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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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@ -1559,6 +1559,7 @@ void Selection::render(float scale_factor)
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return;
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m_scale_factor = scale_factor;
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// render cumulative bounding box of selected volumes
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render_bounding_box(get_bounding_box(), ColorRGB::WHITE());
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render_synchronized_volumes();
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}
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@ -2167,8 +2168,8 @@ void Selection::render_bounding_box(const BoundingBoxf3& box, const ColorRGB& co
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Lines, GLModel::Geometry::EVertexLayout::P3, GLModel::Geometry::EIndexType::USHORT };
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init_data.vertices.reserve(48 * GLModel::Geometry::vertex_stride_floats(init_data.format));
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init_data.indices.reserve(48 * GLModel::Geometry::index_stride_bytes(init_data.format));
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init_data.reserve_vertices(48);
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init_data.reserve_indices(48);
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// vertices
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init_data.add_vertex(Vec3f(b_min.x(), b_min.y(), b_min.z()));
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@ -2388,8 +2389,8 @@ void Selection::render_sidebar_layers_hints(const std::string& sidebar_field)
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3, GLModel::Geometry::EIndexType::USHORT };
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init_data.vertices.reserve(4 * GLModel::Geometry::vertex_stride_floats(init_data.format));
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init_data.indices.reserve(6 * GLModel::Geometry::index_stride_bytes(init_data.format));
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init_data.reserve_vertices(4);
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init_data.reserve_indices(6);
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// vertices
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init_data.add_vertex(Vec3f(p1.x(), p1.y(), z1));
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@ -2410,8 +2411,8 @@ void Selection::render_sidebar_layers_hints(const std::string& sidebar_field)
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3, GLModel::Geometry::EIndexType::USHORT };
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init_data.vertices.reserve(4 * GLModel::Geometry::vertex_stride_floats(init_data.format));
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init_data.indices.reserve(6 * GLModel::Geometry::index_stride_bytes(init_data.format));
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init_data.reserve_vertices(4);
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init_data.reserve_indices(6);
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// vertices
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init_data.add_vertex(Vec3f(p1.x(), p1.y(), z2));
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