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Refactoring in GLTexture
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parent
84d61e28fd
commit
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6 changed files with 39 additions and 162 deletions
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@ -418,7 +418,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if ((m_temp_texture.get_id() == 0) || (m_temp_texture.get_source() != filename))
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{
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if (!m_temp_texture.load_from_file(filename, false, false, false, max_tex_size))
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if (!m_temp_texture.load_from_file(filename, false, GLTexture::None, false))
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{
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render_custom();
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return;
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@ -426,7 +426,7 @@ void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom
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}
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_file(filename, true, true, true, max_tex_size))
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if (!m_texture.load_from_file(filename, true, GLTexture::MultiThreaded, true))
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{
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render_custom();
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return;
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