gel.demos: Update code to use new openGL updates.
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@@ -6,7 +6,9 @@ with
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gel.Forge,
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openGL.Model.any,
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openGL.Light.directional,
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openGL.texture_Set,
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openGL.Light,
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-- openGL.Light.directional,
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ada.Calendar;
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@@ -28,12 +30,13 @@ is
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--- Variables
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--
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the_Applet : constant gel.Applet.gui_World.view := gel.Forge.new_gui_Applet ("Rig Demo", 1536, 864);
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the_rig_Model : constant openGL.Model.any.view := openGL.Model.any.new_Model (-- Model => openGL.to_Asset ("./box_1_bone.dae"),
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the_rig_Model : constant openGL.Model.any.view := openGL.Model.any.new_Model (Model => openGL.to_Asset ("./box_1_bone.dae"),
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-- Model => openGL.to_Asset ("./box_1_bone-animated.dae"),
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-- Model => openGL.to_Asset ("./box_2_bone.dae"),
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-- Model => openGL.to_Asset ("./box_3_bone.dae"),
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Model => openGL.to_Asset ("./human-default-animated-01_01.dae"),
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-- Model => openGL.to_Asset ("./human-default-animated-01_01.dae"),
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Texture => openGL.null_Asset,
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texture_Details => openGL.texture_Set.to_Details ([1 => openGL.to_Asset ("assets/gel/Face1.bmp")]),
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Texture_is_lucid => False);
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the_Rig : gel.Rig.item;
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next_render_Time : ada.calendar.Time;
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@@ -50,15 +53,20 @@ begin
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-- Set the lights position and ambient color.
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--
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declare
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Light : openGL.Light.directional.item := the_Applet.Renderer.Light (Id => 1);
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-- Light : openGL.Light.directional.item := the_Applet.Renderer.Light (Id => 1);
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Light : openGL.Light.item := the_Applet.Renderer.new_Light;
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begin
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Light.ambient_Color_is ((255.0 / 255.0,
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153.0 / 255.0,
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102.0 / 255.0,
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1.0));
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Light.Site_is ((1000.0, 000.0, 1000.0));
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-- Light.ambient_Color_is ((255.0 / 255.0,
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-- 153.0 / 255.0,
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-- 102.0 / 255.0,
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-- 1.0));
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Light.Color_is ((255.0 / 255.0,
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153.0 / 255.0,
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102.0 / 255.0));
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Light.Site_is ([1000.0, 000.0, 1000.0]);
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the_Applet.Renderer.Light_is (Id => 1, Now => Light);
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-- the_Applet.Renderer.Light_is (Id => 1, Now => Light);
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the_Applet.Renderer.set (the_Light => Light);
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end;
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