package body openGL.Model.texturing is ------------- --- Mixin --- ------------- package body Mixin is overriding procedure texture_Object_is (Self : in out textured_Item; Which : in texture_Set.texture_Id; Now : in openGL.texture.Object) is begin Self.texture_Details.Objects (Integer (Which)) := Now; end texture_Object_is; overriding function texture_Object (Self : in textured_Item; Which : in texture_Set.texture_Id) return openGL.texture.Object is begin return Self.texture_Details.Objects (Integer (Which)); end texture_Object; overriding procedure Fade_is (Self : in out textured_Item; Which : in texture_Set.texture_Id; Now : in texture_Set.fade_Level) is begin Self.texture_Details.Fades (Which) := Now; end Fade_is; overriding function Fade (Self : in textured_Item; Which : in texture_Set.texture_Id) return texture_Set.fade_Level is begin return Self.texture_Details.Fades (Which); end Fade; overriding procedure Tiling_is (Self : in out textured_Item; Which : in texture_Set.texture_Id; Now : in texture_Set.Tiling) is begin Self.texture_Details.texture_Tilings (Which) := Now; end Tiling_is; overriding function Tiling (Self : in textured_Item; Which : in texture_Set.texture_Id) return texture_Set.Tiling is begin return Self.texture_Details.texture_Tilings (Which); end Tiling; procedure Texture_is (Self : in out textured_Item; Which : in texture_Set.texture_Id; Now : in openGL.asset_Name) is begin Self.texture_Details.Textures (Positive (Which)) := Now; end Texture_is; overriding function texture_Count (Self : in textured_Item) return Natural is begin return Self.texture_Details.texture_Count; end texture_Count; overriding function texture_Applied (Self : in textured_Item; Which : in texture_Set.texture_Id) return Boolean is begin return Self.texture_Details.texture_Applies (Which); end texture_Applied; overriding procedure texture_Applied_is (Self : in out textured_Item; Which : in texture_Set.texture_Id; Now : in Boolean) is begin Self.texture_Details.texture_Applies (Which) := Now; end texture_Applied_is; overriding procedure animate (Self : in out textured_Item) is use type texture_Set.Animation_view; begin if Self.texture_Details.Animation = null then return; end if; texture_Set.animate (Self.texture_Details.Animation.all, Self.texture_Details.texture_Applies); end animate; function texture_Details (Self : in textured_Item) return openGL.texture_Set.Details is begin return Self.texture_Details; end texture_Details; procedure texture_Details_is (Self : in out textured_Item; Now : in openGL.texture_Set.Details) is begin Self.texture_Details := Now; end texture_Details_is; end Mixin; end openGL.Model.texturing;