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Tech ENABLE_SEQUENTIAL_LIMITS -> Improved performance when showing sequential print clearance regions contours while dragging objects
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3 changed files with 49 additions and 50 deletions
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@ -503,12 +503,17 @@ private:
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GLModel m_perimeter;
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bool m_render_fill{ true };
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std::vector<Pointf3s> m_hull_2d_cache;
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public:
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void set(const Polygons& polygons, bool fill);
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void render() const;
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friend class GLCanvas3D;
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};
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SequentialPrintClearance m_sequential_print_clearance;
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bool m_sequential_print_clearance_first_displacement{ true };
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#endif // ENABLE_SEQUENTIAL_LIMITS
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public:
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