[orx-mesh-generators] DemoAll: include loaded texture
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@@ -28,8 +28,8 @@ fun main() = application {
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revolveMesh(5, 0.5)
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revolveMesh(5, 0.5)
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)
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)
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val texture = colorBuffer(256, 256)
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val texture1 = colorBuffer(256, 256)
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val s = texture.shadow
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val s = texture1.shadow
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for (y in 0 until 256) {
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for (y in 0 until 256) {
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for (x in 0 until 256) {
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for (x in 0 until 256) {
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s[x, y] = ColorRGBa(x / 256.0, y / 256.0, 0.0, 1.0)
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s[x, y] = ColorRGBa(x / 256.0, y / 256.0, 0.0, 1.0)
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@@ -37,6 +37,8 @@ fun main() = application {
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}
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}
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s.upload()
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s.upload()
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val texture2 = loadImage("demo-data/images/peopleCity01.jpg")
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val positions = Rectangle.fromCenter(Vector2.ZERO, width * 0.01, height * 0.01)
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val positions = Rectangle.fromCenter(Vector2.ZERO, width * 0.01, height * 0.01)
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.grid(4, 2).flatten().map {
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.grid(4, 2).flatten().map {
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it.center.vector3(z = -5.0)
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it.center.vector3(z = -5.0)
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@@ -53,7 +55,7 @@ fun main() = application {
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x_fill = texture(p_texture, va_texCoord0.xy);
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x_fill = texture(p_texture, va_texCoord0.xy);
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x_fill.rgb *= light;
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x_fill.rgb *= light;
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""".trimIndent()
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""".trimIndent()
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parameter("texture", texture)
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parameter("texture", if(mouse.position.x > drawer.bounds.center.x) texture2 else texture1)
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parameter("light", Vector3(1.0).normalized)
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parameter("light", Vector3(1.0).normalized)
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}
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}
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meshes.forEachIndexed { i, mesh ->
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meshes.forEachIndexed { i, mesh ->
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