Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer into et_save_command

This commit is contained in:
enricoturri1966 2021-08-26 12:46:00 +02:00
commit 306fbffdc0
3 changed files with 14 additions and 4 deletions

5
deps/CMakeLists.txt vendored
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@ -57,6 +57,11 @@ set(PATCH_CMD ${GIT_EXECUTABLE} apply --verbose --ignore-space-change --whitespa
get_property(_is_multi GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG) get_property(_is_multi GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
if (NOT _is_multi AND NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release)
message(STATUS "Forcing CMAKE_BUILD_TYPE to Release as it was not specified.")
endif ()
function(prusaslicer_add_cmake_project projectname) function(prusaslicer_add_cmake_project projectname)
cmake_parse_arguments(P_ARGS "" "INSTALL_DIR;BUILD_COMMAND;INSTALL_COMMAND" "CMAKE_ARGS" ${ARGN}) cmake_parse_arguments(P_ARGS "" "INSTALL_DIR;BUILD_COMMAND;INSTALL_COMMAND" "CMAKE_ARGS" ${ARGN})

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@ -1,6 +1,11 @@
#version 110 #version 110
const float EPSILON = 0.0001;
void main() void main()
{ {
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
// Values inside depth buffer for fragments of the contour of a selected area are offset
// by small epsilon to solve z-fighting between painted triangles and contour lines.
gl_FragDepth = gl_FragCoord.z - EPSILON;
} }

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@ -630,7 +630,11 @@ void TriangleSelectorMmGui::render(ImGuiWrapper *imgui)
auto *contour_shader = wxGetApp().get_shader("mm_contour"); auto *contour_shader = wxGetApp().get_shader("mm_contour");
contour_shader->start_using(); contour_shader->start_using();
glsafe(::glDepthFunc(GL_LEQUAL));
m_gizmo_scene.render_contour(); m_gizmo_scene.render_contour();
glsafe(::glDepthFunc(GL_LESS));
contour_shader->stop_using(); contour_shader->stop_using();
} }
@ -725,10 +729,6 @@ void GLMmSegmentationGizmo3DScene::render(size_t triangle_indices_idx) const
assert(this->vertices_VBO_id != 0); assert(this->vertices_VBO_id != 0);
assert(this->triangle_indices_VBO_ids[triangle_indices_idx] != 0); assert(this->triangle_indices_VBO_ids[triangle_indices_idx] != 0);
ScopeGuard offset_fill_guard([]() { glsafe(::glDisable(GL_POLYGON_OFFSET_FILL)); });
glsafe(::glEnable(GL_POLYGON_OFFSET_FILL));
glsafe(::glPolygonOffset(5.0, 5.0));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id)); glsafe(::glBindBuffer(GL_ARRAY_BUFFER, this->vertices_VBO_id));
glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float)))); glsafe(::glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), (const void*)(0 * sizeof(float))));