diff --git a/src/libslic3r/Technologies.hpp b/src/libslic3r/Technologies.hpp index 85b7df56d3..ad8adb586e 100644 --- a/src/libslic3r/Technologies.hpp +++ b/src/libslic3r/Technologies.hpp @@ -52,12 +52,7 @@ #define ENABLE_GENERIC_SUBPARTS_PLACEMENT (1 && ENABLE_1_42_0_ALPHA4) // Reworked management of bed shape changes #define ENABLE_REWORKED_BED_SHAPE_CHANGE (1 && ENABLE_1_42_0_ALPHA4) - - -//==================== -// 1.42.0.alpha5 techs -//==================== -#define ENABLE_1_42_0_ALPHA5 1 - +// Use anisotropic filtering on bed plate texture +#define ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES (1 && ENABLE_1_42_0_ALPHA4) // Bunch of fixes related to volumes centering -#define ENABLE_VOLUMES_CENTERING_FIXES (1 && ENABLE_1_42_0_ALPHA5) +#define ENABLE_VOLUMES_CENTERING_FIXES (1 && ENABLE_1_42_0_ALPHA4) diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp index c55ba3aa21..e56f49992b 100644 --- a/src/slic3r/GUI/GLCanvas3D.cpp +++ b/src/slic3r/GUI/GLCanvas3D.cpp @@ -542,6 +542,11 @@ void GLCanvas3D::Bed::_render_prusa(const std::string &key, float theta) const std::string model_path = resources_dir() + "/models/" + key; #endif // ENABLE_PRINT_BED_MODELS +#if ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES + GLfloat max_anisotropy = 0.0f; + ::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy); +#endif // ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES + std::string filename = tex_path + "_top.png"; if ((m_top_texture.get_id() == 0) || (m_top_texture.get_source() != filename)) { @@ -550,6 +555,14 @@ void GLCanvas3D::Bed::_render_prusa(const std::string &key, float theta) const _render_custom(); return; } +#if ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES + if (max_anisotropy > 0.0f) + { + ::glBindTexture(GL_TEXTURE_2D, m_top_texture.get_id()); + ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy); + ::glBindTexture(GL_TEXTURE_2D, 0); + } +#endif // ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES } filename = tex_path + "_bottom.png"; @@ -560,6 +573,14 @@ void GLCanvas3D::Bed::_render_prusa(const std::string &key, float theta) const _render_custom(); return; } +#if ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES + if (max_anisotropy > 0.0f) + { + ::glBindTexture(GL_TEXTURE_2D, m_bottom_texture.get_id()); + ::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy); + ::glBindTexture(GL_TEXTURE_2D, 0); + } +#endif // ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES } #if ENABLE_PRINT_BED_MODELS