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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-13 17:58:03 -06:00
5th Attempt to fix texture rendering on OpenGL 1.1 cards
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parent
15c69a90ec
commit
de540de9aa
4 changed files with 27 additions and 8 deletions
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@ -72,7 +72,6 @@ bool GLTexture::load_from_file(const std::string& filename, bool generate_mipmap
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}
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// sends data to gpu
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::glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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::glGenTextures(1, &m_id);
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::glBindTexture(GL_TEXTURE_2D, m_id);
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@ -131,16 +130,35 @@ void GLTexture::render_texture(unsigned int tex_id, float left, float right, flo
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{
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::glEnable(GL_BLEND);
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::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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::glEnable(GL_TEXTURE_2D);
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::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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::glBindTexture(GL_TEXTURE_2D, (GLuint)tex_id);
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//###############################################################################################################################
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::glBegin(GL_TRIANGLES);
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::glTexCoord2f(0.0f, 1.0f); ::glVertex2f(left, bottom);
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::glTexCoord2f(1.0f, 1.0f); ::glVertex2f(right, bottom);
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::glTexCoord2f(1.0f, 0.0f); ::glVertex2f(right, top);
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::glTexCoord2f(1.0f, 0.0f); ::glVertex2f(right, top);
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::glTexCoord2f(0.0f, 0.0f); ::glVertex2f(left, top);
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::glTexCoord2f(0.0f, 1.0f); ::glVertex2f(left, bottom);
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/*
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::glBegin(GL_QUADS);
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::glTexCoord2f(0.0f, 1.0f); ::glVertex3f(left, bottom, 0.0f);
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::glTexCoord2f(1.0f, 1.0f); ::glVertex3f(right, bottom, 0.0f);
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::glTexCoord2f(1.0f, 0.0f); ::glVertex3f(right, top, 0.0f);
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::glTexCoord2f(0.0f, 0.0f); ::glVertex3f(left, top, 0.0f);
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::glTexCoord2f(0.0f, 1.0f); ::glVertex2f(left, bottom);
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::glTexCoord2f(1.0f, 1.0f); ::glVertex2f(right, bottom);
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::glTexCoord2f(1.0f, 0.0f); ::glVertex2f(right, top);
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::glTexCoord2f(0.0f, 0.0f); ::glVertex2f(left, top);
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*/
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// ::glTexCoord2f(0.0f, 1.0f); ::glVertex3f(left, bottom, 0.0f);
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// ::glTexCoord2f(1.0f, 1.0f); ::glVertex3f(right, bottom, 0.0f);
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// ::glTexCoord2f(1.0f, 0.0f); ::glVertex3f(right, top, 0.0f);
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// ::glTexCoord2f(0.0f, 0.0f); ::glVertex3f(left, top, 0.0f);
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//###############################################################################################################################
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::glEnd();
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::glBindTexture(GL_TEXTURE_2D, 0);
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