Tech ENABLE_GLBEGIN_GLEND_REMOVAL - Fixed a few bugs when the tech is disabled
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@ -593,10 +593,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
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if (bottom)
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glsafe(::glFrontFace(GL_CW));
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unsigned int stride = m_triangles.get_vertex_data_size();
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GLint position_id = shader->get_attrib_location("v_position");
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GLint tex_coords_id = shader->get_attrib_location("v_tex_coords");
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const unsigned int stride = m_triangles.get_vertex_data_size();
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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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@ -606,22 +603,16 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
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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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glsafe(::glEnableVertexAttribArray(position_id));
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glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
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}
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if (tex_coords_id != -1) {
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glsafe(::glEnableVertexAttribArray(tex_coords_id));
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glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
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}
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glsafe(::glVertexPointer(3, GL_FLOAT, stride, (const void*)(intptr_t)m_triangles.get_position_offset()));
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glTexCoordPointer(2, GL_FLOAT, stride, (const void*)(intptr_t)m_triangles.get_tex_coords_offset()));
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glsafe(::glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
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if (tex_coords_id != -1)
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glsafe(::glDisableVertexAttribArray(tex_coords_id));
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if (position_id != -1)
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glsafe(::glDisableVertexAttribArray(position_id));
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glsafe(::glDisableClientState(GL_TEXTURE_COORD_ARRAY));
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
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@ -1195,11 +1195,11 @@ void TriangleSelectorGUI::render_debug(ImGuiWrapper* imgui)
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m_varrays[i].init_from(std::move(varrays_data[i]));
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}
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#else
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for (auto* iva : { &m_iva_enforcers, &m_iva_blockers })
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iva->finalize_geometry(true);
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for (auto& iva : m_iva_seed_fills)
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iva.finalize_geometry(true);
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// for (auto* iva : { &m_iva_enforcers, &m_iva_blockers })
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// iva->finalize_geometry(true);
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//
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// for (auto& iva : m_iva_seed_fills)
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// iva.finalize_geometry(true);
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#endif // ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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#if ENABLE_GLINDEXEDVERTEXARRAY_REMOVAL
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@ -245,7 +245,7 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
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m_cylinder.set_color(render_color);
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#else
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m_cylinder.set_color(-1, render_color);
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if (shader != nu)
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if (shader != nullptr)
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#endif // ENABLE_GLBEGIN_GLEND_REMOVAL
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shader->set_uniform("emission_factor", 0.5f);
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for (const sla::DrainHole& drain_hole : m_c->selection_info()->model_object()->sla_drain_holes) {
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