Selection of bed texture resolution in dependence of graphic card capabilities

This commit is contained in:
Enrico Turri 2019-02-06 14:55:36 +01:00
parent 63e4fa3862
commit 8100f562da

View file

@ -595,11 +595,21 @@ void GLCanvas3D::Bed::_render_prusa(const std::string &key, float theta) const
#endif // ENABLE_PRINT_BED_MODELS
{
std::string tex_path = resources_dir() + "/icons/bed/" + key;
// use higher resolution images if graphic card allows
GLint max_tex_size;
::glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
if (max_tex_size >= 8192)
tex_path += "_8192";
else if (max_tex_size >= 4096)
tex_path += "_4096";
#if ENABLE_PRINT_BED_MODELS
std::string model_path = resources_dir() + "/models/" + key;
#endif // ENABLE_PRINT_BED_MODELS
#if ENABLE_ANISOTROPIC_FILTER_ON_BED_TEXTURES
// use anisotropic filter if graphic card allows
GLfloat max_anisotropy = 0.0f;
if (glewIsSupported("GL_EXT_texture_filter_anisotropic"))
::glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);