A little refactoring of loading meshes in VBO / non VBO case.
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4904359399
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@ -594,10 +594,7 @@ int GLVolumeCollection::load_object_volume(
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this->volumes.emplace_back(new GLVolume(color));
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GLVolume &v = *this->volumes.back();
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v.set_color_from_model_volume(model_volume);
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if (use_VBOs)
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v.indexed_vertex_array.load_mesh_full_shading(mesh);
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else
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v.indexed_vertex_array.load_mesh_flat_shading(mesh);
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v.indexed_vertex_array.load_mesh(mesh, use_VBOs);
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// finalize_geometry() clears the vertex arrays, therefore the bounding box has to be computed before finalize_geometry().
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v.bounding_box = v.indexed_vertex_array.bounding_box();
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@ -642,10 +639,7 @@ void GLVolumeCollection::load_object_auxiliary(
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const ModelInstance &model_instance = *print_object->model_object()->instances[instance_idx.first];
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this->volumes.emplace_back(new GLVolume((milestone == slaposBasePool) ? GLVolume::SLA_PAD_COLOR : GLVolume::SLA_SUPPORT_COLOR));
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GLVolume &v = *this->volumes.back();
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if (use_VBOs)
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v.indexed_vertex_array.load_mesh_full_shading(mesh);
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else
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v.indexed_vertex_array.load_mesh_flat_shading(mesh);
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v.indexed_vertex_array.load_mesh(mesh, use_VBOs);
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// finalize_geometry() clears the vertex arrays, therefore the bounding box has to be computed before finalize_geometry().
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v.bounding_box = v.indexed_vertex_array.bounding_box();
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v.indexed_vertex_array.finalize_geometry(use_VBOs);
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@ -716,14 +710,8 @@ int GLVolumeCollection::load_wipe_tower_preview(
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this->volumes.emplace_back(new GLVolume(color));
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GLVolume &v = *this->volumes.back();
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if (use_VBOs)
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v.indexed_vertex_array.load_mesh_full_shading(mesh);
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else
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v.indexed_vertex_array.load_mesh_flat_shading(mesh);
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v.indexed_vertex_array.load_mesh(mesh, use_VBOs);
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v.set_volume_offset(Vec3d(pos_x, pos_y, 0.0));
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// finalize_geometry() clears the vertex arrays, therefore the bounding box has to be computed before finalize_geometry().
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v.bounding_box = v.indexed_vertex_array.bounding_box();
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v.indexed_vertex_array.finalize_geometry(use_VBOs);
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@ -1854,12 +1842,7 @@ bool GLArrow::on_init(bool useVBOs)
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triangles.emplace_back(7, 13, 6);
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m_useVBOs = useVBOs;
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if (m_useVBOs)
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m_volume.indexed_vertex_array.load_mesh_full_shading(TriangleMesh(vertices, triangles));
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else
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m_volume.indexed_vertex_array.load_mesh_flat_shading(TriangleMesh(vertices, triangles));
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m_volume.indexed_vertex_array.load_mesh(TriangleMesh(vertices, triangles), useVBOs);
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m_volume.finalize_geometry(m_useVBOs);
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return true;
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}
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@ -1974,12 +1957,7 @@ bool GLCurvedArrow::on_init(bool useVBOs)
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triangles.emplace_back(vertices_per_level, 2 * vertices_per_level + 1, vertices_per_level + 1);
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m_useVBOs = useVBOs;
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if (m_useVBOs)
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m_volume.indexed_vertex_array.load_mesh_full_shading(TriangleMesh(vertices, triangles));
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else
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m_volume.indexed_vertex_array.load_mesh_flat_shading(TriangleMesh(vertices, triangles));
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m_volume.indexed_vertex_array.load_mesh(TriangleMesh(vertices, triangles), useVBOs);
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m_volume.bounding_box = m_volume.indexed_vertex_array.bounding_box();
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m_volume.finalize_geometry(m_useVBOs);
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return true;
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@ -2014,10 +1992,7 @@ bool GLBed::on_init_from_file(const std::string& filename, bool useVBOs)
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TriangleMesh mesh = model.mesh();
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mesh.repair();
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if (m_useVBOs)
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m_volume.indexed_vertex_array.load_mesh_full_shading(mesh);
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else
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m_volume.indexed_vertex_array.load_mesh_flat_shading(mesh);
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m_volume.indexed_vertex_array.load_mesh(mesh, useVBOs);
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float color[4] = { 0.235f, 0.235f, 0.235f, 1.0f };
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set_color(color, 4);
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