opengl: Fix simple warnings and cosmetics.
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@@ -2,9 +2,7 @@ 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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@@ -19,8 +17,6 @@ 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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@@ -33,7 +29,6 @@ is
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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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@@ -61,8 +56,7 @@ is
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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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use Attribute.Forge,
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system.Storage_Elements;
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Sample : Vertex;
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@@ -70,11 +64,7 @@ is
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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.snippet"),
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@@ -170,91 +160,4 @@ is
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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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