opengl: Cosmetics.

This commit is contained in:
Rod Kay
2025-10-22 14:11:39 +11:00
parent 3e11a52f5d
commit 50821bb787
60 changed files with 304 additions and 520 deletions

View File

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