diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp index c627837b4a..895517753c 100644 --- a/src/slic3r/GUI/GLCanvas3D.cpp +++ b/src/slic3r/GUI/GLCanvas3D.cpp @@ -1169,36 +1169,6 @@ bool GLCanvas3D::init() glsafe(::glEnable(GL_BLEND)); glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); - // Set antialiasing / multisampling - glsafe(::glDisable(GL_LINE_SMOOTH)); - glsafe(::glDisable(GL_POLYGON_SMOOTH)); - - // ambient lighting - GLfloat ambient[4] = { 0.3f, 0.3f, 0.3f, 1.0f }; - glsafe(::glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient)); - - glsafe(::glEnable(GL_LIGHT0)); - glsafe(::glEnable(GL_LIGHT1)); - - // light from camera - GLfloat specular_cam[4] = { 0.3f, 0.3f, 0.3f, 1.0f }; - glsafe(::glLightfv(GL_LIGHT1, GL_SPECULAR, specular_cam)); - GLfloat diffuse_cam[4] = { 0.2f, 0.2f, 0.2f, 1.0f }; - glsafe(::glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse_cam)); - - // light from above - GLfloat specular_top[4] = { 0.2f, 0.2f, 0.2f, 1.0f }; - glsafe(::glLightfv(GL_LIGHT0, GL_SPECULAR, specular_top)); - GLfloat diffuse_top[4] = { 0.5f, 0.5f, 0.5f, 1.0f }; - glsafe(::glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_top)); - - // Enables Smooth Color Shading; try GL_FLAT for (lack of) fun. - glsafe(::glShadeModel(GL_SMOOTH)); - - // A handy trick -- have surface material mirror the color. - glsafe(::glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)); - glsafe(::glEnable(GL_COLOR_MATERIAL)); - if (m_multisample_allowed) glsafe(::glEnable(GL_MULTISAMPLE)); @@ -8194,11 +8164,11 @@ void GLCanvas3D::_render_sla_slices() if (!bottom_obj_triangles.empty() || !top_obj_triangles.empty() || !bottom_sup_triangles.empty() || !top_sup_triangles.empty()) { for (const SLAPrintObject::Instance& inst : obj->instances()) { glsafe(::glPushMatrix()); - glsafe(::glTranslated(unscale(inst.shift.x()), unscale(inst.shift.y()), 0)); - glsafe(::glRotatef(Geometry::rad2deg(inst.rotation), 0.0, 0.0, 1.0)); + glsafe(::glTranslated(unscale(inst.shift.x()), unscale(inst.shift.y()), 0.0)); + glsafe(::glRotatef(Geometry::rad2deg(inst.rotation), 0.0f, 0.0f, 1.0f)); if (obj->is_left_handed()) // The polygons are mirrored by X. - glsafe(::glScalef(-1.0, 1.0, 1.0)); + glsafe(::glScalef(-1.0f, 1.0f, 1.0f)); glsafe(::glEnableClientState(GL_VERTEX_ARRAY)); glsafe(::glColor3f(1.0f, 0.37f, 0.0f)); if (!bottom_obj_triangles.empty()) {