Tech ENABLE_GL_SHADERS_ATTRIBUTES - Fixed rendering of bed texture in thumbnails
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@ -515,7 +515,7 @@ void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, co
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render_model(view_matrix, projection_matrix);
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if (show_texture)
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render_texture(bottom, canvas);
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render_texture(bottom, canvas, view_matrix, projection_matrix);
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}
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#else
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void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
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@ -528,7 +528,11 @@ void Bed3D::render_system(GLCanvas3D& canvas, bool bottom, bool show_texture)
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}
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix)
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#else
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void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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{
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if (m_texture_filename.empty()) {
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m_texture.reset();
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@ -600,9 +604,8 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
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if (shader != nullptr) {
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shader->start_using();
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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const Camera& camera = wxGetApp().plater()->get_camera();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix());
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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shader->set_uniform("view_model_matrix", view_matrix);
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shader->set_uniform("projection_matrix", projection_matrix);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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shader->set_uniform("transparent_background", bottom);
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shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
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@ -766,7 +769,11 @@ void Bed3D::render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bo
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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if (show_texture)
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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render_texture(bottom, canvas, view_matrix, projection_matrix);
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#else
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render_texture(bottom, canvas);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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}
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void Bed3D::render_default(bool bottom, bool picking)
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@ -168,14 +168,12 @@ private:
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void render_axes();
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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void render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture);
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#else
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void render_system(GLCanvas3D& canvas, bool bottom, bool show_texture);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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void render_texture(bool bottom, GLCanvas3D& canvas);
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#if ENABLE_GL_SHADERS_ATTRIBUTES
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void render_texture(bool bottom, GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix);
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void render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix);
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void render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture, bool picking);
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#else
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void render_system(GLCanvas3D& canvas, bool bottom, bool show_texture);
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void render_texture(bool bottom, GLCanvas3D& canvas);
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void render_model();
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void render_custom(GLCanvas3D& canvas, bool bottom, bool show_texture, bool picking);
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#endif // ENABLE_GL_SHADERS_ATTRIBUTES
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