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Refactoring into rendering pipeline
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9bcdb2ebd0
commit
77857f7292
4 changed files with 11 additions and 30 deletions
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@ -1561,19 +1561,10 @@ void GLCanvas3D::render()
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glsafe(::glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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_render_background();
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// textured bed needs to be rendered after objects if the texture is transparent
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bool early_bed_render = m_bed.is_custom() || (theta <= 90.0f);
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if (early_bed_render)
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_render_bed(theta);
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_render_objects();
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_render_sla_slices();
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_render_selection();
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_render_axes();
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if (!early_bed_render)
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_render_bed(theta);
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_render_bed(theta);
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#if ENABLE_RENDER_SELECTION_CENTER
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_render_selection_center();
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@ -3906,11 +3897,6 @@ void GLCanvas3D::_render_bed(float theta) const
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m_bed.render(const_cast<GLCanvas3D&>(*this), theta, scale_factor);
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}
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void GLCanvas3D::_render_axes() const
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{
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m_bed.render_axes();
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}
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void GLCanvas3D::_render_objects() const
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{
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if (m_volumes.empty())
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