Workaround of

"GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch"
https://github.com/alexrj/Slic3r/issues/4085

Also fixes
https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=872273
This commit is contained in:
bubnikv 2017-09-12 10:03:10 +02:00
parent 100c8f60a5
commit 888a904c9b

View file

@ -130,6 +130,7 @@ sub new {
$self->GetContext();
}
$self->{can_multisample} = $can_multisample;
$self->background(1);
$self->_quat((0, 0, 0, 1));
$self->_stheta(45);
@ -1040,8 +1041,16 @@ sub InitGL {
# Set antialiasing/multisampling
glDisable(GL_LINE_SMOOTH);
glDisable(GL_POLYGON_SMOOTH);
glEnable(GL_MULTISAMPLE);
if ($self->{can_multisample}) {
# See "GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch"
# https://github.com/alexrj/Slic3r/issues/4085
$self->{can_multisample} = 0;
eval {
glEnable(GL_MULTISAMPLE);
# glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
$self->{can_multisample} = 1;
}
}
# ambient lighting
glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
@ -1066,7 +1075,7 @@ sub InitGL {
# A handy trick -- have surface material mirror the color.
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_MULTISAMPLE);
glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
if ($self->UseVBOs) {
my $shader = new Slic3r::GUI::_3DScene::GLShader;
@ -1142,7 +1151,7 @@ sub Render {
# FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
# Better to use software ray-casting on a bounding-box hierarchy.
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_MULTISAMPLE);
glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
$self->draw_volumes(1);