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Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Refactoring to simplify client code of GLModel::Geometry
(cherry picked from commit prusa3d/PrusaSlicer@be6b6590be)
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parent
6eed22015a
commit
269fbaa60c
10 changed files with 41 additions and 40 deletions
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@ -353,8 +353,8 @@ void GLVolume::SinkingContours::update()
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const Polygons polygons = union_(slice_mesh(mesh.its, 0.0f, slicing_params));
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for (const ExPolygon& expoly : diff_ex(expand(polygons, float(scale_(HalfWidth))), shrink(polygons, float(scale_(HalfWidth))))) {
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const std::vector<Vec3d> triangulation = triangulate_expolygon_3d(expoly);
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init_data.vertices.reserve(init_data.vertices.size() + triangulation.size() * GUI::GLModel::Geometry::vertex_stride_floats(init_data.format));
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init_data.indices.reserve(init_data.indices.size() + triangulation.size() * GUI::GLModel::Geometry::index_stride_bytes(init_data.format));
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init_data.reserve_vertices(init_data.vertices_count() + triangulation.size());
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init_data.reserve_indices(init_data.indices_count() + triangulation.size());
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for (const Vec3d& v : triangulation) {
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init_data.add_vertex((Vec3f)(v.cast<float>() + 0.015f * Vec3f::UnitZ())); // add a small positive z to avoid z-fighting
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++vertices_counter;
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