Work on texturing and animation.
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@@ -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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