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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-11 16:57:53 -06:00
Merge remote-tracking branch 'origin/master' into ys_new_features
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commit
daac165a44
44 changed files with 2572 additions and 646 deletions
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@ -9,6 +9,7 @@
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#include "GUI_App.hpp"
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#include "PresetBundle.hpp"
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#include "Gizmos/GLGizmoBase.hpp"
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#include "GLCanvas3D.hpp"
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#include <GL/glew.h>
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@ -211,7 +212,7 @@ const double Bed3D::Axes::ArrowLength = 5.0;
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Bed3D::Axes::Axes()
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: origin(Vec3d::Zero())
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, length(Vec3d::Zero())
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, length(25.0 * Vec3d::Ones())
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{
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m_quadric = ::gluNewQuadric();
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if (m_quadric != nullptr)
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@ -273,6 +274,7 @@ void Bed3D::Axes::render_axis(double length) const
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Bed3D::Bed3D()
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: m_type(Custom)
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, m_requires_canvas_update(false)
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#if ENABLE_TEXTURES_FROM_SVG
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, m_vbo_id(0)
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#endif // ENABLE_TEXTURES_FROM_SVG
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@ -290,7 +292,7 @@ bool Bed3D::set_shape(const Pointfs& shape)
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m_shape = shape;
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m_type = new_type;
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calc_bounding_box();
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calc_bounding_boxes();
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ExPolygon poly;
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for (const Vec2d& p : m_shape)
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@ -311,7 +313,7 @@ bool Bed3D::set_shape(const Pointfs& shape)
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// Set the origin and size for painting of the coordinate system axes.
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m_axes.origin = Vec3d(0.0, 0.0, (double)GROUND_Z);
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m_axes.length = 0.1 * get_bounding_box().max_size() * Vec3d::Ones();
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m_axes.length = 0.1 * m_bounding_box.max_size() * Vec3d::Ones();
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// Let the calee to update the UI.
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return true;
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@ -328,27 +330,26 @@ Point Bed3D::point_projection(const Point& point) const
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}
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#if ENABLE_TEXTURES_FROM_SVG
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void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
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void Bed3D::render(GLCanvas3D* canvas, float theta, bool useVBOs, float scale_factor) const
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{
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m_scale_factor = scale_factor;
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EType type = useVBOs ? m_type : Custom;
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switch (type)
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{
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case MK2:
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{
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render_prusa("mk2", theta > 90.0f);
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render_prusa(canvas, "mk2", theta > 90.0f);
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break;
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}
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case MK3:
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{
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render_prusa("mk3", theta > 90.0f);
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render_prusa(canvas, "mk3", theta > 90.0f);
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break;
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}
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case SL1:
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{
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render_prusa("sl1", theta > 90.0f);
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render_prusa(canvas, "sl1", theta > 90.0f);
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break;
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}
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default:
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@ -360,7 +361,7 @@ void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
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}
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}
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#else
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void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
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void Bed3D::render(GLCanvas3D* canvas, float theta, bool useVBOs, float scale_factor) const
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{
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m_scale_factor = scale_factor;
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@ -371,17 +372,17 @@ void Bed3D::render(float theta, bool useVBOs, float scale_factor) const
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{
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case MK2:
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{
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render_prusa("mk2", theta, useVBOs);
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render_prusa(canvas, "mk2", theta, useVBOs);
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break;
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}
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case MK3:
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{
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render_prusa("mk3", theta, useVBOs);
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render_prusa(canvas, "mk3", theta, useVBOs);
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break;
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}
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case SL1:
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{
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render_prusa("sl1", theta, useVBOs);
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render_prusa(canvas, "sl1", theta, useVBOs);
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break;
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}
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default:
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@ -400,13 +401,22 @@ void Bed3D::render_axes() const
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m_axes.render();
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}
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void Bed3D::calc_bounding_box()
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void Bed3D::calc_bounding_boxes() const
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{
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m_bounding_box = BoundingBoxf3();
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for (const Vec2d& p : m_shape)
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{
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m_bounding_box.merge(Vec3d(p(0), p(1), 0.0));
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}
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m_extended_bounding_box = m_bounding_box;
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// extend to contain axes
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m_extended_bounding_box.merge(m_axes.length + Axes::ArrowLength * Vec3d::Ones());
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// extend to contain model, if any
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if (!m_model.get_filename().empty())
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m_extended_bounding_box.merge(m_model.get_transformed_bounding_box());
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}
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void Bed3D::calc_triangles(const ExPolygon& poly)
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@ -487,41 +497,51 @@ Bed3D::EType Bed3D::detect_type(const Pointfs& shape) const
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}
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#if ENABLE_TEXTURES_FROM_SVG
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void Bed3D::render_prusa(const std::string &key, bool bottom) const
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void Bed3D::render_prusa(GLCanvas3D* canvas, const std::string &key, bool bottom) const
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{
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std::string tex_path = resources_dir() + "/icons/bed/" + key;
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std::string model_path = resources_dir() + "/models/" + key;
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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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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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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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// use higher resolution images if graphic card and opengl version allow
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GLint max_tex_size = GLCanvas3DManager::get_gl_info().get_max_tex_size();
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std::string filename = tex_path + ".svg";
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if ((m_texture.get_id() == 0) || (m_texture.get_source() != filename))
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{
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if (!m_texture.load_from_svg_file(filename, true, max_tex_size))
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// generate a temporary lower resolution texture to show while no main texture levels have been compressed
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if (!m_temp_texture.load_from_svg_file(filename, false, false, false, max_tex_size / 8))
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{
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render_custom();
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return;
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}
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if (max_anisotropy > 0.0f)
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// starts generating the main texture, compression will run asynchronously
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if (!m_texture.load_from_svg_file(filename, true, true, true, max_tex_size))
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{
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glsafe(::glBindTexture(GL_TEXTURE_2D, m_texture.get_id()));
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glsafe(::glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_anisotropy));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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render_custom();
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return;
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}
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}
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else if (m_texture.unsent_compressed_data_available())
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{
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// sends to gpu the already available compressed levels of the main texture
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m_texture.send_compressed_data_to_gpu();
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// the temporary texture is not needed anymore, reset it
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if (m_temp_texture.get_id() != 0)
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m_temp_texture.reset();
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m_requires_canvas_update = true;
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}
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else if (m_requires_canvas_update && m_texture.all_compressed_data_sent_to_gpu())
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{
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if (canvas != nullptr)
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canvas->stop_keeping_dirty();
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m_requires_canvas_update = false;
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}
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if (!bottom)
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{
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@ -539,6 +559,9 @@ void Bed3D::render_prusa(const std::string &key, bool bottom) const
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offset += Vec3d(0.0, 0.0, -0.03);
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m_model.center_around(offset);
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// update extended bounding box
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calc_bounding_boxes();
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}
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if (!m_model.get_filename().empty())
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@ -594,7 +617,12 @@ void Bed3D::render_prusa_shader(bool transparent) const
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GLint position_id = m_shader.get_attrib_location("v_position");
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GLint tex_coords_id = m_shader.get_attrib_location("v_tex_coords");
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glsafe(::glBindTexture(GL_TEXTURE_2D, (GLuint)m_texture.get_id()));
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// show the temporary texture while no compressed data is available
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GLuint tex_id = (GLuint)m_temp_texture.get_id();
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if (tex_id == 0)
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tex_id = (GLuint)m_texture.get_id();
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glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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if (position_id != -1)
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