Fixed layer height profile editing for multipart objects

This commit is contained in:
Enrico Turri 2018-04-13 09:01:48 +02:00
parent a3fc49ee76
commit acd8d2df98
3 changed files with 13 additions and 11 deletions

View file

@ -305,7 +305,7 @@ void GLVolume::render_using_layer_height() const
glUniform1f(z_texture_row_to_normalized_id, (GLfloat)(1.0f / layer_height_texture_height()));
if (z_cursor_id >= 0)
glUniform1f(z_cursor_id, (GLfloat)(bounding_box.max.z * layer_height_texture_data.z_cursor_relative));
glUniform1f(z_cursor_id, (GLfloat)(layer_height_texture_data.print_object->model_object()->bounding_box().max.z * layer_height_texture_data.z_cursor_relative));
if (z_cursor_band_width_id >= 0)
glUniform1f(z_cursor_band_width_id, (GLfloat)layer_height_texture_data.edit_band_width);
@ -327,6 +327,11 @@ void GLVolume::render_using_layer_height() const
glUseProgram(current_program_id);
}
double GLVolume::layer_height_texture_z_to_row_id() const
{
return (this->layer_height_texture.get() == nullptr) ? 0.0 : double(this->layer_height_texture->cells - 1) / (double(this->layer_height_texture->width) * this->layer_height_texture_data.print_object->model_object()->bounding_box().max.z);
}
void GLVolume::generate_layer_height_texture(PrintObject *print_object, bool force)
{
GLTexture *tex = this->layer_height_texture.get();