The variable layer editing shader was made OpenGL 2.0 compatible.

Fixed a bug in the scaling of colors for the variable layer editing.
This commit is contained in:
bubnikv 2017-02-21 09:39:28 +01:00
parent 006173342c
commit 8aae5bdb28
2 changed files with 3 additions and 3 deletions

View file

@ -657,7 +657,7 @@ int generate_layer_height_texture(
cell_first = clamp(0, ncells1-1, int(ceil(lo * z_to_cell1)));
cell_last = clamp(0, ncells1-1, int(floor(hi * z_to_cell1)));
for (int cell = cell_first; cell <= cell_last; ++ cell) {
coordf_t idxf = (0.5 * hscale + (h - slicing_params.layer_height)) * coordf_t(palette_raw.size()) / hscale;
coordf_t idxf = (0.5 * hscale + (h - slicing_params.layer_height)) * coordf_t(palette_raw.size()-1) / hscale;
int idx1 = clamp(0, int(palette_raw.size() - 1), int(floor(idxf)));
int idx2 = std::min(int(palette_raw.size() - 1), idx1 + 1);
coordf_t t = idxf - coordf_t(idx1);