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Tech ENABLE_GL_SHADERS_ATTRIBUTES - Fixed rendering of default bed in thumbnails
(cherry picked from commit prusa3d/PrusaSlicer@568bd39c5a)
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parent
96c8c11030
commit
cabb8fcf6e
2 changed files with 5 additions and 6 deletions
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@ -688,7 +688,7 @@ void Bed3D::render_model(const Transform3d& view_matrix, const Transform3d& proj
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void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom)
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void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom)
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{
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{
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if (m_model_filename.empty()) {
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if (m_model_filename.empty()) {
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render_default(bottom);
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render_default(bottom, view_matrix, projection_matrix);
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return;
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return;
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}
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}
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@ -699,7 +699,7 @@ void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, co
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render_texture(bottom, canvas);*/
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render_texture(bottom, canvas);*/
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}
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}
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void Bed3D::render_default(bool bottom)
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void Bed3D::render_default(bool bottom, const Transform3d& view_matrix, const Transform3d& projection_matrix)
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{
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{
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bool picking = false;
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bool picking = false;
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m_texture.reset();
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m_texture.reset();
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@ -710,9 +710,8 @@ void Bed3D::render_default(bool bottom)
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if (shader != nullptr) {
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if (shader != nullptr) {
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shader->start_using();
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shader->start_using();
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const Camera& camera = wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("view_model_matrix", camera.get_view_matrix());
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shader->set_uniform("projection_matrix", projection_matrix);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_DEPTH_TEST));
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glEnable(GL_BLEND));
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@ -166,7 +166,7 @@ private:
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//void render_texture(bool bottom, GLCanvas3D& canvas);
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//void render_texture(bool bottom, GLCanvas3D& canvas);
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void render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix);
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void render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix);
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void render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom);
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void render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom);
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void render_default(bool bottom);
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void render_default(bool bottom, const Transform3d& view_matrix, const Transform3d& projection_matrix);
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};
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};
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} // GUI
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} // GUI
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