text stringlengths 0 234 |
|---|
begin |
-- lights (which) := as; |
Light (id, POSITION, as.position); |
Light (id, AMBIENT, as.ambient); |
Light (id, DIFFUSE, as.diffuse); |
Light (id, SPECULAR, as.specular); |
light_defined (which) := True; |
end Define; |
procedure Switch_lights (on : Boolean) is |
begin |
for l in Light_ident loop |
Switch_light (l, on); |
end loop; |
end Switch_lights; |
function Server_id (which : Light_ident) return GL.ServerCapabilityEnm is |
begin |
return GL.ServerCapabilityEnm'Val (GL.ServerCapabilityEnm'Pos (GL.LIGHT0) + which - 1); |
end Server_id; |
procedure Switch_light (which : Light_ident; on : Boolean) is |
begin |
if light_defined (which) then |
if on then |
GL.Enable (Server_id (which)); |
else |
GL.Disable (Server_id (which)); |
end if; |
end if; |
end Switch_light; |
function Is_light_switched (which : Light_ident) return Boolean is |
begin |
return Boolean'Val (GL.IsEnabled (Server_id (which))); |
end Is_light_switched; |
procedure Reverse_light_switch (which : Light_ident) is |
begin |
Switch_light (which, not Is_light_switched (which)); |
end Reverse_light_switch; |
prec_a360 : constant := 10000; |
r_prec_a360 : constant := 10000.0; |
i_r_prec_a360 : constant := 1.0 / r_prec_a360; |
procedure Angles_modulo_360 (v : in out Vector_3D) is |
begin |
for i in v'Range loop |
v (i) := |
GL.Double (Integer (r_prec_a360 * v (i)) mod (360 * prec_a360)) |
* i_r_prec_a360; |
end loop; |
end Angles_modulo_360; |
------------------ |
-- Resource I/O -- |
------------------ |
procedure Load_if_needed (zif : in out Zip.Zip_info; name : String) is |
begin |
if not Zip.Is_loaded (zif) then |
begin |
Zip.Load (zif, name); |
exception |
when Zip.Zip_file_open_Error => -- Try with lower case : |
Zip.Load (zif, To_Lower (name)); |
Function Definition: procedure sort is new Ada.Containers.Generic_Array_Sort (Positive, |
Function Body: Visual_Geometry, |
Visual_Geometries); |
use GL.Skins, GL.Geometry, GL.Skinned_Geometry; |
current_Visual : p_Visual; |
begin |
if geometry_Count > 1 then |
sort (All_Geometries (1 .. geometry_Count)); |
end if; |
GL.PushMatrix; |
for Each in 1 .. geometry_Count loop |
if All_Geometries (Each).Geometry.Skin /= current_Skin then |
current_Skin := All_Geometries (Each).Geometry.Skin; |
Enable (current_Skin.all); |
GL.Errors.log; |
end if; |
if All_Geometries (Each).Geometry.Veneer /= null then |
Enable (All_Geometries (Each).Geometry.Veneer.all); |
GL.Errors.log; |
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