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Rewrote the OpenGL object rendering to indexed triangle / quad sets
for lower memory consumption. Rewrote the print path 3D preview to generate these indexed triangle / quad sets, possibly with at least as possible duplication of vertices, with a crease angle of 45 degrees, leading to maximum 8% overshoots at the corners.
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6 changed files with 414 additions and 566 deletions
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@ -27,7 +27,6 @@
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int object_idx() const;
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int volume_idx() const;
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int instance_idx() const;
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bool empty() const;
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Clone<Pointf3> origin() const
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%code%{ RETVAL = THIS->origin; %};
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void translate(double x, double y, double z)
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@ -36,12 +35,15 @@
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%code%{ RETVAL = THIS->bounding_box; %};
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Clone<BoundingBoxf3> transformed_bounding_box() const;
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void* qverts_to_render_ptr();
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void* qnorms_to_render_ptr();
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int qverts_to_render_cnt();
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void* tverts_to_render_ptr();
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void* tnorms_to_render_ptr();
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int tverts_to_render_cnt();
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bool empty() const;
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bool indexed() const;
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void* triangles_to_render_ptr();
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size_t triangles_to_render_cnt();
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void* triangle_indices_to_render_ptr();
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void* quad_indices_to_render_ptr();
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size_t indexed_triangles_to_render_cnt();
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size_t indexed_quads_to_render_cnt();
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bool has_layer_height_texture();
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int layer_height_texture_width();
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