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Use Vertex Buffer Objects for rendering of 3D volumes if possible.
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8 changed files with 257 additions and 103 deletions
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@ -940,7 +940,7 @@ PrintObjectSupportMaterial::MyLayersPtr PrintObjectSupportMaterial::bottom_conta
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::Slic3r::SVG svg(debug_out_path("support-bottom-contacts-simplified-%d-%d.svg", iRun, layer_id), bbox);
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svg.draw(union_ex(projection, false), "blue", 0.5);
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svg.draw(union_ex(projection_simplified, false), "red", 0.5);
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#ifdef SLIC3R_GUI
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#if 0
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bbox.min.x -= scale_(5.f);
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bbox.min.y -= scale_(5.f);
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bbox.max.x += scale_(5.f);
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@ -1593,12 +1593,12 @@ struct MyLayerExtruded
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}
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// The source layer. It carries the height and extrusion type (bridging / non bridging, extrusion height).
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PrintObjectSupportMaterial::MyLayer *layer;
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PrintObjectSupportMaterial::MyLayer *layer;
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// Collect extrusions. They will be exported sorted by the bottom height.
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ExtrusionEntitiesPtr extrusions;
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ExtrusionEntitiesPtr extrusions;
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// In case the extrusions are non-empty, m_polygons_to_extrude may contain the rest areas yet to be filled by additional support.
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// This is useful mainly for the loop interfaces, which are generated before the zig-zag infills.
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Polygons *m_polygons_to_extrude;
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Polygons *m_polygons_to_extrude;
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};
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typedef std::vector<MyLayerExtruded*> MyLayerExtrudedPtrs;
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