Removed obsolete tech ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS

This commit is contained in:
enricoturri1966 2022-03-14 14:25:09 +01:00
parent 2ab8469cb6
commit 9174fc4872
2 changed files with 0 additions and 10 deletions

View File

@ -34,8 +34,6 @@
#define ENABLE_ENVIRONMENT_MAP 0 #define ENABLE_ENVIRONMENT_MAP 0
// Enable smoothing of objects normals // Enable smoothing of objects normals
#define ENABLE_SMOOTH_NORMALS 0 #define ENABLE_SMOOTH_NORMALS 0
// Enable rendering markers for options in preview as fixed screen size points
#define ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS 1
//================ //================

View File

@ -2968,11 +2968,7 @@ void GCodeViewer::refresh_render_paths(bool keep_sequential_current_first, bool
void GCodeViewer::render_toolpaths() void GCodeViewer::render_toolpaths()
{ {
#if ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS
const float point_size = 20.0f;
#else
const float point_size = 0.8f; const float point_size = 0.8f;
#endif // ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS
#if !ENABLE_GL_SHADERS_ATTRIBUTES #if !ENABLE_GL_SHADERS_ATTRIBUTES
const std::array<float, 4> light_intensity = { 0.25f, 0.70f, 0.75f, 0.75f }; const std::array<float, 4> light_intensity = { 0.25f, 0.70f, 0.75f, 0.75f };
#endif // !ENABLE_GL_SHADERS_ATTRIBUTES #endif // !ENABLE_GL_SHADERS_ATTRIBUTES
@ -2983,11 +2979,7 @@ void GCodeViewer::render_toolpaths()
static_cast<float>(viewport[3]) * 0.0005; static_cast<float>(viewport[3]) * 0.0005;
auto shader_init_as_points = [zoom, point_size, near_plane_height](GLShaderProgram& shader) { auto shader_init_as_points = [zoom, point_size, near_plane_height](GLShaderProgram& shader) {
#if ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS
shader.set_uniform("use_fixed_screen_size", 1);
#else
shader.set_uniform("use_fixed_screen_size", 0); shader.set_uniform("use_fixed_screen_size", 0);
#endif // ENABLE_FIXED_SCREEN_SIZE_POINT_MARKERS
shader.set_uniform("zoom", zoom); shader.set_uniform("zoom", zoom);
shader.set_uniform("percent_outline_radius", 0.0f); shader.set_uniform("percent_outline_radius", 0.0f);
shader.set_uniform("percent_center_radius", 0.33f); shader.set_uniform("percent_center_radius", 0.33f);