diffuse_texture and specular_texturegamnit :: TexturedMaterial :: ambient_texture
Texture applied to the ambient_colorgamnit :: TexturedMaterial :: ambient_texture=
Texture applied to the ambient_colorgamnit :: TexturedMaterial :: diffuse_texture
Texture applied to the diffuse colorgamnit :: TexturedMaterial :: diffuse_texture=
Texture applied to the diffuse colorgamnit :: TexturedMaterial :: normals_texture=
Bump map TODOgamnit :: TexturedMaterial :: specular_texture
Texture applied to the specular colorgamnit :: TexturedMaterial :: specular_texture=
Texture applied to the specular colorgamnit $ TexturedMaterial :: SELF
Type of this instance, automatically specialized in every classgamnit :: SmoothMaterial :: ambient_color
Ambient color, always visiblegamnit :: SmoothMaterial :: ambient_color=
Ambient color, always visiblegamnit :: TexturedMaterial :: ambient_texture
Texture applied to the ambient_colorgamnit :: TexturedMaterial :: ambient_texture=
Texture applied to the ambient_colorcore :: Object :: class_factory
Implementation used byget_class to create the specific class.
			gamnit :: Material :: defaultinit
core :: Object :: defaultinit
gamnit :: SmoothMaterial :: defaultinit
gamnit :: SmoothMaterial :: diffuse_color
Diffuse color when covered by a light sourcegamnit :: SmoothMaterial :: diffuse_color=
Diffuse color when covered by a light sourcegamnit :: TexturedMaterial :: diffuse_texture
Texture applied to the diffuse colorgamnit :: TexturedMaterial :: diffuse_texture=
Texture applied to the diffuse colorgamnit :: Material :: draw_depth
Optimized draw ofmodel, a part of actor, from the view of camera
			gamnit :: Material :: draw_selection
Drawactor to selection values
			core :: Object :: is_same_instance
Return true ifself and other are the same instance (i.e. same identity).
			core :: Object :: is_same_serialized
Isself the same as other in a serialization context?
			core :: Object :: is_same_type
Return true ifself and other have the same dynamic type.
			gamnit :: TexturedMaterial :: normals_texture=
Bump map TODOcore :: Object :: output_class_name
Display class name on stdout (debug only).gamnit :: SmoothMaterial :: specular_color
Specular color affecting reflectionsgamnit :: SmoothMaterial :: specular_color=
Specular color affecting reflectionsgamnit :: TexturedMaterial :: specular_texture
Texture applied to the specular colorgamnit :: TexturedMaterial :: specular_texture=
Texture applied to the specular color
# Material with potential `diffuse_texture` and `specular_texture`
class TexturedMaterial
	super SmoothMaterial
	# Texture applied to the ambient_color
	var ambient_texture: nullable Texture = null is writable
	# Texture applied to the diffuse color
	var diffuse_texture: nullable Texture = null is writable
	# Texture applied to the specular color
	var specular_texture: nullable Texture = null is writable
	# Bump map TODO
	private var normals_texture: nullable Texture = null is writable
	redef fun draw(actor, model, camera)
	do
		var mesh = model.mesh
		var program = app.blinn_phong_program
		program.use
		# One of the textures used, if any
		var sample_used_texture = null
		var texture = ambient_texture
		if texture != null then
			glActiveTexture gl_TEXTURE0
			glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
			program.use_map_ambient.uniform true
			program.map_ambient.uniform 0
			sample_used_texture = texture
		else
			program.use_map_ambient.uniform false
		end
		texture = diffuse_texture
		if texture != null then
			glActiveTexture gl_TEXTURE1
			glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
			program.use_map_diffuse.uniform true
			program.map_diffuse.uniform 1
			sample_used_texture = texture
		else
			program.use_map_diffuse.uniform false
		end
		texture = specular_texture
		if texture != null then
			glActiveTexture gl_TEXTURE2
			glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
			program.use_map_specular.uniform true
			program.map_specular.uniform 2
			sample_used_texture = texture
		else
			program.use_map_specular.uniform false
		end
		texture = normals_texture
		if texture != null then
			glActiveTexture gl_TEXTURE3
			glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
			program.use_map_bump.uniform true
			program.map_bump.uniform 3
			sample_used_texture = texture
		else
			program.use_map_bump.uniform false
		end
		glDisableVertexAttribArray program.translation.location
		glDisableVertexAttribArray program.scale.location
		program.mvp.uniform camera.mvp_matrix
		program.translation.uniform(actor.center.x, actor.center.y, actor.center.z, 0.0)
		program.scale.uniform actor.scale
		program.alpha.uniform actor.alpha
		# If using a texture, set `texture_coords`
		program.tex_coord.array_enabled = sample_used_texture != null
		if sample_used_texture != null then
			if sample_used_texture isa RootTexture then
				# Coordinates are directly valid
				program.tex_coord.array(mesh.texture_coords, 2)
			else
				# Correlate texture coordinates from the substexture and the mesh.
				# This is slow, but should be cached on the GPU.
				var xa = sample_used_texture.offset_left
				var xd = sample_used_texture.offset_right - xa
				var ya = sample_used_texture.offset_top
				var yd = sample_used_texture.offset_bottom - ya
				var tex_coords = new Array[Float].with_capacity(mesh.texture_coords.length)
				for i in [0..mesh.texture_coords.length/2[ do
					tex_coords[i*2]   = xa + xd * mesh.texture_coords[i*2]
					tex_coords[i*2+1] = 1.0 - (ya + yd * mesh.texture_coords[i*2+1])
				end
				program.tex_coord.array(tex_coords, 2)
			end
		end
		program.coord.array_enabled = true
		program.coord.array(mesh.vertices, 3)
		program.rotation = new Matrix.gamnit_euler_rotation(actor.pitch, actor.yaw, actor.roll)
		program.ambient_color.uniform(ambient_color[0], ambient_color[1],
		                              ambient_color[2], ambient_color[3])
		program.diffuse_color.uniform(diffuse_color[0], diffuse_color[1],
		                              diffuse_color[2], diffuse_color[3])
		program.specular_color.uniform(specular_color[0], specular_color[1],
		                               specular_color[2], specular_color[3])
		program.normal.array_enabled = true
		program.normal.array(mesh.normals, 3)
		# Light
		setup_lights(camera, program)
		# Camera
		program.camera.uniform(camera.position.x, camera.position.y, camera.position.z)
		if mesh.indices.is_empty then
			glDrawArrays(mesh.draw_mode, 0, mesh.vertices.length/3)
		else
			glDrawElements(mesh.draw_mode, mesh.indices.length, gl_UNSIGNED_SHORT, mesh.indices_c.native_array)
		end
	end
end
					lib/gamnit/depth/more_materials.nit:144,1--273,3
				
redef class TexturedMaterial
	redef fun draw_selection_texture(actor, model)
	do
		var program = app.selection_program
		var mesh = model.mesh
		# One of the textures used, if any
		var sample_used_texture = null
		var texture = diffuse_texture
		if texture != null then
			glActiveTexture gl_TEXTURE1
			glBindTexture(gl_TEXTURE_2D, texture.gl_texture)
			program.use_map_diffuse.uniform true
			program.map_diffuse.uniform 1
			sample_used_texture = texture
		else
			program.use_map_diffuse.uniform false
		end
		# If using a texture, set `texture_coords`
		program.tex_coord.array_enabled = sample_used_texture != null
		if sample_used_texture != null then
			if sample_used_texture isa RootTexture then
				# Coordinates are directly valid
				program.tex_coord.array(mesh.texture_coords, 2)
			else
				# Correlate texture coordinates from the subtexture sand the mesh.
				# This is slow, but should be cached on the GPU.
				var xa = sample_used_texture.offset_left
				var xd = sample_used_texture.offset_right - xa
				var ya = sample_used_texture.offset_top
				var yd = sample_used_texture.offset_bottom - ya
				var tex_coords = new Array[Float].with_capacity(mesh.texture_coords.length)
				for i in [0..mesh.texture_coords.length/2[ do
					tex_coords[i*2]   = xa + xd * mesh.texture_coords[i*2]
					tex_coords[i*2+1] = ya + yd * mesh.texture_coords[i*2+1]
				end
				program.tex_coord.array(tex_coords, 2)
			end
		end
	end
end
					lib/gamnit/depth/selection.nit:191,1--234,3