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Revert "Merge branch 'bremco-graphics_buffer_update'"
This reverts commit5e60cc6208
, reversing changes made toc9feace0fb
.
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parent
0da37ae6e7
commit
41ebd593c5
8 changed files with 152 additions and 124 deletions
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@ -142,7 +142,6 @@ class SimulationPass(RenderPass):
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if self._layer_view._current_layer_num > -1 and ((not self._layer_view._only_show_top_layers) or (not self._layer_view.getCompatibilityMode())):
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start = 0
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end = 0
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current_polygon_offset = 0
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element_counts = layer_data.getElementCounts()
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for layer in sorted(element_counts.keys()):
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# In the current layer, we show just the indicated paths
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@ -156,25 +155,18 @@ class SimulationPass(RenderPass):
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if index >= polygon.data.size // 3 - offset:
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index -= polygon.data.size // 3 - offset
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offset = 1 # This is to avoid the first point when there is more than one polygon, since has the same value as the last point in the previous polygon
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current_polygon_offset += 1
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continue
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# The head position is calculated and translated
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head_position = Vector(polygon.data[index+offset][0], polygon.data[index+offset][1], polygon.data[index+offset][2]) + node.getWorldPosition()
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break
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break
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end += layer_data.getLayer(layer).vertexCount
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if layer < self._layer_view._minimum_layer_num:
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start = end
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if self._layer_view._minimum_layer_num > layer:
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start += element_counts[layer]
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end += element_counts[layer]
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# Calculate the range of paths in the last layer. -- The type-change count is needed to keep the
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# vertex-indices aligned between the two different ways we represent polygons here.
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# Since there is one type per line, that could give a vertex two different types, if it's a vertex
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# where a type-chage occurs. However, the shader expects vertices to have only one type. In order to
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# fix this, those vertices are duplicated. This introduces a discrepancy that we have to take into
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# account, which is done by the type-change-count.
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type_change_count = layer_data.getLayer(self._layer_view._current_layer_num).lineMeshCumulativeTypeChangeCount(max(self._layer_view._current_path_num - 1, 0))
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# Calculate the range of paths in the last layer
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current_layer_start = end
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current_layer_end = current_layer_start + self._layer_view._current_path_num + current_polygon_offset + type_change_count
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current_layer_end = end + self._layer_view._current_path_num * 2 # Because each point is used twice
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# This uses glDrawRangeElements internally to only draw a certain range of lines.
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# All the layers but the current selected layer are rendered first
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