Merge branch 'master' of https://github.com/prusa3d/Slic3r into 3mf_io
This commit is contained in:
commit
52c1395626
2 changed files with 11 additions and 20 deletions
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@ -1172,18 +1172,17 @@ sub Render {
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glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
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if ($self->enable_picking) {
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# Render the object for picking.
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# FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
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# Better to use software ray-casting on a bounding-box hierarchy.
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glPushAttrib(GL_ENABLE_BIT);
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glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
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glDisable(GL_LIGHTING);
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glDisable(GL_BLEND);
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$self->draw_volumes(1);
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glFlush();
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glFinish();
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if (my $pos = $self->_mouse_pos) {
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# Render the object for picking.
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# FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
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# Better to use software ray-casting on a bounding-box hierarchy.
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glPushAttrib(GL_ENABLE_BIT);
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glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
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glDisable(GL_LIGHTING);
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glDisable(GL_BLEND);
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$self->draw_volumes(1);
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glPopAttrib();
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glFlush();
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my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
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my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
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$self->_hover_volume_idx(undef);
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@ -1199,11 +1198,8 @@ sub Render {
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$self->on_hover->($volume_idx) if $self->on_hover;
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glFlush();
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glFinish();
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glPopAttrib();
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}
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# draw fixed background
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@ -1337,9 +1333,6 @@ sub Render {
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$self->draw_active_object_annotations;
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$self->SwapBuffers();
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# Calling glFinish has a performance penalty, but it seems to fix some OpenGL driver hang-up with extremely large scenes.
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# glFinish();
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}
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sub draw_volumes {
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@ -338,7 +338,6 @@ sub Render {
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glClear(GL_COLOR_BUFFER_BIT);
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if (!$self->GetParent->enabled || !$self->layers) {
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glFlush();
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$self->SwapBuffers;
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return;
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}
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@ -486,7 +485,6 @@ sub Render {
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}
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gluDeleteTess($tess) if $tess;
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glFlush();
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$self->SwapBuffers;
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}
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