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	Fixing an update of the "Export G-code, Send to printer" and similar buttons.
It is a bug, which was lingering around for a long time, only now the buggy function is called at a time point, where it really hurts. https://github.com/prusa3d/Slic3r/issues/137
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					 1 changed files with 22 additions and 11 deletions
				
			
		|  | @ -61,7 +61,6 @@ __PACKAGE__->mk_accessors( qw(_quat _dirty init | |||
|                               _drag_start_xy | ||||
|                               _dragged | ||||
| 
 | ||||
|                               layer_editing_enabled | ||||
|                               _layer_height_edited | ||||
| 
 | ||||
|                               _camera_type | ||||
|  | @ -190,6 +189,28 @@ sub Destroy { | |||
|     return $self->SUPER::Destroy; | ||||
| } | ||||
| 
 | ||||
| sub layer_editing_enabled { | ||||
|     my ($self, $value) = @_; | ||||
|     if (@_ == 2) { | ||||
|         $self->{layer_editing_enabled} = $value; | ||||
|         if ($value && ! $self->{layer_editing_initialized}) { | ||||
|             # Enabling the layer editing for the first time. This triggers compilation of the necessary OpenGL shaders. | ||||
|             # If compilation fails, the compile log is printed into the console. | ||||
|             $self->{layer_editing_initialized} = 1; | ||||
|             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); | ||||
|         } | ||||
|     } | ||||
|     return $self->{layer_editing_enabled}; | ||||
| } | ||||
| 
 | ||||
| sub _first_selected_object_id { | ||||
|     my ($self) = @_; | ||||
|     for my $i (0..$#{$self->volumes}) { | ||||
|  | @ -893,16 +914,6 @@ sub InitGL { | |||
|     return unless $self->GetContext; | ||||
|     $self->init(1); | ||||
| 
 | ||||
|     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); | ||||
|     glEnable(GL_DEPTH_TEST); | ||||
|  |  | |||
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