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https://github.com/SoftFever/OrcaSlicer.git
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Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer
This commit is contained in:
commit
63f31ce4db
14 changed files with 302 additions and 108 deletions
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@ -35,9 +35,14 @@ static wxString generate_html_row(const Config::Snapshot &snapshot, bool row_eve
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text += snapshot_active ? "#B3FFCB" : (row_even ? "#FFFFFF" : "#D5D5D5");
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text += "\">";
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text += "<td>";
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static const constexpr char *LOCALE_TIME_FMT = "%x %X";
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wxString datetime = wxDateTime(snapshot.time_captured).Format(LOCALE_TIME_FMT);
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// Format the row header.
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text += wxString("<font size=\"5\"><b>") + (snapshot_active ? _(L("Active")) + ": " : "") +
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Utils::format_local_date_time(snapshot.time_captured) + ": " + format_reason(snapshot.reason);
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text += wxString("<font size=\"5\"><b>") + (snapshot_active ? _(L("Active")) + ": " : "") +
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datetime + ": " + format_reason(snapshot.reason);
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if (! snapshot.comment.empty())
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text += " (" + wxString::FromUTF8(snapshot.comment.data()) + ")";
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text += "</b></font><br>";
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@ -107,8 +107,8 @@ void GLTexture::Compressor::compress()
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break;
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// stb_dxt library, despite claiming that the needed size of the destination buffer is equal to (source buffer size)/4,
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// crashes if doing so, so we start with twice the required size
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level.compressed_data = std::vector<unsigned char>(level.w * level.h * 2, 0);
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// crashes if doing so, requiring a minimum of 16 bytes and up to a third of the source buffer size, so we set the destination buffer initial size to be half the source buffer size
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level.compressed_data = std::vector<unsigned char>(std::max((unsigned int)16, level.w * level.h * 2), 0);
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int compressed_size = 0;
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rygCompress(level.compressed_data.data(), level.src_data.data(), level.w, level.h, 1, compressed_size);
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level.compressed_data.resize(compressed_size);
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@ -455,8 +455,7 @@ bool GLTexture::load_from_png(const std::string& filename, bool use_mipmaps, ECo
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int lod_w = m_width;
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int lod_h = m_height;
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GLint level = 0;
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// we do not need to generate all levels down to 1x1
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while ((lod_w > 16) || (lod_h > 16))
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while ((lod_w > 1) || (lod_h > 1))
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{
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++level;
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@ -600,8 +599,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, boo
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int lod_w = m_width;
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int lod_h = m_height;
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GLint level = 0;
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// we do not need to generate all levels down to 1x1
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while ((lod_w > 16) || (lod_h > 16))
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while ((lod_w > 1) || (lod_h > 1))
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{
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++level;
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