text stringlengths 0 234 |
|---|
end if; |
end if; |
------------- |
-- Drawing -- |
------------- |
case fi.last_edge is |
when 3 => GL_Begin (TRIANGLES); |
when 4 => GL_Begin (QUADS); |
end case; |
for i in 1 .. fi.last_edge loop |
if is_textured (fa.skin) then |
TexCoord (fi.UV_extrema (i).U, fi.UV_extrema (i).V); |
end if; |
Normal (o.edge_vector (fi.P_compact (i))); |
Vertex (o.Point (fi.P_compact (i))); |
end loop; |
GL_End; |
Previous_face := fa; |
Previous_face_Invariant := fi; |
end Display_face; |
end Display_face_optimized; |
procedure Display_normals is |
use G3DM; |
C : Vector_3D; |
begin |
GL.Color (0.5, 0.5, 1.0, 1.0); |
-- show pseudo (average) normals at edges : |
for e in o.Point'Range loop |
Arrow (o.Point (e), arrow_inflator * o.edge_vector (e)); |
end loop; |
GL.Color (1.0, 1.0, 0.5, 1.0); |
-- show normals of faces : |
for f in o.face'Range loop |
C := (0.0, 0.0, 0.0); |
for i in 1 .. o.Face_Invariant (f).last_edge loop |
C := C + o.Point (o.Face_Invariant (f).P_compact (i)); |
end loop; |
C := (1.0 / Real (o.Face_Invariant (f).last_edge)) * C; |
Arrow (C, arrow_inflator * o.Face_Invariant (f).normal); |
end loop; |
end Display_normals; |
use G3DM; |
begin -- Display_one |
if not o.pre_calculated then |
Pre_calculate (o); |
end if; |
GL.BindBuffer (GL.ARRAY_BUFFER, 0); -- disable 'vertex buffer objects' |
GL.BindBuffer (GL.ELEMENT_ARRAY_BUFFER, 0); -- disable 'vertex buffer objects' indices |
-- gl.disableClientState (gl.TEXTURE_COORD_ARRAY); |
-- gl.disable (ALPHA_TEST); |
GL.Enable (LIGHTING); |
GL.PushMatrix; -- 26 - May - 2006 : instead of rotating/translating back |
GL.Translate (o.Centre); |
Multiply_GL_Matrix (o.rotation); |
-- List preparation phase |
case o.List_Status is |
when No_List | Is_List => |
null; |
when Generate_List => |
o.List_Id := Integer (GL.GenLists (1)); |
GL.NewList (GL.Uint (o.List_Id), COMPILE_AND_EXECUTE); |
end case; |
-- Execution phase |
case o.List_Status is |
when No_List => |
for f in o.face'Range loop |
Display_face_optimized.Display_face (True, o.face (f), o.Face_Invariant (f)); |
-- We mimic the old Display_face with redundant color, material, etc. |
-- instructions by passing True for First_Face. |
end loop; |
when Generate_List => |
for f in o.face'Range loop |
Display_face_optimized.Display_face (f = o.face'First, o.face (f), o.Face_Invariant (f)); |
end loop; |
when Is_List => GL.CallList (GL.Uint (o.List_Id)); |
end case; |
-- Close list |
case o.List_Status is |
when No_List | Is_List => null; |
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