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Enable backface culling for layer view
This effectively doubles the rendering performance of layer view.
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parent
3666b35ff3
commit
79d7de050e
1 changed files with 2 additions and 2 deletions
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@ -92,7 +92,7 @@ class SimulationPass(RenderPass):
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self.bind()
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self.bind()
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay)
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tool_handle_batch = RenderBatch(self._tool_handle_shader, type = RenderBatch.RenderType.Overlay, backface_cull = True)
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head_position = None # Indicates the current position of the print head
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head_position = None # Indicates the current position of the print head
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nozzle_node = None
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nozzle_node = None
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@ -149,7 +149,7 @@ class SimulationPass(RenderPass):
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self._current_shader = self._layer_shader
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self._current_shader = self._layer_shader
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self._switching_layers = True
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self._switching_layers = True
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layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end))
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layers_batch = RenderBatch(self._current_shader, type = RenderBatch.RenderType.Solid, mode = RenderBatch.RenderMode.Lines, range = (start, end), backface_cull = True)
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layers_batch.addItem(node.getWorldTransformation(), layer_data)
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layers_batch.addItem(node.getWorldTransformation(), layer_data)
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layers_batch.render(self._scene.getActiveCamera())
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layers_batch.render(self._scene.getActiveCamera())
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