opengl.geometry: Use the 'openGL.Variable.uniform.sampler2D' type for textures.
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@@ -2,12 +2,15 @@ with
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openGL.Primitive,
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openGL.Buffer,
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openGL.Program,
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openGL.Texture;
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openGL.Texture,
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openGL.Variable.uniform;
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private
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with
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ada.Strings.unbounded;
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package openGL.Geometry
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--
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-- Provides a base class for openGL geometry.
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@@ -62,9 +65,10 @@ is
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type fadeable_Texture is
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record
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Fade : fade_Level := 0.0;
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Object : openGL.Texture.Object := openGL.Texture.null_Object;
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uniform_Location : GL.GLint := 0;
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Fade : fade_Level := 0.0;
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Object : openGL.Texture.Object := openGL.Texture.null_Object;
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textures_Uniform : openGL.Variable.uniform.sampler2D;
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fade_Uniform : openGL.Variable.uniform.float;
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end record;
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type fadeable_Textures is array (texture_Id range 1 .. max_Textures) of fadeable_Texture;
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@@ -74,12 +78,14 @@ is
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Textures : fadeable_Textures;
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Count : Natural := 0;
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is_Transparent : Boolean := False; -- Any of the textures contains lucid colors.
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Initialised : Boolean := False;
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initialised : Boolean := False;
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end record;
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procedure enable (the_Textures : in out texture_Set;
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Program : in openGL.Program.view);
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procedure Texture_is (in_Set : in out texture_Set; Which : texture_ID; Now : in openGL.Texture.Object);
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function Texture (in_Set : in texture_Set; Which : texture_ID) return openGL.Texture.Object;
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