Avoid updating and sending to gpu sequential print clearance contours at every frame. Cache them instead and update only their transforms.
Fixed conflicts after cherry-picking e99ee946af
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77da892927
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8 changed files with 200 additions and 52 deletions
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@ -469,13 +469,13 @@ std::string Print::validate(std::string* warning) const
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return _u8L("The supplied settings will cause an empty print.");
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if (m_config.complete_objects) {
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if (!sequential_print_horizontal_clearance_valid(*this, const_cast<Polygons*>(&m_sequential_print_clearance_polygons)))
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if (!sequential_print_horizontal_clearance_valid(*this, const_cast<Polygons*>(&m_sequential_print_clearance_contours)))
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return _u8L("Some objects are too close; your extruder will collide with them.");
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if (!sequential_print_vertical_clearance_valid(*this))
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return _u8L("Some objects are too tall and cannot be printed without extruder collisions.");
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}
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else
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const_cast<Polygons*>(&m_sequential_print_clearance_polygons)->clear();
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const_cast<Polygons*>(&m_sequential_print_clearance_contours)->clear();
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if (m_config.avoid_crossing_perimeters && m_config.avoid_crossing_curled_overhangs) {
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return _u8L("Avoid crossing perimeters option and avoid crossing curled overhangs option cannot be both enabled together.");
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