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Fixed a bug, where the GL context was not being activated with _set_current()
as _set_current() tested for visibility of the window on the screen. Improved memory management by: 1) Allocating small (around 3MB) vertex buffers to be sent to the GPU. 2) Passing the small vertex buffers to the GPU as quickly as possible. A bit of copy / paste refactoring into common functions.
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4 changed files with 182 additions and 202 deletions
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@ -522,6 +522,9 @@ public:
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int load_wipe_tower_preview(
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int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool size_unknown, float brim_width, bool opengl_initialized);
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GLVolume* new_toolpath_volume(const float *rgba, size_t reserve_vbo_floats = 0);
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GLVolume* new_nontoolpath_volume(const float *rgba, size_t reserve_vbo_floats = 0);
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// Render the volumes by OpenGL.
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void render(ERenderType type, bool disable_cullface, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func = std::function<bool(const GLVolume&)>()) const;
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