diff --git a/src/slic3r/GUI/3DBed.cpp b/src/slic3r/GUI/3DBed.cpp index 2dee760cbc..9d73383096 100644 --- a/src/slic3r/GUI/3DBed.cpp +++ b/src/slic3r/GUI/3DBed.cpp @@ -609,7 +609,7 @@ void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, co }*/ //BBS: add part plate related logic -void Bed3D::update_model_offset() const +void Bed3D::update_model_offset() { // move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad Vec3d shift = m_extended_bounding_box.center(); @@ -626,11 +626,14 @@ void Bed3D::update_model_offset() const // update extended bounding box const_cast(m_extended_bounding_box) = calc_extended_bounding_box(); + m_triangles.reset(); } void Bed3D::update_bed_triangles() { - m_triangles.reset(); + if (m_triangles.is_initialized()) { + return; + } Vec3d shift = m_extended_bounding_box.center(); shift(2) = -0.03; @@ -708,7 +711,7 @@ void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, co void Bed3D::render_default(bool bottom, const Transform3d& view_matrix, const Transform3d& projection_matrix) { - m_texture.reset(); + // m_texture.reset(); update_bed_triangles(); diff --git a/src/slic3r/GUI/3DBed.hpp b/src/slic3r/GUI/3DBed.hpp index b668b5ed61..ed19e24b53 100644 --- a/src/slic3r/GUI/3DBed.hpp +++ b/src/slic3r/GUI/3DBed.hpp @@ -98,7 +98,7 @@ private: //Polygon m_polygon; GLModel m_triangles; //GLModel m_gridlines; - GLTexture m_texture; + // GLTexture m_texture; // temporary texture shown until the main texture has still no levels compressed //GLTexture m_temp_texture; GLModel m_model; @@ -154,7 +154,7 @@ private: //BBS: add partplate related logic // Calculate an extended bounding box from axes and current model for visualization purposes. BoundingBoxf3 calc_extended_bounding_box(bool consider_model_offset = true) const; - void update_model_offset() const; + void update_model_offset(); //BBS: with offset void update_bed_triangles(); static std::tuple detect_type(const Pointfs& shape);