opengl: Revamp multi-texturing.
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@@ -154,7 +154,7 @@ is
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then
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the_graphics_Model := openGL.Model.sphere.lit_colored_textured.new_Sphere (Radius,
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Color => Color,
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texture_Details => openGL.texture_Set.to_Details ([1 => Texture]),
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texture_Details => openGL.texture_Set.to_Set ([1 => Texture]),
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Image => Texture).all'Access;
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else
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the_graphics_Model := openGL.Model.circle.colored.new_circle (Radius,
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@@ -164,13 +164,7 @@ 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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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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Objects => [others => <>],
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texture_Count => 1,
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texture_Tilings => [others => (S => 1.0, T => 1.0)],
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Animation => null)).all'Access;
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texture_Details => openGL.texture_Set.to_Set ([1 => Texture])).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 +215,16 @@ is
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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 (vertex_Sites => openGL.Vector_2_array (Vertices),
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texture_Details => (Fades => [1 => 0.0, others => <>],
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Textures => [1 => Texture, others => <>],
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Objects => [others => <>],
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texture_Count => 1,
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texture_Tilings => texture_Tiling,
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texture_Applies => [others => True],
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Animation => null)).all'Access;
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texture_Details => openGL.texture_Set.to_Set (texture_Assets => [1 => Texture],
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texture_Tilings => texture_Tiling,
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Animation => null)).all'Access;
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-- texture_Details => (Fades => [1 => 0.0, others => <>],
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-- Textures => [1 => Texture, others => <>],
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-- Objects => [others => <>],
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-- texture_Count => 1,
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-- texture_Tilings => 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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@@ -318,7 +315,7 @@ is
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the_graphics_Model := openGL.Model.sphere.lit_colored_textured.new_Sphere (Radius,
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lat_Count => lat_Count,
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long_Count => long_Count,
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texture_Details => openGL.texture_Set.to_Details ([1 => Texture]),
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texture_Details => openGL.texture_Set.to_Set ([1 => Texture]),
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Image => Texture).all'Access;
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else
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the_graphics_Model := openGL.Model.sphere.lit_colored.new_Sphere (Radius,
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@@ -337,7 +334,7 @@ is
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the_graphics_Model := openGL.Model.sphere.textured.new_Sphere (Radius,
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lat_Count => lat_Count,
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long_Count => long_Count,
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texture_Details => openGL.texture_Set.to_Details ([1 => Texture]),
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texture_Details => openGL.texture_Set.to_Set ([1 => Texture]),
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Image => Texture).all'Access;
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end if;
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end if;
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@@ -371,7 +368,7 @@ is
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begin
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the_graphics_Model := openGL.Model.sphere.textured.new_Sphere (Radius,
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lat_Count => 180,
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texture_Details => openGL.texture_Set.to_Details ([1 => Texture]),
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texture_Details => openGL.texture_Set.to_Set ([1 => Texture]),
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Image => Texture,
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is_Skysphere => True).all'Access;
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return gel.Sprite.Forge.new_Sprite ("skysphere_Sprite",
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@@ -449,7 +446,7 @@ is
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Lower => (texture_Name => Texture),
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Left => (texture_Name => Texture),
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Right => (texture_Name => Texture)],
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texture_Details => openGL.texture_Set.to_Details ([1 => Texture]));
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texture_Details => openGL.texture_Set.to_Set ([1 => Texture]));
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the_box_physics_Model : constant physics.Model.view
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:= physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
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half_Extents => Size / 2.0),
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@@ -486,7 +483,7 @@ is
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Height => Size (2)),
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Plane => openGL.Model.Billboard.xy,
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Texture => Texture,
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texture_Details => openGL.texture_Set.to_Details ([1 => Texture]));
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texture_Details => openGL.texture_Set.to_Set ([1 => Texture]));
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the_billboard_physics_Model : constant physics.Model.view
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:= physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
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@@ -527,7 +524,7 @@ is
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Plane => openGL.Model.Billboard.xy,
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Texture => Texture,
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Color => Color,
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texture_Details => openGL.texture_Set.to_Details ([1 => Texture]));
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texture_Details => openGL.texture_Set.to_Set ([1 => Texture]));
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the_billboard_physics_Model : constant physics.Model.view
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:= physics.Model.Forge.new_physics_Model (shape_Info => (Kind => physics.Model.Cube,
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half_Extents => Size / 2.0),
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@@ -690,7 +687,7 @@ is
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:= openGL.Model.Text.lit_colored.new_Text (Text => Text,
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Font => Font,
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Color => (Color, openGL.Opaque),
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texture_Details => openGL.texture_Set.to_Details ([1 => the_Texture]),
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texture_Details => openGL.texture_Set.to_Set ([1 => the_Texture]),
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Centered => True);
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the_physics_Model : physics.Model.view;
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