loop
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Result.Textures (i) := texture_Assets (i);
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end loop;
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Result.Animation := Animation;
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return Result;
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end to_Details;
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--------
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--- Item
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--
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@@ -87,6 +87,29 @@ is
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-----------
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--- Details
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--
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type Details is
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record
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Fades : fade_Levels (texture_Id) := [others => 0.0];
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Textures : asset_Names (1 .. Positive (texture_Id'Last)) := [others => null_Asset]; -- The textures to be applied to the hex.
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texture_Count : Natural := 0;
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texture_Tiling : Real := 1.0; -- The number of times the texture should be wrapped.
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texture_Applies : texture_Apply_array := [1 => True, others => False];
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Animation : Animation_view;
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end record;
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function to_Details (texture_Assets : in asset_Names;
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Animation : in Animation_view := null) return Details;
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--------
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--- Item
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--
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@@ -163,11 +163,12 @@ is
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else
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the_graphics_Model := openGL.Model.circle.lit_textured.new_Circle (Radius,
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Face => (Fades => [1 => 0.0, others => <>],
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texture_Applies => [1 => True, others => <>],
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Textures => [1 => Texture, others => <>],
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texture_Count => 1,
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Animation => null)).all'Access;
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Face => (texture_Details => (Fades => [1 => 0.0, others => <>],
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texture_Applies => [1 => True, others => <>],
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Textures => [1 => Texture, others => <>],
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texture_Count => 1,
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texture_Tiling => 1.0,
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Animation => null))).all'Access;
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end if;
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return gel.Sprite.Forge.new_Sprite (Name,
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@@ -221,13 +222,13 @@ is
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the_graphics_Model := openGL.Model.polygon.lit_colored.new_Polygon (openGL.Vector_2_array (Vertices),
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(Color, openGL.Opaque)).all'Access;
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else
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the_graphics_Model := openGL.Model.polygon.lit_textured.new_Polygon (openGL.Vector_2_array (Vertices),
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Face => (Fades => [1 => 0.0, others => <>],
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Textures => [1 => Texture, others => <>],
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texture_Count => 1,
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texture_Tiling => texture_Tiling,
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texture_Applies => [others => True],
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Animation => null)).all'Access;
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the_graphics_Model := openGL.Model.polygon.lit_textured.new_Polygon (vertex_Sites => openGL.Vector_2_array (Vertices),
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Face => (texture_Details => ((Fades => [1 => 0.0, others => <>],
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Textures => [1 => Texture, others => <>],
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texture_Count => 1,
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texture_Tiling => texture_Tiling,
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texture_Applies => [others => True],
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Animation => null)))).all'Access;
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end if;
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return gel.Sprite.Forge.new_Sprite (Name,
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Reference in New Issue
Block a user