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