Enabled the variable layer height in the builds by default.

This commit is contained in:
bubnikv 2017-02-03 15:53:31 +01:00
parent 7e6390c4b6
commit 8474f77db4
2 changed files with 16 additions and 24 deletions

View file

@ -141,8 +141,10 @@ sub new {
$self->_camera_distance(0.);
# Size of a layer height texture, used by a shader to color map the object print layers.
$self->{layer_preview_z_texture_width} = 512;
$self->{layer_preview_z_texture_height} = 512;
$self->layer_editing_enabled(0);
# 512x512 bitmaps are supported everywhere, but that may not be sufficent for super large print volumes.
$self->{layer_preview_z_texture_width} = 1024;
$self->{layer_preview_z_texture_height} = 1024;
$self->{layer_height_edit_band_width} = 2.;
$self->{layer_height_edit_strength} = 0.005;
$self->{layer_height_edit_last_object_id} = -1;
@ -842,20 +844,15 @@ sub InitGL {
return unless $self->GetContext;
$self->init(1);
my $shader;
$shader = $self->{shader} = new Slic3r::GUI::GLShader
if (defined($ENV{'SLIC3R_EXPERIMENTAL'}) && $ENV{'SLIC3R_EXPERIMENTAL'} == 1);
if ($self->{shader}) {
my $info = $shader->Load($self->_fragment_shader, $self->_vertex_shader);
print $info if $info;
($self->{layer_preview_z_texture_id}) = glGenTextures_p(1);
glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glBindTexture(GL_TEXTURE_2D, 0);
}
my $shader = $self->{shader} = new Slic3r::GUI::GLShader;
my $info = $shader->Load($self->_fragment_shader, $self->_vertex_shader);
# print $info if $info;
($self->{layer_preview_z_texture_id}) = glGenTextures_p(1);
glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id});
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glBindTexture(GL_TEXTURE_2D, 0);
glClearColor(0, 0, 0, 1);
glColor3f(1, 0, 0);