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Added glsafe() around OpenGL calls where missing
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15 changed files with 544 additions and 534 deletions
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@ -495,11 +495,11 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
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// use anisotropic filter if graphic card allows
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GLfloat max_anisotropy = 0.0f;
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if (glewIsSupported("GL_EXT_texture_filter_anisotropic"))
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::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
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glsafe(::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy));
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// use higher resolution images if graphic card allows
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GLint max_tex_size;
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::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
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glsafe(::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size));
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// clamp or the texture generation becomes too slow
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max_tex_size = std::min(max_tex_size, 8192);
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@ -621,7 +621,6 @@ void Bed3D::render_prusa_shader(bool transparent) const
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m_shader.stop_using();
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}
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}
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#else
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void Bed3D::render_prusa(const std::string &key, float theta, bool useVBOs) const
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{
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@ -629,7 +628,7 @@ void Bed3D::render_prusa(const std::string &key, float theta, bool useVBOs) cons
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// use higher resolution images if graphic card allows
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GLint max_tex_size;
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::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
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glsafe(::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size));
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// temporary set to lowest resolution
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max_tex_size = 2048;
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@ -644,7 +643,7 @@ void Bed3D::render_prusa(const std::string &key, float theta, bool useVBOs) cons
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// use anisotropic filter if graphic card allows
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GLfloat max_anisotropy = 0.0f;
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if (glewIsSupported("GL_EXT_texture_filter_anisotropic"))
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::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
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glsafe(::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy));
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std::string filename = tex_path + "_top.png";
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if ((m_top_texture.get_id() == 0) || (m_top_texture.get_source() != filename))
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