opengl.model.polygon.lit_textured: Use model texturing mixin.
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@@ -10,15 +10,29 @@ is
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--- Forge
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--
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function new_polygon (vertex_Sites : in Vector_2_array;
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Face : in Face_t) return View
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-- function new_polygon (vertex_Sites : in Vector_2_array;
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-- Face : in Face_t) return View
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-- is
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-- Self : constant View := new Item;
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-- begin
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-- Self.vertex_Sites (1 .. vertex_Sites'Length) := vertex_Sites;
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-- Self.vertex_Count := vertex_Sites'Length;
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--
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-- Self.Face := Face;
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--
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-- return Self;
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-- end new_polygon;
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function new_polygon (vertex_Sites : in Vector_2_array;
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texture_Details : in texture_Set.Details) return View
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is
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Self : constant View := new Item;
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begin
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Self.vertex_Sites (1 .. vertex_Sites'Length) := vertex_Sites;
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Self.vertex_Count := vertex_Sites'Length;
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Self.Face := Face;
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Self.texture_Details_is (texture_Details);
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return Self;
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end new_polygon;
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@@ -30,11 +44,11 @@ is
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--- Attributes ---
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------------------
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function Face (Self : in Item) return Face_t
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is
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begin
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return Self.Face;
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end Face;
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-- function texture_Details (Self : in Item) return texture_Set.Details
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-- is
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-- begin
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-- return Self.texture_Details;
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-- end texture_Details;
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@@ -42,77 +56,77 @@ is
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-- Texturing
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--
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overriding
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procedure Fade_is (Self : in out Item; Which : in texture_Set.texture_Id;
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Now : in texture_Set.fade_Level)
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is
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begin
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Self.Face.texture_Details.Fades (which) := Now;
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end Fade_is;
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overriding
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function Fade (Self : in Item; Which : in texture_Set.texture_Id) return texture_Set.fade_Level
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is
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begin
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return Self.Face.texture_Details.Fades (which);
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end Fade;
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procedure Texture_is (Self : in out Item; Which : in texture_Set.texture_Id;
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Now : in openGL.asset_Name)
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is
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begin
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Self.Face.texture_Details.Textures (Positive (which)) := Now;
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end Texture_is;
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overriding
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function texture_Count (Self : in Item) return Natural
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is
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begin
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return Self.Face.texture_Details.texture_Count;
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end texture_Count;
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overriding
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function texture_Applied (Self : in Item; Which : in texture_Set.texture_Id) return Boolean
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is
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begin
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return Self.Face.texture_Details.texture_Applies (Which);
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end texture_Applied;
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overriding
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procedure texture_Applied_is (Self : in out Item; Which : in texture_Set.texture_Id;
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Now : in Boolean)
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is
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begin
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Self.Face.texture_Details.texture_Applies (Which) := Now;
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end texture_Applied_is;
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overriding
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procedure animate (Self : in out Item)
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is
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use type texture_Set.Animation_view;
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begin
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if Self.Face.texture_Details.Animation = null
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then
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return;
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end if;
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texture_Set.animate (Self.Face.texture_Details.Animation.all,
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Self.Face.texture_Details.texture_Applies);
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end animate;
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-- overriding
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-- procedure Fade_is (Self : in out Item; Which : in texture_Set.texture_Id;
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-- Now : in texture_Set.fade_Level)
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-- is
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-- begin
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-- Self.Face.texture_Details.Fades (which) := Now;
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-- end Fade_is;
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--
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--
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--
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-- overriding
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-- function Fade (Self : in Item; Which : in texture_Set.texture_Id) return texture_Set.fade_Level
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-- is
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-- begin
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-- return Self.Face.texture_Details.Fades (which);
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-- end Fade;
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--
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--
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--
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-- procedure Texture_is (Self : in out Item; Which : in texture_Set.texture_Id;
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-- Now : in openGL.asset_Name)
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-- is
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-- begin
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-- Self.Face.texture_Details.Textures (Positive (which)) := Now;
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-- end Texture_is;
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--
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--
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--
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--
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-- overriding
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-- function texture_Count (Self : in Item) return Natural
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-- is
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-- begin
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-- return Self.Face.texture_Details.texture_Count;
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-- end texture_Count;
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--
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--
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--
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-- overriding
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-- function texture_Applied (Self : in Item; Which : in texture_Set.texture_Id) return Boolean
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-- is
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-- begin
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-- return Self.Face.texture_Details.texture_Applies (Which);
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-- end texture_Applied;
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--
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--
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--
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-- overriding
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-- procedure texture_Applied_is (Self : in out Item; Which : in texture_Set.texture_Id;
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-- Now : in Boolean)
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-- is
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-- begin
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-- Self.Face.texture_Details.texture_Applies (Which) := Now;
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-- end texture_Applied_is;
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--
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--
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--
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--
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-- overriding
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-- procedure animate (Self : in out Item)
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-- is
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-- use type texture_Set.Animation_view;
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-- begin
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-- if Self.Face.texture_Details.Animation = null
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-- then
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-- return;
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-- end if;
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--
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-- texture_Set.animate (Self.Face.texture_Details.Animation.all,
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-- Self.Face.texture_Details.texture_Applies);
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-- end animate;
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@@ -164,15 +178,15 @@ is
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the_Geometry.Vertices_are (Vertices);
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the_Geometry.add (Primitive.view (the_Primitive));
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for i in 1 .. Self.Face.texture_Details.texture_Count
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for i in 1 .. Self.texture_Details.texture_Count
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loop
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Id := texture_Id (i);
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the_Geometry.Fade_is (which => Id,
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now => Self.Face.texture_Details.Fades (Id));
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now => Self.texture_Details.Fades (Id));
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the_Geometry.Texture_is (which => Id,
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now => Textures.fetch (Self.Face.texture_Details.Textures (i)));
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now => Textures.fetch (Self.texture_Details.Textures (i)));
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the_Geometry.is_Transparent (now => the_Geometry.Texture.is_Transparent);
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end loop;
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@@ -198,15 +212,15 @@ is
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loop
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the_Vertices (Index_t (i)) := (Site => Vector_3 (the_Sites (i) & 0.0),
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Normal => Normal,
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Coords => (Coords_and_Centroid.Coords (Index_t (i)).S * Self.Face.texture_Details.texture_Tiling.S,
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Coords_and_Centroid.Coords (Index_t (i)).T * Self.Face.texture_Details.texture_Tiling.T),
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Coords => (Coords_and_Centroid.Coords (Index_t (i)).S * Self.texture_Details.texture_Tiling.S,
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Coords_and_Centroid.Coords (Index_t (i)).T * Self.texture_Details.texture_Tiling.T),
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Shine => default_Shine);
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end loop;
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the_Vertices (the_Vertices'Last) := (Site => Vector_3 (Coords_and_Centroid.Centroid & 0.0),
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Normal => Normal,
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Coords => (S => 0.5 * Self.Face.texture_Details.texture_Tiling.S,
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T => 0.5 * Self.Face.texture_Details.texture_Tiling.T),
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Coords => (S => 0.5 * Self.texture_Details.texture_Tiling.S,
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T => 0.5 * Self.texture_Details.texture_Tiling.T),
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Shine => default_Shine);
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face_Geometry := new_Geometry (Vertices => the_Vertices);
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