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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8 changed files with 200 additions and 52 deletions
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@ -3306,10 +3306,12 @@ unsigned int Plater::priv::update_background_process(bool force_validation, bool
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return_state |= UPDATE_BACKGROUND_PROCESS_INVALID;
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if (printer_technology == ptFFF) {
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const Print* print = background_process.fff_print();
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const Polygons polygons = print->get_sequential_print_clearance_polygons();
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view3D->get_canvas3d()->set_sequential_print_clearance_visible(!polygons.empty());
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view3D->get_canvas3d()->set_sequential_print_clearance_render_fill(!polygons.empty());
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view3D->get_canvas3d()->set_sequential_print_clearance_polygons(polygons);
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GLCanvas3D::ContoursList contours;
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contours.contours = print->get_sequential_print_clearance_contours();
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view3D->get_canvas3d()->set_sequential_print_clearance_visible(!contours.empty());
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view3D->get_canvas3d()->set_sequential_print_clearance_render_fill(!contours.empty());
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view3D->get_canvas3d()->set_sequential_print_clearance_contours(contours);
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view3D->get_canvas3d()->set_sequential_print_clearance_evaluating(false);
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}
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}
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}
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