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Integrated the new layer height spans with configs into the backend.
Fixed some compiler warnings.
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0c95d4e0d9
commit
35b3fd3176
16 changed files with 491 additions and 272 deletions
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@ -600,12 +600,12 @@ void Bed3D::render_prusa_shader(bool transparent) const
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if (position_id != -1)
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{
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glsafe(::glEnableVertexAttribArray(position_id));
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glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_position_offset()));
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glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
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}
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if (tex_coords_id != -1)
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{
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glsafe(::glEnableVertexAttribArray(tex_coords_id));
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glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)m_triangles.get_tex_coords_offset()));
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glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
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}
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glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
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