260 lines
7.9 KiB
Ada
260 lines
7.9 KiB
Ada
with
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openGL.Buffer.general,
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openGL.Shader,
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openGL.Program,
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openGL.Palette,
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openGL.Attribute,
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openGL.Texture,
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openGL.Tasks,
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GL.lean,
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GL.Pointers,
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System,
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Interfaces.C.Strings,
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System.storage_Elements;
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package body openGL.Geometry.textured
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is
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use GL.lean,
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GL.Pointers,
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openGL.texture_Set,
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Interfaces,
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System;
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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.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 := "Coords";
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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_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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---------
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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 type openGL.Program.view;
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Self : constant View := new Geometry.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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system.Storage_Elements;
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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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white_Image : constant openGL.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/textured.vert");
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fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
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2 => to_Asset ("assets/opengl/shader/texturing.frag"),
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3 => to_Asset ("assets/opengl/shader/textured.frag"))));
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the_Program := new openGL.Program.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 => 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 => 2,
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data_Kind => attribute.GL_FLOAT,
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Stride => 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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the_Program.add (Attribute_1);
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the_Program.add (Attribute_2);
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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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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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textured_Geometry.create_Uniforms (for_Program => the_Program.all'Access);
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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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-- Attributes
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--
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overriding
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function is_Transparent (Self : in Item) return Boolean
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is
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begin
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return Self.is_Transparent;
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end is_Transparent;
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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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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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-- 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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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 "opengl geometry textured - 'Indices_are' ~ TODO";
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end Indices_are;
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--- Texturing
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--
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-- procedure Fade_is (Self : in out Item; Which : texture_Set.texture_ID; Now : in texture_Set.fade_Level)
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-- is
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-- begin
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-- Self.Textures.Textures (Which).Fade := Now;
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-- end Fade_is;
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--
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--
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--
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-- function Fade (Self : in Item; Which : 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.Textures.Textures (Which).Fade;
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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 : texture_ID; Now : in openGL.Texture.Object)
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-- is
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-- begin
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-- Texture_is (in_Set => Self.Textures,
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-- Which => Which,
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-- Now => Now);
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-- end Texture_is;
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--
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--
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--
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-- function Texture (Self : in Item; Which : texture_ID) return openGL.Texture.Object
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-- is
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-- begin
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-- return openGL.texture_Set.Texture (in_Set => Self.Textures,
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-- Which => Which);
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-- end Texture;
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--
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--
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--
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-- overriding
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-- procedure Texture_is (Self : in out Item; Now : in openGL.Texture.Object)
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-- is
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-- begin
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-- Texture_is (in_Set => Self.Textures,
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-- Now => Now);
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-- end Texture_is;
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--
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--
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--
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-- overriding
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-- function Texture (Self : in Item) return openGL.Texture.Object
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-- is
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-- begin
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-- return openGL.texture_Set.Texture (in_Set => Self.Textures,
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-- which => 1);
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-- end Texture;
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--
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--
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--
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-- overriding
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-- procedure enable_Textures (Self : in out Item)
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-- is
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-- begin
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-- enable (Self.Textures, Self.Program);
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-- end enable_Textures;
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-- overriding
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-- procedure enable_Texture (Self : in out 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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-- begin
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-- Tasks.check;
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--
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-- glActiveTexture (gl.GL_TEXTURE0);
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-- Errors.log;
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--
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-- if Self.Texture = openGL.Texture.null_Object
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-- then white_Texture.enable;
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-- else Self.Texture .enable;
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-- end if;
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-- end enable_Texture;
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end openGL.Geometry.textured;
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