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or else Previous_face.skin = invisible
or else fa.skin /= Previous_face.skin
or else (fa.skin = Previous_face.skin
and then fa.texture /= Previous_face.texture) then
case fa.skin is
when texture_only | coloured_texture | material_texture =>
Enable (TEXTURE_2D);
G3DT.Check_2D_texture (fa.texture, blending_hint);
GL.BindTexture (GL.TEXTURE_2D, GL.Uint (Image_id'Pos (fa.texture) + 1));
-- ^ superfluous ?!!
if blending_hint then
fi.blending := True;
-- 13 - Oct - 2006 : override decision made at Pre_calculate
-- if texture data contains an alpha layer
end if;
when colour_only | material_only =>
Disable (TEXTURE_2D);
when invisible =>
null;
end case;
end if;
-----------------------------
-- Blending / transparency --
-----------------------------
if First_Face
or else Previous_face.skin = invisible
or else fi.blending /= Previous_face_Invariant.blending then
if fi.blending then
Enable (BLEND); -- See 4.1.7 Blending
BlendFunc (sfactor => SRC_ALPHA,
dfactor => ONE_MINUS_SRC_ALPHA);
-- Disable (DEPTH_TEST);
-- Disable (CULL_FACE);
else
Disable (BLEND);
-- Enable (DEPTH_TEST);
-- Enable (CULL_FACE);
-- CullFace (BACK);
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_face (fa : Face_type; fi : in out Face_invariant_type) is
use GL;
blending_hint : Boolean;
begin -- Display_face
if fa.skin = invisible then
return;
end if;
--------------
-- Material --
--------------
case fa.skin is
when material_only | material_texture =>
Disable (COLOR_MATERIAL);
Set_Material (fa.material);
neutral_material_already_set := False;
when others =>
-- Avoid setting again and again the neutral material
if not neutral_material_already_set then
Set_Material (GL.Materials.neutral_material);
neutral_material_already_set := True;
end if;
end case;
------------
-- Colour --
------------
case fa.skin is
when material_only | material_texture =>
null; -- done above
when colour_only | coloured_texture =>
Enable (COLOR_MATERIAL);
ColorMaterial (FRONT_AND_BACK, AMBIENT_AND_DIFFUSE);
Color (
red => fa.colour.red,
green => fa.colour.green,
blue => fa.colour.blue,
alpha => fa.alpha
);
when texture_only =>
Disable (COLOR_MATERIAL);
when invisible =>