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