<> <> <> DIRECTORY ScanConvert USING [Spot], ThreeDScenes USING [Context, VertexInfo], ThreeDSurfaces USING [Patch]; Tilers: CEDAR DEFINITIONS ~ BEGIN <> TilersError: SIGNAL [reason: ATOM]; VertexInfo: TYPE ~ ThreeDScenes.VertexInfo; Patch: TYPE ~ ThreeDSurfaces.Patch; <> AddHighlight: PROC[spot: ScanConvert.Spot] RETURNS[ScanConvert.Spot]; <> << Call point for discriminating among tilers>> PolygonTiler: PROC[context: REF ThreeDScenes.Context, poly: REF Patch]; <> ConstantTiler: PROC[context: REF ThreeDScenes.Context, poly: REF Patch]; <> SmoothTiler: PROC[context: REF ThreeDScenes.Context, poly: REF Patch]; <> ShinyTiler: PROC[context: REF ThreeDScenes.Context, poly: REF Patch]; <> << for Anti-aliasing, texture, etc.>> FancyTiler: PROC[context: REF ThreeDScenes.Context, poly: REF Patch]; END.