opengl.model: Add basic texturing subprograms.
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@@ -81,8 +81,9 @@ is
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if Self.Faces (Front).texture_Name /= null_Asset
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then
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front_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
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front_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
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front_Face.is_Transparent (now => front_Face.Texture.is_Transparent);
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front_Face.Model_is (Self.all'unchecked_Access);
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end if;
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end;
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@@ -102,6 +103,7 @@ is
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then
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rear_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
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rear_Face.is_Transparent (now => rear_Face.Texture.is_Transparent);
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rear_Face.Model_is (Self.all'unchecked_Access);
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end if;
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end;
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@@ -121,6 +123,7 @@ is
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then
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upper_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
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upper_Face.is_Transparent (now => upper_Face.Texture.is_Transparent);
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upper_Face.Model_is (Self.all'unchecked_Access);
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end if;
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end;
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@@ -140,6 +143,7 @@ is
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then
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lower_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
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lower_Face.is_Transparent (now => lower_Face.Texture.is_Transparent);
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lower_Face.Model_is (Self.all'unchecked_Access);
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end if;
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end;
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@@ -159,6 +163,7 @@ is
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then
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left_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
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left_Face.is_Transparent (now => left_Face.Texture.is_Transparent);
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left_Face.Model_is (Self.all'unchecked_Access);
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end if;
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end;
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@@ -178,6 +183,7 @@ is
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then
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right_Face.Texture_is (Textures.fetch (Self.Faces (Front).texture_Name));
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right_Face.is_Transparent (now => right_Face.Texture.is_Transparent);
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right_Face.Model_is (Self.all'unchecked_Access);
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end if;
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end;
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@@ -191,4 +197,46 @@ is
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end to_GL_Geometries;
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------------
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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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null;
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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 0.0;
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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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null;
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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 1;
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end texture_Count;
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end openGL.Model.box.textured;
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