opengl: Cosmetics.
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@@ -106,7 +106,6 @@ is
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-- Define the shaders and program.
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--
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vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured_skinned.vert");
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-- fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_skinned.frag");
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fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
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2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
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3 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
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@@ -254,36 +253,4 @@ is
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end Vertices_are;
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-- overriding
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-- procedure enable_Textures (Self : in out Item)
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-- is
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-- use GL,
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-- GL.Binding,
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-- openGL.Texture;
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-- begin
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-- Tasks.check;
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--
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-- glActiveTexture (gl.GL_TEXTURE0);
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-- Errors.log;
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--
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-- if Self.Texture = openGL.Texture.null_Object
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-- then
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-- if not white_Texture.is_Defined
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-- then
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-- declare
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-- use Palette;
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-- white_Image : constant openGL.Image := [1 .. 2 => [1 .. 2 => +White]];
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-- begin
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-- white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
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-- end;
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-- end if;
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--
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-- white_Texture.enable;
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-- else
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-- Self.Texture.enable;
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-- end if;
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-- end enable_Textures;
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end openGL.Geometry.lit_textured_skinned;
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