Use Vertex Buffer Objects for rendering of 3D volumes if possible.

This commit is contained in:
bubnikv 2017-03-16 14:02:28 +01:00
parent c32c7fa1dc
commit 7f7d2da5fe
8 changed files with 257 additions and 103 deletions

View file

@ -38,17 +38,7 @@
bool empty() const;
bool indexed() const;
void* triangles_to_render_ptr();
size_t triangles_to_render_cnt();
size_t geometry_size() const;
void* triangle_indices_ptr();
void* quad_indices_ptr();
size_t indexed_triangles_cnt();
size_t indexed_quads_cnt();
size_t triangle_indices_to_render_offset() const;
size_t quad_indices_to_render_offset() const;
size_t indexed_triangles_to_render_cnt() const;
size_t indexed_quads_to_render_cnt() const;
void render() const;
bool has_layer_height_texture();
int layer_height_texture_width();
@ -72,8 +62,10 @@
int count()
%code{% RETVAL = THIS->volumes.size(); %};
void set_range(double low, double high);
void release_geometry();
%{
SV*
@ -95,6 +87,12 @@ GLVolumeCollection::arrayref()
%package{Slic3r::GUI::_3DScene};
%{
void
_glew_init()
CODE:
_3DScene::_glew_init();
void
_load_print_toolpaths(print, volumes, use_VBOs)
Print *print;