Refactoring into rendering pipeline

This commit is contained in:
Enrico Turri 2019-07-26 09:45:22 +02:00
parent 9bcdb2ebd0
commit 77857f7292
4 changed files with 11 additions and 30 deletions

View file

@ -1561,19 +1561,10 @@ void GLCanvas3D::render()
glsafe(::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
_render_background();
// textured bed needs to be rendered after objects if the texture is transparent
bool early_bed_render = m_bed.is_custom() || (theta <= 90.0f);
if (early_bed_render)
_render_bed(theta);
_render_objects();
_render_sla_slices();
_render_selection();
_render_axes();
if (!early_bed_render)
_render_bed(theta);
_render_bed(theta);
#if ENABLE_RENDER_SELECTION_CENTER
_render_selection_center();
@ -3906,11 +3897,6 @@ void GLCanvas3D::_render_bed(float theta) const
m_bed.render(const_cast<GLCanvas3D&>(*this), theta, scale_factor);
}
void GLCanvas3D::_render_axes() const
{
m_bed.render_axes();
}
void GLCanvas3D::_render_objects() const
{
if (m_volumes.empty())