diff --git a/src/libslic3r/Technologies.hpp b/src/libslic3r/Technologies.hpp index 7eb6efeccb..417c6e3115 100644 --- a/src/libslic3r/Technologies.hpp +++ b/src/libslic3r/Technologies.hpp @@ -38,8 +38,6 @@ #define ENABLE_MOVE_MIN_THRESHOLD (1 && ENABLE_1_42_0_ALPHA4) // Modified initial default placement of generic subparts #define ENABLE_GENERIC_SUBPARTS_PLACEMENT (1 && ENABLE_1_42_0_ALPHA4) -// Use anisotropic filtering on bed plate texture -#define ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES (1 && ENABLE_1_42_0_ALPHA4) // Bunch of fixes related to volumes centering #define ENABLE_VOLUMES_CENTERING_FIXES (1 && ENABLE_1_42_0_ALPHA4) diff --git a/src/slic3r/GUI/3DBed.cpp b/src/slic3r/GUI/3DBed.cpp index ed41068f28..0e80bd542f 100644 --- a/src/slic3r/GUI/3DBed.cpp +++ b/src/slic3r/GUI/3DBed.cpp @@ -367,12 +367,10 @@ void Bed3D::render_prusa(const std::string &key, float theta, bool useVBOs) cons std::string model_path = resources_dir() + "/models/" + key; -#if ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES // use anisotropic filter if graphic card allows GLfloat max_anisotropy = 0.0f; if (glewIsSupported("GL_EXT_texture_filter_anisotropic")) ::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy); -#endif // ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES std::string filename = tex_path + "_top.png"; if ((m_top_texture.get_id() == 0) || (m_top_texture.get_source() != filename)) @@ -382,14 +380,13 @@ void Bed3D::render_prusa(const std::string &key, float theta, bool useVBOs) cons render_custom(); return; } -#if ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES + if (max_anisotropy > 0.0f) { glsafe(::glBindTexture(GL_TEXTURE_2D, m_top_texture.get_id())); glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy)); glsafe(::glBindTexture(GL_TEXTURE_2D, 0)); } -#endif // ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES } filename = tex_path + "_bottom.png"; @@ -400,14 +397,13 @@ void Bed3D::render_prusa(const std::string &key, float theta, bool useVBOs) cons render_custom(); return; } -#if ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES + if (max_anisotropy > 0.0f) { glsafe(::glBindTexture(GL_TEXTURE_2D, m_bottom_texture.get_id())); glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy)); glsafe(::glBindTexture(GL_TEXTURE_2D, 0)); } -#endif // ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES } if (theta <= 90.0f)