Add initial prototype.
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@@ -0,0 +1,270 @@
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with
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openGL.Buffer.general,
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openGL.Shader,
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openGL.Program.lit,
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openGL.Attribute,
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openGL.Texture,
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openGL.Palette,
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openGL.Tasks,
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openGL.Errors,
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GL.Binding,
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GL.lean,
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GL.Pointers,
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Interfaces.C.Strings,
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System.storage_Elements;
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package body openGL.Geometry.lit_textured
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is
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use GL.lean,
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GL.Pointers,
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Interfaces;
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-----------
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-- Globals
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--
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vertex_Shader : aliased Shader.item;
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fragment_Shader : aliased Shader.item;
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the_Program : openGL.Program.lit.view;
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white_Texture : openGL.Texture.Object;
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Name_1 : constant String := "Site";
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Name_2 : constant String := "Normal";
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Name_3 : constant String := "Coords";
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Name_4 : constant String := "Shine";
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Attribute_1_Name : aliased C.char_array := C.to_C (Name_1);
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Attribute_2_Name : aliased C.char_array := C.to_C (Name_2);
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Attribute_3_Name : aliased C.char_array := C.to_C (Name_3);
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Attribute_4_Name : aliased C.char_array := C.to_C (Name_4);
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Attribute_1_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_1_Name'Access);
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Attribute_2_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_2_Name'Access);
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Attribute_3_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_3_Name'Access);
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Attribute_4_Name_ptr : aliased constant C.strings.chars_ptr := C.strings.to_chars_ptr (Attribute_4_Name'Access);
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---------
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-- Forge
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--
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function new_Geometry return View
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is
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use System,
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System.storage_Elements;
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use type openGL.Program.lit.view;
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Self : constant View := new Geometry.lit_textured.item;
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begin
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Tasks.check;
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if the_Program = null
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then -- Define the shaders and program.
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declare
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use Palette,
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Attribute.Forge;
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Sample : Vertex;
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Attribute_1 : Attribute.view;
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Attribute_2 : Attribute.view;
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Attribute_3 : Attribute.view;
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Attribute_4 : Attribute.view;
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white_Image : constant 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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vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured.vert");
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fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured.frag");
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the_Program := new openGL.Program.lit.item;
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the_Program.define ( vertex_Shader'Access,
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fragment_Shader'Access);
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the_Program.enable;
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Attribute_1 := new_Attribute (Name => Name_1,
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gl_Location => the_Program.attribute_Location (Name_1),
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Size => 3,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured.Vertex'Size / 8,
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Offset => 0,
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Normalized => False);
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Attribute_2 := new_Attribute (Name => Name_2,
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gl_Location => the_Program.attribute_Location (Name_2),
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Size => 3,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured.Vertex'Size / 8,
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Offset => Sample.Normal (1)'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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Attribute_3 := new_Attribute (Name => Name_3,
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gl_Location => the_Program.attribute_Location (Name_3),
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Size => 2,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured.Vertex'Size / 8,
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Offset => Sample.Coords.S'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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Attribute_4 := new_Attribute (Name => Name_4,
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gl_Location => the_Program.attribute_Location (Name_4),
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Size => 1,
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data_Kind => attribute.GL_FLOAT,
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Stride => lit_textured.Vertex'Size / 8,
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Offset => Sample.Shine 'Address
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- Sample.Site (1)'Address,
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Normalized => False);
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the_Program.add (Attribute_1);
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the_Program.add (Attribute_2);
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the_Program.add (Attribute_3);
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the_Program.add (Attribute_4);
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_1).gl_Location,
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name => +Attribute_1_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_2).gl_Location,
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name => +Attribute_2_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_3).gl_Location,
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name => +Attribute_3_Name_ptr);
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Errors.log;
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glBindAttribLocation (program => the_Program.gl_Program,
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index => the_Program.Attribute (named => Name_4).gl_Location,
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name => +Attribute_4_Name_ptr);
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Errors.log;
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end;
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end if;
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Self.Program_is (the_Program.all'Access);
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return Self;
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end new_Geometry;
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----------
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-- Vertex
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--
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function is_Transparent (Self : in Vertex_array) return Boolean -- TODO: Do these properly.
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is
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pragma Unreferenced (Self);
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begin
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return False;
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end is_Transparent;
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function is_Transparent (Self : in Vertex_large_array) return Boolean
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is
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pragma Unreferenced (Self);
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begin
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return False;
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end is_Transparent;
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--------------
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-- Attributes
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--
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package openGL_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
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Index => Index_t,
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Element => Vertex,
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Element_Array => Vertex_array);
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package openGL_large_Buffer_of_geometry_Vertices is new Buffer.general (base_Object => Buffer.array_Object,
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Index => long_Index_t,
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Element => Vertex,
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Element_Array => Vertex_large_array);
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procedure Vertices_are (Self : in out Item; Now : in Vertex_array)
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is
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use openGL_Buffer_of_geometry_Vertices.Forge;
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begin
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Self.Vertices := new openGL_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
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usage => Buffer.static_Draw));
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Self.is_Transparent := is_Transparent (Now);
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-- Set the bounds.
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--
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declare
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function get_Site (Index : in Index_t) return Vector_3
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is (Now (Index).Site);
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function bounding_Box is new get_Bounds (Index_t, get_Site);
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begin
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Self.Bounds_are (bounding_Box (Count => Now'Length));
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end;
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end Vertices_are;
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procedure Vertices_are (Self : in out Item; Now : in Vertex_large_array)
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is
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use openGL_large_Buffer_of_geometry_Vertices.Forge;
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begin
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Self.Vertices := new openGL_large_Buffer_of_geometry_Vertices.Object' (to_Buffer (Now,
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usage => Buffer.static_Draw));
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Self.is_Transparent := is_Transparent (Now);
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-- Set the bounds.
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--
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declare
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function get_Site (Index : in long_Index_t) return Vector_3
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is (Now (Index).Site);
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function bounding_Box is new get_Bounds (long_Index_t, get_Site);
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begin
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Self.Bounds_are (bounding_Box (Count => Now'Length));
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end;
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end Vertices_are;
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overriding
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procedure Indices_are (Self : in out Item; Now : in Indices;
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for_Facia : in Positive)
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is
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begin
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raise Error with "TODO";
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end Indices_are;
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overriding
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procedure enable_Texture (Self : in 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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check_is_OK : constant Boolean := openGL.Tasks.Check; pragma Unreferenced (check_is_OK);
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begin
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Tasks.check;
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glActiveTexture (gl.GL_TEXTURE0);
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Errors.log;
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if Self.Texture = openGL.Texture.null_Object
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then enable (white_Texture);
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else enable (Self.Texture);
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end if;
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end enable_Texture;
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end openGL.Geometry.lit_textured;
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