text stringlengths 0 234 |
|---|
null; |
end case; |
------------- |
-- Texture -- |
------------- |
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; |
----------------------------- |
-- Blending / transparency -- |
----------------------------- |
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; |
------------- |
-- 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; |
end Display_face; |
procedure Display_normals is |
use GL, 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 GL, 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 := List_Id_Generator.New_List_Id; |
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 (o.face (f), o.face_invariant (f)); |
end loop; |
when Generate_List => |
for f in o.face'Range loop |
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